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Special Cases

 

ZERO System- To aquire the ZERO system, you must attack a science base. There are two science bases, one on Earth, and one on Mars, and each is guarded by 70 virgo mobile suits (subject to change). When all mobile dolls are defeated, then zero is yours. You can attack the science base with a team mate but only one of you gets zero. You can decide amongst yourselves (if one of you is disabled then the choice is already made), you can duel over it, or you can roll for it. 'Cause the zero system is kinda selective, you need to pass a test, to pass you need to roll a die, if its an odd number you pass. When you pass, all your stats except for armor go up 15 points. If its even, you dont pass, and you loose all pilot training. If you (and your team mate/s) don't pass, zero goes back to the science base it came from. You may not give the zero system to anyone, the only way they can get it, and you can loose it is if they beat you in a battle.

 

Dash- A gundam is capable of dashing, when it has bought thrusters. A dash allows a gundam to move one more space then it normally could have, but the gundam can't attack while dashing. A gundam can be attacked in a dash however, within these guidlines:

1. The opposing Gundam may not use a Close Combat weapon but may use any other weapon or item such as a Starburst of Jammer.
2. The Gundam performing the dash may block, but will take 1/2 damage instead of 1/3
3. The Gundam performing the dash will be successful if they either dodge the or take less than 1,500 DM
4. If the Gundam performing the dash fails, they move the amount of space they normally would.

 

Details on Battle Schedualing- 2 gundams in a friendly duel have 7 days (a week) to select a battle time. Everything runs normally during this time, gundams can travel, get retrofits, repairs, etc. When the battle occurs, you will use the stats from the day the challenge was issued. Pilots may agree to use incomplete retrofits and repairs. If 1 participant gets another challenge in the time befor a battle, they will recieve a certian ammount of repair from the 1st duel, befor the 2nd duel takes place. Ex. you're challenged on Tuesday to battle Friday. On Thursday, you're challenged by a different gundam, you get 2 days worth of repairs on your gundam befor the second duel takes place.

 

Group/Uneven Battles- There will be times when many gundams want to attack the same gundam at the same team. This is ok, but all gundams need to state their distance from the defending gundam every turn. Challenging a gundam that's just finished a battle can be done, but thats the cowards way, and I don't really respect that, so you will only recieve 1/2 victory money, and if the defending gundam has half or less health, you only recieve 1/4 victory money. A gundam may also choose to fight with his colony/base/structure, but must be in the same location as it. The battle will progress like a normal station battle. It is considered uneven if a gundam is fighting another gundam and its station.

 

Calling for Help- If a gundam is challenged to an uneven battle, it may call for help from any gundam in the same location. To call for help, just post on the message board that you want help, any gundams that reply that day or the next day are eligable to help you.

 

Using Multiple Weapons- There are two instances in which you may use 2 weapons simultaneously. The 1st is when you're using a NAP (No Arming Penalty) weapon, such as machine cannons and head vulcans. For instance Deathscythe can use its beam scythe and its machine cannons with no penalty. There is no limit to the number of weapons you may use if they're all NAP. For multiple attacks, a seperate die is rolled for each. The other instance when 2 hand held weapons are used at the same time (this does not enclude Dragonfang or shields). When they are used in this way, you suffer a -2 attack penalty and - another 1 for every extra weapon you use.

 

Suprise/Traitor Attacks- If you're fighting on a team, you may turn traitorous, and attack your team mate. They get a small fraction of a chance to dodge, if their speed is 140+, then they have to roll a 1, if they don't get it, they recieve full dammage. Team mates will be mad about this, if you do decide to do this, then you should wait until the opponent is disabled, otherwise you'll have to watch out for 2 people. If both team mates decide to do this at the same time, the attack goes to the highes combined roller, weapons and speed.

 

Self Destruct- You may self destruct if you want to , or feel you have no chioce. When you do, you will have to buy a new mobile suit, and you'll be out of action for 5 days (we assume you got far enough away that you survived the blast). Self destructiong works like this:

 Range During Self Destruction

 Ammount of Dammage Done (equation)

Close Combat

 Your Max HP

Mid Ranged

 Your Max HP -2,500

Ranged

 Your Max HP -5,000

Long Ranged

 Your Max HP -7,500

 

Station/Base Battle- Almost a normal battle, with the gundam being the only moving thing. Station strength will depend on the type, and what batteries are protecting it. Resourse stations have no defense. The degree of accuracy depends on the gundams range. Battles against a recourse satalite dont require its owner to be present. If this is the matter, then the attacker posts a note on the message board, saying he/she plans to attack. If in 2 days there is no reply, the satalite has no defense, and is destroyed. The challenger must stay in the same location the whole time. If the satalite is being defended it's like a normal duel, but the attacker can choose to attack the satalite instead of the other gundam. For each turn after attackin the satalite, you get -3 dodging roll. Distance applies to the satalite.

When attacking a station, you may attack the central base, and attempt to destroy it, or any batteries that defend the base as wll as any other add-ons to that base. A battery (group of missiles or guns) is totally independant from the base, with its own HP, dammage, and attack rolls. Each has 1 round, and is destroyed when its HP reaches 0. If a base looses a battle all batteries are destroyed, if it wins, then batteries can be repaired.

Dealing damage to a station or battery will be a little different than dealing damage to a Gundam. You will make your weapons roll and you opponent will makes their dodge roll and their base weapons roll {No HH or LR modifiers). Take the average of these two rolls, rounded up, and if the roll equals a dodge, then 1/3 of the weapons damage is dealt. If they roll a block, 2/3 damage is dealt, a hit will have 300 DM added to it. Once you have reached the HP limit of the station, it is destroyed.

Battles against outposts and barges go the same way, with two exceptions. Colonies and above take 3 days to destroy with out guard, and stations may not fire while a gundam is defending. The gundam may sit out a few turns to let the colony attack. The colony can also attack when the defending gundam has been disabled, or when it retreats. When either of those happen, batteries serve as the defense.

 Long Ranged

 Max Roll +1

 Ranged

 Max Roll

 Mid Ranged

Max Roll -1

 Close Combat

 Max Roll -2

 

 Resourse Satilite

 12,000 HP

 No Lasser Cannons

 No Missile Pods

 Colony

 15,000 HP

 2 Laser Batteries

 No Missile Pods

 Out Post

 20,500 HP

 3 Laser Batteries

 1 Missile Battery

 Fortress Barge

 30,000 HP

4 Laser Batteries

 3 Missile Batteries

 

Using Mobile Suits and Dolls- Dolls and mobile suits are used for various things. Some things are to defend colonies/stations, also to help out in battles. Dolls and suits may be purchased as soon as the buyer has purchased a station to keep them. The owner can then buy a transport that allows them to travel to adjacent locations to battle with other gundams or by themselves. Dolls can only fight befor or after a duel, never during one. Battles procede exactly like doll battles. Mobile suits destroyed while defending a base can be repaired for 1/2 the price.

 

Critical Hits- Once in a while, you can do a critical hit. A critical hit is like a normal hit but does more dammage. When a defenders block fails by 6 or more you do a critical hit. Ex. Sandrock attacks Deathscythe, Sandrock rolls 20, to block Deathscythe needs to roll at least half (a 10), but Deathscythe only rolls a 4, Sandrock beat deathscythe's block by 6 points, so his attack is a critical hit. Any questions e-mail me here. A critical hit does 130% dammage.