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Main | Rules | Joining | Messageboards
AEUG | Earth Federation | TITANS | AXIS
Fleets | Locations | Missions | Battles
E-Mailing:
Send all E-mails for Questions and Comments to GeneralRevel@hotmail.com
Making a Character:
Loyalty:
This is very important, as it shows whom you support in this civil war.
AXIS, AEUG, TITANS, and Earth Federation are your choices, and each
interacts with each other differently. The Earth Federation and AXIS
have an excessively hostile relationship, while the TITANS are bound to
defend the Earth Federation from all outside threats.
Personality:
This is entirely up to the creator, however, some 'traits' of
personality seem to run in in each 'loyalty'. For instance, AXIS members
tend to be overly suspicious; while TITANS members tend to be rutheless
or downright evil. Be as discriptive as you want with your character's
personality, as it may effect the outcome of a battle.
Statistics:
All characters have certain statistics, and each character's statistics
are origional. You have start with '300' points, which you may divide
any way you wish among the 6 statistics (though all must have at least
10% except for Newtype Ability, which can have 0%). These statistics
will be 'raised' over the course of battles in the game. The higher your
stats in given ratios effect the way your character performs under
battle. A high command capability, for instance, effects the way your
character gives orders to the people under command positively... a low
command capability might cause him to give 'garbled' orders, or the
wrong orders for a certain situation. Likewise, if a character's
piloting is low, not piloting a Mobile Suit may be a good idea. If their
'Toughness' is low, avoiding Mobile Suit combat becomes a necessity. NO
STAT MAY EXCEDE '100%'.
You must distribute your 'statistics' into (Please note, it is not
necessisary for you to be a Newtype, and can ignore that stat if you
wish):
Piloting: P%
Gunnery: G%
Reactions: R%
Command Capability: C%
Toughness: T%
Newtype Ability: N%
Victory Points:
Unlike my other games where statistic-raises were manditory, this time
I'm giving you a choice on where to put them. Please note that you do
NOT have to spend VP immediately. You can recieve 3 different kinds of
Veteran Points, which are described below:
General VP (gVP): You can spend this on any of your stats. This is the rarest form of VP I give out.
Command VP (cVP): This type of VP can only be used to raise 'gunnery' and/or 'command capability'.
Piloting VP (pVP): This type of VP can only be used to raise 'Piloting' and/or 'Reaction Time'.
Specializations:
Now that you've got the gist of your character, you need to decide what
form of combat your character specializes in. These specialties effect
whether your pilot will enter battle in the bowels of an intensely
powerful warship at the head (or maybe behind) hundreds of smaller
ships, or whether he'll jump right into battle leading the troops with
his (slightly) customized version of some Mobile Suit or other. The
specializations are listed below:
No Specialization
Mobile Suit Raiding Specialist
Small Engagement Specialist
Large Engagement Specialist
Small Fleet Specialist
Large Fleet Specialist
Fast Strike Operations Specialist
Dirty Trick Attack Specialist
Joint Combined Operations Specialist
Starting Resources:
Each player starts out with 2,500 in "Monitary Resources" (the symbol is
different depending on the side involved). You must include what you
are buying and the cost in your application to the RPG, or your
application will be ignored. This is your origional 'Fleet', and MUST
have all of the equipment listed in the 'Necessities of a Fleet'
section.
Fleet:
Necessities of a Fleet:
Fleets need ships. Pure and simple. A fleet without any ships cannot
move. In order to repair or use Mobile Suits, the ships used must have a
Mobile Suit capacity, and a number of Mobile Suit Bays... without
Mobile Suit Bays, the Mobile Suits cannot launch.
Of course, Mobile Suits need pilots, and Ships need crews. Depending on
your Character's statistics, you may find yourself unable to command
your ships into battle. Each ship requires a captain... how much you're
willing to spend on one is entirely up to you as a player to decide, but
if you have multiple ships, you need to buy a captain for each and
every one of them. If your character can command ships, and you only buy
one, you don't need any other commanders until you get a ship.
Mobile Suits need pilots too... and Pilots don't allways come cheap.
Some are much more effective than others, but these are usually more
expensive. Heroes are generally more effective than NPC's, and even
those that aren't gain statistics boosts much faster than NPC pilots do,
making them more worthwhile.
Tips for equipping a Fleet:
Don't buy heroes unless you've got a major excess in funding and can
afford a decent Mobile Suit or ship for them to keep them from getting
'Dead'. Yes, Heroes can die, and when they die, they're gone for good.
