Appendix 2
Specializations Newtype Powers Optional Armaments Base Repairs Terrain Effects Weather Effects

Overview
This page contains lists of things that cannot be explained in a quick orderly fashion in the rules, namely lists of Specializations, possible Optional Armaments and Terrain/Weather Effects.

These charts are not intended to be a very big deal, so don't worry too much about them if you don't want to read them in detail.



Specializations
Specializations are a way for characters to be better in certain types of terrain or in certain types of battles, without having a statistics system more complicated than just VP and CP.

Specializations are divided into a number of different groups. Each group is obtained in different ways.


Starting Specializations
Every PC begins the game with one of these specializations. You cannot obtain more of these.

  • Earth: +10 VP/CP on Earth, +5 VP/CP inside Space Colonies.
  • Space: +10 VP/CP in Space, +5 VP/CP inside Space Colonies.
  • Moon: +10 VP/CP on any Moon, +5 VP/CP on Earth, Mars, in Space, or inside Space Colonies.


Earned Specializations
These specializations are earned through repeated combat of a specific type or in a specific area. A PC gains one of these specializations once they have been in 10 winning battles where the specialization in question would have applied. These specializations will be gained on weekend updates. In some situations they will also be given as RP rewards.

In order to get one of these specializations, the battles in question must be kept track of and linked to on the player profile. Staff will not do back-checking to make sure you have 10 if you don't help us.

These specializations are split into 2 groups. A player may only use 1 Earned Specialization at a time from each group.

Individual battles can only count for 1 specialization. If an assault on a Tropical Coastal base is counted for Tropical spec, it cannot be counted later for Coastal spec.

Battles where you gained 1 VP but did not actively participate, or participated while damaged, do not count.

Group 1
  • Air: +10 VP/CP in high altitude only battles.
  • Aquatic: +10 VP/CP in Underwater battles (not Reefs).
  • Arctic: +10 VP/CP in Arctic terrain.
  • Coastal: +10 VP/CP in Coastal or Island terrain battles.
  • Colony: +10 VP/CP on Sides 3, 6, or inside Space Colonies.
  • Deep space: +10 VP/CP in empty space battles.
  • Desert: +10 VP/CP CP in Desert terrain.
  • Forest: +10 VP/CP in Forest terrain.
  • Low Gravity: +10 VP/CP on the Moon. +5 VP/CP inside Space Colonies.
  • Mountain: +10 VP/CP in Mountain terrain.
  • Naval: +10 VP/CP in surface Naval battles (not Reefs).
  • Orbital: +10 VP/CP in Earth Orbit.
  • Plains: +10 VP/CP in plains/steppe terrain.
  • Reef: +10 VP/CP in Reef terrain.
  • Tropical: +10 VP/CP in Tropical terrain.
  • Shoal zone: +10 VP/CP on Sides 1, 2, 4 or 5.
  • Urban: +10 VP/CP in Urban terrain.

Notes on Group 1
Plains and Open Space mean the abscence of any other type of terrain. This includes any base or outpost battles.

Group 2
  • Ambush: +10 VP/CP when ambushed or ambushing.
  • Amphibious assault: +10 VP/CP in Amphibious Assaults.
  • Attacker: +10 VP/CP when attacking a fleet or a base.
  • Defender: +10 VP/CP when defending an attack by an enemy fleet.
  • Duellist: +10 VP/CP when sparring, +1 VP/CP gained per spar.
  • Orbital drop: +10 VP/CP during Orbital Drops or Colony Drops.
  • Overwatch: +15 VP/CP if attacked while in Overwatch
  • Paradrop: +10 VP/CP in Paradrop battles.
  • Scout: Increases chances of successfully Scouting and Detecting. +10 VP/CP if attacked while Scouting/Detecting.
  • Siege: +10 VP/CP During sieges.
  • Sniper: +10 VP/CP when attacking from artillery range.

Notes on Group 2
Ambush only counts for basic squad on squad battles including no fleets or bases. Single ships count. Attacker/Defender are for larger fleet/base battles.

Siege counts all bombardment days and assault actions. However, bombardment days only count if you are active in the bombardment.


