Overview
This page contains lists of every type of die roll made in the game and all applicable modifiers. All rolls are done using http://www.random.org/ as a 1-20 integer roll.
There is a huge amount of data here, so don't worry too much about it if you don't want to read it in detail.
Newtype Generation
If Zeon NT Korps or GM Juggler Pilot
1-14 = NT2
15-19 = NT3
20 = NT4
If EF Enlisted Civilian or Rogue
1-14 = Oldtype
15-17 = NT1
18-19 = NT2
20 = NT3
If Other EF or Other Zeon
1-18 = Oldtype
19 = NT1
20 = NT2
21 = NT3
Modifiers
+1 to roll if Zeon
Patrol/Blockade Rolls
Each Patrol/Blockade rolls once for each thing moving through the sector. Each can only stop one target. The order in which targets are rolled for is decided by the webmaster.
Targets who are ambushed AND caught by a patrol the same day only fight in the ambush, but their movement is automatically stopped.
If the Patrol/Blockade wins the battle, it stops the targets movement. If the target wins it is allowed to move even if it becomes damaged.
If the target is hostile, roll on table 1 only. If not hostile, a roll is made on table 1 and then on table 2.
Patrol Table 1
1-17 = The Patrol/Blockade does not catch anything
18+ = Patrol/Blockade is successful
Modifiers
+1 Patrol is in friendly territory
+1 Patrollers have a newtype
+1 Patrollers have a detector unit
+1 Mud/Flood if target at least partially land based
+1 Patrol is a base with a Perimeter Defense Grid
+2 Patrollers are a Outpost
+3 Patrollers are a Ship
+5 Patrollers are a Fleet
+8 Patrollers are a Base
+1 Target is a Squad
+2 Target entirely Admiral A-1 tanks
+3 Target is a Ship
+5 Target is a Fleet
+8 Target is a Base
+3 Patrol is tipped off by inside information
-1 Patrol is in enemy territory
-3 Patrol is a base that has been Scouted
-1 Target has newtypes
-1 Target has detectors
-2 Target entirely stealth units
-1 Target entirely Airborne, Moon or Orbit
-2 Target entirely Spaceborne
-3 Target entirely Underwater or Open Space
-1 Target entirely Climate specific
-1 Target entirely Infantry
-1 Storms, Fog if target entirely ground, or Overcast if target entirely airborne
-2 Severe Storms, Dust Storms, or Thick Fog if target entirely ground
-1 Target entirely Operative Specialization
-1 Target has Lucky Specialization
-1 Target has Elite Infantry Specialization
-1 Per balloon service purchased
-1 Target entirely Hidden
-3 Target Rogues using Merchant Contact
-3 Target tipped off by inside information
Notes
When multiple targets try to move past a patrol on the same update, the target priority list will be decided by the webmaster on a case by case basis.
If you are caught the battle will be the same as if you had been Ambushed, and your move will only be continued if you won the battle.
Patrol Table 2
If the target of the patrol/blockade is NOT Hostile diplomacy, a second roll is then made to see what the patrol does when it catches them. No matter the outcome, a battle (or lack thereof) will be written, and if the target was Hidden it will be revealed.
0 or less = Attacked by patrol
1 = Blocked by patrol with 25 SP bribe
2-10 = Blocked by patrol but not attacked
11-12 = Passed by patrol with 25 SP bribe
13+ = Passed by patrol
Modifiers
-5 if Unfriendly
+5 if Friendly
+1 using Merchant Contact or Transport Service
+1 if Lucky specialization
+1 if Smuggler specialization
+1 if Charisma specialization
Scouting Attempts
1 roll is made on the table per PC scouting the base.
