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Post by Ketara on Apr 15, 2009 0:20:33 GMT -5
Sieges Sieges operate with several special rules that are outside the normal workings of the RPG, in order to give sieges a bit more of a tactical head-to-head feel. The following are all of the special rules and circumstances regarding sieges:
Siege Rules PCs on the besieged compound may not make shop purchases except for services, minefields and trenches.
Defending forces moving on or off the sieged compound are automatically attacked by the sieging fleet.
Fleets and Atmospheric bases in Orbit may siege a base, but the only effect of this is to engage units moving on or off the base through orbit. In this case a patrol roll is made as if it was a normal patrol engagement, unless the base is sieged from both orbit and on land, in which case the engagement is automatic.
Once a compound comes under siege, any allied units of the sieging fleet may join the siege by moving to the compounds location. Ships in orbit may join a siege of a compound, attacking any forces moving on/off that compound from orbit. Units allied with the besieged base may attack the sieging fleet by moving to the base.
While the sieging fleet will be at the position of the base, it counts as being in the grade of territory of the location the base resides in, for purchases/etc. They must make a move action off the base to return to normal operations, however.
The siege ends when either A: the attackers no longer have enough ships to maintain a fleet, B: the attackers leave, or C: the compound is taken/destroyed.
Bombardment Every update of the siege, both sides will bombard each other with artillery and sniper weaponry. Successive bombardments may result in the end of a siege, or destruction of the compound, without an assault ever taking place.
The day in which the siege begins only the following weapons fire - Defending Compound: Fixed Howitzers, Extended Range Laser Cannons, Mass Drivers Attacking Fleet: Jormungand cannons, Solar Systems and Solar Rays
In subsequent updates, all units/defenses with (A) class weapons, as well as all Battleship grade ships, will engage in the bombardment on both sides. Ships repairing or being repaired do not engage in bombardment.
These bombardments will net 1 VP for all PCs present regardless of who is actually fighting.
Scouting Players in the besieging fleet may make Scout actions during the siege as normal. In addition, a scouting report will automatically be gained after the first failed Assault on the base.
Siege Actions Finally, starting from the update after the initialization of the siege, both sides officers will be given polls on the officer boards to decide siege actions. The siege actions will be chosen from the below lists.
Siege actions reflect the overall plan of the attackers/defenders as a whole, and may be contradicted by specific ship/unit commanders. For example, the defenders of Odessa decide on a Hole Up action, but Eric Kyrion sends an email to take his Gallop on an unsupported Sally Forth.
Besieging fleet siege actions
Entrench - The besieging fleet moves its close combat forces to the front lines, preparing to repel enemy ground troops. This action is especially effective against an enemy Sally Forth action, but the fleet will take more damage from bombardment if no Sally Forth is made.
Fall Back - The besieging fleet moves its troops farther away from the compound, keeping its forces at as safe a distance as possible without breaking the blockade. The fleet will take less damage from bombardment this update, but will be caught by surprise if the defenders Sally Forth.
Assault - The besieging fleet assaults the enemy position, attempting to capture it. This action is identical to the normal Assault action in the rules, with the exception that it is not negated by other battle actions.
Besieged compound siege actions
Fortify - The base moves its troops into front line positions to repel an assault. This action is especially effective against an enemy Assault action, but the defenders will take more damage from bombardment if no Assault is made.
Hole up - The base moves sensitive equipment into bunkers, ground troops hiding from the enemies artillery. The defenders will take less damage from bombardment this update, but will be caught by surprise if the attackers Assault.
Sally Forth - The base defenses attack from the base, hoping to break the Siege prematurely. The NPC forces and ships on the base engage the enemy fleet like an Assault action, but only base defenses with (A) class weaponry may assist in the attack.
Infiltration In addition to the above siege actions, Rogue PCs and units with the Black Ops specialization may make Infiltration actions during a siege, attempting to disguise themselves as a member of the enemy force for the duration of the siege. This action has a higher chance of success based on the infiltrators CP, and a lower chance based on how many units of Infantry are in the opposing force. If successful, the infiltrator acts as if a member of the enemy side until an Assault or Sally Forth action is made, taking that time to attack the enemy from within.