Roleplaying Specializations
These specializations are only given out as rewards for good RPing.

Some will have special RP specific conditions. For example, Guardian spec will be based on a specific NPC or PC the character is guarding.

These specializations are, for ease of reference, split into 3 groups, based on how difficult they are to obtain.

Easy to Obtain
  • Intimidation: +5 VP/CP gained for the PCs entire Squad, or if a ship captain, any non Squad based MS in the ships hangar. Intimidation does not stack with Leadership.
  • Operative: +10 VP/CP if all friendly forces have Operative spec. Bonus evading patrols, when scouting/detecting and escaping when captured if all involved have Operative spec.
  • Quick Learner: +1 VP/CP gained per battle. Quick Learner is removed when the pilot hits 100 VP/CP.
  • Ship Captain: Full VP piloting a ship instead of half VP.

Normal Difficulty
  • Ace: +10 VP if enemy force contains any ships.
  • Charisma: All Jailed scores reduced by 1. Improves chance to escape when captured and Rogues being stopped by patrols.
  • Famous: +25 RP salary, +50 with callsign.
  • Guardian: +10 VP/CP when guarding specific character. Automatically changes to Vendetta specialization if guarded character is killed.
  • Hardy: All Fatigued scores reduced by 1. Improves ability to withstand torture, and chances of a successful escape attempt when captured.
  • Hatred: +10 VP/CP if enemy force contains any newtypes.
  • Interrogator: Improves ability to retrieve board passwords from detainees. Interrogation RP posts must be made for Interrogator to take effect.
  • Lucky: All Destroyed scores reduced by 1. Does not stack with War Factory. Also increases chances with most die rolls.
  • Mechanic: All Repair scores reduced by 1. Does not stack with Repair Bay.
  • Mercenary: +10 VP/CP when fighting alongside members of a different faction.
  • Merciless: +10 VP/CP vs. a specific faction. Will always kill targets who would otherwise be captured.
  • Organization: Max Squad size increased by 2 MS or 3 Vehicles as applicable.
  • Reliable: Grants immunity to your unit from any terrain or weather effects which would make it unable to fight, such as Storms or Deserts.
  • Resilient: All Injury scores reduced by 1. Does not stack with Hospital.
  • Smuggler: Improves ability for patrols to let Rogues pass after catching them. Sell actions count as a non-action to Smugglers.
  • Streetwise: All Missing in Action scores reduced by 1.
  • Teamwork: +10 VP/CP with specific friendly pilots.
  • Terrorist: 1 free Terrorist Service from the Rogue shop in every assault in which the Terrorist character is the attacker.
  • Unstable: Random 1-4 roll made before each battle. 1 = -10 VP/CP, 2 = no change, 3 = +5 VP/CP, 4 = +10 VP/CP
  • Unpredictable: +10 VP/CP when fighting alongside allied forces (players/ships not owned by the character). 5% increased chance of Unexpected Complications.
  • Vendetta: +10 VP/CP vs. specific enemy pilot.

Difficult to Obtain
  • Black Ops: Allows use of the Hide and Infiltration actions to a Federation/Zeon member. Also provides a bonus to escape attempts when captured.
  • Callsign: +5 VP/CP to each active specialization per battle, including Callsign spec.
  • Commander: +5 VP to all defenses if commanding a base.
  • Informant: Side receives 10 words from enemy's message board after each compound assault the Informant participates in.
  • Leadership: +5 VP/CP all allied units if commanding a battle. Does not stack with Intimidation.
  • Logistics: 1 free service in every battle outside enemy territory. Does not count towards service maximum. You must initiate the battle to benefit from this specialization.
  • Versatile: Full VP piloting somebody else's mobile suit instead of half VP.


Other Specializations
These specializations are gained through other means. Each is explained individually.

Radiation Sickness / Recurring Illness
This specialization can be gained by surviving a nuclear or biological attack. It is not a good thing!
  • -10VP/CP in all battles. Penalty is reduced by 1 each weekend. Specialization is lost when the penalty reaches zero.

