Battle Format
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Detailed Information
The Narrative should be at least three paragraphs, six sentences per paragraph. Take your time and think it through. A well-written Battle RP could decide the battle for you.
Your Action Summary should be an outline of your actions in the Narrative. For each feat in each action include the type of feat performed (i.e. Attack, Dodge, Charge, etc.), Zoid, the area of the Zoid being attacked if applicable, as well as the DP/effects of the weapon/defensive unit/special ability being used. If you utilize a Reflex in replacement of one of your normal feats, that should also be clearly stated. See the following example:
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Feats:
You may only use a specific feat once per action; as each action consists of two feats, you may use any combination of the following:
Attack: Any type of weapon usage, including melee attacks.
Activate/Charge: Certain Weapons and Equipment require one or more usages of this feat before they can be used.
Dodge: Any type of avoidance against attacks.
Vent: Removes 5 points of Heat Damage taken.
Weapon Usage: After-market weapons generally have usage restrictions (e.g. Use: twice per round, up to three rounds per battle). The "per round" restriction is in place to be a reference for how many rounds of ammunition(bullets/energy/shells/etc.) the weapon can hold. The "rounds per battle" restriction is in place to be a reference for how long a weapon can be in use during a match before overheating or running out of ammunition. Regardless of how many times the weapon is used per round if it is used at all it uses up one round of the limit. As an example, the Double .80 Cal Rifle has a use listed as "twice per round, up to three rounds." If a pilot were to fire it only once in a single round, even though they are allowed two uses per round, it would still count as a round of usage. Obviously, if the weapon is not used at all during a round, that round would not count toward the round usage.
Zoids that have a restriction to either GL 3, 4, or 5 are UNUSABLE AND UNATTAINABLE by pilots at GL 1. For each level below the restriction, you will be docked 20% of all DP, speed, and agility. (ie: 20% deduction off listed stats for a GL 4 piloting a GL 5 Zoid)
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Battle Codes and Arena Conditions
Battle Codes:
Multiple battles codes may be designated for a battle.
0095: Standard 1v1; No Headshots, open against Team.
0099: Standard challenge; normal rules apply. This includes No Headshots.
0100: Blind Fighting. PM your battles posts to the judges instead of posting them publicly.
0294: Water Zoid's Only.
0347: Speed reduced by 50%. Each pilot also only receives half their normal actions.
0384: Flag Battle (Judge announces a "flag" zoid for each team. First team to destroy the other's flag wins.)
0353: Air Zoid's only.
0410: Box Mode (No in-battle changes, e.g. you can't change armors.)
0631: Ground Zoid's only.
0752: Long range combat only.
0812: Close range combat only.
0973: Blind battle. (No radar, enclosed battlefield, like in an abandoned city)
0982: Standard rules, no limits on ammunition. Only limit is both teams are required to have the stipulated number of combatants. (Two or more.)
0988: Showdown using Long-Range weapons. Six shots a person. Victor is the one to take least damage. No damage resistances or healing available. (No Close-combat allowed, ALL Zoids MUST have a Long-Range Rifle.)
0992: One-on-one battle under standard rules.
0999: Backdraft Team battle rules. (Only used when the Backdraft take over the match, there ARE no rules. Anything goes.)
1001: The Royal Cup Competition. (Prestigious tournament for Class A teams which takes place every 4 years. The victorious move up to Class S. Each team is allowed to fight with up to 4 Zoids. There are 100 teams each of them placed 6 miles apart along a 600 mile starting line. First team to reach the finish is the winner, however, the finish line is unknown. With each win the team is given more information about its location. After 5 wins the location will be known.)
6990: Standard rules save the battlefield is open to additional combatants at anytime after the battle starts.
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Arena Conditions:
Your battle can take place in one or more of the following locations and or elements:
Water, Air, or Land.
The standard Land arena type is a desert-like area covered with small to large rocks or boulders and dust-filled air. There may be rain or other weather conditions, and there is the possibility of such things as muddy terrain and choppy water. Be as creative and fun as you want when imagining your battlefield; just make sure your opponent approves of the terrain.
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Procedure
To obtain a battle, you must first post an open-ended or specific challenge on the Battle Request board. In this topic you should list or provide a link to the stats and Zoid you will be battling with. You should also use your post to specify any limitations to possible opponents, such as a max Growth Level you are willing to battle, or if you would prefer not to fight someone with an Organoid, etc. Please also include and Battle Codes and Arena Conditions (see below) you might wish for your battle.
After an opponent accepts your challenge, you may request a judge in the 'Need a Battle Judge?' thread located on the Battlegrounds board and a judge will accept the battle. The judge will announce the arena in which the battle takes place (if you and your opponent have not previously agreed on one) and the conditions (unless already set forth in your Request topic). Once confirmed, the judge will start your battle topic. The judge decides post order unless a post order is previously agreed upon.
