Rules and other stuff |
I. Time |
1 Game Day = 12 Real hours 1 Game Week = 3 Real days 1 Game Month = 12 Real days |
II. Missions and Battles |
The rule is: First come, first fight. When the message is posted, It is open to all members of the faction that it applies to. I will look at times for desputes over who is first. |
The battles will be posted usually for weekends and days I or the other monitors are free. Battles will be posted with time, map, prize, and any restrictions or custom rules. The type of battle will also be posted. Types include: Free for all (FFA) - A brawl with no teams. The last one standing wins. Team:Org. - 2 vs. 2 or 3 vs. 3 or so on with each team from a different Organization (or Independents). Last team standing wins. Team:Random - Teams are chosen by participants. Last team standing wins. Prize hunt - One of the bunkers has a prize. Whoever finds it first wins the prize. This fight will be rare, as are the prizes that are hidden. Prototype - This is a very unique battle. Using any suits, weapons, and rules allowed by the monitor (even if it isn't your own suit and weapons), you fight for kills and cash. |
Izlude's Rules Mark II Kai Custom Variation Pen-Pen "The Advanced System" |
V. Weapon Stats |
Main Weapons: Main weapons take up 5 or more room. They are almost always held by the suit's hands. Only one can be used at a time without Duel Weapons Training. Secondary Weapons: Use less that 5 room. They are often attached to the head or torso of a suit. Secondary weapons may be used once each per turn and in conjunction with Close range and main weapons. Close Range Weapons: Weapons with 1 or less range. They are also almost always held in the suit's hands. Only one can be used at a time without Duel Weapons Training. You can't use a close range and a long range weapon in the same turn. Duel Weapons Training: Free to anyone who has 10 kills, Gundam Pilots Wufei, Quatre, and Trowa all have it to start. Special Weapon Abilitys: These are some abilitys weapons might have: Penetrating: All beam weapons that do 40 damage or more have this except for Large Beam Rifle. The beam blasts through all suits till it reaches the end of it's range. All suits in range and path must roll a PR. Rapid Fire: This type of weapon fires multiple rounds in the same turn. All rounds must roll an AR, but only one target will be hit by all hitting bullets. Blast Radius: The shot is fired at a space. If the 1D6 that is rolled shows a 1-4, the weapon shot explodes in the space, affecting all suits in it's range. If it has a blast radius of 3, it affects all suits and buildings in an area 3 spaces away in each direction from the explosion space. Colony Destroyer: A weapon that can destroy colony-sized objects when all the suit's power is used with it. Solar Charged: These weapons are very useful, because if there is sunlight and solar energy present, these weapons have unlimited ammo. However, if the sun is blocked, the gun's battery stores enough energy for a certain number of shots, shown in ( ) on the weapon page and character page. |
VI: Special Suit Rules |
Flight Mode: Suits with flight mode may activate it on any turn, and may even start battle in Flight, if using a Back Weapon System.. It adds 5 to SR of the suit. It also adds -3 to attack roll. The suit can fly over any space with an elevation less than 5. Self-Detonation Devices: A weapon. All gundams have them, and standard titanium mobile suits can buy it for 500. Neo Titanium suits cannot have Self-Detonation Devices. The stats for the weapon are as follows: Damage: =power+armor of suit, Range: Blast Radius of 6, Power: All, Ammo: 1, Special: Destroys suit that uses it, Room: 0. It has 3 modes: 3 turn timer, Dead Man Switch, and Button Detonater. If you want to try and get away, the 3 turn timer gets you time to move 3 spaces, since pilots have an SR of 1. At the end of each turn, all power is restored to your suit. |
VII: Terrain Rules |
Grass and Concrete: Movement requires base of 1 point of SR Snow: Movement requires 2 pts. SR to stay standing. If a fire is present on any space, it reduces suit power by 20. Space: No gravity, no flight mode, SR increases by 3. Sand: Suit power reduced by 20, Beam weapons -1 range. Ice: Causes suits which move on it to have to roll. If a 5 or 6 is rolled, the suit falls and misses a turn. Lunar and Lunar sub-surface: Flight mode extends to altitude of 8 instead of 5. SR increases by 1. Swamps: Movement to each space and from each space repuires 2 pts. of SR. Water: Movement reduced to 1 for all non-aquatic mobile suits, Beam Weapons damage reduced by 50%, Ballastic Weapons unless listed as aquatic use do not function, Solid Melee weapons damage reduced by 30% Asteroids, Barriers, and Space debris: Cannot move through it. Must move around it. Buildings: All of them block LOS. Light has 50 Armor, Medium has 75 Armor, Heavy has 100 Armor, Reinforced has 150 Armor, and Bunker has 400 Armor, in 200/200 groups.Bunker takes 200, its defenses are down and it can be entered. Forests: Light Woods require 2 pts. SR to move into and out of. Heavy forests require 4 pts. SR to enter and leave. Effects on LOS and attack roll are shown earlyer in rules. Craters and Barriers on the moon: Cannot move onto, must go around. Rubble on Earth and the moon: 2 pts. SR needed to move onto or off of it. Elevation Effects: Adds -1 for the attack roll for each level up of the defender. +1 point SR used to go up or down a level. Max. height increase per space is 2. Roads: Negate water and elevation effects |
