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Battle Data Page | ||||||||||||||||||||||||||||||||||||
Click here to return to Battle Modes Page | ||||||||||||||||||||||||||||||||||||
When you battle, whoever has the highest speed goes first. Each person starts off in one of the assigned areas (Team 1 start and Team 2 start). Your position will be determined by the judge. Each zoid can move a certain number of spaces per turn depending on their speed, which is listed below. Each weapon can only fire from a certain distance but can be powered up or down depending on battlefield elements, which is listed below. Feel free to look at the battle fields and specify in all battle requests which field is to be used!!!!! | ||||||||||||||||||||||||||||||||||||
Spaces moved for speed: If your mech goes between 0-100 mph, you get to move 2 spaces If your mech goes between 101-200 mph, you get to move 3 spaces If your mech goes between 201-300 mph, you get to move 4 spaces If your mech goes between 301-400 mph, you get to move 5 spaces If your mech goes between 401-500 mph, you get to move 6 spaces And so on and so forth. A person can attack only once per turn, not per move, but they can attack the one time at any point during their move. Ex. If Player 1 is moving from A1 to C3, he can attack from B2 since he passes through there. A person can move in any direction of the board during their turn: vertically, horizontally, and diagnally. Also, if an object such as a mountain is between 2 pilots whether one is on one side and the other on the other or a person is on the lip of one of the objects and the other pilot is diagnally across from him and is blocked by just the very tip of the mountain, neither pilot can shoot the other!!!! |
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This is the symbol for a mountain. You can only get on top of these by going up "Rises" From these mountains, pilots can shoot down upon others. Those shooting down have their weapons increase their range by 3 blocks. Those shooting up at the mountain have their weapons range decrease by 3 blocks. If there are numerous blocks forming a cluster of mountains all connected, a person on the mountain can freely travel to all of them without need of rises. | ||||||||||||||||||||||||||||||||||||
Thes allow a pilot to go up mountains. They do not act as a cover of any sort and do not stop bullets as trees and mountains do. They take 2 moves to go up but give the pilot an extra move going down. | ||||||||||||||||||||||||||||||||||||
Trees act as a cover for fire and that's it. They prevent a person from being attacked if they are on the opposite side as their enemy. However, a charged particle beam is the only current weapon capable of breaking through the trees and hitting the target. If a charged particle beam does pass through a tree and attack the target, the tree passed through is permanently destroyed | ||||||||||||||||||||||||||||||||||||
Though you can't really read it too well, this is a building. Buildings act the same ways as trees. They block all types of shots except charged particle guns which destroy them for the game and hit the person on the other side. You cannot climb on top of these. | ||||||||||||||||||||||||||||||||||||
Throughout the battlefields, there may also be other objects listed as "Gundam Wreckage" or "Zoid Wreckage" These work the same as trees and buildings. Except for the Ultrasaurus, which acts as a mountain. | ||||||||||||||||||||||||||||||||||||
Click here for the Desert Battlefield link | ||||||||||||||||||||||||||||||||||||
Click here for the Forest Battlefield link | ||||||||||||||||||||||||||||||||||||
Click here for the Mountain Battlefield link | ||||||||||||||||||||||||||||||||||||
Click here for the City Battlefield where the Deathsaurer incident will be played out | ||||||||||||||||||||||||||||||||||||
For individual weapon ranges, see the weapon shops | ||||||||||||||||||||||||||||||||||||
For judges: To determine a hit or a miss: Let us use as an example a player with an exp of 2 and a level of 3. To determine a hit or a miss, you put the exp over the level, and you will see in the example it is 2/3. If the opposing player does not wish to dodge, you flip the coin 3 times, and you only need 1 head to declare a hit. If the opposing player does wish to dodge, you flip the coin 3 times, and you need 2 heads to declare a hit. So, without a dodge, flip a coin the number of levels and you need the number of heads equal to the opposite of the exp/level, in this case you need 1 head out of 3 flips. With a dodge, flip a coin the number of levels and you need the number of heads equal to the exp/level, in this case you need 2 heads out of 3 flips. If, at any time, a judge is facing a situation where it is 0 exp over anything, substitute the level number for the exp number as well. For example, if the formula reads 0/2, change the formula to 2/2, meaning the pilot must get 2 heads for the 2 coin flips. Also, all the pilots who have a level of 0 always recieve 1 coin flip, as do the level 1 pilots. And if a pilot is in between two levels, round to the nearest level. At level 1, all pilots start with 1 exp. At any point, after being trained they may move up to level 2. At level 2, they also recieve 1 exp. They can move up a level at any time after training. At level 3, they recieve 1 exp and must reach or obtain a total of 2 exp to move up. At level 4, they recieve 1 exp and must recieve 3 exp and train to move up to level 5. Once at level 5, they recieve 1 exp and can recieve a total of 3 exp and train fully. That is the end. See the attached chart to fully understand the order of exp-levels. You recieve 1 exp for every battle you fight in. |
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1 2 3 4 5 Level | ||||||||||||||||||||||||||||||||||||
1 2 3 Exp |