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Post by Ketara on Apr 15, 2009 0:25:38 GMT -5
Deep SpaceWhile the majority of the combat in the Universal Century happens in the Earth Sphere, the planets beyond Earth and especially Jupiter have long been of some importance to humanity. Should you wish to extend the One Year War to areas beyond the Earth Sphere, there are rules for travelling between planets. Interplanetary travel uses the Deep Space map. Travel through Deep Space works somewhat differently than normal movement. The following are the differences and exceptions from the normal movement rules. Entering Deep SpaceYou move onto the Deep Space map from either 5 days from Earth, 3 Days from Mars, 5 Days from Jupiter, or the Asteroid Belt sectors Farside and Nearside. You must move through the Asteroid Belt to travel from 17 Days from Sol to 18 Days from Sol. Mobile Suits may not move on the Deep Space map by themselves, you must use a ship or a compound to enter Deep Space. Space Colonies may not enter Deep Space without a booster. Interplanetary SpacecraftOnly ships equipped with Nuclear Pulse Engines and Solar Sails travel at normal movement in Deep Space. Conventional warships and space colonies travel at abysmal speeds, taking weeks or even months to reach their destination. When plotting your course, use the following chart to find how long your journey will actually take. Note that all of the modifiers below are cumulative. Rates: No Solar Sail - 2x travel time No Nuclear Pulse Engine - 2x travel time Supportcraft Class - 2x travel time Lightly Damaged/Damaged - 2x travel time Heavily Damaged/Severely Damaged - 4x travel time Asteroid Mine/Space Fortification/Colony w. Booster - 4x travel time Colony/Space Fortress/Asteroid Fortress - 8x travel time Plotting a CourseShips move through Deep Space by accelerating for half of their journey and decelerating for half of their journey, plotting a course for where the planetary body will be on its orbital path when they arrive, rather than where it is when they leave. Because of this, once a ship or fleet enters the Deep Space map, it may not change course until it reaches its destination, nor may it stop moving at any time. Compounds are not affected by this rule. You may plot a course to a Compound that is stationary in Deep Space, dock there and then move from it. Ships moving through Deep Space may make Refit, Repair and Emergency Repair actions while continuing their movement. Purchasing and RepairsShop Purchases of any kind are not allowed in Deep Space, with the following exceptions: Variants, Pilots while on a compound in Deep Space, Terrorist contact service, Dummy units service or Mechanic service while on a compound in Deep Space. CombatCombat is possible in Deep Space, but due to the complicated nature of plotting a course it must be planned for in advance. If you wish to attack a fleet inside of deep space, you must declare this when you make your original action to move through Deep Space. (Because of this you cannot attack a ship that moves into Deep Space after you do.) When the two sihps/fleets move past each other a battle will occur. The winning force will continue to move, and the losing force will be halted 1 day while it corrects its course. Both sides will move in a draw. Mobile Suits may duel on ships moving through Deep Space as normal. Area Descriptions5-26 Days from Sol - The civilized part of the solar system is only so large. Interplanetary transport is not uncommon in the Universal Century, but the farther away from a planet you travel, the more it turns into an inhospitable frontier. Space becomes barren and cold, and travel without a well supplied ship is impossible. The CMC maintains a single satellite station at 12 Days from Sol, to assist interplanetary traders moving between Earth and the outer planets. Asteroid Belt - Used as an endless supply of metal resources for building space colonies and war machines, the Asteroid Belt supports a small population of miners. Ships must retract solar sails when travelling through this region, as interstellar debris can damage this sensitive equipment. Earth Sphere - The birthplace of humanity, the Earth Sphere remains the most important planetary body in the solar system, housing 98% of humanity, and home to all of its wars and politics. Jupiter Sphere - The second most important planetary body in the solar system, Jupiter is used to mine the heavy Helium 3 gas used in Minovski-Ionesco ultracompact fusion reactors, which are used to power all modern space colonies, warships and mobile suits. It was colonized by the JDEG prior to the creation of the first space colony, and has recently declared independence from the Earth Sphere. Huge Jupiter Energy Fleets travel between Jupiter and Earth, facilitating trade between the two planets as well as the Asteroid Belt. Mars Sphere - Almost as lifeless as it was before space travel began, Mars is home to an abandoned colonization project, CMC miners moving to the Asteroid Belt when it became the more profitable location. A tiny number of colonists remain on the surface, a single CMC city exporting a small and shriveling mineral trade.
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Post by Ketara on Apr 15, 2009 0:46:16 GMT -5
NPC forces special rules[/size][/b]
Each of the 6 powers with NPC troops in the game has its own special rule. The EF MS rule, Zeon MA rule, and Rogue Operative rule detailed on the Rules and Rogue Rules pages are listed here. In addition, Riah, the JDEG, the CMC and the LMC each have a rule as well that governs their NPC forces. These are noted as well.
Earth Federation Ship Rule Without effective carriers for their fleets, the Earth Federation has been known to make due with improvised methods. All Battleship grade EF ships may carry 1 vehicle or mobile suit beyond normal hangar capacity, and all EF space-based fleets may bring 10 Balls as support.
Duchy of Zeon Ship Rule The Duchies mobile armors are humongous, and only a handful of specialized ships can carry them internally. Zeon engineers have been known to tow them behind ships accordingly. All Battleship grade Duchy ships may carry 1 mobile armor beyond normal hangar capacity.
Riah Republic Support Rule The Riah Republic is well organized, and while the military force of Side 6 is numerically and technologically weak compared to Zeon and the Earth Federation, they respond quickly to any attack. Any battle action that takes place in Riah Republic controlled territory is automatically interrupted by a Riah Flight Support service, in addition to any other services purchased for the battle.
JDEG affinity rule The Jupiter Sphere is a forbidding place, where there is much less light than the Earth Sphere, and where gravity is in some places much lower and some places much higher. Jupiter itself is a big change, the huge gas giant casting extraordinary shadows over things and creating a huge silhouette in the sky. All JDEG NPC pilots come with the Jupiter specialization.
