~ Mobile Suit Gundam: One Year War - MK III ~
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W
elcome to the Mobile Suit Gundam: OYW RPG. This is an online, play by email, role playing game, in which you play as a soldier in the One Year War of the anime Mobile Suit Gundam. What you do beyond there is your choice, but we do have some rules to define it within parameters that I can handle. I apologize for the abominable length, but I would appreciate it if you'd read the whole thing. Please. Complimentary Hot Chocolate will be passed out from this point on, as required by After Era Incorporated.

~Eldoreth

PS: If you don't know very much about Gundam, I have a one-page description of it posted
here. Read that before you continue.


- Generic Rules -
This section explains all the basic rules about PBEM RPGs, and how they are incorporated in this game in particular.


The Section on Proper Decorum


Being as this is America and things have to be politically correct, we need to not piss people off. So, act like a respectable member of society while you are in this RPG. Don’t swear excessively, don’t be racist, don’t badmouth topics that are politically incorrect, such as sexual and religious preference, etc. This is common sense stuff, so I don't really think I need to be specific.

When there is something wrong with a battle or a part of the website, don't wait for me to fix it. I probably didn't notice, and that's why there is a problem. Tell me about the problem, send me an email, go in the chat, annoy me till I get it done. I can usually fix problems in 20 seconds if they're brought to my attention. If it's really trivial, you can tell Vlad (HEY! ~Vlad), and he can fix it.

Finally, I want you guys to always remember that this really is just a game, and if things get unfair and stupid,  just leave. This is a game, and it's supposed to be about having fun, not getting angry.


The Section on E-Mailing


Most webmasters usually make this section overly complicated with lots of rules. They do this because lots of rules are a to help the webbie and make his life less of a hell. So just do what the rules say, even if they seem stupid.

Rules for E-Mailing and Updating

The RPG updates Monday to Friday for actions, and Saturday and Sunday for adding members, paying people and fixing pages.

Send your E-Mails to
oywrpg@yahoo.com. I update around 7 PM Pacific each day, and all actions for a day need to be sent in before the update time, otherwise they will be counted as the next days actions. Chances are if you live in the Eastern time zone I won’t finish till 1 or 2 AM, so go to sleep and check the website in the morning, you insomniacs.

Next rule for emails – Entitle emails with the following – The name of your division followed by the name of your pilot, followed by a one-word description of your action. The body of the email should tell who you are as well, along with what your action is in more detail. Any questions I will try to respond to, but if I'm being lazy feel free to bug me in the chat or something till I do.

Final rule for emails is not to send action emails on Saturday or Sunday. If you have a non-action related email, or a joining form, I do check the email account every day, but those days are for things like fixing links on the site and adding members.


Actions List


Every weekday, each character can do one, and only one "action", so to help out I have a list of many of the actions people normally do. These aren't all the actions you can do, and I advocate being creative, but these are many of the things people do. Not everything you can do in a day counts as an action, so if you play the game smart you can usually end up doing multiple things a day. Ships also make actions, and usually can make 1 action per day. Ships cannot make actions the day of their purchase however.

Actions

Move – This is when your character and the suit with him moves from one place to another. If they aren’t on a ship, it’s not explained how they get from one place to another. It's generally assumed that you're trudging along in your mobile suit or using some transport vehicle of your sides posession. Feel free to RP this, if you want.

You can only move to adjacent map locations, and that's all described on the
map page, but you can send an email to move anywhere, I'll just have you take the fastest possible route.

Battle – When you battle, you usually attack something and try to blow it up. Some battles make sense. People RP them out beforehand and plan and make a reason for the battle. Some battles make no sense whatsoever. It's ok to randomly ambush somebody for no reason whatsoever, but I tend to like people more who have a sensible battle once in a while. Battles are explained in the Battles section of the rules.

One important part of battles is preparing for them. State what you want out of the battle in the action email. I don't mind a few sentences describing what you want out of the battle in your email. This is explained in more detail in the Battles section.

RP action – This section covers all the special crap. There are lots of other actions you can make that are specialized to situation, and I can’t really explain them because every one is different. So… Yeah.

Non Actions

Buying Stuff – You can use your RP to buy stuff from the shop page without it being counted as an action. Things bought must be at the location you are on. You must do the math in your email, because even though I check it, it helps out a lot. You have to have a place to put things too. You can’t buy a mobile suit when you don’t have a ship or base to put it in. The only time it does count as an action to buy something is when you're buying a Compound, or under other specific circumstances.

Repair - If your mobile suit is damaged, you will automatically be repaired 1 damage point each update. There's a whole section on this, but I put it here because while you're repairing, you cannot battle, or be battled. Too complicated otherwise.


