A comprehensive guide to basic gameplay mechanics.
Contents
Warship Crew Stats
The Captain’s Command stat and Pilot stats both affect the warship. (e.x. Reaction affects warship evasion).
Other crew positions in the warship use their specified stat to increase the stats of the Captain. (Warship stats do nothing when piloting a mobile suit)
Warship positions and applicable stat:
- Captain (Command) = Increases all Stats directly; Command Stat determines range of warship’s blue aura
- XO (Auxiliary) – Increases Captain’s stats and warship HP and EN
- Communications (Communications) – Boosts warship accuracy
- Navigator (Navigation) – Boosts warship evasion
- Mechanic (Maintenance) – Boosts HP regen per turn
- Guest (Charisma) – Units within group gain more EXP
Pilot And Mobile Suit Stats
Both the Pilot and the Mobile Suit’s stats combine to increase the overall stats of the unit.
Pilot Stats:
- Ranged – Ranged weapon damage and accuracy
- Melee – Melee weapon damage and accuracy
- Defense – Damage reduction
- Reaction – Evasion
- Awaken – Damage and accuracy for weapons with the Awaken effect
- MP – Morale points
Mobile Suit stats:
- HP – Hit points
- EN – Energy (performing attacks costs energy)
- ATK – Attack
- DEF – Defense (damage reduction)
- MOB – Evasion
- MOV – Movement
- Size – Unit size ranges from S to XXL. Larger units may take up more group slots and may be unable to board an SFS. (The Master slot of a Warship Group can hold 1 unit of any type regardless of size).
SFS (Sub-Flight System)
Docking a unit on an SFS provides extra movement and terrain capability (e.x. If a unit only capable of moving over Ground terrain docks on an SFS which is capable of moving on Atmospheric terrain,
Then the unit becomes capable of moving on atmospheric terrain).
After moving a unit on an SFS, the unit can also undock and move even further on its own. (Warship Master and Leader units can use Skills after moving on the SFS).
Morale Points (MP)
Morale rises when attacks hit and drops when attacks miss or enemy attacks you.
- If it drops below dazed, you cannot attack or counter
- If it rises above Super High, attacks will always be critical
- If it rises above Supercharged, attacks will always be super critical (dealing more damage than normal criticals)
Weapon Stats
- Range – Minimum and maximum range (if a unit attacks an enemy from beyond it’s maximum range, it will not be able to counter-attack)
- Power – Base damage
- EN – Energy cost per use
- MP – Morale points
- FX – Weapon special effect. (If a given weapon has a special effect, the FX slot will be marked with an O; view the weapon details to see the name and function of the special effect)
- Type – Weapon type (e.x. Physical, Beam, Special, MAP), etc.
- Basic Accuracy – Base weapon accuracy
- Critical rate – Critical hit bonus
Example weapon special effects:
- Explosion – Damage +500
- Piercing – Damage dealt is as though enemy’s defense is -30%
- Link-Up Attack (Not to be confused with Warship/Raid Link-Up) – Damage dealt varies with number of hits
- Awaken – Power and range vary with pilot Awaken stat
Note: Due to an in-game translation error – special effects which say they work if attack is “critical” will always work so long as the attack hits regardless of critical.
MAP weapons have 100% accuracy and cannot be countered, but unit’s turn ends after using them and Morale does not change.
Warship Group
A Warship can initiate a Warship Link-Up which allows all of the Warship group’s units within the Warship’s radius to attack simultaneously.
Enemy units must be within range of the Warship’s blue aura (Units in the same Warship group must also be within range of the Warship’s blue aura).
The Link-Up attack has as many lock-ons available as there are Units sortied in the same Warship group within the Warship’s blue aura. (e.x. 4 units sortied = up to 4 lock-ons; lock-ons can be concentrated on the same unit, or spread across multiple units within range)
Only 1 Warship Link-Up can be initated per turn by the same Warship. (Other units in the Warship group can participate in the Warship’s Link-Up without using a turn, and can participate even if they have already used their turn).
(Warships do not receive Chance steps for destroying enemy units).
Sortied units can return to the Warship by moving onto it (the radius is displayed by a solid blue rectangle). Units inside of the warship recover HP and Energy over the course of a turn.
Skills can be used by the Warship (all of the Skills of the Warship’s crew pilots) and by the Master (all of the Skills of the Warship units). Both the Warship and the Master can use a maximum of 9 skills per battle (and as many of those 9 per turn as they wish).
Skills can be used either on the Warship/Master itself, or on any other Warship group units within its radius. (Skills can also be used on Guest units within its radius).
(Skills of the same type cannot be stacked onto the same unit).
When attacking, a Master can receive attack support from any allied units (including the warship) within its purple radius (regardless of whether they are part of the same Warship group); units may only participate in the attack support if they have not yet used their turn and have enough weapon range to reach the enemy unit from their current position.
