Post by Ketara on Mar 3, 2010 13:00:32 GMT -5
Some maps: www.planetzebes.net/2/odessaorbit2.jpg
www.planetzebes.net/2/shipmovechart.gif
www.planetzebes.net/2/msmovechart.gif
I have to change the specific squares of the Odessa spaceport in the rules because they are WRONG, butt otherwise here is what we have atm -
ODESSA RULES (Orbit)
DEPLOYMENT AND OVERVIEW
The orbit battle operates in the same timeframe as the ground battle, but with vastly different movement rules. There will be 10 turns, and each turn will be 20 minutes long, just like the ground engagement.
The context of the battle is the EFSF fleet trying to stop Ridden and the ZMF Resupply Fleet from escaping orbit. The Zeon fleet will be split into two sections, the Ridden fleet and the ZMF counterattack fleet, which will come at the EFSF from both above and below.
The map will be on a hex grid, and the background will be unimportant. The only important thing will be each ships position in relation to other ships. Mobile weapons will be placed in units, similar to the ground battle. Just like the ground battle, you will know the types of MS in an enemy unit, but not their levels.
While the movement in the ground battle will be relatively freeform, the space battles movement will be very strict and distinct. There are only certain moves each ship is allowed to do, and MS will have limited fuel supplies. Additionally, since the battle takes place while both fleets are circling orbit, ships will be able to move much faster backwards than forwards, and will have a limited ability to turn or broadside targets.
DEPLOYMENT
The EFSF officers must decide beforehand how they want to deploy their fleet. They will remain in a geosynchronous orbit to Odessa in battle line, and then descend to a combat altitude as the resupply fleet launches, matching its trajectory. Positioning of individual ships will be very important, because ships will have a limited ability to move after they are deployed. They may place their ships anywhere on the map, except for the 4 Odessa sectors (N10, O10, O11 and P10)
The ZMF Resupply fleet will automatically launch on a fixed trajectory, starting in hexes L13, M12, M14, and N12. New resupply ships will be placed on these hexes each turn, up till turn 3. Their first move must be to Accelerate, but after that they may move as other ships. These ships cannot launch mobile suits the turn they appear.
The ZMF counterattack fleet can deploy anywhere they want on the map. Because the battle is beginning at noon, the sun will be directly above the EFSF. To represent this, EFSF ships will have no warning of where the ZMF counterattack ships appear. The Zeon PC officers can decide to deploy all the counterattack ships on the same turn, or wait and deploy them to different sectors as needed. However, the ships will not arrive on the map until the end of the turn in which they are deployed, meaning if the PCs decide to deploy a Musai to hex C5 in turn 1, it arrives at the end of turn 1 and cannot engage in the combat until turn 2.
All ships must face due East when they are originally placed.
ZMF officers do not have to decide what turns to place ships in advance. They may change their minds and reposition ships as the situation unfolds. However, once a ship has been placed, it cannot leave the map without making a Withdraw move.
Unlike the ground battle, orbital battles are light in minovsky particle interference, so it is assumed all players will be able to discuss with each other, and both sides will have total control of all their ships the entire battle.
UNIT TYPES
Everything is split up into 3 different types of unit for this ruleset. Capital Ships, Support Craft, and Mobile Weapons.
Capital Ships are self explanatory. Ships are always facing a specific direction.
Support Craft (Publics, Jiccos, HLVs) are placed in units of 3, and move and act as ships, except that they do not suffer as many penalties while damaged, and cannot carry units of mobile suits. These units count as their highest level ship for the purposes of maneuvers, and their lowest level ship for the purposes of collisions.
Mobile Weapons are placed in units, and can move with a ship or launch from it and move seperately. They have ammunition and fuel concerns. They are not considered to be facing a specific direction.
Balls and Zaku II E's are not placed in seperate units, but are assumed to remain with a given ship as point defense. They move as the ship moves.
MOVEMENT
Ships and MS move differently. Mobile Suits also have fuel requirements, but it is assumed that ships have enough fuel for the entire engagement. Ships are only allowed to do certain types of moves, and can only make one of these types of move per update.
