~ Mobile Suit Gundam: One Year War - MK III ~
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This page is basically the simplified rules page. All the rules exceptions and confusing parts are put here without any additional garbage. There's also the Tables page, which has all the schematics I use, as well as the different ranks and how much they pay.

The Gist on Emailing rules
Update time for actions is 7PM Monday - Friday. Saturday I pay everybody, Sunday I add members. Email is
oywrpg@yahoo.com

The Gist on movement rules
Look at the maps. You are at whatever location your roster says you're at. You can only move to adjacent locations. A compound or location (like the moon) at a territory (like 3 days from Earth) takes an action to travel to and from. Example: From 3 days from earth to Granada - 1 action 3 days from Earth to Moon, 1 action Moon to Granada. Total travel time 2 days. There are the following exceptions.

Action Exceptions
Rogue Shuttles can leave Earth without a spaceport.
Ships leaving Earth from a Spaceport can make 2 actions that day. (IE, going to 0 days from Earth instead of Earth Orbit.)
It only takes 1 action to move from one of these locations to the other - Sides 4 and 5 This represents the fact that they both orbit the same L point.

The Gist on combat rules
For all battles, armaments need to be specified, as well as the intention of how badly to damage/destroy/capture the target. For non Installation Attacks, simple plans can be said in the email, for Installation Attacks, battle plans can be as detailed as you want.

The Gist on Repairs
You can be damaged between 0 and 6 points during a battle, and repair one point per update. If your battle takes place at a Compound with a repair bay your damages will be reduced by 1 point, and a further 1 if it takes place at a Compound with a not-in-use War factory. They will also be reduced by 1 if you are a Rogue, have available Spare Parts, and your repairs weren't reduced for any other reason. If you take 6 damage points your MS has been destroyed, and you cannot have that score reduced by any means. Rogues that take 6 damage points have to purchase a new suit.

The Gist on Fleets
Fleets must have at least 3 ships, have as many actions as the ship in the fleet with the least actions. Earthborne fleets can contain up to 3 additional MS and 6 additional vehicles or aircraft, Spaceborne Earth Federation or Rogue fleets can contain up to 10 additional Balls or Ball K Types.

The Gist on Territory
Friendly Held Territory - Any specific location where somebody on your side controls an Installation, not Facility, in the area, or a Compound that is inside contested territory. If on Earth, enemy in that location are subject to patrol strikes. If in Space, enemy in that location are subject to attacks from friendly ships. You can build anything at this location, but to build a Compound you cannot be attacked on the same day.

Contested Territory - Any specific location where either nobody or somebody from each side controls an Installation, or if you are in a Facility that is Inside Enemy Held Territory. You can build mobile suits here, or Compounds, but to build a Compound you cannot be attacked on the same day.

Enemy Held Territory - Any specific location where somebody on the other side controls an Installation, not Facility, in the area, or if you are on an enemy Compound that is Inside enemy held or contested territory. If on Earth, you are subject to patrol strikes. If in Space, you are subject to attacks from enemy ships. You can only build mobile suits at this location or Compounds, but to build a Compound you cannot be attacked on the same day, and somebody must attack each thing that could possibly attack you that day, plus each Compound in the area.

Rules Definitions
VP - Victory Point
NT - Newtype Rating
RP - Resource Point, or sometimes Roleplay
Facility - A mine, asteroid mine, fortification or space colony without a base or fortification on it.
Installation - A base, asteroid base, fortification or space colony with a base or fortification on it.
Compound - Any Facility or Installation
Territory - Earth, 0 days from Earth, 1 day from Earth, 2 days from Earth, 3 days from Earth, 4 days from Earth, 5 days from Earth, Jupiter
Location - Sides 1,2,3,4,5,6 and 7, Moon, Jupiter Orbit, Earth Orbit, West Arctic, East Arctic, North America, South America, East Asia, North Africa, Central Asia, South Africa, Europe, Antarctica and Australia

NT rating explanations
This is essentially what each NT rating is "equivalent" to. So people who have seen a lot of the show can tell what is what, for RPing purposes.

NT 1 - Barely newtype sensitive. Think General Revil (yes, he was a newtype). These people can't really consciously do anything, and only have random newtype happenings. Example: Cammille Vidan in the first episode of Zeta Gundam

NT 2-3 - Newtype sensitive. A little bit stronger, these people can actively do something with their powers. Example: Sayla Mass

NT 4-5 - Newtype. A general, standard newtype from the show, who can kick ass and take names, is about this good. Example: Whatever the guys name was who piloted the Vertigo in X. Char in MSG. Cammile at the end of Zeta. That annoyance Quess. You get the picture.