LMC affinity rule The moon is not quite like anywhere else in the Earth Sphere, and unlike life on a rotating space colony, Lunarians are under lower gravity conditions their entire lives. All LMC NPC pilots come with the Moon specialization.
CMC patriotism rule The Colony Management Corporation is much less the grand company it once was, but now is a confederation of those colonies and stations that since the war have begun to govern themselves. Any assault on a CMC compound will be met with stiff resistance as the civilians in the area rise up to resist attack. All CMC compounds are considered defended by 10 lvl1 Guerilla units, that do not gain CP or take up normal hangar space.
Rogue Specialization Rule What Rogue agents are worth talking about in the Universal Century are usually a bit more experienced than their conventional ilk, and work better when fighting with those who operate outside the box. All Rogue NPC units come with the Operative specialization. In addition, Rogue ships may make use of the EF and Zeon rules, and the Riah Support Rule if a member of the Riah militia.
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Post by Ketara on Apr 15, 2009 1:03:20 GMT -5
Capture
When a PC is captured their lives are dictated by specific rules, which are governed here.
Actions available to capturing side A side which captures a PC captures both them and their mobile weapon, and can take actions against them. In order to take any of the below actions, the sides officers must create a poll and vote with a majority in favor, or the action does not take place. Only one such poll may be made per update, regardless of the number of PCs captured.
Rogues who capture enemy players can make any of these actions at any time. In the case of a Rogue team, the team leader makes the decision.
The following actions can be made:
The captured player can be killed and their mobile suit destroyed. The captured player can be killed. The captured players mobile weapon can be destroyed. The captured player can be ransomed by the enemy side, with or without their mobile weapon. Terms of ransom can be arranged between both sides officers in RP.
If the player is killed or ransomed and their mobile suit is not ransomed or destroyed, it will disappear, but may potentially reappear later as an upgrade for a PC unit on the detaining side. This is at webmaster discretion. The detaining PCs (if any), will be given an RP credit based on the value of the unit, as follows.
In shop: 100 RP In shop and Limit One: 300 RP Not in shop: 400 RP Not in shop, test pilot/NT Korps unit: 750 RP
Obtaining message board passwords
From the first day someone is captured, they receive a number of "capture points" which are kept track of in my personal notes. The number of points is based on a formula, with certain specializations and abilities giving bonuses or minuses to them on either side. Each update a PC remains captured, this number is reduced by 1. Once it is reduced to 0, the character will start giving up one message board password each day, up until the highest number that they know.
While the formula for capture points is secret, it is impossible for it to be less than 2, and is normally higher than 2.
For example, Erich Kimmel, an Earth Federation officer, is captured. Upon capture, his capture points are established. Lets say they're 5. He withstands interrogation for 5 updates. On the 6th update, Zeon obtains the normal EF board password. On the 7th update, Zeon obtains the EF officer password.
If a password is obtained in this way, all members of that side will be able to access the given boards until the following Sunday update.
Escape Attempts The only action a captured player can make is to escape, although they can still move and make purchases on ships and fleets they control normally.
A roll will be made on an escape attempt table, which is as follows:
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.
This roll has the following modifiers:
+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 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
-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
Named NPCs who are captured
These do not follow the above rules, they simply sit in their cells till they are ransomed, either for other named NPCs, PCs, or for a portion of side RP.
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Post by Ketara on Oct 6, 2009 17:59:19 GMT -5
Damaging Bases
As a result of assaults, base infrastructure may become damaged or destroyed. The rules for this are as follows.
Each compounds page lists its add-ons as two lines. The first consists of mandatory infrastructure that comes with the compound, the second consists of add-ons purchased separately. Purchased add-ons can be destroyed and must be repurchased, but the mandatory infrastructure cannot be destroyed. However, it can be damaged.
Damaged infrastructure has a repair cost, and while it is damaged it harms the effectiveness of the base in the following ways. A base may make an action to repair one piece of infrastructure per day.
In addition, certain bases have add ons that are not purchasable through the shop. They are listed here.
When working out things like Ruins and Fortifications, use common sense. A Ruin does not have Barracks or Hangar or Airfield, but suffers all the penalties for damaged Barracks/Hangar/Airfield at all times because it is a ruin. Fortifications do not suffer penalties from a damaged Outer Wall.
Infrastructure
Airfield - 50 RP to repair The Airfield assists in the launching of a bases aircraft. A base with a damaged airfield launches aircraft at a slower rate.
Barracks - 50 RP to repair Barracks house a bases infantry. A base with a damaged airfield will have infantry who fight without adequate ammunition, sleep or food.
Cellblock - 50 RP to repair The cellblock houses a bases prisoners. It is much easier to escape from a damaged cellblock, and damaged cellblocks take longer to force messageboard passwords out of a player.
Comm Room & Radar/Communications Tower - 50 RP to repair The Communications area of a base organizes its forces. A damaged Comm Room or Radar Tower makes the base more susceptible to scouting and surprise attacks.
Hangar - 50 RP to repair The Hangar houses a bases tanks and mobile suits. A damaged Hangar impedes the speed in which a base can deploy tanks and mobile suits. Hangars in Space house aircraft as well.