Roleplaying Rules


Roleplaying is simple. When you roleplay, you take on the personality of your character and act like you are them. This only happens on designated sections on the roleplaying message board, emails, or chatroom. Time and place effect it. Meaning, if you want to roleplay about a battle, you need to do it the day the battle takes place, or at least the day after. We can't all be online at the same time to RP with each other and I understand that, but a pet peeve of mine is an hour long RP conversation that lasts a week in real life. Roleplaying is not only fun and enjoyable, but if you do it well and I like it, I can incorporate stuff from it into the RPG.

I use three different ways to have people communicate with each other in the game, to make it realistic, and I get really, really pissed when people talk to each other about war plans or whatnot without doing it through one of these three channels. It's one of the few things that really pisses me off, because it's cheating and it's easy to do.

If your characters are at the same location, it's assumed they can make plans with each other in person. You can talk to each other in the chat or go to a room with me and RP it like your characters. This is the only way two people should be able to actually talk.

You can use emails to represent written messages, but I don't want you to send them to the person you want to talk to, I want you to send them to me. I'll hold them for a few hours, depending on how far apart your characters are, and then send them. While there is a delay this way, it's a secure way to send information. Emails to people need the subject "Letter", and the body must include the email addresses that I'm sending it to, and those peoples locations (as well as yours).

Finally, each side has three passworded messageboards. I post info each weekend for the two sides on there, and different ranks have access to different message boards. You can RP there at any time, but this method of communication is much more insecure.


- Combat Rules -
These are the rules that deal with fighting, and all the different statistics that are listed in ones roster entry.


Battles


One of the most important parts to all this is the battles. When you attack somebody, there are rules, just like there are rules to everything. The main rule is that you can only battle undamaged people in the same location as you. The following are the different types of battles. Even though there are only four, they really cover everything possible.

Duel – This is when the battle is planned by all the combatants. Include details for what you want the duel to be like if you care, or you can just do a duel to get the extra VP it comes with. Usually in duels everybody fighting watches their opponent closely, making it a good way to gain experience. At least two dueling members must email me or the duel doesn’t happen.

Ambush – This is when one person surprises the other. Only the attacker needs to email me, as the defender won't have any idea about it. While you get the advantage of surprise in this battle, you don’t try to learn new techniques, meaning you get less VP.

Sniper Attack – Certain weapons mounted on mobile suits are capable of Sniper Attacks. This type of attack allows the sniper to take a shot or two at his opponent and then hide or run away, making his chance of being damaged near zero. Success varies and VP gain is poor, but you almost assuredly won’t be damaged. Only the attacker needs to email me.

Installation/ship attack – This is when you attack something other than a single mobile suit. These things go on the events page. Try to put more detail into your plans for these battles than the others, because there is more room for tactics in them.

Special Rules Having to do With Combat

Most suits have optional armament. Differing suits can carry different amounts of optional armament, and Vlad decides what can carry what (because I'm the OYW nut and I know everything! MWAHAHA!! - Vlad) so ask him if you're not sure what you can take. You need to say what optional armament you want to carry into battle. Carrying something has a downside – it gives your suit more mass, making it slower. So just taking everything you can carry isn’t always the best idea, planning things out is better.

Anything with a core fighter or whose head detaches and has a weapon may fight as just a core fighter/head.

Alex, GM Juggler and the Gundam can fight as Full Armor modes. This significantly reduces speed but adds to armor. The Gundam can also dock with the G-Fighter if both players are participating, effectively giving it a booster unit.

Any grenade can be equipped to either explode, spit smoke, inflate a balloon of either the MS or an asteroid, or make a bright flash of light. All have their advantages. Anything that was a smoke bomb or something like that is listed as “grenade”  in the roster.


Veterancy Points (VP)


VP is experience. Battle Writers use VP to help them write how good you act. The more VP you have, the better you are at kicking ass. VP also helps you command ships. If you are in command of a ship, it will operate at 1/2 your current VP.

NPCs have VP too. Every NPC mobile suit or ship is assigned a level, going from 0 to 5. The NPC is counted as having 10 VP for each 'level' it is at. There are also a few special NPCs with special VP scores, they are listed
here.

Some NPCs can also be newtypes or strengthened humans, and if so will have a bolded N or S next to their level. Being a newtype gives them +5 VP and an NT score of 2, and being a strengthened human just gives them an NT score of 2.

Finally, some divisions get "Specializations" for fighting in a particular type of weapon or terrain. The current five specializations are "Earth", "Space", "Moon", "Operative" and "Ship Captain." What each does is listed on the sidebar. Note that the only ways to gain specializations are when you start in a division with one, or through RPing.


