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ZBA: Rules and Instructions

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KaroUguu
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PostPosted: Mon Jan 02, 2006 2:00 am


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......................................................................................................................... Rules & Instructions

Terms and Definitions:
HP - Hit Points(How much damage a unit can take before being destroyed.)
Spd - Speed(How many steps per turn a unit can take.)
Atk - Attack(Damage unit can do on other unit.)
Def - Defence(How much unit can defend against atk.)
Rng - Range(How far a weapon can attack.)
Rds - Radius(How many squares a weapon can hit.)
Amm - Ammo(How much ammunition the weapon has.)
Adv - Advantages(Where this mobile suit is better.)
Dis - Disadvantages(Where this mobile suit is worse.)
LBA - Land Based Arena(Arena based mainly on the ground.)
WBA - Water Based Arena(Arena based mainly in the water.)
SBA - Space Based Arena(Arena based mainly in space.)

I - Setting Up the Arena
It is the person who creates the thread's job to set up the Arena.

First. The subject line must contain what type of Arena it is, and location.
For example: SBA - Asteroid Belt.
It is important to chose your location carefully, as each one effects your stats!
Complete list of locations:
Land Based Arena's:
Desert (Very sandy, occational sand storms. Normal Effects: -2 Spd, after 10 posts there has to be a random number roll between 1 and 10 to see if there is a sand storm[4 or higher will put a sand storm in effect for the next 8 posts.] Sand Storm Effects: -1 Spd, -2 Rng[adds on to Normal Effects])
Forest (Tall tree's block movement. Normal Effects: -1 Spd, +1 Def to max, -1 Rng, -1 Rds[Rds only affected if your base Rds isn't already 1])
Jungle (Thick plants limit view and move ability, easy tangling. Normal Effects: None. Jungle Effects: All units have '1 Spd' inside Jungle, All weapons have a max of '2 Rng'[Except for ones that already have a max of 1 Rng.])
Plains (Large grassy area. No cover or places to hide! Normal Effects: None)
Mountains (Low move ability. Fog limits sight on occations. Normal Effects: -1 Spd, +2 Def to max)
Island (Small Island makes for an isolated area, with few places to run to. Water surrounding it is very dangerous and rough for non-amphibious mobile suits. Normal Effects: None. Rough Water Effects: MS/MA get torn apart if they arn't designed for water.)
Stadium (Man made arena. Has a hard concrete ground and no obsticles. Normal Effects: +1 Spd)

Space Based Arena's:
Open Space (Nothing but wide open space. Normal Effects: None.)
Asteroid Belt (Several larger asteroids to hide behind, some even have craters to hide inside. Normal Effects: -1 Rng[Unless base range is 1], +2 Def)
Moons Surface (On the surface of the moon. Several craters and cracks to hide in. Low grav. Normal Effects: -1 Atk, -1 Spd.)

Water Based Arena's:
Shallows (Shallow water, surrounding several small islands. Normal Effects: -1 Spd.)
Deep Ocean (Murky Water. Normal Effects: -1 Rds, -1 Rng, -1 Spd.)

((More information about Arena's, along with their maps can be found on the second post!))

II - First Post(Hosts Information)

After you have the title set up; your first post would include the following information:

Arena Type: ((LBA/SBA/WBA))
Arena Name: ((As listed above and on post 2. Pick one of the maps.))
MS/MA/Cruiser: ((Put the signature image for the mobile suit you are using here between img brackets. This lets your opponant know what they are up against and allows both of you to work out stats easier. Check the Mobile Suit/Mobile Armour Stats thread to learn stats for each mobile suit and weapon so you know movement/attacks/HP/etc..))
Starting Position: ((The coords for where you will start. It must be a place that you can actually move in, starting on a white, green, or red tile is against the rules. Coords can be found on the map, for example A1, H7, etc..))

Any comments would be put into brackets, or double brackets.

III - Second Post(Apponants Information)

The second post made by your opponant would contain the following information:

MS/MA/Cruiser: ((Put the signature image for the mobile suit you are using here between img brackets. This lets your opponant know what they are up against and allows both of you to work out stats easier. Check the Mobile Suit/Mobile Armour Stats thread to learn stats for each mobile suit and weapon so you know movement/attacks/HP/etc..))
Starting Position: ((The coords for where you will start. It must be a place that you can actually move in, starting on a white, green, or red tile is against the rules. Coords can be found on the map, for example A1, H7, etc..))

Any comments would be put into brackets, or double brackets again.

IV - Battling
The third post will be created by the creator of the thread(and then it will rotate between the two players). This post will indicate where you moved from. Where you moved to. And if you attacked or not. Please note that you can only move/attack up, down, left, or right. This post would look like this:

((If your opponant attacked you last turn you must do a random number roll based on your def(defense). Take into account all the effects caused by the map, there might be one that limits your def(defense) so insted of being between 1 and 10 it will be between 1 and 5. After you have done the random number roll subtract the enemies attack by your defense roll. If it's a negative number then you didn't lose any Hit Points!))

Current HP: #/# ((Your current hit points.))
Moved From: ((Coords of your location on your last turn. So C4, D8, etc, etc...))
Moved To: ((The Coords you moved to this turn. You can only move in the direction up, down, left or right. You are only allowed to move as many steps as your Spd. Please take into account the effects this map causes to your Spd as well!
Attack: ((You can only attack if your opponant are within Rng of the weapon you are using. You can only fire directly up, down, left, or right from where you are.))
Ammo Remaining:((Every time you attack remove 1 ammo from the weapon you used unless it has unlimited ammo. Please be warned attacking with fists, or ramming into the enemy takes away HP from you as well as them. Read MS/MA Stats thread for more details!))
Weapon 1 - #/#
Weapon 2 - #/#
Weapon 3 - #/#
Weapon 4 - #/#

During your turn you can not move after you attack. You must move before you attack. ((No using up half your Spd points, attacking, then using the other half!))

