This game works like a standard Tactical RPG (think Super Robot Wars). There are various stats you should read about:
GENERAL STATSHit: chance of hitting with the weapon.
Evade: chance of avoiding attacks.
Crit: chance of the attack dealing triple damage.
Critdodge: reduces the Crit chance of enemies.
The total hit formula is: Attacker's Hit - Defender's Evade + Modifiers = Final Hit %
The total hit formula is: Attacker's Crit - Defender's Critdodge + Modifiers = Final Crit %
These are rolled separately and can be an automatic success or failure if they reach 100% or 0% respectively.
Attack Speed: if the attacker's attack speed is 4 units higher than the defender's, the attacker gets a second attack. The reverse can happen if the defender can counterattack and their attack speed is 4 units higher than the attacker's.
Move: the number of tiles you can move per turn. Special tiles might have modified Move costs. Note that you can't move diagonally between tiles.
Range: the range you can attack from with that particular weapon.
Counter attacks: spaceships cannot counterattack normally when attacked, but mechs can counterattack after being attacked as long as they have a weapon with appropriate range. The order of attacks is: Attacker -> Defender -> Attacker or Defender (if doubling).
MENTAL STATS: based on the experience of the pilot. These affect both space and ground battles.
Accuracy: +2 Hit +0.5 Crit per point
Reflexes: +2 Evade +1 Hit with melee per point
Instinct: +1 Evade +0.5 Hit +1 Critdodge per point
Coordination: +1 Attack Speed per point
SPACESHIP STATS:
HP: represents ship integrity. Let it drop to 0 and ship goes critical. The pilot can be rescued within 3 turns of ship going critical.
Armor: provides defensive HP against kinetic projectiles.
Shields: provides defensive HP against energy beams.
Weapons:
-Projectile: targets armor.
-Energy: targets shields.
-Missiles: target either armor or shields, skip hit%, travel as units and deal damage proportional to their HP.
-Special weaponry: drone fighters, e-warfare, support equipment, etc.
Projectiles:
-Ship has built in upgradable railguns, different weapons use different ammo.
-Inert ammo uses the railgun to accelerate and gain enough kinetic energy to strike the target and cause damage.
-Frag ammo accelerates at lower speeds but explodes when approaching the target, sending a cloud of shrapnel to cause damage.
-Homing ammo uses the railgun to launch, but has its own innate acceleration system to direct itself at the target and gain speed to cause significant damage.
Name |Cat |DMG |Range |Hit |Crit |Speed |Ammo
HV-KP |Inert |12 |1-6 |85 |0 |5 |40
HV-FM |Frag |11 |1-4 |95 |5 |7 |30
HV-GP |Homing |13 |3-8 |90 |0 |3 |30
Energy beams:
-Ship has built in upgradable beam system, different weapons use different configurations.
-Particle beams use radiation to inflict damage on the ship's systems and crew.
-Blaster beams transfer high amounts of energy in little time. This makes them accurate and damaging at the cost of range and cooldown speed.
-Heat beams heat the target over a relatively long time. It's harder to maintain the beam on the target but it can be aimed over longer distances.
Name |Cat |DMG |Range |Hit |Crit |Speed |Ammo
EB-EX |Blaster |14 |1-3 |80 |10 |2 |30
EB-HT |Heat |10 |3-9 |70 |0 |6 |40
EB-ER |Particle |11 |2-6 |90 |0 |5 |30
Special:
-Missile weapons shoot swarms of missiles. Missile swarms act like a unit that can occupy the same space as other units and deal damage to armor proportional to their remaining HP. Missiles don't take hit% into account, guaranteeing a hit if they reach their target.
-Drone launchers launch swarms of drones. Drone swarms act like a unit that can occupy the same space as other units and deal damage to shields proportional to their remaining HP. Drones can target units at a small range, taking hit and evade% into account.
-Point-defense weapons automatically target swarms in range.
-Other special weapons: minelayers, computer virus beams, repairing/restocking, etc.
Name |Cat |DMG |HP |Range |Hit/Ev |Crit |Move |Ammo
MS1 |Missile|15 |3 |1-9 |- |5 |3 |15
DS1 |Drone |10 |5 |1 |80/30 |0 |4 |10
Equipment:
NB1: Basic Repair Kit: repairs 10 damage, 3 uses. Every player starts with one of these.
RE1: repairs 15 damage, 1-2 range, 20 ammo.
PDW1: targets one swarm within 3 spaces, dealing 1-3 damage.
MCVB: 80% chance of reducing Hit, Evade, Speed or MOV of an enemy for 3 turns.
