| 0001유닛모빌슈트(유닛) · 유닛 · Unit | — | ACTIVE Playable unit (mobile suits and other machine types such as mobile armors) Selected and paired with one Character Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Moves, attacks, uses weapons and abilities
- PRIMARY MODE POSITION
- Core entity; Child of Squad
- CORE RULE MECHANIC
- Type, Tag, Series, Terrain Suitability, EN
- TARGET PARTY FORMATION
- Playable unit (mobile suits and other machine types such as mobile armors)
|
|---|
| 0002캐릭터파일럿 · 파일럿(조종사) | — | ACTIVE Pilot character Selected for a Unit Active In Scope 공식 시스템 객체명 Character. Pilot은 기능 설명으로 보존. In Scope 공식 객체명 Character로 정규화하고 pilot 의미는 병기. | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Provides Character Skill, Ability and support-action capability
- PRIMARY MODE POSITION
- Core entity; Paired with Unit
- CORE RULE MECHANIC
- Type match; weapon aptitude; support actions
- TARGET PARTY FORMATION
- Pilot character
|
|---|
| 0003서포터서포터(모함) · 서포터 | — | ACTIVE Squad-wide support object One selected per Squad Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Provides Leader Skill and Support Skill
- PRIMARY MODE POSITION
- Core entity; One per Squad
- CORE RULE MECHANIC
- Tag/Series eligibility and squad-wide effects
- TARGET PARTY FORMATION
- Squad-wide support object
|
|---|
| 0004부대스쿼드 · 부대(스쿼드) | — | ACTIVE Battle formation Five Unit–Character sets plus one Supporter Active In Scope 영문 공식명 Squad, 일본·한국 가이드의 부대 대응을 보존. In Scope 5세트+1 Supporter 구조 확인. | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Party/Formation
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Deploys the selected combat set
- PRIMARY MODE POSITION
- Formation; Parent of Unit–Character sets and Supporter
- CORE RULE MECHANIC
- Series/Free restrictions; Leader Skill
- TARGET PARTY FORMATION
- Battle formation
|
|---|
| 0005시리즈 부대 | — | ACTIVE Main-stage formation restricted to the stage series Stage-dependent Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Party/Formation
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Receives series-specific formation condition
- PRIMARY MODE POSITION
- Formation subtype; Child of Squad
- CORE RULE MECHANIC
- Counterpart to Free Squad
- TARGET PARTY FORMATION
- Main-stage formation restricted to the stage series
|
|---|
| 0006프리 부대 | — | ACTIVE Main-stage unrestricted formation Player-selected Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Party/Formation
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Provides roster flexibility
- PRIMARY MODE POSITION
- Formation subtype; Child of Squad
- CORE RULE MECHANIC
- Counterpart to Series Squad
- TARGET PARTY FORMATION
- Main-stage unrestricted formation
|
|---|
| 0007타입 | — | ACTIVE Unit and Character Fixed per Unit/Character Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Expresses ability characteristics
- PRIMARY MODE POSITION
- Classification parent; Parent of Attack/Support/Durability
- CORE RULE MECHANIC
- Matching is an indicator for balanced play; not an element
- TARGET PARTY FORMATION
- Unit and Character
|
|---|
| 0008공격 타입Attack (Type) | — | ACTIVE Unit and Character Fixed Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Attack-oriented parameters and Bonus Action tendency
- PRIMARY MODE POSITION
- Role / Type; Child of Type
- CORE RULE MECHANIC
- Support attack/defense availability is determined by the Character's own ability, not by Type or by the boarded Unit; Attack-type Characters simply tend not to carry those abilities
- TARGET PARTY FORMATION
- Unit and Character
