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Post by Umbaglo on Sept 14, 2004 18:56:57 GMT -5
This topic is a condensed list of SC terms, with short descriptions and links to the appropriate rules thread. This topic will be used as a quick reference, with more in-depth information in the appropriate threads.
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Post by Umbaglo on Sept 14, 2004 18:58:52 GMT -5
Type: Special Description: Close range weapon. No inherently special abilities, but some special abilities and items affect or are affected by type weapons. Covering Topic: Tools of the Trade: Weapon Types Type: Special Description: Long range weapon. No inherently special abilities, but some special abilities and items affect or are affected by type weapons. Covering Topic: Tools of the Trade: Weapon Types Type: Special Description: Close/Long range weapon. Weapons with this tag act as both and type. Covering Topic: Tools of the Trade: Weapon Types#simchamberType: Special Description: IRC channel for the Simulation Chamber. Can be found on the server irc.aniverse.com, with a relay on irc.gh0st4u.net Covering Topic: SC Chatroom(B)Type: Weapon Type Description: Beam weapon. No inherently special abilities, but some special abilities and items (such as Phase Shift Armor or I-Field) affect or are affected by (B) type weapons. Covering Topic: Tools of the Trade: Weapon Types(BM)Type: Weapon Type Description: Beam melee weapon. Bypasses abilities such as Phase Shift Armor, but is not affected by barriers which affect type (B) attacks. Covering Topic: Tools of the Trade: Weapon Types(G)Type: Weapon Type Description: Guided weapon. Gives an inherent +3 DC, stackable with pilot abilities, spell effects, inherent abilities, or items. (G) type weapons are automatically negated if hitting a unit with the Jammer ability or item. Covering Topic: Tools of the Trade: Weapon Types(M)Type: Weapon Type Description: Melee weapon. No inherently special abilities, but may be Countercut if the opponent has the ability, and some special abilities and items (such as Grapple Sensor, or Skill of Sword Saint) affect or are affected by (M) type weapons. Covering Topic: Tools of the Trade: Weapon Types(P)Type: Weapon Type Description: Projectile weapon. Consists of missiles, rockets, and other explosive ordenance. No inherently special abilities, but may be Countercut or Countershot if the opponent has the ability, and some special abilities and items (such as EMF Shield, or Hybrid Dual Sensor) affect or are affected by (P) type weapons. Covering Topic: Tools of the Trade: Weapon Types(S)Type: Weapon Type Description: Spread weapon. (S) type weapons can spread their damage across multiple targets. Single hit (S) type weapons can spread their damage across any number of targets, while multihit (S) type weapons can only spread their stated damage across a number of targets equal to the number of hits. Covering Topic: Tools of the Trade: Weapon Types(V)Type: Weapon Type Description: Variable weapon. When using this weapon, you may decide to use any multiplication of the base resource cost to deal that much more damage (IE: pay 5 EN into a (V) 10 damage/EN to deal an attack of 50, or paying 4 PCs into a (V) 20 damage/2 PCs to deal an attack of 40 damage). Some weapons may put a limit on the number of resources allowed to use per attack, but otherwise there is no limit. Under no circumstance can the (V) tag be given to (X) type weapons, or free weapons. Covering Topic: Tools of the Trade: Weapon Types(X)Type: Weapon Type Description: Variable hit weapon. When using this weapon, you may decide to use any multiplication of the base resource cost to deal that many attacks of the stated damage (IE: pay 5 EN into a (X) 10 damage/EN to deal 5 attacks of 10 damage, or 4 PCs into a (X) 20 damage/2 PCs to deal 2 attacks of 20 damage). All (X) type weapons have a limit to the number of resources you may pay per attack, which is determined by rank. Under no circumstance can the (X) tag be given to (V) type weapons, or free weapons. Covering Topic: Tools of the Trade: Weapon Types
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Post by Umbaglo on Sept 14, 2004 19:00:42 GMT -5
Ability DisableType: Status Attack Description: When hit by this attack, disable an ability as specified by the attacker for the remainder of the battle. Covering Topic: Hangar LexiconAbsorbType: Unit Ability Tag, Regeneration Description: If hit by the specified weapon type, units with this tag recover HP equal to the damage rating of the weapon instead of taking damage. Covering Topic: Counterstrike! Guide to Inherent Mech AbilitiesAdmiralType: Rank Description: Global mod. Has mod powers over every forum in the SimChamber Covering Topic: Welcome to the SimChamber!AI UnitType: Unit Tag Description: These units are only usable in Events or as Summons. They typically do not get Pilot Classes, and unless otherwise stated, have a DC of 5. Covering Topic: N/A AllowanceType: Special Description: PCs given to all active members. Allowance is 400 to normal members, Captains get 1000, Admirals get 1250, and High Order gets 