Expert/Superior/Elite Crew/Infantry
Infantry and ship captains need a little extra help to make their crew/infantry teams VP & CP levels match up with appropriate player MS pilots.
  • When a ship captain or infantry PC reaches 80 VP/CP, they gain the Expert Crew/Infantry spec, which allows their attached ship or infantry team to reach level 6.
  • When they reach 120 VP/CP, they gain the Superior Crew/Infantry spec, allowing their attached ship or infantry team to reach level 7.
  • When they reach 160 VP/CP, they gain the Elite Crew/Infantry spec, allowing their attached ship or infantry team to reach level 8. Additionally increases ability to Patrol/Blockade if ships, and Scout/Detect if infantry.



Newtype Powers
Newtype Prophet level characters (10-12 NT) have access to certain powers similar to specializations that they can use both on an in game and out of game level. Players are allowed to pick 1 power at each of NT10, 11 and 12, although their choices can be vetoed by me if I feel it is out of character.

Newtype Powers can also be given to characters as RP rewards, similar to Specializations. Each power has a minimum level at which it can be given out in this way.

In all cases, using one of these powers causes at LEAST 1 days Fatigue, and possibly causes Injury scores as well.

For writers, these powers should not be used in every battle. Depending on the character they should be used sparingly, and only in emergencies. In most cases the Newtype is not fully aware of how to use the power, and only does so in times of great stress and need. Something like imminant death or the death of a friend is normally what triggers the powers activation.

Super Mode (min. NT4)
The Newtype focuses inwards, concentrating on sensing and controlling their own emotions. Their body begins to glow when the power is in use, the vibrancy of the glow depending on the strength of the Newtype. While this power is in use the Newtype loses all other powers, but gains superhuman strength, agility and reflexes.
  • When used in game, the player loses all other powers, but gains 10 VP and CP for each NT level.

Telekinesis (min. NT6)
The Newtype can move things with their minds. The heavier the object, the more powerful the NT level needed to move it. The best example of this power from the show is Four Murasame using it to float up to her Mobile Suits cockpit while on Earth.
  • The in game uses of this power are left to writer discretion.

Mass Telepathy (min. NT7)
The Newtype can, with concentration, communicate telepathically to everyone in an area, both Oldtype and Newtype. They can send messages to everyone in a battlefield, or only specific people as needed.
  • The in game uses of this power are left to writer discretion.

Remote Psycommu Control (min. NT8)
This ability allows the Newtype to control an inactive Psycommu while outside of the units cockpit, possibly while far away. It also allows them to forcibly take control of nearby Psycommu controlled weaponry from weaker Newtypes.
  • The in game uses of this power are left to writer discretion.

Emotion Control (min. NT8)
This power serves a double purpose. It allows a character to control the emotions of those in close proximity to them. The characters will not realize that this is happening. They may always be happy when they're around the controlling character, or they may be driven to love, trust or respect them. It essentially serves as a limited form of brainwashing.

For example, Emotion Control could not be used to command an enemy not to fight you in the middle of a combat, but it could be used to make a colleague do more favors for you than they normally would, or to make a friend of the opposite sex who would normally not be attracted to you fall for you. Once used on an individual, the power remains on until the person is moved at least several miles away from the user or the user dies.

This version of the power can affect both Oldtypes and Newtypes of weaker levels than the user.

When directed at another Newtype specifically, Emotion Control can be used to psychically harm them, causing headaches, blackouts, nausea, or in severe cases comas and death.

For game use, this power gives extra bonuses to Interrogation and Escape Attempt rolls. It can also be used like a weapon against other Newtypes in battles.

Energy Conversion (min. NT10)
Extremely powerful Newtypes can change the energy they project for their telepathic abilities into raw power, using it to fire energy blasts, create shields that block even beam attacks, or increase the speed and strength of their mobile suit. This ability is identical to the abilities of a Bio Sensor equipped on Zeta Gundam era mobile suits, but does not require a Bio Sensor to be activated.
  • The in game uses of this power are left to writer discretion.