HQ & Makeshift HQ - N/A to repair Each base has a Headquarters or a Makeshift Headquarters that must be seized in order to take control of the base. Derelicts and Ruins have Makeshift Headquarters. If an HQ is destroyed, the base is converted to a Ruin.
Hydroponics Bays - 300 RP to repair Hydroponics Bays are part of what a colony requires to function. A Colony with damaged hydroponics bays and damaged solar panels converts to a Derelict.
Mining Compound & Mining Tunnels - 100 RP to repair The mining compound is the lifeblood of a mine. Damaging a mining compound removes the mines 80 Income per week until it is repaired.
Outer Wall - 50 RP to repair The outer wall serves as an initial line of defense against enemy infantry. Damaged outer walls make it easier to capture the base, and increases ease of scouting and prisoner escapes.
Port - 100 RP to repair A coastal or island base has a port, which stores naval ships. Naval or Underwater ships cannot repair at a base with a damaged port.
Propulsion System - 200 RP to repair All colonies and Asteroid Fortresses are equipped with propulsion systems, allowing them to move. A base with a damaged propulsion system cannot move.
Reflective Mirrors & Solar Panels - 300 RP to repair Reflective Mirrors and Solar Panels are part of what a colony requires to function. A Colony with damaged hydroponics bays and damaged solar panels converts to a Derelict.
Repair Bay - 200 RP to repair Repair Bays speed a bases ability to repair mobile suits and ships. A damaged repair bay cannot be used to repair these things.
Ship Dock - 200 RP to repair Space bases have a ship dock, which houses friendly ships. Space ships cannot repair at a base with a damaged ship dock.
Unique Add-Ons
Cosmoport A Martian name for Spaceport, Cosmoports and Spaceports are identical.
Flanagan Institute The institute that trains NT Korps pilots and designs psycommu weapons for Zeon.
Government Headquarters The center of a government, destroying this add-on forces the side to surrender and lose the war.
Nuclear Pulse Engine AXIS is equipped with massively powerful engines, allowing it to travel at a faster speed than most asteroid fortresses.
Nuclear Weapons Storage Where all of a sides nuclear weapons are held.
Olympic Stadium The Olympic Stadium at Neo Vegas is a great place to host tournaments.
Trade Center A center for interspheral trade, Trade Centers produce Side RP and Income for the side that owns them.
Zabi Castle The Zabi Castle, headquarters of Degwin and Ghiren, also serves as the recruiting ground for the SS.
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Post by Ketara on Nov 15, 2009 15:01:14 GMT -5
Types of Damage
Characters are damaged as a result of battle, given as one of seven types: Repairing, Injured, Destroyed, Fatigued, Jailed, Missing in Action, or Upgrading.
Each type of damage prevents the pilot from attacking or being attacked on their own, although it is still possible for the character to participate in a battle if the ship, fleet or base they currently reside in is attacked. In addition, each type has a few unique properties, and the differences are listed here.
Certain base add-ons or specializations reduce specific types of damage by 1. These reductions only apply if the character is at the base with the add-on at the time the damage occurs. Moving onto a base with a Repair Bay with a Repairing mobile suit does not speed up the Repairs. These effects are never cumulative, the most a score can be reduced by is 1.
All types of damage prevent the following actions: Battle, Orbital Drop, Scout. Build actions are not allowed when damaged in enemy territory, unless the player is on a ship, fleet or base.
In some cases damaged characters still fight at a reduced VP score and with a reduced VP gain. The Versatile and Ship Captain specializations may prevent the VP reduction, but never prevent the reduction in VP gain.
Repairing A "repairing" character has a damaged mobile weapon that requires repair. Points range: 1-5 Reduced by: Repair Bay add-on, Mechanic Specialization Additional Actions Prevented: Refit, Train unless on an Installation, Carrier or Battleship Notes: A Repairing PC who is in a ship, fleet or base that engages in battle may still fight in their damaged mobile weapon or in an NPCs mobile weapon, at 1/2 VP and with a 1/2 VP gain, rounded down.
Injury: An injured character requires medical attention and cannot fight. Points range: 1-7 Reduced by: Hospital add-on, Resilient Specialization Additional Actions Prevented: Train, Forage, Infiltrate, Overwatch, Escape Notes: An Injured PC who is in a ship, fleet or base that engages in battle may only fight as infantry, and only in a defensive fashion. In this circumstance they will fight at 1/2 CP and with a 1/2 CP gain, rounded down. A 7 point Injury score, called a "Serious Injury", permanently reduces the characters VP and CP by 10%, rounded up.
Fatigued A Fatigued character has been fighting too long without rest, and is unable to operate at their full potential. Fatigue will normally only be caused if a character is in battle or on Overwatch several updates in a row. Points range: 1-3 Reduced by: Hardy Specialization Additional Actions Prevented: Train, Overwatch, Escape Notes: A Fatigued PC who is in a ship, fleet or base that engages in battle may still fight, at 1/2 VP and with a 1/2 VP gain, rounded down. This penalty stacks with other penalties, so a PC who is both Repairing and Fatigued fights at 1/4th VP and 1/4th VP gain.