SIMULTANIOUS MOVES
Both sides move simultaniously in the same turn. It is okay to list a move as "I want to move towards this unit and attack it" instead of moving to a specific area. It is also okay to list a move as going to a specific area. Based on context, units might end up colliding part-way into each of their moves, and engaging each other.
TYPES OF SHIP MOVES
Hold Position:
The ship attempts to hold its position. It remains in the same hex. It may only do this if the bridge crew is level 4 or higher.
Accelerate:
The ship accelerates, moving forwards relative to the other ships. It moves east along the map forward 1 or 2 hexes, and may move north or south along the map 1 hex IF it only moves 1 hex east. The ship may also move 1 hex forward in the direction it is facing.
Decelerate:
The ship decelerates, moving backwards relative to the other ships. It moves west along the map 3, 4 or 5 hexes, and may move north or south along the map 1 hex. The ship may also move 1 hex forward in the direction it is facing.
Reposition:
The ship does a heavy burn to reposition itself. It moves west along the map 2 or 3 hexes, and may move north or south along the map 1 or 2 hexes. The ship may also move 1 hex forward in the direction it is facing.
Turn:
The ship turns to face a different direction, to bring more guns to bear on the enemy. Each ship is in a six sided hex, and has a front face and a rear face to denote which side it is pointing. A Turning ship moves west a number of hexes equal to the number of faces it is turning. A ship may not turn a higher number of faces than its bridge crew level. The ship may also move 1 hex forward in the new direction it is facing.
Withdraw:
The ship accelerates rapidly in an attempt to leave the battle. It may still fire and be fired upon while making this move, but is removed from the map at the end of the turn. If a capital ship is hit and becomes Disabled before its withdraw move is complete, it remains on the battlefield, and is moved 2 hexes west. Once a ship Withdraws, it cannot return to the battle.
(O) Class ships may also choose to Withdraw by dropping to Earth. This has the same effect, except at the end of the battle instead of being placed at Earth Orbit, they will be placed somewhere on Earth.
ZMF Resupply Fleet ships are assumed to start at a very low altitude, and be accelerating the entire battle. They cannot be ordered to withdraw normally, but will automatically do so in turns 8, 9 and 10, relative to the turn they entered the battlefield. The battle ends when the final ZMF Resupply ship Withdraws.
NUCLEAR PULSE ENGINES:
Ships with nuclear pulse engines can accelerate much faster than even mobile suits. Ships with Nuclear Pulse Engines may move 1 additional hex forwards in the direction they are facing at the end of any move.
MINOVSKY CRAFT SYSTEMS:
M-Craft capable ships have an unprecedented amount of maneuverability. Pegasus Class ships can move one additional hex in any direction after the rest of their move is complete.
DAMAGED SHIPS:
Ships will be marked with a damage marker for every grade of damage they have taken. Heavily Damaged and Severely Damaged ships automatically move 1 hex west in addition to all their other moves each turn, unless Decelerating.
Support Craft do not operate any different while damaged. They move as ships in units of 3, but are considered slightly more maneuverable, so do not slow down when damaged.
Disabled ships can no longer make any moves but Decelerate.
Ships that fall off the western edge of the map will reappear on the eastern edge after 3 turns. Disabled ships that fall off the western edge of the map are destroyed. Ships may not move off of any edge of the map except the western one. Disabled ships destroyed in this way may potentially survive if (O) or as a capsule.
COLLISIONS:
Because of the dangerous nature of orbit, two ships cannot be in the same hex at the end of the same turn. Differing altitudes do not alleviate the danger, because there is always the possibility the ship at higher altitude will be hit and fall onto the other ship.
If two ships on opposite sides move to the same hex, the ship with the higher level bridge crew forces the lower level ship into an adjacent hex. If they are the same level, the larger ship forces the smaller ship to move. If they are the same level and the same class, both move. If every adjacent hex is taken, then this will not be possible, and due to event circumstances the ships will collide, and both will be destroyed.
In the first 3 turns, no ship is allowed to move to the Odessa hexes (N10, O10, O11 and P10) Odessa is considered to be firing rockets into space to guard the resupply fleet at takeoff, which prevents enemy ships from moving directly above the fleet.
Note that due to the dangers of orbit, infantry battles and ships being boarded will almost definitely not occur.