Newtype Rating (NT)


Everyone is given a newtype rating ranging from 0 to 10 when they join, and as long as you get at least a 1, you can increase it through good RPing. Some Zeon Newtype Korps members will also be Strengthened Humans, or artificial newtypes. These people have all the normal bonuses of a newtype, but tend to have nasty side affects from their conditioning, such as seizures or insanity.


Resource Points (RP)


Each PC has Resource Points, which they get weekly through an allowance based on their rank, and can also get based on Compounds they own, events they take part in, and other things. You use them to buy things on the shop pages.


Ranks


Each character has a rank "number" ranging from 1 to 18. This effects what message boards they're given access to and how much they're paid. If you're a higher rank than somebody and in the same division as them, you are their superior officer and may give them orders. However, remember that I play all the brass NPCs, and I can rescind/modify your orders if I feel I really must.


Repairs


When you battle, you get damaged. Each persons roster entry has a section for damage 'points', and when you battle you will get damaged a certain number of 'points', ranging from 0 to 6. These will be removed at a fixed rate of 1 point per update. You cannot battle or be battled while repairing.

If you are damaged at a compound with a Repair Bay, your damage points will be reduced by 1. Also, if there is a War Factory that is not in use, it will reduce the damage by a further 1 point. Compounds never get damaged, although ships do. Ships can still fight when damaged, but can’t be repaired till they get to an Installation. If a ship is damaged and not destroyed in a battle, there is a little section where it will say how damaged it is. When it gets to a Installation and stays there for 1 update that will be removed.

If a suit takes 6 damage points, it has basically been totaled beyond repair, and counts as being destroyed. Even if you are at a base or have something that reduces repairs, the suit can’t have a 6 point score reduced.

If you die, the player is effectively out of the RPG for 6 days. They cannot move, fight, buy things, or post on the RP boards.


Death and Dieing


Occasionally your pilot will die, and when this happens you lose stuff. This way people won't stay god awesome all the time, and it makes the game more about roleplaying it than winning it. If you die you lose half your VP and RP, are dropped 2 ranks or to your starting rank, whichever is higher, and your NT rating is reset, but you can still keep that half of your VP/RP if you send a new application within your 6 death days. I'll put you up the weekend following those six days. If you send an application after those six days, you have to restart anew.

During the 6 days that you count as dead, you can still move your ships around and do things with your bases. However, any ships or compounds that you don't give to an existing member of the RPG by the end of the 6 days become NPC owned.


Upgrading


Over time, should you accumulate VP and roleplay well, High Command may decide to issue you a new mobile suit, raise you a rank, or your NT rating may go up. Don't ask about it, just try to get it and it will come.


- Sides -
This section basically says what you can join "as" in the RPG. There are only 2 sides, the Earth Federation and the Duchy of Zeon. However, each side has 7 divisions, which you can choose when you join. They are described here.
History
Timeline
Major Events
Website
Chatroom
FFA
Eld's Farewell
Member Art
Links
Vlads Rants
Elds Rants
Info
Tables
---
Staff
-Webmaster-
Eldoreth

-Nazi-
Vladimir

-Battle Writers-

Terry
Wil
Cid
James
Thomas
Tian

-Backup Writers-
Berrik
Viktor

-Board Mods-

Dan
The Silly Sidebar Notes section!

Sample Email topic -

EFGF - Ketara Elschitan - Duel ~Eldoreth

Under certain circumstances, ships may be able to make 2 actions per day. ~Ketara












Go wild with the RP actions, I usually give out rewards for making them. One time I made a comment about a guy getting lost in a battle, and one of his fellow teammates sent an action the next day to find him, so I gave the guy 5 VP. ~Eldoreth


There are a couple of conditions in which buying stuff counts as an action. ~Ketara

Ships are damaged differently, btw.. ~Ketara

























General idea is for each action it would take to move to the person you're sending the email to's location, it'll be delayed 1 hour. ~Eldoreth


























































"Cracker Grenades" are somewhat stronger than normal grenades, but cannot arm balloons. "Underwater Grenades" cannot arm balloons, but work underwater as well as on land.
~Ketara








Ok! Listen up.

Earth - +10 VP when fighting on Earth

Space - +10 VP when fighting in Space

Moon - +10 VP when fighting on the moon, +5 VP when fighting elsewhere

Operative - +10 VP when fighting alone, bonus to evading blockades if alone

Ship Captain - No halving VP when captaining.