4 or less = Scouting action fails, you are attacked by enemy defences
5-8 = Scouting action fails, written as a battle
9-12 = Scouting action fails, action goes unnoticed
13-16 = Scouting action succeeds, written as a battle
17-20+ = Scouting action succeeds, action goes unnoticed
Modifiers
+1 Scouter is scouting from contested territory
+2 Scouter is scouting from friendly or neutral territory
+1 Scouting Squad has a newtype
+1 Scouting Squad has a detector unit
+1 Scouting Squad is entirely climate specific
+2 Scouting Squad is entirely stealth units
+1 Scouting Squad is entirely aircraft, underwater or infantry
+1 Scouter has no MS team
+1 Urban base
+1 Base is under siege
+2 Base is assaulted on the same day
+1 Scouting is done at Night
+1 Scouting Squad entirely Operative Specialization
+1 Scouter has Lucky Specialization
+1 Scouter has Scout Specialization
+1 Scouter has Elite Infantry Specialization
+1 Base has a damaged Comm Tower
+1 Base has a damaged Outer Wall or Station Wall
+1 Scouter entirely Rogues who are Neutral
+2 Scouter entirely Rogues who are Friendly
+3 Scouter entirely Rogues who are Allied
+3 Scouter is tipped off by inside information
-1 Scouter is scouting from enemy territory
-1 Base has newtypes
-1 per type of Detector unit on the base
-1 per non (R) Ship on the base
-1 Arctic, Desert, Sealed or Tropical base
-1 Space Colony or Asteroid Mine/Fortress
-2 Island, Space, or Naval base
-3 Atmospheric, Underwater or Underground base
-1 Storms or Fog
-2 Severe Storms, Dust Storms or Thick Fog
-1 Rogue owned base
-1 Scouting Squad contains (L) mobile suits or Admiral A1 tanks
-2 Scouting Squad contains mobile armors
-3 Base is tipped off by inside information
-3 Scouting action is made by a Captured player
Detection Attempts
Every hidden player rolls once for every detecting player at the sector. If there are no hidden players at the sector, only one roll is made, and a result of 1-3 is treated as a 4-5.
1 = You are revealed and ambushed by the Detecting unit
2-3 = You are revealed
4-5 = You are not revealed, but the Detector knows who is/is not there.
6-20 = You are not detected
Modifiers
+1 The hidden unit is in Friendly or Neutral Territory
+1 The Detector is in Enemy Territory
+1 The hidden unit has a newtype
+1 The hidden unit has a detector unit
+1 The hidden unit is entirely climate specific
+2 The hidden unit is entirely Stealth
+1 The hidden unit is entirely infantry
+1 The hidden unit is entirely Moon or Orbit
+2 The hidden unit is entirely Spaceborne
+3 The hidden unit is entirely Underwater or Open Space
+1 The hidden unit is entirely Operative Specialization
+1 The hidden unit has the Lucky Specialization
+3 The hidden unit is tipped off by inside information
+1 Storms or Fog
+2 Severe Storms, Dust Storms or Thick Fog
-1 The hidden unit is in Enemy Territory
-1 The Detector is in Friendly Territory
-1 The Detector has a newtype
-1 The Detector has a detector unit
-1 The Detector is entirely climate specific
-1 The Detector is entirely Aircraft or Infantry
-1 The Detector has the Scout Specialization
-1 The Detector entirely Operative Specialization
-1 The Detector has the Lucky Specialization
-1 The Detector has the Elite Infantry Specialization
-1 The Detector is a Squad
-1 The Hidden unit is a Squad
-3 The Detector is a Ship
-3 The Hidden unit is a Ship
-5 The Detector is a Fleet
-5 The Hidden unit is a Fleet
-3 The Detector is tipped off by inside information
-3 Detect action is made by a Captured player
Weather Tables
The Earth map is divided into 5 weather groups. Each weekend, each weather group is rolled for once to see what the weather type in each region is.
Weather will not necessarily occur in every battle in a region that is experiencing a weather effect. While movement restrictions and VP reductions etc. will occur all the time, specific tactical restrictions such as visibility loss in combat are up to the writer. This represents the idea that, while storms may be happening throughout the region and may delay aircraft or harm scouting, they are not necessarily present at the exact location and time of a specific battle.