Long Range Clairvoyance (min. NT10)
While Newtypes can sense people around them, this ability is usually restricted to a set range, usually only a few miles at the most. The strongest Newtypes can, with concentration, sense people who are extremely far away, picking them out from within an entire population.
  • This ability can only be used as a special Clairvoyance Action, that is cancelled by any sort of combat. Making the action always causes at least 1 days Injury. It allows the Newtype to do any one of the following:
  • Unhide any 1 PC or Ship. This also reveals any nukes or etc the PC/Ship is carrying.
  • Give all Patrols a +3 bonus to catching any 1 PC, Ship or Fleet.
  • Give any 1 PC, Ship or Fleet a -3 to all Patrol, Scout, Detect & Escape Attempt rolls.
  • Obtain a Scouting Report of any one base using the following special Scouting table.

1-16 = Failure
17 = Success if NT12
18 = Success if NT11 or higher
19-20 = Success if NT10 or higher




Optional Armaments
This list gives different optional armaments that can be equipped by PC and Named NPC units for grenade racks, tank rounds, and ship cannons/rockets. These lists are designed to give player units that don't have many normal optional armaments some customization options equivalent to mobile suits.

Remember, normal NPCs must use the sort of ammunition that is listed on its shop entry (normally standard explosives, with select units having options like smoke grenades). These sorts of ammunition are only available to PC units.

However, a little flavor is not discouraged when writing battles, as long as it doesn't make its way into the battle result.


Grenades
MS and Infantry grenades are covered here. Mobile Suits need to specify which grenade type they are using. Infantry can pick any two types per battle.

Fragmentation
  • Standard explosive grenade

Cracker (Zeon MS only)
Role: Strong against infantry, tanks and aircraft, weak against mobile suits and ships.
  • Cracker grenades split into 6 smaller fragmentation grenades before exploding, widening the radius but reducing the power.

Smoke (Terrestrial only)
Role: Defensive use vs. ranged attackers.
  • Releases a thick smoke mixed with M Particles. Interferes with visibility.

Balloon (Space MS only)
Role: Defensive use vs. ranged attackers.
  • Releases a burst of M Particles followed by a dummy balloon of the users unit, confusing onboard targeting and guidance systems.

Flash
Role: Defensive use vs. melee attackers.
  • Explodes in a blinding flash of light, dazing the target.

Super Napalm (EF MS only)
Role: Very strong against infantry. Very weak against any sort of heavy armor.
  • Special incendiary, extremely difficult to put out.

Depth Charge (Aquatic MS only)
  • Standard explosive for use underwater.

Ink (Aquatic MS only)
Role: Defensive use vs. ranged attackers.
  • Releases a thick ink cloud mixed with M Particles. Interferes with visibility.

Freeze Yard (Zeon Aquatic MS only)
Role: Defensive use vs. Minefields
  • Releases a sticky, quick-hardening substance that deadens explosions. Used to traverse underwater minefields for amphibious assaults.


Tank Ballistic Cannon
PC Tank main cannons only. Can use KEP +1 other type per battle.

Kinetic Energy Penetrator
  • Standard tank shell

Rocket Assisted Kinetic Energy Penetrator
Role: Low Minovsky environment guided round
  • Standard tank round, using laser guidance and fin stabilized verniers to seek to a target. Increased range and accuracy over a standard round if there is no Minovsky Particle Interference.

High Explosive Squash Head
Role: Anti Ship Round
  • HESH rounds smear plastic explosive over the hull of the target, detonating and creating dangerous shockwaves inside the targets hull. Does extra damage to ships and buildings, but reduced damage to tanks and mobile suits.

Canister
Role: Anti infantry round
  • Canister rounds are essentially buckshot, turning the tanks cannon into a giant shotgun.


Ship Rockets
Allowed to any ship weapons specified as a Rocket Launcher or VLS. Can use HE +2 of the following per battle. In Long Events, may exchange one non-HE type per turn.

High Explosive
  • Standard Anti Ship Rocket

Multiple Independently Targetable Re-entry Vehicle
Role: Anti Aircraft/MS
  • MIRV Rockets split into multiple smaller warheads close to the target. While they do reduced damage, they are much harder for aircraft and mobile suits to dodge.

