Kantaisen Flow
Data on Kantaisen will be covered in several pages for ease of reference. This page will cover the general flow of a combat scene in Kantaisen and relevant elements, 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.
Deployment
During the Deployment stage of a fight, several steps occur!
Scenes and Fields
One player selects the Scene appropriate to the scene from a list of available Fields. Players can also make their own Field Sets if nothing covers them; a Field Set includes both a description and a list of one or more Fields.
We'll look here at a sample Scene:
id: 11 name: Colony Nature Habitat scene: A space of artificial nature on a space colony, resembling a forested national park of Earth. Fields: 1: Lake {"Water", "Low-G"} 2: Forest {"Low-G"}
The ID is the label under which the Scene has been saved.
The Name is a short, appropriate declaration of the place it reflects, such as "City Battle" or "Ashford Academy" or, in this case, "Colony Nature Habitat."
The Scene is a short description of the scene with a little greater detail, not more than a single paragraph.
The Field listing contains all the Fields that that scene concept implies. A Field can have one or two terrains, in a similar way to how squares in Super Robot Wars sometimes have multiple terrains. The first terrain is the Primary Terrain, and if your unit has a good rating in that terrain, it will use it; if it doesn't, it will also check for the second terrain, it will average the two. Standing in the lake best serves water-use units; a Low-G-use unit can do it but will not do it as well as a water-use unit. Conversely, standing in the Forest is simply a Low-G activity.
Deployment
Deploying in a unit starts at typing +deploy. +deploy, without any argument, will give you a list of units you have access to and their numerical storage IDs. (Note that for this purpose, forms of units are stored as separate units; switching between a unit's modes happens using a different command.)
Typing a partial string match will bring up a list of units you could have deployed in with that match, like so:
+deploy Ghoul
leads to:
20: AMK-01 Mecha-Ghoulghilas 14: Ghoulghilas
(Note that +deploy Ghoulghilas would also be a mutual partial match; in this case, use +deploy 14 to get Ghoulghilas. Partial matching for AMK-01 would correctly pull Mecha-Ghoulghilas, however.)
Other Pre-Scene Considerations
Before the scene starts, you can adjust your position in a multi-Field Scene as needed. You can also redeploy if you deployed with the wrong unit, or choose a boss posture such as +rival or +boss if you expect to be fighting multiple people.
+boss and +rival are code tools that allow you to fight multiple people if dramatics allow. +rival gives you 2.5 times your baseline health and starting EN, and lets you take a number of actions equal to the number of opponents you have. +boss # sets your HP and starting EN to an appropriate amount for that number of people (though not as a direct multiplier) and is for handling four or more opponents at once.
If you arrive as a Boss or Rival and would logically have a team with you -- such as a battleship showing up with its Ichinana contingent, or Ramba Ral showing up with a team of Zakus at his back -- you can also +escort Unitname, using the same syntax as +deploy. +escort adds that unit's attacks to your attack list, allowing you to simulate support fire from your squad while still providing access to your full list of attacks.
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