Jailed: A jailed character has broken some sort of rule or procedure and has been confined temporarily by his or her superiors as punishment. Points range: 1-6 Reduced by: Charisma Specialization Additional Actions Prevented: Move, Overwatch, Train, Forage Notes: A jailed PC may or may not be allowed to fight if the ship, fleet, or base he is jailed on is in combat. If the officer in question deems it unnecessary to send a jailed pilot out to sortie, he will not do so. If the jailed pilot is sent out to fight, he will do so at normal VP/CP.
Destroyed: A Destroyed result occurs when the pilots mobile weapon is completely destroyed without the pilot dying. Points range: 1, 3 or 6, depending on unit piloted Reduced by: War Factory add-on, Lucky Specialization Additional Actions Prevented: Refit, Train unless on an Installation, Carrier or Battleship Notes: A Destroyed PC who is in a ship, fleet or base that engages in battle may still fight with an NPC mobile weapon, at 1/2 VP and with a 1/2 VP gain, rounded down. A player who receives a Destroyed result may change their mobile weapon if they wish. Whether or not they change units, they fight their first battle after returning to OK status at 1/2 VP, due to the trouble of getting used to a new machine.
Calculating Destroyed Points If the unit destroyed was in that sides shop, the result is 1 point. If the unit destroyed was a Limit One unit or in another sides shop, the result is 3 points. If the unit destroyed was not in any shop, the result is 6 points. If the unit destroyed was one of a kind, the result is 6 points and the character MUST switch to a different unit.
For example, Ryan Longs GM CCT, Hector Lagramas GM Ground, Eugene Rice-Ionesco's Zaku II G and Vina Sealander's Guncannon Airborne are all destroyed. GM CCT is in the shop, and gets 1 point Destroyed status. The GM Ground is Limit One in the shop, and gets 3 points. The Zaku II G is not in the shop, and gets 6 points. The Guncannon Airborne is one of a kind. It takes 6 points and Vina must change to a different unit.
Missing in Action A character who has gone MIA is presumed dead, but will be found at a later time. Points range: 1-6 Reduced by: Streetwise Specialization Notes: This type of damage acts exactly like death, except that the character is not actually dead. You may not move, attack or be attacked, and may not transfer RP, have RP transfered to you or make purchases for your character. However, you can still make actions and purchases with ships, fleets and bases in your control.
Once MIA time is up, the character will reappear likely in the location they went missing. However, their respawn location may be changed due to roleplaying or circumstances.
Upgrading A character who is Upgrading is having their mobile weapon overhauled and improved with new technology. Points range: 1-6 Reduced by: Nothing Additional Actions Prevented: Move Notes: An Upgrading PC who is in a ship, fleet or base that engages in battle may still fight in their mobile weapon or in an NPCs mobile weapon, at 1/2 VP and with a 1/2 VP gain, rounded down. A PC's Upgrading points will not tick down while they have any Repairing points, making it possible to delay an upgrade by attacking the base housing the Upgrading player.
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Post by Ketara on Nov 15, 2009 15:07:50 GMT -5
Balloons
Dummy Balloons are used in Mobile Suit Gundam repeatedly to confuse or outfox an enemy in space, or to create terrain in an open battlefield. Because of the effects of minovsky particle fogging, and that fog being compensated for by onboard computers, it is impossible to tell a balloon of a ship or mobile suit apart from the genuine article by conventional means. Newtypes have varying degrees of success of detecting a balloon ships lack of biological life energy, but normally a fleet does not recognize balloons until they start shooting at them.
The Dummy Balloon service can be used in a large number of ways, and does not always operate by the normal service rules. It is explained in more detail here.
Balloons as asteroids A dummy balloon service can be used to create asteroids or debris in an open space battlefield in preperation for an ambush. This can be done anywhere but an orbit location, and costs 100 RP. This service can be purchased multiple times like other services to increase the amount of debris.
Balloons from grenades or ship missiles PC mobile suits are allowed dummy grenades, and PC ships are allowed to use balloon missiles. Things used in this way disappear after the battle. A PC is only allowed to use these specific balloons to create up to 3 asteroids or dummies of their individual unit, and must be specifically mentioned in the sides plan of attack to take effect.
Balloons as ships and mobile weapons Players may buy balloons as ships or mobile weapons, moving them like they would any other ship or mobile weapon under their control. This counts as one service purchase for each position the player is buying units in, regardless of the number of units purchased. These ships have the following behavioral differences:
1 - Dummy Balloon units can never be purchased in or enter Orbit or Deep Space. If they otherwise enter an Orbit or Deep Space location they are automatically destroyed.
2 - Dummy Balloons can be purchased anywhere the player in question can buy a ship, or anywhere the player in question can buy a service. This allows the player to buy balloon ships on a base they own while they are not present, or to buy balloon ships in contested territory. You may buy balloons of a refitted ship without spending an action to refit it.
3 - A balloon can be of anything on that sides shop, or anything on that sides Joinable MS list or prize ship list. Balloons can only be of mobile weapons or ships, you cannot buy a balloon base. Rogues can buy balloons of EF and Zeon units in the same way that they buy real EF and Zeon units for extra RP. Consult with me for the balloon cost of prize ship units.