1500. Captain, Admirals, and High Order also gets an additional Allowance equal to their normal to be given to members. Covering Topic: Monthly Allowance and Mod StipendAMType: Special Description: Short for Axial Mainframe. All owned Pilot Classes, Mecha, and Items are posted in the member's Axial Mainframe account. Covering Topic: Newbie Guide to Starting in the SimchamberAnima SpiritiaType: Combat Action, Pilot Ability Description: Ability of Valkyrie Pilots. While using this ability, Valkyrie Pilots cannot use any offensive abilities, but can support allies with a series of Songs. Each Song has a different cost and effect. Valkyrie Pilots cannot use Anima Spiritia without the unit having the Sound Energy System ability. Covering Topic: The SC's Greatest Hits: Anima Spiritia and SongsArmorType: Unit Ability Tag, Item Tag, Primary Defence Description: Armor reduces the damage taken. Units with inherent Armor, or have installed Armor, cannot install another Armor type item unless it is also Stackable (IE: Gundanium Gamma) Covering Topic: Items: Your Guide to the SC EssentialsArmor BreakType: Status Attack Description: When hit by this attack, lose ALL forms of damage reduction for the next 3 turns (including Armor, inherent Damage Reduced, and Pilot Abilities, but not including Block and Shield). Covering Topic: Hangar LexiconArmor FailureType: Status Attack Description: When hit by this attack, lose ALL forms of damage reduction for the remainder of the match (including Armor, inherent Damage Reduced, and Pilot Abilities, but not including Block and Shield). Covering Topic: Hangar LexiconAttack PhaseType: Combat Action Description: Phase during battle when attacks occur. You may target any player in battle (including allies), you or the target are under the effect of special abilities or spells which dictate otherwise (IE: Berserk, Provoke, Vanishing Body) Covering Topic: The Simchamber Fight Sequence
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Post by Umbaglo on Sept 14, 2004 19:06:00 GMT -5
BarrierType: Unit Ability Tag, Item Tag, Secondary Defence Description: Barriers reduce or negate incoming damage. The type and amount of damage negated can be found in the Hangar Lexicon, in the entry for the type of Barrier used. If a unit has a Barrier type ability inherent, it is overwritten by any later installed Barriers. Only 1 Barrier may be installed on a unit. Covering Topic: Items: Your Guide to the SC EssentialsBlockType: Combat Action, Primary Defence Description: Blocking is an action taken during the Defence Phase. While Blocking, ALL received damage is automatically halved. You may still dodge while Blocking. You may not decide to not Block certain attacks, you MUST Block all attacks that you choose to take. Blocking sacrifices your first Attack Phase. Covering Topic: The Simchamber Arts of War: MathematicsBossType: Unit Tag Description: Units with this tag are immune to PARALYZE, and take 50% unreducable damage if hit with a DESTROY:L1 attack. DESTROY:L2 and DESTROY:L3 attacks will instantly kill a unit with Boss. Covering Topic: Hangar LexiconBunshinType: Unit Ability Tag, Secondary Defence Description: Automatically dodge a single attack. Certain number of uses which recharges after a certain number of attacks. Covering Topic: Counterstrike! Guide to Inherent Mech Abilities
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Post by Umbaglo on Sept 14, 2004 19:07:11 GMT -5
CaptainType: Rank Description: Moderator. Has power over the forums they're tasked to. Covering Topic: Welcome to the Simchamber!Combo AttackType: Combat Action, Weapon Type Description: Special attacks requiring 2 or more units to execute. The units involved require the weapon in question, and all require the resources needed to execute it. When a person uses a Combo Attack, all of the allies pay the cost, as well as the attacker. Covering Topic: The Simchamber Arts of War: Combo AttacksCorporalType: Rank Description: Requires 1 SC and 1 PA match to rank up from Private. Covering Topic: Welcome to the Simchamber!, Rank-Up! What to do to get to the topCountercutType: Unit Ability Tag, Pilot Ability, Primary Defence Description: Units with this tag may pay an amount of resources as specified by your pilot class to negate a single (M) type attack. Covering Topic: Counterstrike! Guide to Inherent Mech AbilitiesCountershootType: Unit Ability Tag, Pilot Ability, Primary Defence Description: Units with this tag may pay an amount of resources as specified by the weapons in the Countershoot tag to negate a number of (P) type attacks equal to the number of hits the attack deals. You may only use Countershoot if both the mecha and the pilot both have the Countershoot ability. Covering Topic: Counterstrike! Guide to Inherent Mech AbilitiesCustom ModuleType: Item Tag Description: Items with this tag change a unit into another. Unless otherwise stated, you cannot change during battle. Covering Topic: Items: Your Guide to the SC Essentials
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Post by Umbaglo on Sept 14, 2004 19:09:01 GMT -5