Because the weather categories are a little verbose, they are hidden in dropdown menus. Click to reveal them.
South African Weather Zone
  • Zambeze Basin
  • South Africa
  • Madagascar
  • Lutzow-Holm Bay
  • Avery Ice Shelf
  • West Indian Ocean
South African Weather Table
13-20 = Good Weather (40%)
11-12 = Weather category 1 (10%)
9-10 = Weather category 2 (10%)
6-8 = Weather category 3 (15%)
4-5 = Weather category 4 (10%)
2-3 = Weather category 5 (10%)
1 = Weather category 6 (5%)
North African Weather Zone
  • Saharan Africa
  • Arabia
  • Greater Ethiopia
  • Congo
  • Somalian Coast
North African Weather Table
16-20 = Good Weather (20%)
13-15 = Weather Category 1 (20%)
11-12 = Weather Category 2 (10%)
8-10 = Weather Category 3 (15%)
6-7 = Weather Category 4 (10%)
4-5 = Weather Category 5 (10%)
2-3 = Weather Category 6 (10%)
1 = Weather Category 7 (5%)
South/Southeast Asia Weather Zone
  • Arabian Sea
  • India
  • Sri Lanka
  • Southeast Asia
  • Malaysia
  • Philippines
  • Indonesia
  • Papua New Guinea
South/Southeast Asia Weather Table
13-20 = Good Weather (40%)
11-12 = Weather Category 1 (10%)
9-10 = Weather Category 2 (10%)
6-8 = Weather Category 3 (15%)
4-5 = Weather Category 4 (10%)
2-3 = Weather Category 5 (10%)
1 = Weather Category 6 (5%)
Australia Weather Zone
  • Central Indian Ocean
  • East Indian Ocean
  • West Australia
  • East Australia
  • Coral Sea
  • New Zealand
Australia Weather Table
20 = Weather Category 7 (5%)
13-19 = Good Weather (35%)
11-12 = Weather Category 1 (10%)
9-10 = Weather Category 2 (10%)
6-8 = Weather Category 3 (15%)
4-5 = Weather Category 4 (10%)
2-3 = Weather Category 5 (10%)
1 = Weather Category 6 (5%)
Antarctic Sea Weather Zone
  • South Indian Ocean
  • Davis Sea
  • Queen Mary Coast
  • Banzare Coast
  • Tasman Sea
Antarctic Sea Weather Table
20 = Weather Category 7 East (5%)
19 = Weather Category 6 East (5%)
18 = Weather Category 5 East (5%)
17 = Weather Category 4 East (5%)
16 = Weather Category 3 East (5%)
15 = Weather Category 2 East (5%)
14 = Weather Category 1 East (5%)
13 = Good Weather (30%)
7 = Weather Category 1 West (5%)
6 = Weather Category 2 West (5%)
5 = Weather Category 3 West (5%)
4 = Weather Category 4 West (5%)
3 = Weather Category 5 West (5%)
2 = Weather Category 6 West (5%)
1 = Weather Category 7 West (5%)
Modifier List for All Zones
If level 6 in Australia, +1 in Australia the following week
If level 7 in Australia, -1 in Australia the following week
If level 6 or 7 West in Antarctic, +1 in Antarctic and -1 in South Africa the following week
If level 6 ot 7 East in Antarctic, -1 in Antarctic the following week
If level 5 or 7 in North Africa, -1 in North Africa the following week
If level 6 in North Africa, -1 in South/Southeast Asia the following week
If Severe Storms in any land region, roll Flood Watch in that region the following week EXCEPT in Saharan Africa
If Storms 2 weeks in a row in any land region, roll Flood Watch in that region the following week
Flood Watch roll
11-20 = No Mud/Flood unless weather result is Overcast, Storms or Severe Storms
1-10 = Mud/Flood
Unexpected Complications
1 roll made for each side at the battle.