Anti Beam Chaff (EF Space only)
Role: Defensive use vs. beam weapons
  • These warheads release a stream of special particles that block beam attacks for a short period of time.

Anti Missile Countermeasures
Role: Defensive use vs. missiles
  • These rockets use various means to defend against enemy missiles, screwing with guidance systems or striking them mid-flight.

M Particle Warhead
Role: Artillery range M Particle support
  • These warheads deploy a thick cloud of minovsky particles. While ordinarily a ship firing from Artillery ranges cannot support front line troops with an M Particle Cloud, these warheads allow a ship to do so.

Remote Warheads (Space only)
Role: Ambush/Overwatch use
  • Remote warheads are launched prior to combat, lying in wait until activated by the ships laser communications array. These can only be used when the ship is Ambushing or on Overwatch, and provide an added bonus to the action.

Supply Canisters (Space only)
Role: Mid-Combat Resupply
  • These rockets can carry ammunition and fuel and use it to resupply troops during a Long Event. Supply Canisters can be used like 1 Dedicated Hangar to resupply fuel and ammunition while allowing those units to fight that turn. However, they do not cure temporary fatigue.

Minelayer Warhead (Earth only)
Role: Ambush/Overwatch use
  • These warheads drop mines across an area, creating additional layers of defense. These rockets can only be used when the ship is Ambushing or on Overwatch, and provide an added bonus to the action.

Super Napalm Warhead (EF Earth only)
Role: Defensive use vs. Infantry
  • This warhead coats an area with napalm, creating a section of the battlefield that infantry and lightly armored vehicles cannot traverse. Useful for delaying or defending against infantry attacks.

Torpedo Warhead (Earth only)
Role: Anti Submarine use
  • The rocket thruster of these warheads break off shortly after firing, an anti ship torpedo guiding towards the enemy.

Hedgehog Warhead (Earth only)
Role: Anti MSM use
  • This warhead fires multiple small charges that blanket an underwater area, doing reduced damage to submarines, but with greater accuracy vs. underwater mobile suits.


Ship Torpedoes
Allowed to any Ship weapons specified as a Torpedo Launcher or VLS. Can use HE +1 of the following per battle. In Long Events, may exchange one non-HE type per turn.

High Explosive
  • Standard anti ship torpedo

Hedgehog Round
Role: Anti MSM use
  • This warhead fires multiple small charges that blanket an underwater area, doing reduced damage to submarines, but with greater accuracy vs. underwater mobile suits.

Anti Torpedo Countermeasures
Role: Defensive use vs. Torpedoes
  • These torpedoes make high amounts of noise and heat, trying to trick torpedoes into changing targets.

Freeze Yard (Zeon only)
Role: Defensive use vs. Minefields
  • Releases a sticky, quick-hardening substance that deadens explosions. Used to traverse underwater minefields for amphibious assaults.


Ship Bombs
Interchangeable ship bombs are only allowed to PC Gaws, PC Depp Rogs and PC Don Escargots.

Gaws can use HE +2 of the following per battle. In Long Events, may exchange one non-HE type per turn.

Depp Rogs and Don Escargots can use any 2 of the following types per battle.

High Explosive Bomb
  • Standard use bomb

Cluster Submunitions
Role: Anti vehicle/infantry use
  • Bombs that drop lots of smaller bombs, peppering an area with low yield explosions.

Penetration Bombs
Role: Anti Ship use
  • These bombs have heavy armor piercing tips. Dropped in smaller quantities but better at penetrating heavy armor.

M Particle Bomb
Role: Close range M Particle support
  • These bombs deploy a thick cloud of minovsky particles.

Mines
Role: Ambush/Overwatch use
  • The ship drops mines across an area, creating additional layers of defense. These bombs can only be used when the ship is Ambushing or on Overwatch, and provide an added bonus to the action.

Super Napalm Bomb (EF Only)
Role: Defensive use vs. Infantry
  • These bombs coat an area with napalm, creating a section of the battlefield that infantry and lightly armored vehicles cannot traverse. Useful for delaying or defending against infantry attacks.