4 - You may buy balloons of player characters. These cost the same as a lvl5 mobile weapon of that type. If the players mobile weapon is not in the shop, it is 400 RP for a non test/NT unit, and 750 RP for a test/NT unit, before the /10 reduction.
5 - You cannot purchase balloons of a player upgrade that is not in the joining list, or of captured enemy units.
6 - Balloon ships can hold other balloons in their hangars, and real ships can hold balloons in their hangars, but balloon ships cannot hold real units in their hangars.
7 - Balloon ships never generate an M Particle Field.
8 - Fleets made entirely of balloons can patrol/blockade, but can never prevent the movement of an enemy unit, even if it is attacked that day. Fleets made of mixed balloons and real units can prevent movement as normal. Fleets made entirely of balloons cannot Siege.
9 - A balloon ship attacking a fleet does not prevent an interception battle with a patrol or blockade, but does prevent movement if intercepted in the usual way, simply with a battle with real troops taking place.
10 - Balloon ships are never damaged, they are either OK or Destroyed. You cannot buy a balloon of a damaged version of a ship. Balloon ships cannot repair or be repaired.
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Post by Ketara on Jan 4, 2010 14:10:33 GMT -5
Tactical Advantages
While the VP, mobile weapons used in combat and the battle plan given by each side are the primary determiners in who wins battles, a number of secondary considerations are made to see who has the overall advantage in a given engagement. These factors, called Tactical Advantages, vary in importance based on the context of the given battle, but are considered when deciding an outcome. There are two kinds of tactical advantages. Battlefield Advantages and Unit Advantages.
This can be pretty confusing stuff, and is only really relevant if you're doing a lot of battle plans for your side. If you don't plan very often, you don't need to worry about understanding all of it.
Battlefield Advantages These advantages apply to one or both sides of a given battle.
Weather The weather conditions of a given location can have a massive outcome on a battle. The affects on combat of each weather condition are explained in the Weather post in Tables. Some weather conditions affect ranged combat more than melee, others affect melee combat more than ranged, and some only affect ground level or high altitudes. This advantage always affects all participants equally.
Territory Normally a small event or an ambush is cut short before it can reach a climax, in order to prevent player characters from dying as much as would probably be realistic. A random patrol will intrude and scare off the winning side right before a killing blow, or the losing side will retreat into a more secure area. While it is easy to write these things in in Contested or Friendly territory, it becomes much more difficult to get away with in Enemy territory, where there isn't much to prevent a decisive combat result. Fighting in Enemy Territory makes it much more likely that you will have a disproportionately severe damage result if you lose.
Time of Day Either side of an engagement can elect to attack a target during the night. If two people attack each other on the same day, both must specify a night battle in order for the battle to occur after dark. Darkness acts like weather, and reduces visibility to a certain degree. Night battles may only occur on Earth or Mars surface, in orbit, or inside space colonies. This advantage always affects all participants equally.
M Particle Fields Minovsky Particle Fields nullify the use of sensors of any kind, reduce the effectiveness of detector units, negate the guidance systems of missiles, and severely reduce the ability of units to communicate with each other after combat begins. All ships and a handful of specialized mobile suits can generate M Particle Fields. M Particle Fields give a larger advantage in Space than they do on Earth/Mars. Because of the localized nature of the fields, it is possible for a ship to create a field and still engage enemy before they enter it, so this advantage can apply to one side of a battle and not to another.
Element of Surprise Certain types of battle give a tactical advantage to represent the surprise factor of an ambush. Depending on the situation, this can be a small advantage or an extremely large one. This advantage is reduced in importance by enemy Detectors. Ambushes, Blackouts, Orbital Drops, and winning the advantage on a Siege poll qualify for this. All Range Attacks, Spars, Duels and Assaults do not. If one side attacks with Element of Surprise, and the other side is Sparring or Duelling, it confers a double advantage. If both sides qualify for Element of Surprise, they cancel each other out and the battle is classified a "Pitched Battle" instead.
In any situation in which somebody attacks or is attacked by a Rogue who is Hidden, the Rogue receives an automatic Element of Surprise advantage, in addition to anything else conferred. This allows a Rogue who is Hidden and Ambushing to receive two Element of Surprise Advantages.
Detector Units Detector Units use very powerful radar, sonar, laser sensors and visual sensors to detect enemies early, and to acquire targeting data for artillery units. Their effectiveness is reduced in an M particle field, but due to their extremely powerful sensors and certain workarounds, they can still provide some assistance in a Minovsky Battlefield.
Each side receives one tactical advantage per type of Detector unit in an engagement. Because different kinds of Detector find the enemy in different ways, multiple units of the same kind do not provide as much of a bonus as multiple units of different kinds. Detector units also reduce, but do not negate, the effectiveness of the Element of Surprise advantage. Newtypes of NT4 or higher count as a type of Detector for this advantage.
