NOVASMC

SD Gundam G Generation ETERNAL

Unknown · App Store; Google Play; Google Play Games (PC); DMM GAMES (PC)

Read this game through the selected section of its nine-part knowledge record.

CATALOG CONTENTS
233
CLASSIFICATION GROUPS
29
TRANSITIONS
41
RULES & PROCESS CONTENTS
2
PLAYER EXPERIENCE ELEMENTS
54

Basic Configuration

RECORDS
51
VISIBLE
51
PAGE
1 / 2

150OF 51 MATCHING RECORDS

RECORDRELATIONSTATE / SCOPEATTRIBUTES
0001유닛모빌슈트(유닛) · 유닛 · UnitACTIVE

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) · 서포터ACTIVE

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 부대ACTIVE

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 부대ACTIVE

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
0007타입ACTIVE

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 타입ACTIVE

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 타입ACTIVE

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 시너지ACTIVE

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 시너지ACTIVE

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 시너지ACTIVE

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
0014레어리티ACTIVE

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
0015NACTIVE

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
0016RACTIVE

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
0017SRACTIVE

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
0018SSRACTIVE

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
0019URACTIVE

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 전투ACTIVE

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 모드ACTIVE

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 상성ACTIVE

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
0023우주ACTIVE

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
0024공중ACTIVE

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
0025지상ACTIVE

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
0026수상ACTIVE

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
0027수중ACTIVE

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
0028ENACTIVE

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 / 텐션텐션ACTIVE

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 스텝ACTIVE

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 공격ACTIVE

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 반격ACTIVE

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 방어ACTIVE

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 스킬ACTIVE

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
0035어빌리티ACTIVE

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 병기ACTIVE

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 애니ACTIVE

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 무장ACTIVE

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 바리에이션ACTIVE

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 BastaACTIVE

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 StagesACTIVE
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 · DevelopmentACTIVE
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 LeagueACTIVE

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
0045ScoutingACTIVE
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
0046Capture포획ACTIVE
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
0047UpgradeACTIVE
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. 2ACTIVE
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
0049업그레이드ACTIVE
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
0050개발ACTIVE
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