Smoke Bombs
Role: Defensive use vs. ranged attackers.
  • Releases a thick smoke mixed with M Particles. Interferes with visibility at low altitudes.

SUBROCs
Role: Shallow depth anti Naval use
  • Drops rockets into the water designed to destroy Naval targets at shallow depths.

Depth Charges
Role: Deep depth anti Naval use
  • Drops bombs into the water designed to destroy Naval targets at deep depths.


Ship Ballistic Cannons
Only allowed to ship (A) class ballistic cannons. Can use HE +1 of the following per battle. In Long Events, may exchange one non-HE type per turn.

High Explosive Round
  • Standard anti ship round.

Rocket Assisted High Explosive Round
Role: Low Minovsky environment guided round
  • A larger version of tank RAKEP rounds, these warheads are fin stabilized and rocket assisted for increased accuracy in low minovsky particle battles.

Beehive
Role: Anti Vehicle/MS round
  • This warhead travels a set distance before exploding outwards like a shotgun shell.

M Particle Round
Role: Artillery range M Particle support
  • This warhead bursts apart in mid-air, creating an M Particle field from Artillery ranges.

Minelayer Round (Earth only)
Role: Ambush/Overwatch use
  • These warheads drop mines across an area, creating additional layers of defense. These rockets can only be used when the ship is Ambushing or on Overwatch, and provide an added bonus to the action.

Super Napalm Round (EF Earth only)
Role: Defensive use vs. Infantry
  • This warhead coats an area with napalm, creating a section of the battlefield that infantry and lightly armored vehicles cannot traverse. Useful for delaying or defending against infantry attacks.


Other PC Ship Options
I try to give every PC's personal unit something that an equivalent shop version does not have. This is what originally spawned the idea of alternate rocket, torpedo and ballistic cannon options. However, not every ship has rocket launchers, torpedo tubes or ballistic cannons.

Below is a brief list of what PC ships that do not have any of the above get in compensation.

Medea, Weldea, Fat Uncle
  • M Particle Emitters

Columbus, Samson, Columbus II, C-88 Medea
  • Repair class (essentially a regular type and Tender simultaniously)

3x Ships (FTC, Public, Jicco, Sodon, Cui)
  • Free reimbursement of ships in that particular squad, 1 ship per weekend. This is in addition to custom Rocket options on Public and Jicco.

Gwazine, Papua, Dolos, Tivvay, Jotunheim, Pazock
  • +1 mobile armor capacity (towed)

Gray Phantom
  • +2 Spacecraft capacity

The Gaw Recon is special enough already that it doesn't get anything extra.

Rogue PC ship captains can Hide their personal ship if it is their personal unit. Rogue PC ship captains do NOT get any special optional armaments for their ships.

Finally, PC's may never captain the following ships:
Orbital Satellite Grid
Jormungand
Automated Interplanetary Drone



Base Repairs
Base infrastructure can get damaged, and bases can only repair one piece of infrastructure per day. Add-ons from the shop that are damaged simply don't provide their effect anymore. The effects of basic infrastructure being damaged is listed here.

HQ Bunker
  • A damaged HQ increases the chance of the base suffering Unexpected Complications

Comm Tower
  • A damaged Comm Tower increases the chance of the base suffering Unexpected Complications

M Particle Emitters
  • Cannot broadcast M Particles while damaged

Outer Wall / Station Wall / Access Ramp
  • Maximum Defense count reduced by 10 if damaged, 20 if it was fortified. Current defense count is unchanged.

Hydroponics Bay / Colony Mirrors
  • These facilities are essential for the colony to run properly. They must be repaired before other infrastructure.

Repair Bay
  • Repair Bays do not reduce repair time while damaged.

Cellblock
  • Escape attempts and interrogation rolls are reduced in effectiveness while the Cellblock is damaged.

Hangar
  • Maximum Vehicle count reduced by 10, MS count reduced by 5. Double reductions if it was enlarged. Current hangar count is unchanged.

Airfield / Spacedock
  • Aircraft and Spacecraft do not launch as quickly from damaged Airfields and Spacedocks.

