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~ Mobile Suit Gundam: One Year War - MK III ~ | ||||||||||||
Rogue Rules | ||||||||||||
RPG | ||||||||||||
Main Rules Rogue Rules Joining Zeon Roster E.F. Roster Rogue Roster Zeon Shop E.F. Shop Rogue Shop Map Von Braun Bases Ships Fleets Battles Events Message Board |
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Rogues. Rules for them pesky Rogues. Rogues will play primarily like the rest of the members of the RPG, except they do not belong to one of the two sides, and have horrible access to mobile suits and mobile suit parts. Because this entire game is focused on the One Year War, that actually makes making rules for them extremely difficult. So! They get their own rules page. Rogues operate like normal RPG members, with the following differences. Movement Rogues move as normal, except they cannot enter Zeon or EF controlled bases. They must pay money to enter or leave earth, see the Rogue shop for details. Purchases Rogues have their own (albeit small) shop. They can also purchase anything other than a Compound from either the Federation shop or the Zeon shop except services, through the black market. However, these purchases will cost an extra 25% of the items marked price. That addition is not cumulative to the addition for buying things on Side 6 or La Vie En Rose. The Rogue shop is listed here. Battles Rogues fight as normal members, with the exception that if they ambush a Zeon or EF member inside their respective controlled territory, they will immediately be attacked by a patrol or ship, or base defence, or whatever, SOMETHING, the same day. They can also perform a special battle - Blackouts - Not quite unlike Blackouts of other RPG's, this is, essentially, a short ambush. Only the attacker needs to send an email. The objective is to ambush an opponent, but to end the battle and get away fast enough that the enemy either cannot identify you, cannot call for help, or cannot tell where you went. It's safer than an ambush when fighting in enemy territory, but yields less VP than an ambush. If you pull it off, the enemy won't know who did the attack, or you can even appear to be a different person, if you want. Divisions Rogues make their own starting statistics instead of picking a division. As a Rogue you get 30 "points" when you start, each of which must be used for either 1 VP or 50 RP. The bad thing is you get no rank nor income. Additionally, you may spend 5 points to gain a specialization upon starting. Ships Rogues use ships normally, with the one exception that Rogue shuttles and universal aircraft do not have to be on a spaceport to leave Earth. Special Rules There are two special actions that a Rogue can make, this is what they are - Forage - Rogues need money and spare parts to do things, so they are often found searching battlegrounds and junkyards for spare parts to mobile suits. This counts as an action and it gives you +20 RP. Train - Rogues often times train to become better pilots without the enemy. They perform maneuvers in their mobile suit, or for the more funky guys, go to the Gianna Highlands and stand under waterfalls. This counts as an action and in order to do it you must either be in a ship purchased from the Zeon or EF shop, (VR sims! Yay!) or your suit must be fully repaired. It gives you +2 VP. Rogues can benefit from both the Federal MS rule and the Zeon MA rule. Repairs Rogues have an extra hard time repairing their mobile suits, as finding spare parts is always tough, as well as people to repair them. Rogues that are not in a ship or friendly base have +1 to all their repair times. If their suit is destroyed, they must buy a new one. See the Joining section for details. Upgrades Rogues do not have upgrades, see the Joining section for details. Territory Rogues count all territory they do not own as "Enemy Held" except for Side 6, Von Braun, AXIS, Jupiter, Jupiter Orbit, the Ronah Colony and La Vie En Rose, which they count as "Friendly". They are subject to Blockades, Sieges, and Patrol Battles from both sides. Under some circumstances this can be changed based on Diplomacy, which is explained later. Joining Rogues do not pick a suit to join as. Rather, they buy one out of the shop. Rogues are not required to have a mobile weapon, but it's probably a good idea. Teams A Team can be made of 3 or more Rogues. You must control one Compound or fleet, and must designate 1 member the leader. The team gets its own message board, and a team RP account, which only the leader may spend, but can use to buy stuff anywhere any team member is at. The team has its own diplomacy ratings for each corporation, and unless the team is hostile with a corporation, each team member uses the best rating for all intensive purposes - Either his or the teams. Each member of a team will get +25 RP every sunday, and the team account +25 RP per member each sunday. Diplomacy The big thing about Rogues is diplomacy. There