A round is complete once each of the pilots involved in the battle post. After each pilot posts the judge will decide which attacks hit/dodges were successful, as well as what transpired due to other actions, and the remaining armor of each opponent. Then the next round will begin. This cycle will continue until a participant's or a team of participants' battle system(s) is/are frozen.
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Battle Judgment Procedure
The Battle Judge reads all of the role-play then compares it to the Summary. After determining the hits/misses of the round via percentiles (modified by Abilities or Gear), they post a Summary of how the round unfolded as well as any and all damage taken. Then they announce who begins the next round, and the process begins anew until one (or all) combatant has been knocked out of the match.
The Judge then awards RPC and winnings according to the section below. Then the team's Captain (or a Moderator as needed) will update the Warriors.
Note: Subactions a and b are considered two parts of the entire Action. Meaning it does not matter order of Attack/Dodge in an action, they are credited as if happening at (practically) the same time
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Team Battle Winnings
Unranked: 500 points per battle, 500 credits for the team, 12 RP Credits for each surviving pilot.
Class D: 1,000 points per battle, 900 credits for the team, 14 RP Credits for each surviving pilot.
Class C: 2,000 points per battle, 1,000 credits for the team, 16 RP Credits for each surviving pilot.
Class B: 4,000 points per battle, 1,100 credits for the team, 18 RP Credits for each surviving pilot.
Class A: 8,000 points per battle, 1,200 credits for the team, 20 RP credits for each surviving pilot.
Class S: 10,000 points per battle, 1,300 credits for the team, 22 RP Credits for each surviving pilot.
Class O: 12,000 points per battle, 1,500 credits for the team, 25 RP Credits for each surviving pilot.
For Mercenaries: See Teams and Classes rules for how a mercenary earns credits from a battle.
Each winner/surviving pilot will also receive 5 additional RP credits per round of battle.***
Example #1: A Class B pilot who was victorious after two rounds of battle would receive 28 RPC total (5 RPC x 2 rounds = 10 RPC + 18 RPC participation/win).
Example #2: A Class O pilot who wins after four rounds of battle would receive 45 RPC total (5 RPC x 4 rounds = 20 RPC + 25 RPC participation/win).
***PLEASE NOTE that Teams do not gain points, nor do points gain a Team bonus in Mode 0095.***
Team Captains/Co-Captains (or Team Trainer) may also use 0095 to train their rookies and in doing so give the rookie half of their normal battle winning as a "Training bonus". Please note that a single rookie can only be trained in this way ONCE and only before any other official (non Tournament) battle.
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Losses
Each loser will receive 5 RP credits for participation (this does NOT apply if a pilot loses by failing to post in any round), plus 5 RP credits per round of participation. For example, if a pilot lasts for three rounds of battle against his opponent, but loses at the end of the third round, he would receive 20 RPC total (5 RPC * 3 rounds = 15 RPC + 5 RPC participation). The longer a pilot lasts, the more RPC he will get for a battle, even if he does not come out the victor.
A battle judge reserves the right to detract the additional RPC from either/any opponent in the event that they feel it is unwarranted, undeserved, or unearned. If that is the case, the judge MUST explicitly state how many RPC are being docked from the pilot and why. A judge can also, on occasion, choose to award a few extra RPC to a participant whom they feel has gone above and beyond the call of duty throughout the course of a given battle. RPC given in excess of listed winnings will be monitored closely to avoid overcompensation issues. This is a Role-Playing Game, not a freebie site.
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Battle Tactics
*Keep under consideration that accuracy is reduced when targeting air-based Zoids from the ground. Flying Zoids can maneuver on an infinite number of planes, while ground-based Zoids can maneuver alone one flat plane.
*Taking out your opponent's legs first will ensure that your Zoid remains/becomes the fastest.
*The quickest way to victory is using weapons that invoke a Combat System Freeze rather than wearing down your opponent's armor (Command System Freeze).
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Zoid System Status Types
Pilot:
Pilot Attributes:
Zoid: (Note - Restricted Zoids will be gimped if the pilot is not at the proper Growth Level. See below.)
Armor:
Weapons:
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Battle Narrative (Role-Play)
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Action Summary
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Detailed Information
The Narrative should be at least three paragraphs, six sentences per paragraph. Take your time and think it through. A well-written Battle RP could decide the battle for you.
Your Action Summary should be an outline of your actions in the Narrative. For each feat in each action include the type of feat performed (i.e. Attack, Dodge, Charge, etc.), Zoid, the area of the Zoid being attacked if applicable, as well as the DP/effects of the weapon/defensive unit/special ability being used. If you utilize a Reflex in replacement of one of your normal feats, that should also be clearly stated. See the following example:
1a. Strike Laser Claw to foe's rear left leg (attack - 90DP).