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Another bit of info Some weapons are prototypes, and are not yet available. These include the Hyper Beam Saber and Epoch Cannon. Nuclear Warheads are rare, so, like with Neo Gundanium armor coating, you must order it 2 weeks in advance. Each organization has it's own ranking system, so the ranking is specific to org. Mobile armor is soon to arrive, but it is still in the works, as are Newtype abilities. Mobile Suits are now available for purchise and upgrade, with a fee for parts and repairs. If only one suit of a certain kind exists, you can only buy it if no one has it. |
Betting on duels In any duel, you may bet money, weapons, or suits. If you bet a suit, and don't have a spare if you lose, you get a Leo suit, so make wise bets. Character Created Weapons and Items E-mail me an idea for an Item for an MS or a character. If I determane that you have enough money for a prototype, you may receive the weapon. It may later go on sale in the Items screen at a lower price, though. |
Joining the Site |
Well, I really shouldn't have to explain this... but I will. You sign up via the joining page, I pluck that out of Alex's mail, and it is put up. Simple as that. If you would like to fill the role of an NPC, simply contact me via email. |
Despiration Attacks |
Despirate times call for despirate measures. If a mobile suit loses 60% of its armor, then the pilot can unleash a Despiration attack. Pilots have 4 to start, one for each priority level, and when a pilot levels up, they gain one more for any level. Pilots can use each attack they have only 2 times per battle. Some Despiration attacks(all 10%) are called Story Despiration Attacks. These attacks can only be used when the story allows. Other attacks of various levels require specific weapons. These are called Weapon Despiration Attacks, and can be used 3 times per battle unless noted. Now, for some attacks: 40% Shockwave Blast - All suits within blast radius 3 of suit using attack are thrown back 2 spaces, and take 10 damage. Suits with shields have a 50% chance of immunity. Rapid Fire - Suit can fire a weapon twice at the same target if it has enough ammo. Final Attack - If suit is hit for a fatal attack, suit may use one weapon on any one target, regardless of range. Attack is auto hit, and user is dead. Cross Slash - Weapon Despiration Attack. Requires heat weapon. Attack twice at same target. Must be within range. Parry - Close Range counterattack. Auto-hit. 30% Escape - Move to any space on the map. Armor Break - Can only be used on suits w/ Gundanium or Neo-Titanium alloy. Drop current armor by half. Card Attack - Monitor draws a card from a standard deck of 52, and effect is based on suit. Spade: Normal Attack, with auto hit. Club: Normal Attack at any range. Diamond: Normal Attack with plus 20 damage Heart: Block next 2 attacks. Newtype Evasion - Newtype only. Reduce enemy hit percent by 20%, 15% if enemy is also a newtype. 20% Blast Radius - Weapon gains blast radius of 3, and does 1/3 of its total damage to anything in the blast area. Rush - Use Close Range weapon on any suit on map, regardless of range or move points. Pheonix Attack - Must have 20% or less armor, but more than 10% armor to use. Works exactly like Final Attack, except it allows suit to live, but reduces armor to 10% of max. Fighting Spirit - May move and attack 2 times in a row this turn. Colony Crusher - Weapon Despiration Attack. Requires colony destroying weapon. Instantly destroy a colony or capital ship. Can only be used 2 times per battle. 10% Psychic Barrier - Newtype only. Stop all damage to your suit from next attack. Blaze of Glory - Destroy own suit to destroy one opponent of your choice. Char's Five Leaps - Attack up to 5 targets. +10 damage to all of them. Must be at level 1 to learn(except Char) Faint Attack - For one turn, suit cannot be hit by attacks. Use the chance to attack. Byakko Spirit - Unknown. No one has ever lived through it, and the only known user, Keosuki, doesn't talk about it. Story Despiration Attack. Cannot learn. Psychic Destroyer - Unknown. No one has witnessed it except in unofficial Flanigan Agency tests. Story Despiration attack. Cannot learn normally |