2-20 = No effect
1 = Unexpected Complication
Modifiers
-1 Base with damaged HQ Bunker
-1 Base with damaged Comm Tower
-1 Extreme Heat or Extreme Cold unless defending a base
-1 Storm or Thick Fog
-1 Heavy Shoals or High Orbit
-2 Low Jupiter Orbit or Deep Space
-2 Severe Storm, Dust Storm or Violent Storms
-3 Enemy side has your board password
+1 Side consists of only 1 PC Squad
+1 Side contains a Newtype Prophet (NT10 or higher) character
+1 Side contains a High Command PC (O-9 or higher) officer
Interrogation Rolls
One roll is made on the Interrogation table no matter how many people interrogate the prisoner.
1-12 = Nothing happens
13 = Detainee is injured 1 during interrogation, no battle written
15-14 = Detainee begins to crack, no battle written
16 = Detainee is injured 1 during interrogation and begins to crack, no battle written
17 = Detainee is accidentally killed during interrogation, battle written
18 = Detainee is accidentally seriously injured during interrogation, battle written
19 = Detainee reveals one known board password if cracked. If not cracked he begins to crack. no battle written
20 = Detainee reveals all known board passwords if cracked. If not cracked he begins to crack. no battle written
21-22 = Detainee is injured 1 during interrogation and, if cracked, reveals all known board passwords. If not cracked he begins to crack. no battle written
23-24 = Detainee is injured 1 during interrogation and reveals all known board passwords, no battle written
25+ = Detainee is accidentally killed during interrogation, battle written
Modifiers
-1 detainee is an Officer, SS, Grizzled Veteran or Rogue
-2 detainee is an SS Officer or Rogue team leader
-1 detainee is a newtype
-1 detainee has a Callsign
-1 detainee has Black Ops or Terrorist spec
-1 detainee has Lucky spec
-1 detainee has Hardy spec
-1 detainee has Elite Infantry spec
-1 detainee is Resisting that day
+1 base has an enlarged cellblock
+1 Interrogator is an SS or Rogue
+2 Interrogator is a Rogue team leader
+1 Interrogator has Interrogation spec
+1 Detainee is Injured
+2 Detainee has begun to crack
+15 Interrogator has Merciless spec
Notes
"Cracked" is a status that will be listed on the characters Notes section, that persists until they are no longer captured (for whatever reason!) it is a note that shows that they are starting to succumb to the pressure of interrogation, and further attempts will elicit better results.
Escape Attempt Rolls
One roll is made for each PC or named NPC trying to escape.
1 = Killed during attempt, battle written
2 = Seriously injured during attempt, battle written
3-4 = Injured during attempt, battle written
5-6 = Unsuccessful, battle written
7-19 = Unsuccessful, nothing written
20 = Escape successful, battle written
On a roll of 1 the character always dies, and on a roll of 20 they always escape, regardless of modifiers.
Modifiers
+1 if base/ship in enemy territory
+1 detainee is a SS, Grizzled Veteran, or Rogue
+1 if captured on a ship or base with no Cellblock
+1 if detainee is a Newtype
+1 if detainee has a Callsign
+1 if base is Urban
+1 if detainee has Operative spec
+1 if detainee has Elite Infantry spec
+1 if detainee has Black Ops or Terrorist spec
+1 if detainee has Lucky spec
+1 if detainee has Hardy spec
+1 if base has been scouted
+1 if heavy fog, sandstorm, duststorm, rainstorm or snowstorm
+1 if base has a damaged cellblock
+1 if base has a damaged outer wall or no outer wall
+1 if base has a damaged Radar/Communications tower
+1 if multiple captives are trying to escape the same day
+3 if base is attacked same day
+3 if another player attempts a Rescue action
+5 if base is under siege and a Surprise Attack is made the same day, with the single purpose of freeing the player.
-1 if ship/base in friendly territory
-1 if base has an enlarged cellblock
-1 if base in space, sealed, underground or underwater
-1 if base is a Super Fortress
-1 if enemy newtype on base
-1 if heatwave or freezing
-1 if enemy interrogation spec PC on base
-1 if Rogue base
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