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Combat area

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giglamesh
Captain

Beloved Lunatic

PostPosted: Tue May 05, 2009 6:01 pm


Combat area


The combat area is where you have been deployed, for a mission, training, or some type of combat scenario. The combat area is a 20 x 20 grid which shows the location of you can enemy units. Depending on the situation one must roll 2 dice for each enemy unit deployed, those two dice determine where that enemy unit is located some times this is necessary to be done for your pilot/mobile suit. Some times there are objects blocking the way of some squares and one cannot travel threw these squares, some squares are "traps" and the player unit cannot leave this area until all enemy units within are defeated or special conditions are met.

Deployment: At times you will be launched in to a enemy field, and to determine where you will end up within this area roll 2d20's. The first 20 will be for X-axis (left to right), the second for the Y-axis (Top to bottom). The axis starts at the top left corner being 1, 1. Enemy units can also be deployed in same manner, is situations such as defending a target. Enemy units can be deployed 10 at a time, every ten in considered a wave. There can be nearly unending amount of waves but the enemy units always appear in multiple of 10, every 10 being known as a wave.

Movement: Is very simple, first to determine how many squares you can move every turn use the calculation. [Mobility mod /2] That is the max amount of squares you can move every turn, *note* you do not have to move then max amount of squares every turn. If the boosters are not activated then in most cases units cannot move a great deal of spaces, yet at same time saves a great amount of there EN supply.

Movement is very simple the square you are in you can move to any of the surrounding 8 squares, if you move in to one of those squares then you have used 1/x of your movement possibilities.

User Image

He starts in square 2,2 and must make it to square 8, 8. but enemy unit block a straight line to the evacuation point and since he dossent want to engage he must go around them. It step two he moves from 2,2 to square 3,3. In stage 4 because a enemy in is square 4,4 he instead moves to square 3,4 then down to 3,5, then diagonal down-right to 4,6. Then down to 4,7 From there point 5,8 with enemies no longer in his path he then goes straight right there 6,8 then 7,8, and finally to 8,8. He had successfully made it to the extraction point with out coming in contact with the enemy unit.

Enemy units: Usually whom ever sets up the field picks the basic unit which will show up, and make the profile for each of the basic units to appear. Usually enemy units always come with a commander, usually being in a similar unit to those that appeared but more adept at combat then the average unit.

Example: You enter a feild on earth where the main enemy is lvl 5 Gunner rank pilots, in the lvl 5 high production class mobile suit "Gouf". After defeating the main force of the enemy, the commanding officer appears. The commanding officer could be a lvl 10 shooter, in a lvl 10 special high production class mobile suit "Gouf custom". They enemy commander could appear during first wave, near the middle of the units, or wait till all his subordinates have been destroyed to appear in hopes they wore the attacker down.

It is simply decided by the creator of the field, who the enemy units act, appear, fight. If they do not which to they do not need to rp out the actions of the enemy units and can simply use the system to show where they move to, and what they do using the system. NPC's enemy units usually stay in place untill there sensors pick up the enemy unit, in which they being to move towards it to engage it.  
PostPosted: Thu May 07, 2009 9:18 pm


Fields


Fields is simply the specified information of the combat area, shush as name of area, any obstructions in the area, or any hazards within the area. All of these will be discussed in the following segment on the fields.

The following is the code to be filled out for the combat area.

[align=center][b]Field[/b][/align]
[b]Name:[/b]
[b]Location:[/b]
[b]Obstruction/s:[/b]
[b]Hazard/s:[/b]
[b]Gravity:[/b]


Name: Is the name of the current location or area in which combat, mission, or defense is taking place. It can be a nickname or the actual location name, or even the name of a specific base.

Location: The location, or nearest location of which the current battle field is located. Basically which thread the current battle feild would be located close to or in.

Obstruction/s: Something located within the current field, which block certain square/s. In these squares entrance is blocked as well units cannot pass, attack threw these obstructions. Obstructions can be any thing from buildings, ship class wreckage, and ever large rocks or mountains. When the Field is set up the creator must place the obstruction/s in the square/s of which they are located, as well as they must specify whether of not the Obstruction can move/ is moving.

User Image

There has been a 3x2 wide object placed on the field which takes up squares 6,6 and 7,6 and 8,6, 6,7 and 7,7 and 8,7. Do to the obstruction the player cannot move in to these squares, or threw these squares.

Hazard/s: Objects located with in previously designated squares designated squares on the field. Hazards can be a number of things, from explosive fuel containers, to mobile suits/armors with out a pilot or Auto system active, to pit falls, or even falling rocks. Most hazards are simply remnants of past battles, or supplies left out during a raid/attack on enemy base. But all hazards are just that hazards, objects that can cause damage to your mobile suit and/or pilot on the field.

Type: fuel container
Damage: 200-400 (50-100 per turn in base square)
Range: 0 (means same square)

Type: Missile Rack
Damage: 100-300
Range: 1 (every square based around original square)

Type: Nuclear warhead
Damage: 2000-5000
Range: 20
Special: If within 5 squares of original blast instant death, blast can be avoided with use of 2x2 obstruction or higher.

Depending on size of mobile suits, and whether or not its fasted down, enemy suits can move some hazards to destination of there choice to move the Hazard away from them self. Or move the hazard to a square of there choice to act as a trap, or a Obstruction.

Gravity: Whether or not the field and units within are affected by gravity. If the field is under the affect of gravity the addition to the Mobility bonus given by thrusters is divided by 2.  

giglamesh
Captain

Beloved Lunatic

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