You and your opponant will take turns until one of you is completly out of hit points!

V - Radius and Range of Weapons
Some weapons are only able to hit one square in front of you, usually just heat hawks, or Base Atk.. However most weapons can fire several squares in front of you. However you must be aware some of these weapons have a radius, and firing too close to you might damage you as well!

User Image - Blocked by "Display Image" Settings. Click to show.
As shown in this diagram. The yellow dot represents your location.
-The first image to the left shows a weapon with 1 Rds(radius) being fired at 1 Rng in each direction, since it's only 1 Rds you don't have to worry about it hitting you as it can only hit 1 square at a time.
-The centre image shows 4 Rds(radius), fired at 3 Rng(range). As you can see it even comes towards you by one. If this was to be fired right in front of you it would hit you for an equal ammount of damage as it hits the enemy(the attack). If you have more HP than the enemy, sometimes it might actually work to your advantage! 4 Rds can also hit behind corners, so they can be useful!
-The image to the right shows a 2 Rds(radius), fired at 3 Rng(range). As you can see it hits the main target, and to the left and right of it. This won't hurt you even if you fire it one step in front of you. This can be useful for hitting around corners!
PostPosted: Mon Jan 02, 2006 2:24 am


Arena Maps

Land Based Arena's
-Plains-
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This map provides no extra bonus's for any units.
There are no obstacles on this map.
This is a LBA.
Normal Effects: None
_________


-Forest-
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This map provides extra Defense.
All tiles marked in red are non-walkable.
River is shallow and does not effect the map.
Weapons can not fire through red tiles(non-walkable area's).
This is a LBA.
Normal Effects: -1 speed, +1 Def to Max, -1 Rng, -1 Rds
_________


-Stadium-
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All tiles marked in red are non-walkable.
This is a LBA.
Normal Effects: +1 Spd
_________


-Desert-
User Image - Blocked by "Display Image" Settings. Click to show.
This map provides no extra bonus's for any units.
After 10 posts there has to be a random number roll between 1 and 10 to see if there is a sand storm[4 or higher will put a sand storm in effect for the next 8 posts.]
This is a LBA.
Normal Effects: -2 Spd
Sandstorm Effects: -1 Spd, -2 Rng(unless the base is already 1) [adds on to Normal Effects(-3 Spd, and -2 Rng all together)]
_________


-Jungle-
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This map provides no extra bonus's for any units.
White tiles indicate where the Jungle Effect takes place. Outside of white tiles are Normal Effects.
Water is too shallow to affect the units.
This is a LBA.
Normal Effects: None.
Jungle Effects: All units have '1 Spd' inside Jungle, All weapons have a max of '2 Rng'[Except for ones that already have a max of 1 Rng.]
_________


-Mountains-
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This map provides a defense bonus.
Red tiles indicate non-walkable area's.
Weapons can not fire through red tiles.
This is a LBA.
Normal Effects: -1 Spd, +2 Def to max.
_________


-Island-
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This map provides no bonus's.
White tiles indicate Rough Water Effect.
Non-amphibious mobile suits will automatically be destroyed if they walk onto the white tiles.
Red tiles indicate non-walkable area's.
Weapons can not fire through red tiles.
This is a LBA/WBA.
Normal Effects: None.
Rough Water Effects: MS/MA get torn apart if they arn't amphibious.
_________

__________________________

Space Based Arena's
-Open Space-
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This map provides no extra bonus's for any units.
There are no obstacles on this map.
This is a SBA.
Normal Effects: None
_________


-Asteroid Belt-
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This map provides extra defense for units.
Green tiles indicate area's that can be hidden in. Weapons can not go through green tiles, unless you are 1 tile away from the enemy[1 Rng].
Mobile suits can pass over green tiles.
This is a SBA.
Normal Effects: -1 Rng[Unless base range is 1], +2 Def
_________


-Moons Surface-
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This map provides no extra bonus's for any units.
Green tiles indicate area's that can be hidden in. Weapons can not go through green tiles, unless you are 1 tile away from the enemy[1 Rng].
Mobile suits can pass over green tiles.
This is a SBA.
Normal Effects: -1 Atk, -1 Spd
_________

__________________________

Water Based Arena's
-Shallows-
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This map provides no extra bonus's for any units.
The white tiles indicate small islands. Torpedo's and other weapons can not fire through islands, and require you to either stand ontop of an island and shoot into the water, or go around the Island.
This is a WBA.
Normal Effects: -1 Spd.
Island Effects Standing on an island leaves you open for attack. Enemy units gain +1 Rng if attacking you, and you are within range without an island being between you and your enemy..
_________


-Deep Ocean-
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This map provides no extra bonus's for any units.
Green tiles indicate murky water area's that can be hidden in. Attacks can hit mobile suits inside Murky Water, except they can not hit mobile suits on the other side of Murkey Water.
Mobile suits can pass over green tiles.
Normal Effects: -1 Rds, -1 Rng, -1 Spd.
Murky Water Effects: +6 Def to max.
_________







KaroUguu
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Dangerous Hoarder

7,450 Points
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Zeon Battle Arena(Stats, dice rolls. Battles with stats!)

 
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