Barracks
  • Maximum Infantry count reduced by 5, 10 if enlarged. Current infantry count is unchanged.

Port
  • Naval ships and Submarines cannot repair at bases with damaged Ports.



Terrain Effects
These are basic guidelines on what effects terrain has on combat. They may not be complete lists, and may not be present in all battles.

There are three Theatre types, Land, Space & Underwater. Every battle occurs in one of these Theatres. Other than that, special terrain types may or may not be present, depending on the battlefield.

Land Theatre
  • Units without Land theatre group 1/2 VP (rounded down.) Infantry unaffected.

Space Theatre
  • Units without Space theatre group 1/2 VP (rounded down.) Infantry unaffected.

Underwater Theatre
  • Units without Aquatic theatre group 1/2 VP (rounded down.) Infantry unaffected.


Arctic
  • 10% of all units break down and cannot fight. Arctic climate units, harsh climate refit units, infantry and units defending bases unaffected.
  • Speed/Maneuverability of tanks & Infantry reduced
  • 5% Reduced chance of spotting Arctic climate & harsh climate refit units (Patrol rolls)

Desert
  • 10% of all units break down and cannot fight. Desert climate units, harsh climate refit units, infantry and units defending bases unaffected.
  • Speed/Maneuverability of tanks & Infantry reduced
  • 5% Reduced chance of spotting Desert climate & harsh climate units (Patrol rolls)

Forest
  • Light Cover for ground units vs. ground fire
  • Speed/Maneuverability of Hovercraft reduced
  • Increased effect of Element of Surprise and Stealth class advantages.

Lunar Surface
  • Counts as both Land and Space theatres.
  • MS, Spacecraft and non-Hovercraft Tanks use space or earth speed/maneuverability factors, whichever is better.
  • 10 VP/CP penalty to all units. Low Gravity climate units, harsh climate refit units & Infantry with Moon specialization unaffected.

Mountain
  • Moderate Cover for ground units vs. ground & air fire
  • Speed/Maneuverability of Hovercraft reduced
  • Increased effect of Element of Surprise and Stealth class advantages.

Orbit
  • 10 VP/CP penalty to all units. Units with External fuel tanks or High Gravity climate equipment unaffected.
  • Increased chance of Unexpected Complications.
  • Units that run out of fuel are destroyed.

Reef
  • Light Cover for underwater units vs. all fire
  • Speed/Maneuverability of naval ships and submarines reduced, units unaffected

Light Shoals
  • Moderate Cover for all units.
  • Reduced accuracy for Very Long range and greater fire.
  • Increased effect of Element of Surprise and Stealth class advantages.

Heavy Shoals
  • Heavy Cover for all units. Light Cover for ships.
  • Reduced accuracy for Long range and greater fire.
  • 5% Increased chance of Unexpected Complications.
  • 5% Decreased chance of spotting all targets (Patrol/Detect rolls)
  • 5% Increased chance of scouting all targets (Scout/Escape attempt rolls)
  • Increased effect of Element of Surprise and Stealth class advantages.

Space Colony or Lunar City
  • Outside the Colony/City is classified as Space or Lunar Surface.
  • Inside the Colony/City is classified as Urban.

Tropical
  • 10% of all units break down and cannot fight. Tropical climate units, harsh climate refit units, infatry and units defending bases unaffected.
  • Speed/Maneuverability of tanks & Infantry reduced
  • 5% Reduced chance of spotting Tropical climate & harsh climate units (Patrol rolls)

Urban
  • Heavy Cover for ground units vs. ground fire. Light cover for ships vs. ground fire
  • Speed/Maneuverability of Hovercraft reduced
  • Increased effect of Element of Surprise and Stealth class advantages.
  • 5% increased chance of successful Escape Attempt rolls.



Weather Effects
These are basic guidelines on what effects weather has on combat. They may not be complete lists, and may not be present in all battles.

Night
  • Decreases accuracy of long range and greater fire
  • Increases the effectiveness of Element of Surprise and Stealth class units.
  • 5% increased chance of Scouting Attempts

Heat
  • 10 VP/CP penalty to all units, minimum 1 VP/CP. Ships and harsh climate units unaffected.