NT 6-7 - Very Newtype sensitive. These people are the amazing guys who can take on 20 MS of equal strength before they start getting outmatched. Try Amuro Ray in MSG or Char in CCA.

NT 8-9 - Not many of these, these people were the type who could start doing mind boggling things, like float. Four Murasame and Tifa Adil were both in this range, as was Amuro Ray in CCA.

NT 10 - There was only one 10 in Gundam yo. Lalah Sun.

The Simple Map
This is exactly where you can move to with 1 action from each possible location, given all the special exceptions. Just look at the bolded word for where ya are, and read to find out where you can move to.

From any Compound you can move to - The area the Compound is in, or Earth Orbit if the compound is on Earth, has a spaceport or if you are in a Pegasus or a Rogue ship, or Europe if in Gibralter.
From North America you can move to - Any compound in North America, Earth Orbit if you are in a Pegasus or a Rogue ship, West Arctic, East Asia, South America, Europe, North Africa
From South America you can move to - Any compound in South America, Earth Orbit if you are in a Pegasus or a Rogue ship, Australia, North America, Antarctic, South Africa, North Africa, Europe
From Europe you can move to - Any compound in Europe, Earth Orbit if you are in a Pegasus or a Rogue ship, West Arctic, East Arctic, North Africa, Central Asia, North America, South America
From the West Arctic you can move to - Any compound in the West Arctic, Earth Orbit if you are in a Pegasus or a Rogue ship, East Arctic, Europe, North America
From the East Arctic you can move to - Any compound in the East Arctic, Earth Orbit if you are in a Pegasus or a Rogue ship, West Arctic, Europe, Central Asia, East Asia
From the Antarctic you can move to - Any compound in Antarctic, Earth Orbit if you are in a Pegasus or a Rogue ship, South America, South Africa, Australia
From North Africa you can move to - Any compound in North Africa, Earth Orbit if you are in a Pegasus or a Rogue ship, Europe, North America, South America, South Africa, Central Asia, East Asia
From South Africa you can move to - Any compound in South Africa, Earth Orbit if you are in a Pegasus or a Rogue ship, East Arctic, Europe, East Asia, North Africa
From Central Asia you can move to - Any compound in Central Asia, Earth Orbit if you are in a Pegasus or a Rogue ship, Arctic, South Africa, South America, Southeast Asia
From Australia you can move to - Any compound in Australia, Earth Orbit if you are in a Pegasus or a Rogue ship, Antarctic, South America, East Asia, South Africa
From East Asia you can move to - Any compound in Southeast Asia, Earth Orbit if you are in a Pegasus or a Rogue ship,  East Arctic, Central Asia, Australia, South Africa, North Africa, North America
From Earth Orbit you can move to - A compound with a spaceport if a MS, a random Earth location if Gundam, anything on Earth if an Atmospheric or Rogue ship, or to 0 days from Earth, or any Compound in Earth Orbit.
From 0 days from Earth you can move to - Earth Orbit, any compound in 0 days from Earth, or 1 day from Earth.
From 1 day from Earth you can move to - 0 days from Earth, any compound in 1 day from Earth, or 2 days from Earth.
From 2 days from Earth you can move to - Side 4, Side 5, any compound in 2 days from Earth, 1 day from Earth, or 3 days from Earth
From Side 4 you can move to - any compound on Side 4, Side 5, or 2 days from Earth
From Side 5 you can move to - any compound on Side 5, Side 4, or 2 days from Earth
From 3 days from Earth you can move to - 2 days from Earth, any compound in 3 days from Earth, the Moon, Side 1, Side 2, Side 6, Side 7, or 4 days from Earth
From the Moon you can move to - any compound on the Moon, 3 days from Earth
From Side 1 you can move to - any compound on Side 1, 3 days from Earth
From Side 2 you can move to - any compound on Side 2, 3 days from Earth
From Side 6 you can move to - any compound on Side 6, 3 days from Earth
From Side 7 you can move to - any compound on Side 7, 3 days from Earth,
From 4 days from Earth you can move to - 3 days from Earth, any compound in 4 days from Earth, Side 3, or 5 days from Earth
From Side 3 you can move to - any compound in Side 3 or 4 days from Earth
From 5 days from Earth you can move to - 4 days from Earth, any compound in 5 days from Earth, or you can start travel to AXIS or Jupiter if on a ship.
From AXIS you can move to - you can start travel to Earth or Jupiter if on a ship.
From Jupiter you can move to - Any compound on Jupiter, Jupiter Orbit, or start travel to AXIS or Earth if on a ship.
From Jupiter Orbit you can move to - Any compound in Jupiter Orbit, Jupiter
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