|
|---|
| 0009지원 타입 | — | ACTIVE Unit and Character Fixed Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- EN/debuff orientation and support attack/counter
- PRIMARY MODE POSITION
- Role / Type; Child of Type
- CORE RULE MECHANIC
- Interacts with allied attacks/counters
- TARGET PARTY FORMATION
- Unit and Character
|
|---|
| 0010내구 타입 | — | ACTIVE Unit and Character Fixed Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Role
- OBJECT TYPE
- Character
- ROLE FUNCTION
- HP/defense orientation and support defense
- PRIMARY MODE POSITION
- Role / Type; Child of Type
- CORE RULE MECHANIC
- Substitutes for attacked ally when eligible
- TARGET PARTY FORMATION
- Unit and Character
|
|---|
| 0011태그시리즈 태그 시너지 | — | ACTIVE Unit and Character One or more Tags fixed per entity Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Eligibility key for Leader Skill and some abilities
- PRIMARY MODE POSITION
- Classification; Assigned to Unit/Character
- CORE RULE MECHANIC
- Matched by Supporter Leader Skill
- TARGET PARTY FORMATION
- Unit and Character
|
|---|
| 0012시리즈시리즈 태그 시너지 | — | ACTIVE Unit, Character and stage Fixed per entity/stage Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Series-based formation and Leader Skill condition
- PRIMARY MODE POSITION
- Classification; Parallel classification with Tag
- CORE RULE MECHANIC
- Series Squad restriction and Leader Skill
- TARGET PARTY FORMATION
- Unit, Character and stage
|
|---|
| 0013리더 스킬시리즈 태그 시너지 | — | ACTIVE Eligible squad members Supporter selection determines effect Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Party/Formation
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Applies squad-wide effects to matched targets
- PRIMARY MODE POSITION
- Squad effect; Owned by Supporter
- CORE RULE MECHANIC
- Tag/Series effect-target matching
- TARGET PARTY FORMATION
- Eligible squad members
|
|---|
| 0014레어리티 | — | ACTIVE Unit Fixed by Unit version Active | 6 FIELDS- DOMAIN
- Character
- TYPE
- Rarity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Defines rarity tier and default level cap
- PRIMARY MODE POSITION
- Classification parent; Parent of N/R/SR/SSR/UR
- TARGET PARTY FORMATION
- Unit
|
|---|
| 0015N | — | ACTIVE Unit Fixed Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Rarity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Lowest disclosed rarity tier
- PRIMARY MODE POSITION
- Rarity tier; Child of Rarity
- CORE RULE MECHANIC
- Level-cap detail in RP Annex
- TARGET PARTY FORMATION
- Unit
|
|---|
| 0016R | — | ACTIVE Unit Fixed Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Rarity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Disclosed rarity tier
- PRIMARY MODE POSITION
- Rarity tier; Child of Rarity
- CORE RULE MECHANIC
- Level-cap detail in RP Annex
- TARGET PARTY FORMATION
- Unit
|
|---|
| 0017SR | — | ACTIVE Unit Fixed Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Rarity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Disclosed rarity tier
- PRIMARY MODE POSITION
- Rarity tier; Child of Rarity
- CORE RULE MECHANIC
- Level-cap detail in RP Annex
- TARGET PARTY FORMATION
- Unit
|
|---|
| 0018SSR | — | ACTIVE Unit Fixed Active | 6 FIELDS- DOMAIN
- Character
- TYPE
- Rarity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Disclosed rarity tier
- PRIMARY MODE POSITION
- Rarity tier; Child of Rarity
- TARGET PARTY FORMATION
- Unit
|
|---|
| 0019UR | — | ACTIVE Unit Fixed Active | 6 FIELDS- DOMAIN
- Character
- TYPE
- Rarity
- OBJECT TYPE
- Character
- ROLE FUNCTION