1b. Swerved to the left behind nearby boulder cover (dodge).
2a. Activated Smoke Dischargers (activation of special ability Method 1 - Lowers accuracy of Fox to 50% and enemies to 25%).
2b(r). Used Double Attack Reflex, firing 30mm Vulcan Gun twice at opponent's back (Double Attack Reflex in replacement of attack feat - 30DP*2 = 60DP).
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Feats:
You may only use a specific feat once per action; as each action consists of two feats, you may use any combination of the following:
Attack: Any type of weapon usage, including melee attacks.
Activate/Charge: Certain Weapons and Equipment require one or more usages of this feat before they can be used.
Dodge: Any type of avoidance against attacks.
Vent: Removes 5 points of Heat Damage taken.
Weapon Usage: After-market weapons generally have usage restrictions (e.g. Use: twice per round, up to three rounds per battle). The "per round" restriction is in place to be a reference for how many rounds of ammunition(bullets/energy/shells/etc.) the weapon can hold. The "rounds per battle" restriction is in place to be a reference for how long a weapon can be in use during a match before overheating or running out of ammunition. Regardless of how many times the weapon is used per round if it is used at all it uses up one round of the limit. As an example, the Double .80 Cal Rifle has a use listed as "twice per round, up to three rounds." If a pilot were to fire it only once in a single round, even though they are allowed two uses per round, it would still count as a round of usage. Obviously, if the weapon is not used at all during a round, that round would not count toward the round usage.
Zoids that have a restriction to either GL 3, 4, or 5 are UNUSABLE AND UNATTAINABLE by pilots at GL 1. For each level below the restriction, you will be docked 20% of all DP, speed, and agility. (ie: 20% deduction off listed stats for a GL 4 piloting a GL 5 Zoid)
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Battle Codes and Arena Conditions
Battle Codes:
Multiple battles codes may be designated for a battle.
0095: Standard 1v1; No Headshots, open against Team.
0099: Standard challenge; normal rules apply. This includes No Headshots.
0100: Blind Fighting. PM your battles posts to the judges instead of posting them publicly.
0294: Water Zoid's Only.
0347: Speed reduced by 50%. Each pilot also only receives half their normal actions.
0384: Flag Battle (Judge announces a "flag" zoid for each team. First team to destroy the other's flag wins.)
0353: Air Zoid's only.
0410: Box Mode (No in-battle changes, e.g. you can't change armors.)
0631: Ground Zoid's only.
0752: Long range combat only.
0812: Close range combat only.
0973: Blind battle. (No radar, enclosed battlefield, like in an abandoned city)
0982: Standard rules, no limits on ammunition. Only limit is both teams are required to have the stipulated number of combatants. (Two or more.)
0988: Showdown using Long-Range weapons. Six shots a person. Victor is the one to take least damage. No damage resistances or healing available. (No Close-combat allowed, ALL Zoids MUST have a Long-Range Rifle.)
0992: One-on-one battle under standard rules.
0999: Backdraft Team battle rules. (Only used when the Backdraft take over the match, there ARE no rules. Anything goes.)
1001: The Royal Cup Competition. (Prestigious tournament for Class A teams which takes place every 4 years. The victorious move up to Class S. Each team is allowed to fight with up to 4 Zoids. There are 100 teams each of them placed 6 miles apart along a 600 mile starting line. First team to reach the finish is the winner, however, the finish line is unknown. With each win the team is given more information about its location. After 5 wins the location will be known.)
6990: Standard rules save the battlefield is open to additional combatants at anytime after the battle starts.
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Arena Conditions:
Your battle can take place in one or more of the following locations and or elements:
Water, Air, or Land.
The standard Land arena type is a desert-like area covered with small to large rocks or boulders and dust-filled air. There may be rain or other weather conditions, and there is the possibility of such things as muddy terrain and choppy water. Be as creative and fun as you want when imagining your battlefield; just make sure your opponent approves of the terrain.
------------------------------------------------------------------------------------------
Procedure
To obtain a battle, you must first post an open-ended or specific challenge on the Battle Request board. In this topic you should list or provide a link to the stats and Zoid you will be battling with. You should also use your post to specify any limitations to possible opponents, such as a max Growth Level you are willing to battle, or if you would prefer not to fight someone with an Organoid, etc. Please also include and Battle Codes and Arena Conditions (see below) you might wish for your battle.
After an opponent accepts your challenge, you may request a judge in the 'Need a Battle Judge?' thread located on the Battlegrounds board and a judge will accept the battle. The judge will announce the arena in which the battle takes place (if you and your opponent have not previously agreed on one) and the conditions (unless already set forth in your Request topic). Once confirmed, the judge will start your battle topic. The judge decides post order unless a post order is previously agreed upon.