It can provide either Support Counter (an extra counter-attack against the enemy unit) or Support Defense (the supporting unit will take damage instead of the unit being targeted)
To provide Support Counter, it must have a weapon with enough range to reach the attacking unit from its current position.
Likewise, a unit must be have enough range to perform a counter in order to request a support counter from other units.
Units within range can provide unlimited Support Counter or Defense per turn (as long as they aren’t destroyed).
A Master cannot request support while defending or countering
A Leader can also request support from any units within range (including the Warship)
Regular Warship Group units cannot request support
Damaged warships automatically repair a fixed amount of damage per turn. A warship cannot receive Support counter or defense when attacked.
Raid Group
Any Raid Group unit can initate a Raid Link-Up which allows all of the Raid group’s units to attack simultaneously.
Enemy units must be within range of the Unit’s blue aura. (Unlike Warship groups, other units in the same Raid group can attack regardless of their distance from the Leader).
The Link-Up attack has as many lock-ons available as there are Units sortied in the same Raid group (e.x. 4 units sortied = up to 4 lock-ons; lock-ons can be concentrated on the same unit, or spread across multiple units within range).
Only 1 Raid Link-Up can be initated by a single unit per turn. (Other Units in the Raid group can participate in the Link-Up without using a turn, and can participate even if they have already used their turn).
Skills can be used by each individual unit in the Raid Group only on itself (Skills available are determined by the Pilot of each individual unit). Each unit can use up to 5 skills per battle.
Raid group units recover HP/EN per turn depending on their map position.
Units on Yellow squares receive EN recovery (by default, all squares on the map are Yellow unless they are adjacant to a unit in the same Raid Group)
Units on Green squares receive HP recovery at the cost of less EN recovery (squares directly adjacant to a unit in the same Raid Group are green).
Units will also receive HP recovery each turn if docked onto an SFS.
A Raid Group unit must be within the blue radius of the unit being attacked in order provide support.
It can provide either Support Counter (an extra counter-attack against the enemy unit) or Support Defense (the supporting unit will take damage instead of the unit being targeted)
To provide Support Counter, it must have a weapon with enough range to reach the attacking unit from its current position.
Likewise, a unit must be have enough range to perform a counter in order to request a support counter from other units.
Units within range can provide unlimited Support Counter or Defense per turn (as long as they aren’t destroyed).
Losing A Battle
If an entire Raid Unit or Warship is destroyed, the battle is lost. The battle is also lost if any Guest characters in the given scenario are destroyed.
Guest Units And Get Gauge
(Not to be confused with the Warship Guest crew slot).
Guest units are units which the player always starts with by default in a given scenario.
Destroying enemy units with a Guest unit increases the Guest unit’s Get Gauge. (Filling up the Get Gauge unlocks new units for production outside of battle).
Pinpoint Attacks
Pinpoint attacks happen when attacking a point occupied by an enemy warship (they deal more damage than normal attacks).
Capturing Units
When an enemy warship is destroyed, unsortied units inside the warship become available for capture (they are marked with white flags).
Battle Screen
- Score – Top left
- Win and Secret conditions – Bottom left
- Quest (secondary objectives which can be completed in a stage to unlock new content)- Bottom right
- Elasped turns, Capital, and Difficulty – Bottom right
Movement / Attack Range
Press B while over a unit to view its Movement/Attack range. (Colored squares represent weapon range from its current position; clear squares represent movement range.
Terrain
Terrain affects movement, as well as damage and evasion, based on a unit’s terrain rating.
Terrain types are:
- Space
- Atmospheric (Air or floating)
- Ground
- Surface (Above water)
- Underwater
(Normally ground and surface terrain also count as atmospheric terrain for floating units).
Each terrain space on a map has a % rating for each applicable terrain type (e.x 5% atmospheric) which increases the evasion of a unit occupied on that space.
In addition, each unit has a terrain capability rating for each terrain type:
- S +10% damage, 0 movement penalty, -10% enemy accuracy
- A +5% damage, 0 movement penalty, -5% enemy accuracy
- B +0% damage, -1 movement penalty, -0% enemy accuracy
- C -15% damage, -2~4 movement penalty, +10% enemy accuracy
- D -30% damage -2~4 movement penalty, +20% enemy accuracy
(If a unit has no rating listed for a specific terrain type, then it is unable to move or be deployed on that terrain type.
Some units can be ordered to Land or Float at the beginning of their turn (when landed, they will benefit from Ground terrain, and when Floating, they will benefit from Atmospheric terrain).
In addition, some units can Transform, which affects stats such as MOV, terrain capability, available weapons, etc.
Leveling Up
Both the pilot of a unit and the unit itself level up by gaining EXP from destroying enemy units in Battles. (When a unit levels up, a small number of points may be attributed to a specific stat of one’s choice).
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