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Super Robot Wars/OGs/Game Mechanics

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Revision as of 12:56, 24 July 2021 by Ghost (talk | contribs) (Added more sections with miscellaneous info.)
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Pilot Training

Instead of spending Pilot Points (PP) on Pilot Skills, you can instead spend PP to increase a pilot's stats or increase their Terrain Rating.


Stats

For every 10 PP you spend, a pilot's stat increases by one. All stats have a cap of 400.


Terrain Ratings

Terrain Rating C → B B → A A → S
Required PP 40 50 60


Passive EN Regeneration

During a scenario, a unit normally regenerates 5 EN per turn. If a unit has the EN Regeneration Mech Ability, it will stack with the normal EN regeneration rate.

  • For example, a unit that has 200 maximum EN and the EN Regeneration (S) Mech Ability would gain 25 EN per turn.


Boarding

During a scenario, you can have your units board a battleship by moving them onto the square that a battleship is occupying and selecting the "Board" command. Doing so will immediately reduce the pilot's Will by -5 and end their turn. This Will reduction cannot reduce a pilot's Will below 100. While a unit is docked on a battleship, they gain the following benefits:

  • Their ammo is fully refilled immediately.
  • They regain 30% of their maximum HP and EN per turn that they remain docked.
  • They cannot be targeted by attacks and cannot take any actions except use Spirit Commands.

You can re-deploy a docked unit on any subsequent turn by moving them out of the battleship as if they were occupying that square.


Support Attack from Non-Deployed Pilots

Pilots which you do not deploy on a scenario are technically docked on their respective battleship in their unit. During a scenario in which they are not deployed, they can use the Support Attack Pilot Skill if another unit is adjacent to the battleship and other required conditions for Support Attack are met.

  • For example, the Octo Squad (Katina, Russel, Tasuku, and Leona) will generally be part of the Hiryu Custom and will only be able use Support Attack from the Hiryu Custom and if they are not deployed on a scenario.


Enemy Spawns

Whenever enemies appear on the map, they always spawn in set locations or formations in relation to the position of some of your units. If you know where they spawn then you can block their spawn with your own units and force them to spawn in a different square using the following hexadecimal numbering system pattern (0-9 followed by A-F):

x x 9 x x
x 8 1 5 x
c 4 0 2 a
x 7 3 6 x
x x b x x
  • "0" is the original spawn point of the enemy.
  • "x" represents blank spaces.

If the square that an enemy is supposed to spawn in ("0") is occupied then the game will check if the next available square (or ascending number) is occupied. If it is not occupied, the enemy will spawn there. If it is occupied, the game will continue to check subsequent squares (or ascending numbers) until it comes across an unoccupied square. Using this trick, you can force enemies to clump up for MAPWs or into pairs for ALLW attacks.


Notes

  • Whenever you de-Twin a unit, the sub-unit will follow the pattern above.
  • Whenever you de-Combine a unit, all secondary units will follow the pattern above. The primary unit will always occupy the "0" square.
    • For example, if you de-Combine the SRX then Ryusei will occupy the "0" square, Rai will occupy the "1" square, and Aya will occupy the "2" square (assuming that 1 and 2 are not occupied - if they are then the game will check for the next unoccupied square as per normal).
  • Containers#Containers count as occupying a square and can block spawns.


Containers

During a scenario, predetermined enemy units will drop containers which occupy a square on the map. You can send a unit to these squares to claim the containers and receive either Parts or Custom Bullets; however, enemy units can also move to these squares and claim the containers which will cause them to be lost forever. Even if you shoot these enemies down, they will not drop any collected containers. If you do not claim these containers then they will be collected automatically at the end of the scenario.

If you have encountered an enemy unit in battle or used the Scan Spirit Command on them, you can check their unit status screen to see if they are equipped with any Parts. If they are then they will drop that Part in a container after being shot down. There is no way to tell if an enemy unit is carrying a Custom Bullet.


Repair Costs

Whenever one of your units is shot down (reduced to 0 HP), they can no longer be used for the remainder of the scenario. At the end of the scenario, you are automatically deducted an amount of money equal to the Cost of the unit. If you do not have enough money, the unit is repaired at no cost to you.