The New Rules The Game Flow 1. At the start of a game, based on the misson perimeters(the goals of the match) and the map itself, leading commanders will choose where to place their units. There will be predifinded points of where you may choose to start. For example, you can't place your units in an enemy base. The allowance of deciding positions allows for weaker units and sniper units to start further away from the action, while those who perferre close range combat can start our in the front and take the brunt of the assult. 2. After units are placed, turns will be decided by dice roll(AKA Initive) 3. The next step is movement. Your traveling distance is determined by your speed.(Distance in hexes) Example: 1-2: 3 3-4: 4 5-6: 6 7-8: 7 9-10: 9 11-12: 10 13-14: 12 15-16: 13 All Above 16: Continues by pattern 4. Attack! Now, once in range of an enemy suit, you may attack. Hits and misses are determined by the roll of dice. Your ability in a weapon determines the number of dices rolled for an attack. Each shot of an attack or swing of a weapon requires an individual roll. 5. Kills! If you destroy an enemy unit, they are dead. If a character dies, they are forced to create a new character. There are many exceptions based on what type of battle the death occurs in, however. Organization battles and Story battles are times when perminate deaths occur, while Free-for-All battles, Team battles, and Item hunts are for fun and have no perminate deaths. Your Character Your character is your most important thing in this game. It will dictate your abilities, your personal stats, and your weapon preference. Instead of having suits will all you stats, suits have seperate stats but may add to your stats. All characters have the same basic stat categories; Strength, Charisma, Willpower, Intellegance, Quickness, and Body. Each point in Stat costs 2 building points. Max number of Stat points is 30.(60 Building points devoted to stats) Strength governs things like physical attacks. The stronger you are, the more melee weapons will damage. Some weapons do have minimum strength requirements as they may heavy recoil or be simply be rather heavy. Max. 6 in Strength. Charisma is in reguards to your personality. If you have a high charisma score, it is likely that you have many friends, and make them easy. Low charisma generally means that you keep to yourself and generally don't make friends easily. Max. 6 in Charisma Willpower is in reguards governs how easily you are manipulated by others, your mental strength, and it also affects some Newtype powers. Over looked by many, this is still an important stat. Max. 6 in Charisma Intellegance is just how bright of a thinker your character happens to be. Low scores in this means you certainly are not the brightest bulb in the bunch, while a six means you are a genius. Max. 6 in Intellegance Quickness is a stat based on reflexes and speed. This determines your range of movement and various other elements reguarding reaction and combat. Low scores in this state mean a slower reacting indiviual they may not be very phyically fit, while a high score points to a faster individual. Max. 6 in Quickness Body determines how your body holds to stresses of pain and injury. The higher the body, the more resistant you are to damage and the effects of injury. 1 extra damage overflow space per body point. Max. 6 in Body Skills: See Skills page Making a Character: You will need to place all basic character information on the join page. This includes hair and eye color, and other self explanitory things. Newtypes and Oldtypes; There are many differences between the two, but some similiarities. Newtypes and Oldtypes gain initive in the same manner, but suffer some penelties. Oldtypes gain +1 Reaction and +1D6 per level of Increased Initive Purchased at 40 karma per level, while Newtypes gain +2 Reaction Per Level and +1D6 Initive while using the Newtype karma point value per level. Newtypes also have a wide range of special abilties and senses that Oldtypes cannot have. However, it costs 30 points to be a Newtype, while Oldtypes cost no building points. Thus, an Oldtype tends to have higher physical stats and more skills, while a Newtype is more dependant on special abilites. Newtypes also may suffer persecution and racism due to the general lack of knowledge on Newtypes. Weapons; Purchase weapons and calibration for these weapons. Semi-limited options in Organizations, large varities for Independants. New weapons and rules soon to come. Skills; Choose skills from skills page and add a rating to said skill. Knoweledge skills are free, Active Skills cost 1 building point per rating. (A 5 in GM Type Mobile Suits costs 5 points) History; YOU MUST HAVE A HISTORY. READ ALL TEXT IN THE FORM BOX FOR THE HISTORY ON THE JOIN PAGE, DELETE THAT TEXT, AND TYPE YOUR HISTORY. APPLICATIONS WITHOUT HISTORIES WILL BE RETURNED TO THE SENDER! Building Points; All members of Organizations start with 120 building points, while Independant Pilots Start with 130 building points. While this make seem unfair, Independant pilots only make money based on sales, jobs, and missions. Transportation is not provided. Thus, these loners and small groups NEED these extra points simply to be able to survive. Any Organization member interested in piloting a fighter plane, naval vechile, or ground vechile may contact me, as the bonuses to building points and such will be large and numerous. |
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