MOBILE SUITS MOVEMENTS
Mobile Suits are placed in units, and can move in any direction and any heading, but have a limited amount of fuel. Use this chart to see how fast a mobile weapon can move. Units of mixed types move as the slowest type, and cannot split up.
Note that MS can always remain in the same hex as their ship, and move as the ship moves. It is assumed that they are not always standing on top of the ship, but make short EVAs that only use a limited amount of fuel, and remain on the ships relative position.
Movement rates:
Mobile Suits - 3
Saberfish/Gattle/Core Booster/G-Armor - 4
Bigro/Val Varo/Apsalus - 6
Each movement point can be used to move a single hex in any direction. Further, units of mobile weapons may always move 1 extra hex if it is directly west.
FUEL
Each turn a unit of mobile weapons moves away from a ship, it uses 1 fuel point. A unit that has 0 fuel points cannot move. If a friendly ship does not move into its hex and 'catch' it by the end of the turn in which it has 0 fuel points, the unit falls to Earth and is destroyed.
If the Schniee Weiss reaches 0 fuel at any point, Florian must jetisson the bit carrier. Even if caught by a ship, he will be unable to use bits for the rest of the battle.
O class ships and units that are destroyed in this way, or who drop off the western edge of the map and would otherwise be destroyed are not destroyed, but are taken out of the rest of the battle. They will land somewhere on Earth, hopefully not in enemy territory!
Fuel Levels:
Other Aircraft/Other Mobile Armors - 1
Other MS/Core Booster/G-Armor - 2
Apsalus - 3
Reduction for Zephyr Phantoms Full Armor Option - -1
Extra for Zephyr Phantoms Flight Mode Option - +1
Extra for deploying from a ship - +2
Extra for deploying from a ship with catapults - +1
Extra for using external fuel tanks or bit carrier - +1
A mobile suit has to choose whether to move with its ship or move on its own. It moves from the position its ship starts a turn at, not from where it is after it has moved.
If a mobile suit is riding the G-Armor, as long as they move together, only the G-Armors fuel is used.
THE COMBAT MECHANISM
WEAPON RANGES:
All Mobile Weapons can only fight things in the same hex as them. Each hex represents a zone of space large enough to comfortably fit a Gwazine, so just because two mobile suits are in the same hex, they are not necessarily in melee combat.
Mobile Suits with A class weapons can fire those weapons the same way as ships.
Ship weapons have different ranges, and different firing arcs. Not every ship can fire every gun in every direction, but this will not be detailed here, so consult your sides Gundam nerdboy beforehand to see what the best firing arcs your ships have are. Ships can fire their guns both up and down in the same turn, as its assumed they can roll around and invert their axis very easily. Remember that missiles and rockets can be preprogrammed to fire in any direction, regardless of where they launch from the ship.
Ship AA fires in the same hex the ship is in, just like mobile suit weaponry.
Ship bombardment will be more effective if the ship is assisted by a Zaku II E.
RANGES
GM Sniper II ballistic sniper rifle - 1
Wire guided bits - 1
Other bits - 1 or 15
Public - Main missiles 4, secondary missiles 3
Jicco - 4
Other ship Missiles - 6
Other ship Rockets - 8
Salamis - 4
Salamis Revised - 5 Main guns, 4 secondary guns
any Magellan - 6
Pegasus - 7 Ballistic guns, 5 MPCs
any Musai or Zanzibar - 5
Chivvay/Tivvay - 6
Chivvay II - 6 Main guns, 5 secondary guns
Gwazine - 8 Main guns, 6 secondary guns
BITS
The Schniee Weiss's Bits require one turn to move to a target. Once they have arrived at a target they move with the target, and may continue firing on it every turn, but must spend another turn moving in order to change targets. If a target is within 1 hex of the Weiss, the bits may fire every turn as normal.
Florian can move and fight and use his bits all at the same time, but suffers penalties to both bit combat and normal combat if he is not remaining still.
AMMUNITION
Units will also run out of ammunition, and can reload at any ship or hangar which can service them. This will also take a single turn. However, mobile weapons do not have to return to ships when they run out of ammo, they can continue to fight only using melee weapons if they so choose.