Classes:
Inert Launcher: 20 HP 20 Armor 20 Shields 5 MOV Inert Base
Frag Launcher: 20 HP 23 Armor 20 Shields 6 MOV Frag Base
Guided Launcher: 20 HP 17 Armor 15 Shields 4 MOV Guided Base
Particle Beamer: 20 HP 17 Armor 23 Shields 5 MOV Particle Base
Blaster Beamer: 20 HP 20 Armor 23 Shields 6 MOV Blaster Base
Heat Beamer: 20 HP 15 Armor 17 Shields 4 MOV Heat Base
Secondary choice:
-EMC: +10 Evasion
-Combat Sensors: +10 Hit
-Reinforced Hull: +5 HP/Dodge
-Repair Ship: start with RE1
-Point Defense: start with PDW1
-E-warfare specialty: start with MCVB
-Weapon Master: start with second weapon choice with -15 Hit and -3 DMG penalty
-Missile Launcher: start with MS1
-Drone AI unit: start with DS1
MECH STATSHP: represents mech integrity. Let it drop to 0 and mech goes critical. The mech can be repaired within 3 turns of going critical, but the amount repaired is halved and the next time it goes critical the counter will start 1 turn lower, down to a minimum of 1 turn.
Armor: provides Damage Reduction: weapons have armor penetration (AP), if the mech's armor is higher than the weapon's AP, the damage the weapon does is multiplied by AP/Armor.
Weapons:
-Melee has Energy weapons < Physical Mass weapons < Martial enhancement programs < Energy weapons.
-Ranged has Shotguns, Longrifles, Autocannons and Rocket Launchers.
-E-warfare infects mech comp with viruses with varying effects.
Melee:
-Melee weapons take reflexes into their hit%, and have advantages or disadvantages against other melee categories. When using a melee weapon with an advantage over the enemy's weapon, the advantaged user gets +15 Hit and +1 DMG, and the disadvantaged user gets -15 Hit and -1 DMG.
-Mass weapons are made of heavy materials, doing damage by gaining momentum.
-Energy weapons use plasma or superheated materials to burn, melt and slash through armor.
-Martial programs use the mech's body to punch, throw or redirect the enemy.
-Mass > Energy > Martial > Mass
Name |Cat |DMG |AP |Range |Hit |Crit |Speed |Ammo
Tomahawk |Mass |12 |6 |1 |70 |10 |3 |-
Beam Saber |Energy |11 |4 |1 |80 |0 |5 |-
Streetfight |Martial|10 |3 |1 |90 |0 |7 |-
Ranged:
-Autocannons are average weapons that fire fast.
-Shotguns have short range but can use a variety of ammo that can have different effects.
-Longrifles shoot a bullet at high speeds and are usable even at large distances.
-Rocket launchers shoot guided rockets that deal high damage, but are very slow to reload.
Name |Cat |DMG |AP |Range |Hit |Crit |Speed |Ammo
SPAMS-12 |Shotgun |12 |3 |1-3 |80 |0 |4 |20 Spreadshot 20 AP Slug
Spreadshot: +5 Hit +2 DMG
AP Slug: +2 AP +10 Crit -5 Hit
M2K Vulcan |Autocannon |11 |4 |1-5 |90 |0 |7 |40
XM102 Beam Rifle|Longrifle |13 |4 |3-8 |75 |5 |3 |30
RPG-M |Launcher |14 |5 |3-5 |95 |0 |1 |20
Other Equipment:
NB1: Basic Repair Kit: repairs 10 damage, 3 uses. Every player starts with one of these.
RE1: repairs 15 damage, 1-2 range, 20 ammo.
ClassesMarauder: 30 HP 5 Armor 5 MOV Killer Instinct: killing an enemy with a shotgun grants a second action.
Valkyrie: 30 HP 4 Armor 5 MOV Hail of Bullets: when equipped with Autocannons can get extra attacks if AS is high enough.
Jaeger: 25 HP 2 Armor 5 MOV Range Superiority: when attacking with a sniper rifle someone who can't counterattack, +15 Crit.
Ranger: 30 HP 4 Armor 6 MOV Reactive Defense: for each enemy within 3 spaces gains +10 Evasion up to +30.
Goliath: 35 HP 7 Armor 4 MOV Interception: can intercept attacks aimed to adjacent allies.
Archer: 25 HP 4 Armor 5 MOV HEAT Ammo: attacks made with rocket launchers reduce enemy armor.
Guardian: 30 HP 5 Armor 5 MOV Savior Protocol: after repairing an ally, grants +20 Evasion to the ally and itself.
Shogun: 25 HP 5 Armor 5 MOV Holotargeting: attacks mark enemies, giving +10 Hit to allies that attack marked enemies.