Logistics Support In an extended battle, troops that can be quickly re-supplied with ammunition or emergency repairs can have an advantage over troops who can not. Much like Fuel conditions, this advantage makes little difference in a small skirmish, but becomes more important the larger and longer the engagement. Any ship with a dedicated hangar can confer this advantage per hangar they have. For example, a Salamis Kai has zero dedicated hangars, a Fuji class ship has one dedicated hangar, and a Columbus has two dedicated hangars. In a lengthy event, the side that can rearm and resupply more units will have an advantage over its opponent.
Bases also have dedicated hangars, based on the following rubric. Mines/Asteroid Mines - +1 if no other base factors. Space Colony - +3. Fortifications - +3. Fortresses - +5. Super Fortress/Asteroid Fortress - +8. Enlarged Hangar - +1. War Factory - +1. Damaged Hangar - -1. Damaged Airfield - -1. Damaged Barracks - -1. Damaged Repair Bay - -1.
Because this advantage only becomes important in battles that last long enough for units to run out of fuel or ammunition, it is reasonable to assume that a writer won't calculate it unless it is a large event, such as fleet vs. fleet or fleet vs. base.
Unit Advantages These advantages apply to given units of an engagement. Before a battle, it will be calculated how many advantages each individual unit has.
Fuel Airborne units in an atmosphere, and vehicles/ships in space, can receive fuel advantages. This advantage has little effect in a small skirmish, but becomes steadily more important the longer the battle continues. It is possible for an individual unit to receive up to four fuel advantages. - Space advantages - Launching from a Ship, Launching from a Catapult, Using External Fuel Tanks, Launching from a Subflight - Airborne advantages - Launching from a Ship, Using External Fuel Tanks, A Subflight (Dodai YS, Dodai II, G Armor) that is not carrying a mobile weapon
Harsh Climate Equipment Harsh climate equipment gives a terrestrial unit an advantage in that specific climate. There are three types of harsh climate, Desert, Tropical and Arctic. Desert, Tropical and Arctic bases are always in these climates, otherwise the position of the unit being attacked is used to decide the climate of a battle. For example, East Asia (Thailand) is Tropical, whereas East Asia (Beijing) is not. Certain weather conditions can be reduced by harsh climate equipment in addition.
Units with the Harsh Climate Equipment refit, and units defending a Desert, Tropical or Arctic base always qualify for one advantage of this type. Units with a Climate Equipment system, such as the Desert Zaku, qualify for two bonuses when in that climate.
Overwatch Any unit that is on Overwatch and attacked receives this advantage. This advantage is similar to the Element of Surprise battlefield advantage. If every single unit on a side is on Overwatch, not only do they receive this advantage, but they completely negate any Element of Surprise advantages given to the opposite side. Units that are attacking cannot claim Overwatch, this only takes effect if they are attacked.
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Post by Ketara on Feb 3, 2010 13:06:51 GMT -5
Environments
Many mobile weapons in the Universal Century can only operate in a specific environment, or are tooled to work at maximum effectiveness in a specific climate. This can be difficult to portray when writing, so rather than be a Tactical Advantage, there are direct VP modifiers for these changes. They are split into three groups, Theatre modifiers, Climate modifiers, and Weather modifiers.
Theatre VP bonuses/penalties.
Certain units cannot fight outside a given theatre at all. For example, terrestrial use aircraft and tanks cannot fight in space at all. Space use aircraft cannot fight on Earth at all. Grabros cannot fight outside of water at all. These things are usually common sense. Furthermore, a unit cannot use its (D), (S) or (A) capabilities in a theatre it is not optimized for.
Space Colonies - Because of the way space colonies work, both Space and Terrestrial units work perfectly normally inside the colony. However, outside the colony, only Space units work normally.
Moons - Moons are treated like the Space theatre for these purposes. However, Petite Mobile Suits, Dracken E's, and any tanks defending a Lunar Base fight at full VP. The former two are specifically designed to work well on a lunar surface, and the latter are assumed to be refitted and optimized for lunar conditions.
Fighting in Space or on a Moon in a non-space MS - 1/2 VP Fighting in low Jupiter Orbit in a non-Jupiter MS - 1/2 VP Fighting in low Jupiter Orbit in a non-space MS - 1/4 VP
Fighting on Earth/Mars in a non-terrestrial MS - 1/2 VP Fighting underwater in a non-aquatic MS - 1/2 VP Fighting underwater in a space-use MS - 1/4 VP
These penalties are cumulative with Repairs/Fatigue up to 1/16 VP.
Climate and Weather bonuses/penalties.
There are three harsh climates in the game, Tropical, Arctic and Desert. Bases can have these features, and basic terrain can as well. Where a battle takes place specifically can impact what terrain type it is. For example, East Asia (Thailand) is Tropical, while East Asia (Himalayas) is not. It is possible to pick favorable terrain while on Overwatch, or possible to ambush somebody in favorable terrain. However, this is not guaranteed, and the final call is up to the writer.
Some locations are almost entirely one terrain type, for example North Africa is overwhelmingly Desert, and South America is overwhelmingly Tropical. Other locations do not have any terrain of a certain type, for example Australia has zero Arctic areas. A detailed list will be posted of what locations have which terrain types.