You can get an example from the series of each NT rating
here. ~Ketara


















I feel like I should say something here. ~Dan

Dammit Dan! Get out of my head! ~Ketara
































Note that you have to give your stuff away BEFORE your things are removed and your new character put up, you can't send things to yourself. But if you really must, talk to me about it and I may let you. ~Eldoreth






























































Note that the lucky Test Pilot that starts with the GM Juggler will automatically have an NT score of at least 1. The one who starts with Blue Destiny will automatically have an NT score of 0.








































The pilot of the Efreet will automatically have an NT rating of 0, since the Efreet Custom has EXAM.


















































For example. A Salamis is a "Light Space Cruiser". This means it can give support, gets 1 action a day in space, cannot move on Earth, and can only enter or leave Earth from a spaceport.

A Medea is an "Airborne Transport". This means it can only move on Earth, can never leave Earth, cannot make support attacks, but can make 2 actions per day.
~Vladimir













If you happen to get a Sodon for being nice to me, it can carry either 1 MA or 3 MS, not both.



The Federal ships that can do this are the Salamis, Magellan and Birmingham and their Refits. ~Eldoreth


Ship-to-Ship repairs is an action. ~Eldoreth




Sieging/Blockading is also an action. You can find the Blockading schematic
here. ~Ketara









































You can also buy dummy-balloon asteroids, which can be useful in Installation attacks. Dummy balloons can only be used in space, and are automatically lost once htey are in a battle of any kind.
~Ketara





















In case I haven't explained this, Detector units have a small D next to their name if like, on a base or a ship or something.
~Eldoreth







































We haven't actually worked out how spy missions work yet. I figure some ingenious PC will RP something along the lines, and he'll set a trend. Much like how our political system works today.
~Ketara









A serendipitally easy way to figure out what kind of Territory you're in is to be found
here.
~Vlad



































































Why must you make fun of me? ~Vlad

Because you're such a Facist! ~Eld

No, I'm a Communist Bastard. You are apparently a dirty Spaniard. "Adios." Look at that! ~Vlad

No, no no. You're a Fascist, Ketara is the Bastard. ~Eld

Hey! At least I don't have split personalities! ~Ketara

Umm... Ketara.... ~Eld

      -_-' ~Pokey

By the way Ketara, you'll Rue for putting me in here without my permission. ~Pokey
The Earth Federation
EFSF Trooper: You are a mighty member of the EF Space Force. You’ve probably seen a lot of space combat already, and just got a new mecha from the Federation – A mobile suit. Federation mobile suits are somewhat new, so you need to practice some new techniques, but it’s still an upgrade from that crappy Saberfish fighter you were piloting. You start on either Luna II, Side 4 or at 1 day from Earth (your choice) with 350 RP. Your rank is 4, and you get 15 starting VP. You also get a Space specialization.

EFGF Trooper:
The Earth Federation's calling has always been on Earth, and you know it. Armed with a brand-new mobile suit, you get less starting funds than your space-based counterparts, but have seen more MS fighting. Your rank is 4. You start with 300 RP in any Earth location with an EF base, and you get 17 starting VP. You also get an Earth specialization.

EFGF Officer:
You are the elite of the EFGF. You probably used to command some base with bad air conditioning, so mobile suits aren’t really your thing, but you boss the people around who fight better than you, so it’s ok! You may start on any earth location with an EF base, get 350 RP and your rank is 8. Unfortunately, since EF Officers are notorious for not keeping up their skills, you only start with 8 VP, but you do get a Ship Captain specialization.

EFSF Officer:
You are an officer of the Earth Federal Space Forces. While your expertise is warships, you were recently transferred to a mobile suit team, much to your disgust. Fortunately you still have contacts with the higher ups. You may start on Luna II, Side 4 or at 1 day from Earth with 400 RP. Your rank is 8 and you get 6 starting VP, and a Ship Captain specialization.

Grizzled Veteran:
Many an EF soldier has been in the lower ranks for the last 30 years, and actually remembers a time when there were no mobile suits. While this makes you rather sceptical towards the things, you are a lot more respected than most people. You must be a member of either the EFGF or EFSF, and start wherever that group would start. You get 10 VP, 350 starting RP, and a higher rank of 5. You may also pick one Specialization to start with out of the five allowed, if you wish.

Enlisted Civilian: A spacenoid taken off of Side 7, you barely know anything about mobile suits. Luckily however, you are a spacenoid, and are also probably a natural pilot, giving you a higher chance of being a Newtype. You start wherever your division starts with 10 starting VP, 350 RP and your rank is 1. You can be a member of the EFGF or EFSF, and may have either the Moon or Space Specializations if you wish, as well.

