Super Robot Wars/Z/Will and Personality
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Personality Types
Each pilot has a personality type that affects how he gains Will.
Personality | Hit Enemy | Missed Enemy | Destroyed Enemy | Got Hit | Evaded | Allied Unit in Squad Destroyed | Allied Unit Outside Squad Destroyed |
---|---|---|---|---|---|---|---|
Very Strong | +1 | +2 | +4 | +3 | 0 | +5 | +2 |
Strong | +1 | +1 | +4 | +2 | 0 | +3 | +1 |
Normal | +1 | 0 | +4 | +1 | 0 | +1 | 0 |
Weak | +2 | 0 | +4 | 0 | +3 | -2 | -1 |
Miscellaneous Information regarding Will
- Every time an enemy unit is destroyed, all allied units gain +1 Will
- Attacks with "Lower Will" reduces Will by 5 if they hit (pilots with Spiritual Fortitude excluded)
- Will is reduced by 10 every time that unit is resupplied
- At the start of each Player Phase, all units loaded on battleships lose 10 Will
- Units loaded on battleships will never go below 100 Will
- Ace Pilots deploy with +5 Will
- Pilot Abilities affecting Will
- Resolve: +5 Will at beginning of stage
- Battle Spirit: +3 Will per turn from turn 2 onwards
- Will+ (Evade): +1 Will every time pilot dodges an enemy attack
- Will+ (Hit): +1 Will every time pilot hits an enemy
- Will+ (Damaged): +2 Will every time pilot gets damaged by an enemy
- Will+ (Destroyed): +1 Will every time an ally destroys an enemy
- Negotiator: -2 Will to any enemy you get into battle with.
- Spirit Commands affecting Will
- Spirit (Yell), Hope: +10 Will
- Drive (Vigor): +30 Will
- Rouse (Encourage): +5 Will to allies in the same platoon
- Daunt (Exhaust): -10 to targeted enemy
- Equipment parts affecting Will
- Tin-plate Goldfish: +5 Will on deployment
- FAITH Badge: +10 Will on deployment
- Sleep-learning Device: +3 Will per turn from turn 2 onwards