Stats

General

Word Definition
Currency A type of money the Player gains by salvaging destroyed mechs after Missions. Currency can be used to heal wounded Pilots, repair damaged Mechs, upgrade Mechs (improve stats), and train Pilots (improve stats).
Recruitment Points A type of Currency the Player gains by defecting enemies. Recruitment Points can be thought of as a representation of the new skills, knowledge, and equipment a new Pilot brings to Bell’s forces. Like Currency, the player can use Recruitment Points to Heal Pilots, Repair Mechs, and purchase Mech Upgrades (Improve Stats) and Pilot Training (Improve Stats).
Mech Levels A value that represents the number of levels the player has invested into a Mech through upgrades purchased using Currency and Recruitment Points. For example, if the player has invested five levels into Laser Damage and three levels into Defense, their Mech Level will equal 8. We can use Mech Levels as a threshold for unlocking new Mech Abilities and range upgrades.

Mech Stats

Word Definition
Current Health The current amount of health a Mech or Pilot has at a given time.
Base Accuracy How accurate a Mech’s attacks are - the quality of their equipment and technology.
Ballistic Attack The amount of damage a Mech’s Ballistic Attack does to an opposing Pilot’s Health.
Ballistic Range The range of a Mech’s Ballistic Attack in grid units.
Defense This stat determines what percentage of incoming damage is nullified from incoming Laser and Ballistic Attacks using a formula.
Laser Attack The amount of damage a Mech’s Laser Attack does to an opposing Mech’s Integrity.
Laser Range The range of a Mech’s Laser Attack in grid units.
Max Integrity The maximum amount of Integrity a Mech has. Integrity functions as a Mech’s health, so when a Mech takes Laser Damage, and its Integrity equals 0, it is disabled, leaving the Pilot inside alive but helpless.
Move Range The number of grid units a Mech can move when taking a Move Action in Combat.
Speed Speed determines turn order at the beginning of combat. The higher a mech’s speed, the higher it will be in the turn order on average and vice versa.

Pilot Stats

Word Definition
HP Value The amount of HP a Pilot has at a given time.
Leadership A stat that only Bell has that is used in the formula that determines if the player can successfully Defect an enemy using Bell’s Hail ability.
Max HP The maximum amount of Health a Pilot has. HP functions as a Pilot’s health, so when a Pilot takes Ballistic Damage, and their equals 0, they die.
Precision A stat that determines the probability a Ballistic or Laser Attack will hit a target.
Reaction Speed A stat that determines the probability that a unit will avoid an incoming Ballistic or Laser Attack.

Combat Vocabulary

Word Definition
Hit Chance When a Mech attacks another Mech with an attack, the following formula is used to calculate the probability that the attack will hit.

(Mech's Accuracy/10) + 99 - (10 * (Enemy Pilot Reaction Speed/100)) + (10 * (Pilot Precision/100)) | | AAR Phase - Combat Phase 3 | This phase contains a series of screens that document the results of the previous battle, including damage to ally Pilots and Mechs, the names and occupations of KIA allies and enemies, defected enemies, Currency gained from salvaged Mechs, and upgrades. | | Activated Abilities | Activated Abilities are abilities that players must select and use during combat for them to take effect. Activated Abilities cost Clarity. Activated Abilities all have an associated Clarity cost. | | Buff Ability | A type of ability that enhances a unit's stats for a specific duration of time. Ex. Bell has the passive pilot ability Evasive, a permanent buff that increases Bell's Pilot Reaction Speed stat by +1. | | Clarity | A limit mechanic. As Units move and attack, they gain Clarity. The player can lower a unit’s Clarity by using Activated Abilities. When a unit reaches maximum Clarity, it becomes Crystalline. While Crystalline, a unit has buffed stats. If a unit stays Crystalline for too long without removing Clarity, it becomes Depleted and receives harsh stat debuffs. | | Debuff Ability | A type of ability that lowers a unit’s stats for a specific duration of time. Ex. The Batallion Mech has the activated ability Demoralizing Spirit. When the player uses Demoralizing Spirit, they select an enemy within range. The targeted enemy and all enemies in an AOE around that enemy are debuffed with -1 Mech Move Range and -1 to pilot Precision and Reaction Speed for two turns. | | Main Phase - Combat Phase 2 | The phase where turn-based combat takes place. The player must complete some objective using their units while fighting enemy units. | | Mech | The giant robots that Pilots inhabit in combat. Each Mech has unique abilities and stats that can be upgraded using Currency and Recruitment Points as the game progresses. Generally, any mech can be piloted by any Pilot. The Mech Integrity stat represents a Mech’s state of being. Integrity is damaged and decreased by Laser damage. | | Mech Abilities | Instead of being tied to each Pilot, Mech Abilities are connected to each Mech players can place their Pilots in. When the Player moves a Pilot out of a Mech, they lose that Mech's unique ability in combat. When the Player moves a Pilot into a new Mech, they can use that Mech's ability in combat. | | Passive Abilities | Passive Abilities are permanent buffs attached to the Pilots the player can access in the game. Passive Abilities cannot be removed from Pilots. They enhance the Pilot's combat ability given the niche/role the player chooses to pursue when moving Pilots between Mechs. | | Pilot | The people that control Mechs in combat. Each Pilot has upgradable stats and at least one passive ability that drives them toward a niche/role in combat. Generally, any Pilot can be placed into any Mech before combat. The Pilot HP stat represents a Pilot’s current state of being. HP is damaged and decreased by Ballistic damage. | | Pilot Abilities | Pilot abilities are combat abilities tied to each Pilot - they are not connected to the specific Mech the Pilot occupies. When Pilots move between different Mechs, their unique Pilot Ability remains available to the player. | | Unit | When the player places a Pilot into a Mech in the Setup phase of combat, they create a Unit that the player can use in combat. Units can take Integrity or HP damage from Ballistic or Laser attacks. When a Unit’s Mech takes Integrity damage, and it equals zero, the Unit’s Mech is disabled and destroyed, but the Pilot survives. When a Unit’s Pilot takes damage and equals zero, the Pilot dies, leaving the Unit disabled but unharmed. | | Setup Phase - Combat Phase 1 | The first phase of Combat is where players prepare themselves for the upcoming combat encounter through a mix of passive observations and actions. In this phase, players can freely view the map from a bird ' s-eye view that illustrates the starting positions of the enemies present in the encounter and the area available to the player where they can place their Units when ready. Players can also repair and upgrade their Mechs and heal their pilots. |

Standard Combat Actions

Word Definition
Attack - Ballistic A Unit deals damage to a targeted enemy Unit’s Pilot HP. This action automatically ends a Unit’s turn. Increases Clarity.
Attack - Laser A Unit deals damage to a targeted enemy Unit’s Mech Integrity. This action automatically ends a Unit’s turn and increases Clarity.
Defend If a Unit uses the Defend ability and is attacked by an enemy before their next turn, some percentage of the incoming damage will be nullified. This percentage is calculated using a formula using Mech’s Speed and Defense stats. This action automatically ends a Unit’s turn and increases Clarity.
Move A Unit moves a number of grid units equal to the Mech’s Move Range stat. This action does not end a Unit’s turn and can be taken before a Unit takes another action, such as a Laser or Ballistic Attack or Defend.
Sprint A Unit moves a number of grid units that equals 2X the Mech’s Move Range Stat. This action automatically ends a Unit’s turn.