Test Pilot: You guys pilot the Gundams, the EXAM suits, anything that seems a little bit more fun than the other stuff. Put in the brand spanking new mobile suits, your also put in the most dangerous of combat positions, but who the hell cares! Only the best pilots get this job. Your rank is 2, you start with a measly 100 RP, and 17 VP. You must be a member of the EFSF or EFGF, and start on Jaburo if EFGF, or Luna II if EFSF.
The Duchy of Zeon
Space Assault Force - Run by Dozle Zabi, this section of the ZMF has been doing most of the labor in space. You start at Soloman, Side 3 or 3 days from Earth with 22 VP, 300 RP and a rank of 4. You also get a Space specialization.

Mobile Assault Force -
Controlled by Kycillia Zabi, this division of the ZMF is concerned with testing the high performance mobile weapons. They get the best mobile suits, but haven't seen as much combat as they'd like. You start on Granada, Side 3 or Odessa with 17 VP, 300 RP and a rank of 4. You also get a Moon specialization.

Terrestrial Assault Force - The division of Garma Zabi, these guys have been taking hits recently, but are still in control of a good half of the Earth. Spacenoids aren't so used to ground combat, but luckily they get the resources of all of the ZMFs mining operations. You start at any location on Earth with a Zeon base with 20 VP, 350 RP and a rank of 4. You also get an Earth specialization.

Schutzstaffel. - The elite protecterate of Ghiren Zabi, there are few of these, rather handpicked, nazi-ish soldiers, but they most certainly have more clout than the other 3 divisions. You start on any ZMF Compound with 18 VP, 300 RP and a rank of 5.

Officer Korps - The mightiest of Zeek nobles, you kick more ass and take more names than the corresponding Feddie officers. 5 VP, 300 RP, rank of 8 you get, and the starting locations of whichever division you wish to be in. You also get a Ship Captain specialization.

Newtype Korps -
The Flanagan Agency plays with minds, and the result was you! You are a Newtype, the best of the Master Race, and you, well, kick ass. Sure, your rank is a mere 1 and you only get 15 starting VP, but you’re still a newtype. You start with 250 RP at Granada base and are part of the MAF.

Test Korps - It's not easy to be one of Zeons playthings, but that's what you are. Any high performance, likely to explode thing that Zimmad cooks up goes to you. Not that you mind. Your rank is 2, you get 22 VP, 100 RP, and can start at Granada if part of the MAF, Solomon if part of the SAF, or California Base if part of the TAF.

These are the names of the different divisions and their ranks, just in case you're interested.
Earth Federation
Duchy of Zeon
EFSF

Enlisted
Petty Officer 3rd class
Petty Officer 2nd class
Petty Officer 1st class
Chief Petty Officer
Warrant Officer
Ensign
Lieutenant Junior Grade
Sublieutenant
Lieutenant
Lieutenant Commander
Commander
Captain
Commodore
Rear Admiral
Vice Admiral
Admiral
Lord of the Admirality
Pay

75
100
150
175
200
225
275
300
325
350
375
400
425
475
500
525
575
600
Ranks

1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
9 -
10 -
11 -
12 -
13 -
14 -
15 -
16 -
17 -
18 -
Ranks

1 -
2 -
3 -
4 -
5 -
6 -
7 -
8 -
9 -
10 -
11 -
12 -
13 -
14 -
15 -
16 -
17 -
18 -
EFGF

Enlisted
Private
Private First Class
Corporal
Sergeant
Staff Sergeant
Master Sergeant
Warrant Officer
2nd Lieutenant
1st Lieutenant
Captain
Major
Lieutenant Colonal
Colonel
Major General
Lieutenant General
General
Five Star General
TAF

Specialist
Private
Private First Class
Corporal
Sergeant
Staff Sergeant
Master Sergeant
Warrant Officer
2nd Lieutenant
1st Lieutenant
Captain
Major
Lieutenant Colonal
Colonel
Major General
Lieutenant General
General
Theater General
SAF

Specialist
Petty Officer 3rd class
Petty Officer 2nd class
Petty Officer 1st class
Chief Petty Officer
Warrant Officer
Ensign
Lieutenant Junior Grade
Sublieutenant
Lieutenant
Lieutenant Commander
Commander
Captain
Commodore
Rear Admiral
Vice Admiral
Admiral
Fleet Admiral
MAF

Specialist
1st Class Specialist
Fallschrimjager 3rd class
Fallschrimjager 2nd class
Fallschrimjager 1st class
Warrant Officer
Ensign
Lieutenant Junior Grade
Sublieutenant
Lieutenant
Lieutenant Commander
Commander
Captain
Commodore
Rear Admiral
Vice Admiral
Admiral
Fleet Admiral
Schuttzstaffel

Specialist
Matrosen
Matrosen-Gefreiter
Matrosen-Obergefreiter
Maat
Obermaat
Fahrich Zur See
Oberfarnich Zur See
Leutenant Zur See
Kapitleutenant
Korvettenkapitan
Fregattankapitan
Kapitan Zur See
Kommodore
Konteradmiral
Vize Admiral
Oberadmiral
Grossadmiral
Pay

25
50
100
125
150
175
225
250
275
300
325
350
375
425
450
475
525
550

Rogues

There is also the possibility of joining the RPG as a member of neither side. There were a few Rogues in the OYW, like the 08th guerillas or the Val Valo pilot in 0083. These people are called Rogues, and their respective rules and things are on the
Rogue page.