So can you. A bit of advice is, don't focus your character on Mobile
Suit Combat... or if you do, don't assign him a Mobile Suit until you've
got enough cash in hand to insure that he's NOT GOING TO DIE. Yes, once
again, not dieing is a GOOD thing. Lastly, the more Mobile Suits you
have, the better your chances, even if they've got horrible pilots,
sheer numbers can weigh anyone down... Then again, no they can't. A good
pilot can ignore damage in some cases and take down many more enemies
than he's worth... it's your choice whether you want a horde of
ill-trained and poorly armed simpletons, or a small force of
better-equipped, better-trained geniuses. Both tactics work, but
sometimes, even a combonation of those tactics works better.
Battles:
Mobile Suit Raid:
A small attack involving Mobile Suits striking against ships before they
can launch Mobile Suits. This battle is short, usually only involving a
single attack for each Mobile Suit before a withdrawal.
Diversionary Strike:
An attack by Mobile Suits ment to draw enemy Mobile Suit Forces away
from the 'second wave' of attacking ships supported by Mobile Suits.
Banzai Attack
An all-out, full frontal attack... nothing special except retreat is usually rare for the attacker.
Double-Blind Assault:
Striking with ships, the Mobile Suits 'double back' to strike the
enemy's ships in the Engines. Effective if you've got enough of a force
to pull it off.
Executioner Strike:
An attack targeting the bridge of a specific enemy ship while attemting to hold off it's allies.
Surprise Attack:
Disguised as a 'diplomacy mission', this attack allways nets you the
first attack... however, do it often enough and enemy fleets will no
longer accept 'Diplomacy' from you.
Joint Assault:
An attack using multiple fleets allied and combined to deal with a single foe.
Surrendering:
Ahh, Surrendering. The most 'intimidating' part of the RPG. You see, if a
ship is unable to fight (due to bridge, engine, hull, or weapons
damage), in certain situations it will actually surrender and stop
firing. Frightening as this thought is, your flagship will never
surrender so long as your main character is onboard (Whichever ship
holding your character instantly becomes the fleet's "flagship").
The other ships in your fleet aren't so lucky, and the worse the
commander, the higher the chance of surrender. When a ship 'surrenders',
whichever fleet wins the battle gains control of that ship, any and all
Mobile Suits and NPC Ship's Crew onboard that ship. Also, all 'heroes'
onboard return to their faction's page.
Though technically considered 'piracy', Surrendering is a quick and easy
way for a good fleet to gain weapons not avaliable to it via
purchising. Please note, however, that extreme damage must be dealt for a
ship to even consider surrendering, and it often requires the complete
distruction of weapons, engines, or the bridge in order to accomplish
that goal.
Diplomacy:
Diplomatic Actions are the most confusing part of the game. Kept simply,
Diplomacy reflects first on what your loyalty is, and the loyalty of
the person to whom you're conducting this action with. Diplomacy, unlike
other forms of actions, can actually prevent or provoke a fight
depending on how things 'go'. The effects of Diplomacy vary, but there
is one constant... on the day you send a diplomat, if it arrives
_BEFORE_ the opponant's attack action, their attack will be canceled and
will not take place.
Diplomatic Intentions:
Diplomatic Intentions show whether or not you will accept a 'relation'
diplomatically between yourself and another fleet. There are 3 states of
intention, 'Hostile', 'Intermediate', and 'Friendly'... standard
Diplomatic State between fleets of the same loyalty is 'Friendly'.
Standard Diplomatic State between a Fleet of one loyalty and any fleet
of another loyalty is 'Intermediate'.
Repairing
Ships
Damage to ships can only be repaired at a colony or a base on the Earth
or Moon. AXIS and Luna II count as a colonies for the purpose of Ship
Repair. Ships are repaired fully in 4 roleplaying days (approximately
one roleplaying week), and Mobile Suits are repaired automatically while
Ships are under repair. It costs 1/25th of the price of the ship to
fully repair it, reguardless of the damage.
Mobile Suit
Mobile Suit repairs are free, but they're not automatic. Mobile Suits
repair at their 'Repair Ease' (10-100%). This means, multiply the
maximum number of hitpoints a Mobile Suit has times the 'Repair Ease' in
order to find out how many hitpoints that Mobile Suit will regain per
day of repairs.
Moving
It takes a day to move from one sector to another. You cannot attack on a
day you've moved, though you can state any intentions towards diplomacy
ahead of time if you want to use 'nonstandard'.
Heroes:
Heroes die. Pure and simple... when they die, they go away for good, and
nobody can hire them again. Heroes can also be 'captured' onboard a
'surrendered' ship. A 'Captured' heroe returns to the buying-page, but
you will be unable to purchise him. You can only purchise a hero once,
which means a different player can (and must) hire him and then 'lose'
him (via mobile suit combat or 'capturing') before you can hire that
hero again.