Damage Reduced -X%Type: Unit Ability Tag, Item Tag, Primary Defence Description: Damage taken is reduced by X% Covering Topic: Counterstrike! Guide to Inherent Mech AbilitiesDefence PhaseType: Combat Action Description: Phase in which you deal with all incoming attacks. You may Block, Dodge, or use other defensive measures. Covering Topic: The Simchamber Fight SequenceDescriminate MAPType: Weapon Type Description: Weapons of this type, (D:X), allow the user to target up to X people in the match to hit. Covering Topic: Mass Destruction and Mayhem: MAP WeaponsDESTROY:L1Type: Status Attack Description: Units with the Final Boss tag take 25% unreducable damage if hit by a weapon with this tag. Units with the Boss tag take 50% unreducable damage if hit by a weapon with this tag. All other units are instantly destroyed if hit by a weapon with this tag (HP is set to 0). Covering Topic: Tools of the Trade: Status AttacksDESTROY:L2Type: Status Attack Description: Units with the Final Boss tag take 50% unreducable damage if hit by a weapon with this tag. All other units are instantly destroyed if hit by a weapon with this tag (HP is set to 0). Covering Topic: Tools of the Trade: Status AttacksDESTROY:L3Type: Status Attack Description: Units hit by a weapon with this tag are instantly destroyed (HP is set to 0). Covering Topic: Tools of the Trade: Status AttacksDodgeType: Primary Defence Description: Pay a number of PCs equal to your pilot class' Dodge Cost, plus any modifiers applied to you which affect DC, to negate a single attack coming at you. You cannot pay less then 5 PCs in this manner Covering Topic: Counterstike! Guide to Inherent Mech AbilitiesDodge Cost -XType: Unit Ability Tag, Modifier Description: Reduce your Dodge Cost by X. Your Dodge Cost cannot go below 5. Covering Topic: Counterstrike! Guide to Inherent Mech Abilities
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Post by Umbaglo on Sept 14, 2004 19:09:23 GMT -5
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Post by Umbaglo on Sept 14, 2004 19:09:37 GMT -5
FactionType: Special Description: Group of people banded together under a common goal or ideal, and may share items and mechs between members. Factions cannot exceed 20 members, and require a minimum of 3 members. You can be in a maximum of 1 Faction. Covering Topic: Strength in Numbers: Factions and GroupsFight SequenceType:Special Description: The order in which the phases are taken during combat. Covering Topic: The Simchamber Fight Sequence
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Post by Umbaglo on Sept 14, 2004 19:09:56 GMT -5
GroupType: Special Description: Group of people banded together under a common goal or ideal. Members may not share items or mechs. There is no limit to the number of people in a Group, nor to the number of Groups you may join. Covering Topic: Strength in Numbers: Factions and Groups
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Post by Umbaglo on Sept 14, 2004 19:10:11 GMT -5
Hi-TierType: Unit Tag Description: This tag has no special ability other then denoting a level of power far above units of equivalent rank. Covering Topic: Hangar LexiconHigh-OrderType: Rank Description: Board Admins. They have total control over all aspects of the SimChamber. Covering Topic: Welcome to the Simchamber!HPType: Unit Tag Description: Short for Hit Points. These denote how much life your unit has remaining. When your HP reaches 0, you are destroyed. Unless otherwise stated, you are destroyed and out of the match when your HP is reduced to 0. Covering Topic: Mecha: What you need to know about Giant RobotsHP Regen X%Type: Unit Ability Tag, Regeration Description: Recover X% of your max HP during the Regen Phase Covering Topic: Counterstrike! Guide to Inherent Mech Abilities
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Post by Umbaglo on Sept 14, 2004 19:10:29 GMT -5
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Post by Umbaglo on Sept 14, 2004 19:10:52 GMT -5
[N/A]
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Post by Umbaglo on Sept 14, 2004 19:11:05 GMT -5
[N/A]
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Post by Umbaglo on Sept 14, 2004 19:11:47 GMT -5
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Post by Umbaglo on Sept 14, 2004 19:12:05 GMT -5
MAP WeaponType: Weapon Type Description: Attacks a number of targets at once. MAPs cannot be Countercut, Countershot, Support Defended, or Blocked, but all other defensive means apply. Covering Topic: Mass Destruction and Mayhem: MAP WeaponsMechaType: Special Description: Robots, battle armour, vehicles, etc used to participate in SimChamber battles. You cannot participate in a match without one. Covering Topic: Mecha: What you need to know about Giant RobotsMothershipType: Unit Tag Description: Units which allow other mecha to dock within it for repairs and replenishments. Motherships have a locked DC, which is stated in the Mothership Class inherent. Docked units recover 25% of their HP and EN a turn, as well as fully recovering all ammo and shields. Covering Topic: Mothership uses that don't involve bridge bunnies
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