- SPECIAL RULES -
This section describes all the special rules unique to this RPG. While none of them are necessarily required to use for play, you need to master when to use each to be a true tactical genious in this game. Most of these rules count as actions and can only be done under certain circumstances.


Ships and Fleets

Any mobile battlewagon of the One Year War is called a "Ship" in this game. Different types of ships can do different things, so I've split "Ship" up into a few different classes. What class each ship is is listed on its roster entry. These are the classes.

Cruiser, Battleship, Super Battleship, Carrier, Submarine, etc. - This is your run of the mill type of ship.
Transport - These cannot travel to/from Earth at all.
Shuttle - These cannot make Fire Support or Flight Support attacks, but Space Shuttles may move from Space to Earth freely.
"Space" - A ship with this classification can move in Space, cannot move on Earth, and may only enter Earth via a spaceport.
"Universal" - A ship with this classification acts as "Space" in Space and "Airborne" one Earth, and enters Earth as a shuttle.
"Land" or "Naval" - A ship with this classification moves on Earth normally, but cannot leave Earth. Naval stuff is also restricted in that it can only move on water, and can't get to many of the bases on Earth
"Airborne" - A ship with this classification acts as "Land or Naval", except it can make two actions per day.

Additionally, 3 or more ships may be grouped together when at the same location. They turn into a fleet, and to attack one, you have to attack all of them. When forming a fleet, please specify which ship will act as the fleet's flagship. In addition, fleets on Earth usually have a few supporting mobile suits, tanks or fighters. A land based fleet can have up to 3 MS and 6 vehicles of some kind tagging along with them. Also, the Earth Federation was known for using massed Ball tactics as point defence for fleets. Due to this, any space-based Federation or Rogue fleet may include up to 10 Balls just strapped on to whatever they can be strapped on to. Finally, most ships can make support attacks from behind the lines of combat like a service, just use your best judgement (or more likely Vlads) as to what can do what.

Ship and Fleet Special Rules and Actions

There are several special rules ships and fleets can do, these things make them worthwhile. These are they.

Zeek MA Rule: There's only one ship in the game capable of housing a Mobile Armor, and many Mobile Armors. To rectify this, a single Mobile Armor can be tugged behind any Zeek ship but the following - The Pazock, Papua or Komusai. The downside is, the Armor itself is very susceptible to Sniper attacks, and slows the ship down considerably while attached. The gear even slows it down a bit after the armor detaches.

Federal Space MS Rule: Upon creation of Federal Mobile Suit forces, the Feddies realized they had no ships capable of fielding them. Thusly, they started the idea of towing mobile suits behind them, and having them move to the front deck and launch off it before battle. Some Federal ships can have a single mobile weapon towed behind it, and moved to a launch position when you attack. It's pretty vulnerable if you're attacked, however. Unlike the Zeeks with MA's, this does not slow the ship down at all.

Ship to Ship Repairs: There are 2 special ships, the Papua and the Colombus D-type, that cannot be found in the shop. These ships have a special action, where they may repair themselves or other ships, just like a base.


Blockade: A fleet can blockade an area of space, spreading out and attacking any unauthorized vessels from moving through in either direction. This is extremely useful if you want to keep enemies out of the area. When a fleet blockades something, it stops moving and stays still till the fleet commander does something else with the fleet. While a location is blockaded, any suit or ship of an opposing side moving through that location has to pass a special test or be attacked by the fleet.

Siege: A siege is siege is similar to a blockade, but instead of blockading a location, you are blockading a specific compound. This is useful for tying up bases for short periods of time, perhaps till you can get a second fleet to the area to finish them off. To siege something the Fleet has to be at the compounds location. It surrounds the base out of range of most weaponry, and neither side attacks each other. However, any mobile suits on the base or fleet with sniper weapons are automatically assumed to use them every day, so the siegers/besieged may very well be damaged without a battle this way.