- Highest disclosed rarity tier
- PRIMARY MODE POSITION
- Rarity tier; Child of Rarity
- TARGET PARTY FORMATION
- Unit
|
|---|
| 0020턴·페이즈제 그리드 전투 | — | ACTIVE Stage battle Manual or Auto-Mode Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Alternates force phases on a grid
- PRIMARY MODE POSITION
- Combat type; Parent combat rule
- CORE RULE MECHANIC
- Victory/defeat conditions vary by stage
- TARGET PARTY FORMATION
- Stage battle
|
|---|
| 0021오토 모드자동 전투 모드 | — | ACTIVE Stage battle Player toggle Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Automates battle operations
- PRIMARY MODE POSITION
- Control mode; Child of Combat Type
- CORE RULE MECHANIC
- Manual operation remains for difficult stages
- TARGET PARTY FORMATION
- Stage battle
|
|---|
| 0022지형 적성지형 상성 | — | ACTIVE Unit × stage terrain Fixed per Unit/form Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Controls movement and sortie eligibility
- PRIMARY MODE POSITION
- Environment rule; Parent of terrain grades/types
- CORE RULE MECHANIC
- Transformation may change suitability
- TARGET PARTY FORMATION
- Unit × stage terrain
|
|---|
| 0023우주 | — | ACTIVE Stage / Unit Stage and Unit fixed Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Terrain compatibility dimension
- PRIMARY MODE POSITION
- Terrain type; Child of Terrain Suitability
- CORE RULE MECHANIC
- One of five disclosed terrain types
- TARGET PARTY FORMATION
- Stage / Unit
|
|---|
| 0024공중 | — | ACTIVE Stage / Unit Stage and Unit fixed Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Terrain compatibility dimension
- PRIMARY MODE POSITION
- Terrain type; Child of Terrain Suitability
- CORE RULE MECHANIC
- One of five disclosed terrain types
- TARGET PARTY FORMATION
- Stage / Unit
|
|---|
| 0025지상 | — | ACTIVE Stage / Unit Stage and Unit fixed Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Terrain compatibility dimension
- PRIMARY MODE POSITION
- Terrain type; Child of Terrain Suitability
- CORE RULE MECHANIC
- One of five disclosed terrain types
- TARGET PARTY FORMATION
- Stage / Unit
|
|---|
| 0026수상 | — | ACTIVE Stage / Unit Stage and Unit fixed Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Terrain compatibility dimension
- PRIMARY MODE POSITION
- Terrain type; Child of Terrain Suitability
- CORE RULE MECHANIC
- One of five disclosed terrain types
- TARGET PARTY FORMATION
- Stage / Unit
|
|---|
| 0027수중 | — | ACTIVE Stage / Unit Stage and Unit fixed Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Terrain and weapon restriction dimension
- PRIMARY MODE POSITION
- Terrain type; Child of Terrain Suitability
- CORE RULE MECHANIC
- Some beam weapons receive underwater damage reduction
- TARGET PARTY FORMATION
- Stage / Unit
|
|---|
| 0028EN | — | ACTIVE Weapon usage Dynamic Active | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Resource
- ROLE FUNCTION
- Consumed by weapons; insufficient EN blocks use
- PRIMARY MODE POSITION
- Combat resource; Owned by Unit
- CORE RULE MECHANIC
- Recovers slightly at turn end
- TARGET PARTY FORMATION
- Weapon usage
- COMBAT RESOURCE
- Consumed by weapons; insufficient EN blocks use
|
|---|
| 0029MP / 텐션텐션 | — | ACTIVE Battle participant Dynamic through combat events Active | 8 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Resource
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Higher Tension raises attack and unlocks some weapons
- PRIMARY MODE POSITION
- Combat state; Dynamic Unit/Character state
- CORE RULE MECHANIC
- Interacts with Chance Step and attack outcomes
- TARGET PARTY FORMATION