are 7 groups that are of major importance to a Rogue, and they can be on different levels of "Friendlyness" to each. There are 5 levels of diplomacy - Hostile, Unfriendly, Neutral, Friendly and Allied. Each company gives benefits/disadvantages for each section, and you can only go up and down on the scale 2 ways - 1 is by RPing, the other is by donating money to the respective corporation. If you give a corporation 500 RP (counts as an action) then you can either move yourself up 1 space on the diplomatic track, or another rogue down one space on the track. The list of what the corporations are and what they do for their friends is listed below. Joining a Side If a rogue is allied with either Zeon or the Earth Federation on their individual diplomatic track (not their teams) they may join that Side. To do so, they must enter a EF/Zeon base, and make a deal with the bases respective commander via Roleplay. If a decision is made, they will change to a normal member of the RPG, must pick a mobile suit as if they just joined, and their division will be listed as "Ex-Rogue". The list of the different corporations and their diplomatic affects on Rogues. All Rogues start at Neutral to all corporations. The Duchy of Zeon If Hostile - you run an increased risk of being attacked by blockades, and purchase black market goods from the Zeon shop at +50%. Zeon will not sell things to you out of the rogue shop. Unfriendly - you run an increased risk of being attacked by blockades, and buy Zeon rogue shop items at +50% If neutral - you run a reduced risk of being attacked by blockades If Friendly or Allied - You run no risk of being attacked by blockades If Allied - You may enter and repair at Zeon bases, and buy Zeon services at +25% cost. You may buy things from the Zeon rogue shop at -50%. The Earth Federation If Hostile - you run an increased risk of being attacked by blockades, and purchase black market goods from the Federation shop at +50%. The EF will not sell things to you out of the rogue shop. Unfriendly - you run an increased risk of being attacked by blockades, and buy Federation rogue shop items at +50% If neutral - you run a reduced risk of being attacked by blockades If Friendly or Allied - You run no risk of being attacked by blockades If Allied - You may enter and repair at Federation bases, and buy Federation services at +25% cost. You may buy things from the Zeon rogue shop at -50%. The Riah Republic If hostile - you count Side 6 and everything in it as "Enemy Held", and run an increased risk of being attacked by blockades. If Unfriendly - Riah owned bases and ships will not help repair you. If neutral - no effect. If Friendly - You can purchace C.M.C products at half price while in Side 6 If Allied - You are a member of the Riah militia. You get normal repairs in Side 6, and as long as you are in Side 6 at the end of the week you get a salary of 50 RP. However, you will automatically fight in any battle the Riah Militia takes place in. Anaheim Electronics If hostile - you cannot enter La Vie En Rose, nor buy things there. If unfriendly - All purchases from La Vie En Rose are doubled in price. If Neutral - no effect. If Friendly or allied - All purchases from La Vie En Rose are halved in price. If Allied - There are no fees for docking, guarding or repairing at La Vie En Rose. Jupiter Development Enterprise Group If Hostile, - The JDEG will not sell anything to you. If Unfriendly - you purchase things from the JDEG shop at +50% If Neutral - no effect. If Friendly - Every time a Jupitoris reaches Earth undamaged, you get 50 RP If Allied - You are allowed on Jupiter fleets, and every time a Jupitoris reaches Earth undamaged, you get 100 RP, and purchase things from the JDEG shop at -50%. The Colony Management Corporation If Hostile - the C.M.C will not sell you anything. If unfriendly - You can only buy things from the C.M.C at +50% to the price. If neutral - no effect. If friendly or allied - You may buy things from the C.M.C at -50% cost. If allied - you may move to and from earth freely, you are always assumed to have some shuttlecraft to use. The Lunar Management Corporation If Hostile - the L.M.C will not sell you anything. If unfriendly - You can only buy things from the L.M.C at +50% to the price. If neutral - no effect. If friendly or allied - You may buy things from the L.M.C at -50% cost. If allied - You recieve normal repair times while on the moon. |
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History | ||||||||||||
Timeline Major Events |
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Website | ||||||||||||
Chatroom FFA Eld's Farewell Member Art Links Vlads Rants Elds Rants Info Tables --- |
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Staff | ||||||||||||
-Webmaster- Eldoreth -Nazi- Vladimir -Battle Writers- Terry Wil Cid James Thomas Tian -Backup Writers- Berrik Viktor -Board Mods- Dan |
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