Nothing may move on or off the besieged area without automatically being attacked, and due to the fact that few resources get in through the Siege, nothing other than factory made things can be put on the compound through shop purchases. The fleet may attack at any time, although that lifts the Siege. In addition, the base itself may do one of the following each day of the Siege.

Special Siege actions - There are three special actions besieged compounds can do to help defeat a siege, these are they. I apologize for the corny names, I couldn't think of anything better. While they don't count as actions for the player owning the base, a base can only do one at a time.

Hole-up: If a fleet is pummeling them with sniper fire, a seiged location may choose to "Hole-Up", effectively bringing all their weaponry and equipment inside the inner compound. This almost completely prevents Sniper attacks from doing much damage, but defending NPC mobile suits and defences can't snipe back, and the compound will be more vulnerable to a normal assault.

Escape Gambit: The Defenders can try to bring supplies or forces on or off the base via a Spaceport. However, this automatically calls for return fire from the fleet, which can bear the majority of it's firepower on anything leaving/going to the base.

Sally Out: If you really need a siege to end immediately, the Defenders can have all of their defensive mobile suits, ships, fighters, tanks and what-not attack the attacking fleet. If you win the siege will end, but the problem is you get no normal base bonuses.

Other Special Rules and Actions

Strip Mining: Mines and Asteroid Mines may be "Strip Mined" by the owner any weekday. The owner will get double whatever the mine normally produces for a week that day, and the mine will be destroyed. This does not count as an action.

Dummy Balloons: Dummy ballooned mobile suits and ships can be purchased from the shop, for 1/10th + X of the cost of the actual suit/ship. These will appear on the ships page as real suits/ships, but are mere balloons. This lets people make impressive decoy attacks for slipping past blockades or out-fox other PC's, for only a marginal cost in RP.

Amphibious Assault: Any coastal or surface-water base may be attacked by mobile suits coming out of a naval warship, or just by amphibious mobile suits/ships. This counts as a normal installation attack, but chances are the amphibious troops will get close to the base before being detected.

Paradrop Assault: The Federal Medea and Zeek Fat Uncle suck for the most part, but get one nasty weapon – Paradropping. In a Paradrop, they basically move through enemy held territory, and drop their mobile suits inside the territory. This lets you place friendly units inside an enemy held zone without them suffering patrol strikes (You'll read about that later).

You can also paradrop troops right onto an enemy facility or installation, which counts as a normal installation attack, but can surprise base defences and get past certain things, like trenches or minefields.

MS Teams: As long as you're on earth, a PC may purchase up to 3 mobile suits/weapons/what have you, which will follow it around like a "Squad" to fight stuff, and turn every ambush into a mini-event. Once you leave Earth however, you need to find a way to take those suits with you, as space travel fees are too costly to have a dozen suits just floating around. If you can't get a ship or something to put your MS team in, it is disbanded and you lose it.

Detector Units: The Zaku II-E, Type 74, Luggun, and a couple other planes with wierd names are Detector units. These units can detect Sniper troops before they get in range, pretty much ruining sniper effectiveness. They also standardly ruin the surprise element of an ambush, paradrop assault or amphibious assault, and help out with blockades catching people. The downside is almost all of these units can't fight worth a lick, and are very expensive.

Rescue attempts: For 20 RP, a PC can attempt a rescue of a captured comrade. You need to be adjacent the ship/compound or at its location, and it counts as an action. You can coordinate it so they try to escape at the same time, or you can assault the base at the same time, or whatnot. No guarantee that you'll survive the attempt, however.

Colony Drop: The final special rule, if you have a colony you may drop it on things. It has to be equipped with a booster rocket, and must be moved into Lunar orbit or Earth atmosphere. Once you get it there you have to have a PC at the colony make a 'colony drop' action. You can aim it for any location on the planet you're dropping the colony on, and will almost assuredly destroy it. However, if the colony is attacked the same day it is dropped, you may be pushed off-course by the attackers.


Capturing People


Cellblocks work as follows. Whenever a PC attacks a base, they have a chance of being captured if they lose (supposing it has a Cellblock). They can be held for an indefinate amount of time, or executed at the owner of the Base's whim. They can be ransomed, exchanged, anything you can think of. In addition, you're allowed to torture the pilot into giving out secret information. The most common type of information you'll get is something on a sides message board, or a password to one. This makes being captured bad for not only the person, but the entire side, and prompts rescue attempts.

Luckily, from day 1 of captivity, a captured PC may try to escape. This counts as the only action the captured person may do, and he may very well escape, be re-captured, or killed in the attempt. If re-captured, his/her incarceration continues as before. Note that escape is easier during an attack on whatever is holding the PC.