- Battle participant
- COMBAT RESOURCE
- Higher Tension raises attack and unlocks some weapons
|
|---|
| 0030찬스 스텝 | — | ACTIVE Acting Unit/Character Conditional Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Defeating an enemy grants another action
- PRIMARY MODE POSITION
- Extra-action mechanic; Child of Combat flow
- CORE RULE MECHANIC
- Per-phase activation count depends on Character
- TARGET PARTY FORMATION
- Acting Unit/Character
|
|---|
| 0031지원 공격 | — | ACTIVE Eligible allied attacker Conditional by range/ability Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Adds an allied attack and can precede primary attack
- PRIMARY MODE POSITION
- Support action; Child of Support Type
- CORE RULE MECHANIC
- Can apply debuff before the primary attack
- TARGET PARTY FORMATION
- Eligible allied attacker
|
|---|
| 0032지원 반격 | — | ACTIVE Eligible allied counterattacker Conditional by range/ability Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Adds support during an allied counterattack
- PRIMARY MODE POSITION
- Support action; Child of Support Type
- CORE RULE MECHANIC
- Consumes weapon EN through attack
- TARGET PARTY FORMATION
- Eligible allied counterattacker
|
|---|
| 0033지원 방어 | — | ACTIVE Eligible allied defender Conditional by movement range/ability Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Takes an attack in place of an ally
- PRIMARY MODE POSITION
- Support action; Child of Durability Type
- CORE RULE MECHANIC
- Protects target ally; defender receives attack
- TARGET PARTY FORMATION
- Eligible allied defender
|
|---|
| 0034캐릭터 스킬 | — | ACTIVE Boarded Unit / battle Player-activated; limited uses Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Activates an effect during play
- PRIMARY MODE POSITION
- Active skill; Owned by Character
- CORE RULE MECHANIC
- Does not consume the Unit turn in current guide
- TARGET PARTY FORMATION
- Boarded Unit / battle
|
|---|
| 0035어빌리티 | — | ACTIVE Unit / Character Fixed/unlocked by level Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Product
- ROLE FUNCTION
- Provides unique buff or action capability
- PRIMARY MODE POSITION
- Passive / conditional effect; Owned by Unit or Character
- CORE RULE MECHANIC
- Type and boarding conditions may apply
- TARGET PARTY FORMATION
- Unit / Character
|
|---|
| 0036MAP 병기 | — | ACTIVE Enemies in effect area Conditional; movement restriction can apply Active | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Attacks multiple enemies in range
- PRIMARY MODE POSITION
- Weapon category; Owned by some Units
- CORE RULE MECHANIC
- Cannot trigger normal counter in cited guide
- TARGET PARTY FORMATION
- Enemies in effect area
|
|---|
| 0037전투 애니메이션SD 스프라이트 전투 애니 | — | ACTIVE Unit, Character, weapon, scene Automatic; options not fully verified Active | 8 FIELDS- DOMAIN
- Visual
- TYPE
- Animation/Effect
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Visualizes combat and famous-scene reenactment
- PRIMARY MODE POSITION
- Motion / presentation; Presentation layer
- CORE RULE MECHANIC
- Weapon/pilot-specific presentation
- TARGET PARTY FORMATION
- Unit, Character, weapon, scene
- VISUAL UI FEEDBACK
- Visualizes combat and famous-scene reenactment
|
|---|
| 0038EX 무장 | — | ACTIVE Eligible EX Unit; weapon range/MP and other combat parameters; dedicated battle animation is an attached presentation attribute | 7 FIELDS- DOMAIN
- Combat
- TYPE
- Combat Mechanic
- OBJECT TYPE
- Combat Mode
- ROLE FUNCTION
- Combat / Weapon category / Eligible EX Unit이 보유하는 무장. 전용 전투 애니메이션은 부수 연출 속성이다.