Extreme Heat
  • 20 VP/CP penalty to all units, minimum 1 VP/CP. Ships and harsh climate units unaffected.
  • 10% of units break down and cannot fight. Infantry, ships and harsh climate units unaffected.
  • 5% increased chance of an unexpected combat result.

Overcast
  • Decreases accuracy of fire between ground and air
  • 5% reduced chance of spotting entirely airborne targets (Patrol & Detect rolls)
  • For roleplaying and writing, Overcast can also be considered as very light rain.

Storms
  • Decreases accuracy of fire between ground and air
  • Decreases accuracy of long range and greater fire on ground and underwater
  • 5% reduced chance of spotting all targets (Patrol, Detect & Scout rolls)
  • 5% increased chance of successful escape rolls
  • 10% of Aircraft do not arrive at battle. Ships unaffected
  • 10 VP penalty to Helicopters. Helicopters reduced to negative VP cannot fight.
  • 5% increased chance of an unexpected combat result.
  • Decreases the effectiveness of Detector units
  • Decreases speed and maneuverability of Hovercraft units and ships over water

Severe Storms
  • Decreases accuracy of fire between ground and air
  • Decreases accuracy of medium range and greater fire on ground and underwater
  • 10% reduced chance of spotting all targets (Patrol, Detect & Scout rolls)
  • 20% of Aircraft do not arrive at battle. Ships unaffected
  • 20 VP penalty to Helicopters. Helicopters reduced to negative EXP cannot fight.
  • 10% increased chance of an unexpected combat result.
  • Air Support, Ground Support, MS Support & Artillery Support cannot be used
  • Causes Flooding/Mud effect the following update week
  • Prevents double movement of Airborne targets
  • Decreases the effectiveness of Detector units
  • Decreases speed and maneuverability of Hovercraft units and ships over water

Dust Storms
  • Decreases accuracy fo fire between ground and air
  • Decreases accuracy of short range and greater fire on ground
  • 10% reduced chance of spotting all targets (Patrol, Detect & Scout rolls)
  • 20% of Aircraft do not arrive at battle. Ships unaffected.
  • 10% of units break down and cannot fight. Infantry, ships and harsh climate units unaffected.
  • 20 EXP penalty to Helicopters. Helicopters reduced to negative EXP cannot fight.
  • 20 CP penalty to Infantry. Infantry reduced to negative CP cannot fight. Infantry remaining in ships or moved by transport unaffected.
  • 10% increased chance of an unexpected combat result.
  • Air Support, Ground Support, MS Support & Artillery Support cannot be used
  • Prevents double movement of Airborne targets
  • Decreases the effectiveness of Detector units
  • Increases the effectiveness of Stealth units and Element of Surprise

High Wind
  • 10 VP penalty to Aircraft, minimum 1 VP.
  • 10 VP penalty to Boats, minimum 1 VP.
  • 20 VP penalty to Helicopters. Helicopters reduced to negative EXP cannot fight.
  • Reduces speed/maneuverability of surface Naval ships & Hovercraft over water.

Fog
  • Decreases accuracy of fire between ground and air
  • Decreases accuracy of medium range and greater fire on ground
  • 5% reduced chance of spotting non-airborne targets (Patrol, Detect & Scout rolls)
  • Increases the effectiveness of Element of Surprise and Stealth class units.

Thick Fog
  • Decreases accuracy of fire between ground and air
  • Decreases accuracy of short range and greater fire on ground
  • 10% reduced chance of spotting non-airborne targets (Patrol, Detect & Scout rolls)
  • Air Support, Ground Support, MS Support & Artillery Support cannot be used
  • 5% Increased chance of an unexpected combat result
  • Increases the effectiveness of Element of Surprise and Stealth class units.

Flooding/Mud
  • 10 EXP penalty to Infantry, minimum 1 CP.
  • Reduces speed & maneuverability of non-hovercraft ground troops
  • Increases chance of patrols spotting entirely ground targets

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