A round is complete once each of the pilots involved in the battle post. After each pilot posts the judge will decide which attacks hit/dodges were successful, as well as what transpired due to other actions, and the remaining armor of each opponent. Then the next round will begin. This cycle will continue until a participant's or a team of participants' battle system(s) is/are frozen.
------------------------------------------------------------------------------------------
Battle Judgment Procedure
The Battle Judge reads all of the role-play then compares it to the Summary. After determining the hits/misses of the round via percentiles (modified by Abilities or Gear), they post a Summary of how the round unfolded as well as any and all damage taken. Then they announce who begins the next round, and the process begins anew until one (or all) combatant has been knocked out of the match.
The Judge then awards RPC and winnings according to the section below. Then the team's Captain (or a Moderator as needed) will update the Warriors.
Note: Subactions a and b are considered two parts of the entire Action. Meaning it does not matter order of Attack/Dodge in an action, they are credited as if happening at (practically) the same time
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Team Battle Winnings
Unranked: 500 points per battle, 500 credits for the team, 12 RP Credits for each surviving pilot.
Class D: 1,000 points per battle, 900 credits for the team, 14 RP Credits for each surviving pilot.
Class C: 2,000 points per battle, 1,000 credits for the team, 16 RP Credits for each surviving pilot.
Class B: 4,000 points per battle, 1,100 credits for the team, 18 RP Credits for each surviving pilot.
Class A: 8,000 points per battle, 1,200 credits for the team, 20 RP credits for each surviving pilot.
Class S: 10,000 points per battle, 1,300 credits for the team, 22 RP Credits for each surviving pilot.
Class O: 12,000 points per battle, 1,500 credits for the team, 25 RP Credits for each surviving pilot.
For Mercenaries: See Teams and Classes rules for how a mercenary earns credits from a battle.
Each winner/surviving pilot will also receive 5 additional RP credits per round of battle.***
Example #1: A Class B pilot who was victorious after two rounds of battle would receive 28 RPC total (5 RPC x 2 rounds = 10 RPC + 18 RPC participation/win).
Example #2: A Class O pilot who wins after four rounds of battle would receive 45 RPC total (5 RPC x 4 rounds = 20 RPC + 25 RPC participation/win).
***PLEASE NOTE that Teams do not gain points, nor do points gain a Team bonus in Mode 0095.***
Team Captains/Co-Captains (or Team Trainer) may also use 0095 to train their rookies and in doing so give the rookie half of their normal battle winning as a "Training bonus". Please note that a single rookie can only be trained in this way ONCE and only before any other official (non Tournament) battle.
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Losses
Each loser will receive 5 RP credits for participation (this does NOT apply if a pilot loses by failing to post in any round), plus 5 RP credits per round of participation. For example, if a pilot lasts for three rounds of battle against his opponent, but loses at the end of the third round, he would receive 20 RPC total (5 RPC * 3 rounds = 15 RPC + 5 RPC participation). The longer a pilot lasts, the more RPC he will get for a battle, even if he does not come out the victor.
A battle judge reserves the right to detract the additional RPC from either/any opponent in the event that they feel it is unwarranted, undeserved, or unearned. If that is the case, the judge MUST explicitly state how many RPC are being docked from the pilot and why. A judge can also, on occasion, choose to award a few extra RPC to a participant whom they feel has gone above and beyond the call of duty throughout the course of a given battle. RPC given in excess of listed winnings will be monitored closely to avoid overcompensation issues. This is a Role-Playing Game, not a freebie site.
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Battle Tactics
*Keep under consideration that accuracy is reduced when targeting air-based Zoids from the ground. Flying Zoids can maneuver on an infinite number of planes, while ground-based Zoids can maneuver alone one flat plane.
*Taking out your opponent's legs first will ensure that your Zoid remains/becomes the fastest.
*The quickest way to victory is using weapons that invoke a Combat System Freeze rather than wearing down your opponent's armor (Command System Freeze).
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Zoid System Status Types
Normal Operation: All of the Zoid's systems are functioning correctly.
Temporary System Freeze(aka "Combat System Freeze"): The Zoid's combat systems have momentarily locked up due to some sort of stress. A Zoid with this status must pause for one move, it can not attack or defend unless the effects of a previous action remain active.
Permanent System Freeze(aka "Command System Freeze"): The Zoid's command systems have ceased functioning, and the Zoid can no longer continue in combat. This is only caused by a complete loss of armor on the body section, head section, or all legs.
Overheating: The Zoid's heat threshold has been reached and has caused a Temporary System Freeze.