The following are VP bonuses and penalties for fighting in specific climates. MS in orbit can also take certain VP penalties.
Tropical If a Tropical Climate MS in Tropical: +10 VP If other units fighting in Tropical: -10 VP unless Infantry, a ship, Harsh Climate Refitted, or defending a Tropical base.
Desert If a Desert Climate MS in Desert: +10 VP If other units fighting in Desert: -10 VP unless Infantry, a ship, Harsh Climate Refitted, or defending a Desert base.
Arctic If an Arctic Climate MS in Arctic: +10 VP If other units fighting in Arctic: -10 VP unless Infantry, a ship, Harsh Climate Refitted, or defending an Arctic base.
Any Orbit Sector If fighting in Orbit: -10 VP/CP unless a ship, Mobile Armor, Jupiter-use unit, or equipped with External Fuel Tanks
Weather effects Heatwave: -10 VP/CP unless a Desert or Tropical Climate MS Freezing: -10 VP/CP unless an Arctic Climate MS Violent Storms: -10 VP/CP unless a Jupiter-use unit Severe Winds: -10 VP if Aircraft or Airborne MS with no M craft
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Post by Ketara on Jun 25, 2010 14:05:17 GMT -5
Miscellaneous
The following are notable exceptions and clarifications on rare and potential loopholes in the rules.
Paradropping Issues It is possible, although it has yet to ever happen, for multiple forces to paradrop each other on the same day, creating extremely weird situations of who attacks who and even weirder situations of where the battle takes place. This situation will be handled on a case by case basis, and depending on the scenario may result in one or more of the battles not taking place at all.
RP credits People who successfully destroy supply depots listed as carrying RP will be given an "RP credit" of that amount, that changes to RP the following Sunday. RP credits will be split evenly between PCs and named NPCs at the battle, with any remainders going to officers.
Attacking somebody who moves and is also intercepted by Patrols If this happens the PC vs PC ambush plays out and the patrol battle does not, although the players movement is blocked as if they were damaged when they got to the patrol (even if they don't take any damage in the ambush)
Attacking Terrestrial Spaceports housing Space class ships Although according to the rules Space class ships can move onto spaceports on a planets surface for repairs and resupply, this is technically something that the majority of Space class ships cannot do and the majority of Spaceports cannot support. While for rules purposes a Space class ship can move to a terrestrial spaceport, in the event that the spaceport is attacked while such a ship is present, the ship will be written at a low orbit above the base during the battle, with the MS forces and important members of the crew having descended to the surface on HLVs or Gingas.
Attacking non-coastal bases with Naval ships, or Island/Naval bases with Land ships Although these two combinations result in the ship not being able to move to the base, they can still attack it by sending their hangar compliment to the assault. Depending on the base, they may also be able to shell it from long range, but for certain bases this will not be possible. For example, a Dobday could shell Malta from Italy, but a Hillock could not shell Baikonour from the Black Sea.
Purchasing newtypes for PC ships Yes, this is possible. A PC ship captain may purchase pilots to raise their ships VP while they are injured or to give an NT rating.
Sparring while on moving ships Yes, this is possible. If you are attacked while doing this you will be using paintball guns in an ambush, however.
Strange movement issues in writing and RPing PCs playing infantry can move without a ship in space, and are assumed to have very small shuttlecraft to work with. Lone mobile suits and fighters can also be assumed to have small shuttlecraft to work with, such as when Amuro and the Nu Gundam used a subflight system to travel from Von Braun to the Londo Bell fleet in Chars counterattack. For short distance travel or travel through friendly territory, it is also assumed that a mobile suit can contain oxygen and supplies for one or two days travel.
Space use mobile armors are assumed to carry enough oxygen and supplies to make interspheral travel on their own like a ship.
Land units travelling over water are assumed to use pontoons or small ships in a similar way to the above.
Moving a space colony onto another space colony This is not possible. It is however possible to drop a colony on a compound on a moon, which should be treated similarly to a colony drop in orbit, and done on a case by case scenario with me. Two individual space colonies at the same position can be combined to form a colony bunch, but a colony bunch cannot contain more than two colonies.
Where space colonies are while they move When something is moving at a slower than normal rate (compounds in space), their location will be listed with a fraction after it. So, if a space colony moves from 2E to 3E at 1/4th travel rate on Monday, the Monday update their location will read "2 days from Earth (1/4)" and their current action will read "moving to 3 days from Earth, 3 days". Tuesday will read "2 days from Earth (2/4)" etc. For purposes of where it is for moving onto the base, from it or attacking it, just ignore the fraction.
Inactive members stuff People who are removed for inactivity or banned from the RPG will have their RP and inventory items transferred to their divisions officer. Any items that they won through FFAs or trivias will mysteriously disappear.
Becoming a Side It is possible for Rogue teams to become minor powers equivalent to the CMC, LMC Riah and JDEG if they have enough members, own territory, and meet a list of requirements. The list of requirements will be specifically tailored to each team, as will the advantages of becoming a side.
Strip Mining a mine that is in Friendly Territory This takes the gain from the strip mine action up to 1.75x result.
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