Balls, Saberfish and Gattles are assumed to have enough cannon and machinegun rounds to last the entire engagement. They can however run out of missiles.
Mobile Suits with vulcans are assumed to run out of vulcan rounds at around the same time that they run out of ammunition for their primary weapons.
Beam weapons CANNOT be reloaded over the course of the battle. Each unit is allowed one beam weapon of each type in its optional armaments. Once these rounds are gone they can go pick up a machinegun at a ship, but cannot get a new beam weapon.
It is possible for mobile suits to use another units weapons in an emergency situation, but such a weapon must be fired manually, and accuracy will be lost without the proper fire control data. Only mobile suits with reactor outputs high enough to use beam weapons can fire them.
Each side will have a post on their side forums, which will show each units remaining fuel and ammunition, and the levels of individual ships and units. The enemy may be able to infer things based on the event writing, but they will not know for sure.
AMMUNITION CHART
This is the number of updates it will take weapons to run out of ammunition. This is not an exact chart, and will be modified based on context. Players can choose in their emails to not use any ammo, or to use ammo faster in an attempt to end a combat quicker. These numbers are assuming a pilot is using ammunition in a conservative fashion.
Other weapons - 2 magazines per turn
Beam weapons - 10 rounds per turn
Zeon Machineguns with 100 round drum magazines - 1 magazine per turn
Mobile Suits will automatically resupply their ammunition if they spend one turn at a ship with at least 1 dedicated hangar. They cannot attack enemy in the turn they are resupplying.
Ships are considered to have enough ammunition to last the entire battle, with the sole exception of Publics anti-ship missiles.
SPECIAL SHIP ROCKET TYPES:
PC ships will have a limited number of each type of special rocket. They must elect which type of rocket to fire per turn, and may only fire one type per turn. Jiccos have 1 round of anti-beam rockets, and Publics must choose before the battle whether to arm 2 anti-beam rockets, 2 anti-ship rockets, or 1 and 1.
Anti-beam rockets do not target a specific ship, but rather target a specific hex. A unit of Jiccos or Publics may target one hex for each ship in the unit. Any beam weapon fire that moves through that hex on that turn is completely nullified.
www.planetzebes.net/2/shipmovechart.gif
www.planetzebes.net/2/msmovechart.gif
I have to change the specific squares of the Odessa spaceport in the rules because they are WRONG, butt otherwise here is what we have atm -
ODESSA RULES (Orbit)
DEPLOYMENT AND OVERVIEW
The orbit battle operates in the same timeframe as the ground battle, but with vastly different movement rules. There will be 10 turns, and each turn will be 20 minutes long, just like the ground engagement.
The context of the battle is the EFSF fleet trying to stop Ridden and the ZMF Resupply Fleet from escaping orbit. The Zeon fleet will be split into two sections, the Ridden fleet and the ZMF counterattack fleet, which will come at the EFSF from both above and below.
The map will be on a hex grid, and the background will be unimportant. The only important thing will be each ships position in relation to other ships. Mobile weapons will be placed in units, similar to the ground battle. Just like the ground battle, you will know the types of MS in an enemy unit, but not their levels.
While the movement in the ground battle will be relatively freeform, the space battles movement will be very strict and distinct. There are only certain moves each ship is allowed to do, and MS will have limited fuel supplies. Additionally, since the battle takes place while both fleets are circling orbit, ships will be able to move much faster backwards than forwards, and will have a limited ability to turn or broadside targets.
DEPLOYMENT
The EFSF officers must decide beforehand how they want to deploy their fleet. They will remain in a geosynchronous orbit to Odessa in battle line, and then descend to a combat altitude as the resupply fleet launches, matching its trajectory. Positioning of individual ships will be very important, because ships will have a limited ability to move after they are deployed. They may place their ships anywhere on the map, except for the 4 Odessa sectors (N10, O10, O11 and P10)
The ZMF Resupply fleet will automatically launch on a fixed trajectory, starting in hexes L13, M12, M14, and N12. New resupply ships will be placed on these hexes each turn, up till turn 3. Their first move must be to Accelerate, but after that they may move as other ships. These ships cannot launch mobile suits the turn they appear.