- PRIMARY MODE POSITION
- Weapon category; Eligible EX Unit이 보유하는 무장; 전용 전투 애니메이션은 부수 연출 속성
- CORE RULE MECHANIC
- May incorporate setting-based or newly emphasized expression
- TARGET PARTY FORMATION
- Selected Unit/weapon
|
|---|
| 0039전투 보이스 바리에이션 | — | ACTIVE Specific Character × Unit × weapon Conditional Active | 8 FIELDS- DOMAIN
- Visual
- TYPE
- UI/UX Feedback
- OBJECT TYPE
- Other Confirmed
- ROLE FUNCTION
- Changes voice line for eligible combinations
- PRIMARY MODE POSITION
- Audio-visual feedback; Child of Battle Animation
- CORE RULE MECHANIC
- Triggered by specific weapon/boarding combination
- TARGET PARTY FORMATION
- Specific Character × Unit × weapon
- VISUAL UI FEEDBACK
- Changes voice line for eligible combinations
|
|---|
| 0040유니콘 건담 3호기 페넥스 (디스트로이 모드) (EX) | — | ACTIVE Playable Unit Fixed entity Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- current Unit example
- PRIMARY MODE POSITION
- Unit instance; Child of Unit
- CORE RULE MECHANIC
- Full roster coverage not claimed
- TARGET PARTY FORMATION
- Playable Unit
|
|---|
| 0041요나 바슈타요나 바슈타 / Jona Basta | — | ACTIVE Playable Character Fixed entity Active | 7 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- ROLE FUNCTION
- current Character example
- PRIMARY MODE POSITION
- Character instance; Child of Character
- CORE RULE MECHANIC
- Durability/support-defense example in current guide
- TARGET PARTY FORMATION
- Playable Character
|
|---|
| 0042Upgrade Stages강화 육성 스테이지 후보 · 강화 육성 스테이지 · 업그레이드 스테이지 · 強化育成ステージ / Upgrade Stages · Growth-resource stage family · Main Stage · HARD STAGE · Upgrade Stages | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Faction
- OBJECT TYPE
- Resource
- CORE RULE MECHANIC
- 강화 육성 스테이지는 4종으로 구성되며 CAPITAL과 강화 데이터를 공급한다. 일일 도전 횟수는 각 스테이지 3회이며, 구독 상품 에터널 패스 가입 중에는 각 스테이지 1회씩 증가해 4회가 된다. 도전에 실패한 경우 도전 횟수는 차감되지 않는다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0043Development개발 · 開発 / Development · Development | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- CORE RULE MECHANIC
- Unit·CAPITAL·dedicated item을 사용하면 new Unit을 획득한다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0044Master League | — | ACTIVE Season 14 access: Player Rank 5 Recurring seasons; exact demotion/reset/carryover remains unresolved Other seasons' unlock conditions are not generalized Active | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Event
- CORE RULE MECHANIC
- 다른 이용자의 등록 편성을 상대로 하는 비동기 PvP score-attack이며 전투는 자동으로 진행된다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0045Scouting | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- CORE RULE MECHANIC
- Unit은 Unit Assembly·stage Capture·Development로, Character는 Scouting으로 획득하는 서로 다른 획득 경로가 확인된다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0046Capture포획 | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- CORE RULE MECHANIC
- Unit은 Unit Assembly·stage Capture·Development로, Character는 Scouting으로 획득하는 서로 다른 획득 경로가 확인된다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0047Upgrade | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Resource
- CORE RULE MECHANIC
- Upgrade Stages는 upgrade materials와 Capital을 공급하고, Upgrade는 Units·Characters·Supporters의 강화 상태를 변경한다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0048Premium Unit Assembly Ver.2프리미엄 유닛 어셈블리 V2 · プレミアムユニットアッセンブル Ver.2 / Premium Unit Assembly Ver. 2 | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Pool
- CORE RULE MECHANIC
- Premium Unit Assembly Ver. 2는 Unit Assembly의 versioned pool refresh 실명이며 기준일 이전에 제공이 시작됐다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0049업그레이드 | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- System
- CORE RULE MECHANIC
- Upgrade Stages는 upgrade materials와 Capital을 공급하고, Upgrade는 Units·Characters·Supporters의 강화 상태를 변경한다.
- TARGET PARTY FORMATION
- Unknown
|
|---|
| 0050개발 | — | ACTIVE | 5 FIELDS- DOMAIN
- Character
- TYPE
- Other Confirmed
- OBJECT TYPE
- Character
- CORE RULE MECHANIC
- Unit·CAPITAL·dedicated item을 사용하면 new Unit을 획득한다.
- TARGET PARTY FORMATION
- Unknown
|
|---|