Scope


One idea of Vlads that I love is the idea that certain areas of the map are more focused on by informats and NPCs than others. This is represented by things being "on scope" and "off scope". It doesn't mean you can't go someplace, but if a location is off scope, base defences, ships that are there, MS teams, etc. won't be listed on the page. You can do spy missions and find out, though.


- Territory Rules -
One of the important parts of the game is controlling Territory. Only territories on Earth, Sides and the Moon may be controlled. The reason this is important is if all of Earth is controlled by Zeon, they win. If Side 3 is controlled by the Federation, they win.


Types of Territory


There are 3 different types of territory control. "Enemy Held", "Friendly Held" and "Contested". Enemy Held is any location with an Enemy Installation in it  and no Friendly Installations, as well as being in an enemy Compound. Friendly Held is the opposite, Contested is any territory with Installations in it of both sides, or no sides, as well as a Facility inside Enemy Held territory. Whether or not a location is held by you effects two things - 1 would be patrol strikes, and 2  would be building stuff.

For building stuff

If it is Friendly Held - Anything can be built on this location, at any time. If a PC builds a Compound and is attacked the same day, the Installation does not get built, but the person loses no money. All mines on this location make double the normal earnings.
If it is Contested - Anything but a ship may be built at this location. Note that if a PC builds an installation/facility and is attacked the same day, the Installation does not get built, but the person loses no money.
If it is Enemy Held - You may buy mobile suits and Installations only. However (this is the tricky thing.) in order to build a Compound, you must not only not be attacked, you have to do a diversionary attack against every enemy base, NPC unit, or PC in the location, to make sure you won't be attacked, all on the same day. Thusly, controlling territory becomes important, as the only way to remove enemy presence is to attack something.

For Patrol Battles

This only applies on Earth (Space is too large to effectively patrol without a ship). If your side holds territory on Earth, it will get the following NPC MS teams to patrol the location - 2 MS teams/tank divisions, 1 aquatic MS team, 1 airborne MS team/tank division +1 team/division per Installation (or Fortification) at said location after the first.

Whenever moving into or out of, or through an Enemy Held location, you will have a chance of being attacked by these patrols. The table I use to determine this is listed here. In addition, if a base is sieged while inside enemy territory, all the patrols will automatically engage the Besiegers on the second day of the siege. This makes it difficult to move through enemy territory, and makes you safer when in friendly territory.

A note: In space, any friendly held Territory with individual ships or fleets in it will operate like the patrols on Earth, and in the event that there are multiple bases on one side or whatnot, ships from one base will defend the other if attacked.

The Barrier Fleets

In light of the awesome storyline I have developed, (BWAHAHAHAHA!) there are a bunch of NPC fleets at two days from earth, called the Barrier fleets, just to make it simple. Basically, all they are are NPC fleets that are Blockading 2 days from earth. This is designed to encourage teamwork, RPing, more active gameplay, as well as give a few weak fleets starting players can take pot shots at and simulate a warzone. It's possible to get past the fleets unnoticed. While a ship or a fleet may very well be caught, one mobile suit has a rather good chance of slipping past unnoticed (or bursting through with little damage even if caught). It's also possible to use decoys to distract the fleets and let larger parties through. Reread
this page for details.

A Final Note

Earth Orbit can be controlled too, but it is somewhat different. Each side recieves one "point" for each Spaceport they have in controlled territory, plus one "point" for each Installation at 0 days from Earth (there are a couple of NPC bases that give additional points). Finally, the Earth Federation always recieves 1 point, just because Earth is their home turf. Whichever side has the most points will recieve 1 squadron of fighters or one MS team or one ship to patrol Earth Orbit, up to 5.


- Goofy Rules -
This section just covers, basically, everything else.


RPing Suggestions

Just a few suggestions on how to RP well. Do it realistically. Use the message boards. Make declarations of war and such on the main RP board. Make treaties with the Federal/Zeek commanders. It's your RPG guys, not mine. All I do is update it. Playwise you can do whatever you want. I'm just here to update the page, yell at Vlad ("Damn it Vlad! They're not Nazi's!" "What did I do NOW?") and encourage people whenever I absolutely have to. Be creative, have fun. That's what RPing is all about.

FFA’s 

Free For Alls will be held on Side 6 every once in a while. They are fun, and long, and written sillily. And there are prizes for them. Usually large and fancy things you can’t get normally.

Other

Umm, go join, read the
Timeline, Rogue and Map pages (if your eyes aren't burnt out already), In fact, read every page if you have the time. If you had trouble with the rules, read the simplified version of the tricky parts here. The exact specifics on joining are listed in the Joining page. If I make a mistake be reminded that you need to handle it calmly and tell me (or me! - Vlad) politely.

Adios.

~
Eldoreth