The ZMF counterattack fleet can deploy anywhere they want on the map. Because the battle is beginning at noon, the sun will be directly above the EFSF. To represent this, EFSF ships will have no warning of where the ZMF counterattack ships appear. The Zeon PC officers can decide to deploy all the counterattack ships on the same turn, or wait and deploy them to different sectors as needed. However, the ships will not arrive on the map until the end of the turn in which they are deployed, meaning if the PCs decide to deploy a Musai to hex C5 in turn 1, it arrives at the end of turn 1 and cannot engage in the combat until turn 2.
All ships must face due East when they are originally placed.
ZMF officers do not have to decide what turns to place ships in advance. They may change their minds and reposition ships as the situation unfolds. However, once a ship has been placed, it cannot leave the map without making a Withdraw move.
Unlike the ground battle, orbital battles are light in minovsky particle interference, so it is assumed all players will be able to discuss with each other, and both sides will have total control of all their ships the entire battle.
UNIT TYPES
Everything is split up into 3 different types of unit for this ruleset. Capital Ships, Support Craft, and Mobile Weapons.
Capital Ships are self explanatory. Ships are always facing a specific direction.
Support Craft (Publics, Jiccos, HLVs) are placed in units of 3, and move and act as ships, except that they do not suffer as many penalties while damaged, and cannot carry units of mobile suits. These units count as their highest level ship for the purposes of maneuvers, and their lowest level ship for the purposes of collisions.
Mobile Weapons are placed in units, and can move with a ship or launch from it and move seperately. They have ammunition and fuel concerns. They are not considered to be facing a specific direction.
Balls and Zaku II E's are not placed in seperate units, but are assumed to remain with a given ship as point defense. They move as the ship moves.
MOVEMENT
Ships and MS move differently. Mobile Suits also have fuel requirements, but it is assumed that ships have enough fuel for the entire engagement. Ships are only allowed to do certain types of moves, and can only make one of these types of move per update.
SIMULTANIOUS MOVES
Both sides move simultaniously in the same turn. It is okay to list a move as "I want to move towards this unit and attack it" instead of moving to a specific area. It is also okay to list a move as going to a specific area. Based on context, units might end up colliding part-way into each of their moves, and engaging each other.
TYPES OF SHIP MOVES
Hold Position:
The ship attempts to hold its position. It remains in the same hex. It may only do this if the bridge crew is level 4 or higher.
Accelerate:
The ship accelerates, moving forwards relative to the other ships. It moves east along the map forward 1 or 2 hexes, and may move north or south along the map 1 hex IF it only moves 1 hex east. The ship may also move 1 hex forward in the direction it is facing.
Decelerate:
The ship decelerates, moving backwards relative to the other ships. It moves west along the map 3, 4 or 5 hexes, and may move north or south along the map 1 hex. The ship may also move 1 hex forward in the direction it is facing.
Reposition:
The ship does a heavy burn to reposition itself. It moves west along the map 2 or 3 hexes, and may move north or south along the map 1 or 2 hexes. The ship may also move 1 hex forward in the direction it is facing.
Turn:
The ship turns to face a different direction, to bring more guns to bear on the enemy. Each ship is in a six sided hex, and has a front face and a rear face to denote which side it is pointing. A Turning ship moves west a number of hexes equal to the number of faces it is turning. A ship may not turn a higher number of faces than its bridge crew level. The ship may also move 1 hex forward in the new direction it is facing.
Withdraw:
The ship accelerates rapidly in an attempt to leave the battle. It may still fire and be fired upon while making this move, but is removed from the map at the end of the turn. If a capital ship is hit and becomes Disabled before its withdraw move is complete, it remains on the battlefield, and is moved 2 hexes west. Once a ship Withdraws, it cannot return to the battle.
(O) Class ships may also choose to Withdraw by dropping to Earth. This has the same effect, except at the end of the battle instead of being placed at Earth Orbit, they will be placed somewhere on Earth.
ZMF Resupply Fleet ships are assumed to start at a very low altitude, and be accelerating the entire battle. They cannot be ordered to withdraw normally, but will automatically do so in turns 8, 9 and 10, relative to the turn they entered the battlefield. The battle ends when the final ZMF Resupply ship Withdraws.
NUCLEAR PULSE ENGINES:
Ships with nuclear pulse engines can accelerate much faster than even mobile suits. Ships with Nuclear Pulse Engines may move 1 additional hex forwards in the direction they are facing at the end of any move.
MINOVSKY CRAFT SYSTEMS:
M-Craft capable ships have an unprecedented amount of maneuverability. Pegasus Class ships can move one additional hex in any direction after the rest of their move is complete.
DAMAGED SHIPS:
Ships will be marked with a damage marker for every grade of damage they have taken. Heavily Damaged and Severely Damaged ships automatically move 1 hex west in addition to all their other moves each turn, unless Decelerating.
Support Craft do not operate any different while damaged. They move as ships in units of 3, but are considered slightly more maneuverable, so do not slow down when damaged.
Disabled ships can no longer make any moves but Decelerate.
Ships that fall off the western edge of the map will reappear on the eastern edge after 3 turns. Disabled ships that fall off the western edge of the map are destroyed. Ships may not move off of any edge of the map except the western one. Disabled ships destroyed in this way may potentially survive if (O) or as a capsule.
COLLISIONS:
Because of the dangerous nature of orbit, two ships cannot be in the same hex at the end of the same turn. Differing altitudes do not alleviate the danger, because there is always the possibility the ship at higher altitude will be hit and fall onto the other ship.
If two ships on opposite sides move to the same hex, the ship with the higher level bridge crew forces the lower level ship into an adjacent hex. If they are the same level, the larger ship forces the smaller ship to move. If they are the same level and the same class, both move. If every adjacent hex is taken, then this will not be possible, and due to event circumstances the ships will collide, and both will be destroyed.
In the first 3 turns, no ship is allowed to move to the Odessa hexes (N10, O10, O11 and P10) Odessa is considered to be firing rockets into space to guard the resupply fleet at takeoff, which prevents enemy ships from moving directly above the fleet.
Note that due to the dangers of orbit, infantry battles and ships being boarded will almost definitely not occur.
MOBILE SUITS MOVEMENTS
Mobile Suits are placed in units, and can move in any direction and any heading, but have a limited amount of fuel. Use this chart to see how fast a mobile weapon can move. Units of mixed types move as the slowest type, and cannot split up.
Note that MS can always remain in the same hex as their ship, and move as the ship moves. It is assumed that they are not always standing on top of the ship, but make short EVAs that only use a limited amount of fuel, and remain on the ships relative position.
Movement rates:
Mobile Suits - 3
Saberfish/Gattle/Core Booster/G-Armor - 4
Bigro/Val Varo/Apsalus - 6
Each movement point can be used to move a single hex in any direction. Further, units of mobile weapons may always move 1 extra hex if it is directly west.
FUEL
Each turn a unit of mobile weapons moves away from a ship, it uses 1 fuel point. A unit that has 0 fuel points cannot move. If a friendly ship does not move into its hex and 'catch' it by the end of the turn in which it has 0 fuel points, the unit falls to Earth and is destroyed.
If the Schniee Weiss reaches 0 fuel at any point, Florian must jetisson the bit carrier. Even if caught by a ship, he will be unable to use bits for the rest of the battle.
O class ships and units that are destroyed in this way, or who drop off the western edge of the map and would otherwise be destroyed are not destroyed, but are taken out of the rest of the battle. They will land somewhere on Earth, hopefully not in enemy territory!
Fuel Levels:
Other Aircraft/Other Mobile Armors - 1
Other MS/Core Booster/G-Armor - 2
Apsalus - 3
Reduction for Zephyr Phantoms Full Armor Option - -1
Extra for Zephyr Phantoms Flight Mode Option - +1
Extra for deploying from a ship - +2
Extra for deploying from a ship with catapults - +1
Extra for using external fuel tanks or bit carrier - +1
A mobile suit has to choose whether to move with its ship or move on its own. It moves from the position its ship starts a turn at, not from where it is after it has moved.
If a mobile suit is riding the G-Armor, as long as they move together, only the G-Armors fuel is used.
THE COMBAT MECHANISM
WEAPON RANGES:
All Mobile Weapons can only fight things in the same hex as them. Each hex represents a zone of space large enough to comfortably fit a Gwazine, so just because two mobile suits are in the same hex, they are not necessarily in melee combat.
Mobile Suits with A class weapons can fire those weapons the same way as ships.
Ship weapons have different ranges, and different firing arcs. Not every ship can fire every gun in every direction, but this will not be detailed here, so consult your sides Gundam nerdboy beforehand to see what the best firing arcs your ships have are. Ships can fire their guns both up and down in the same turn, as its assumed they can roll around and invert their axis very easily. Remember that missiles and rockets can be preprogrammed to fire in any direction, regardless of where they launch from the ship.
Ship AA fires in the same hex the ship is in, just like mobile suit weaponry.
Ship bombardment will be more effective if the ship is assisted by a Zaku II E.
RANGES
GM Sniper II ballistic sniper rifle - 1
Wire guided bits - 1
Other bits - 1 or 15
Public - Main missiles 4, secondary missiles 3
Jicco - 4
Other ship Missiles - 6
Other ship Rockets - 8
Salamis - 4
Salamis Revised - 5 Main guns, 4 secondary guns
any Magellan - 6
Pegasus - 7 Ballistic guns, 5 MPCs
any Musai or Zanzibar - 5
Chivvay/Tivvay - 6
Chivvay II - 6 Main guns, 5 secondary guns
Gwazine - 8 Main guns, 6 secondary guns
BITS
The Schniee Weiss's Bits require one turn to move to a target. Once they have arrived at a target they move with the target, and may continue firing on it every turn, but must spend another turn moving in order to change targets. If a target is within 1 hex of the Weiss, the bits may fire every turn as normal.
Florian can move and fight and use his bits all at the same time, but suffers penalties to both bit combat and normal combat if he is not remaining still.
AMMUNITION
Units will also run out of ammunition, and can reload at any ship or hangar which can service them. This will also take a single turn. However, mobile weapons do not have to return to ships when they run out of ammo, they can continue to fight only using melee weapons if they so choose.
Balls, Saberfish and Gattles are assumed to have enough cannon and machinegun rounds to last the entire engagement. They can however run out of missiles.
Mobile Suits with vulcans are assumed to run out of vulcan rounds at around the same time that they run out of ammunition for their primary weapons.
Beam weapons CANNOT be reloaded over the course of the battle. Each unit is allowed one beam weapon of each type in its optional armaments. Once these rounds are gone they can go pick up a machinegun at a ship, but cannot get a new beam weapon.
It is possible for mobile suits to use another units weapons in an emergency situation, but such a weapon must be fired manually, and accuracy will be lost without the proper fire control data. Only mobile suits with reactor outputs high enough to use beam weapons can fire them.
Each side will have a post on their side forums, which will show each units remaining fuel and ammunition, and the levels of individual ships and units. The enemy may be able to infer things based on the event writing, but they will not know for sure.
AMMUNITION CHART
This is the number of updates it will take weapons to run out of ammunition. This is not an exact chart, and will be modified based on context. Players can choose in their emails to not use any ammo, or to use ammo faster in an attempt to end a combat quicker. These numbers are assuming a pilot is using ammunition in a conservative fashion.
Other weapons - 2 magazines per turn
Beam weapons - 10 rounds per turn
Zeon Machineguns with 100 round drum magazines - 1 magazine per turn
Mobile Suits will automatically resupply their ammunition if they spend one turn at a ship with at least 1 dedicated hangar. They cannot attack enemy in the turn they are resupplying.
Ships are considered to have enough ammunition to last the entire battle, with the sole exception of Publics anti-ship missiles.
SPECIAL SHIP ROCKET TYPES:
PC ships will have a limited number of each type of special rocket. They must elect which type of rocket to fire per turn, and may only fire one type per turn. Jiccos have 1 round of anti-beam rockets, and Publics must choose before the battle whether to arm 2 anti-beam rockets, 2 anti-ship rockets, or 1 and 1.
Anti-beam rockets do not target a specific ship, but rather target a specific hex. A unit of Jiccos or Publics may target one hex for each ship in the unit. Any beam weapon fire that moves through that hex on that turn is completely nullified.

