Rules of Engagement.   Posted by God.Group: public
God
 GM, 6 posts
 The Will of Mankind
 Collective Unconscious
Fri 3 Mar 2017
at 21:33
Rules of Engagement
Rules of Engagement:
Quite simply, it's the rules on how you fight IC. Below will be a short sample battle, to give you an example of how battles will take place in the game.



Below, is an example of what maps look like. When a battle has begun, I will show the map, which shows how big the map is, how far you can travel, the various enemies and obstacles that are on the map itself, and where you may deploy your Knightmare Frame.


    A   B   C
  +---+---+---+
1 |   |GR |   |
  +---+---+---+
2 | ₮ | ₮ | ₮ |
  +---+---+---+
3 |   |   |   |
  +---+---+---+


₮ = Thick Tree, takes a full turn to cross.

Participating Enemies:
Gun-Ru [Level 1, 50 Hit, 5 Dodge]
[20 HP, 3 Def, 4 Mov.][Gun-Ru Machine Gun (3 Damage)]


Deployment: Anywhere on Row 3


When the battle begins, you will first write down your character's combat information before taking any action.
Label weapons and armor that you are currently wielding with a ~
You can only equip 1 Armor and 1 Weapon at a time, unless state otherwise.
Below is an example of a player's beginning post that is expected.


Zero
(Level 1 Burai) HP: 10/10; Def: 1; Hit: 55; Dodge: 15; Crit: 0; Move: 4; Strikes: 2; Energy Filler: 5
Weapons:~CG-3R Assualt Rifle (2 Damage, 2 Range); Steel-Elbow Tonfa (4 Damage; 1 Range)
Armor:~Burai Armor (2 Def, +5 Dodge)
Traits: Ripper Rounds


With that done, you'd simply declare where you placed yourself on the map, as well as your Orders. In your post, please state the actions you will conduct (such as movement, deployment, usage of configurations, and attacks). A sample of your orders can be done as follows

Orders: Deploy on B3
Use Ripper Rounds (-1 Energy Filler (4/5 Energy Left); CG-3R Assualt Rifle Gains +3 Armor Piercing Damage)
Attack Gun-Ru (B1)


Now, we will move on to attacking, Hits and So on. As stated in the Character Stats & Configurations thread (in the secondary stats). The Accuracy of your attack (whether your attack hits or not) is dependent on your Hit - Dodge. Accuracy is the percentage chance that you will hit or miss your target. Your Accuracy Roll is done with a 1d100, and you roll 1d100 PER STRIKE. As shown in the formula below, if your 1d100 Roll is equal to or below your Accuracy Percentage, the attack is a Hit. However, should it be below, the attack is a miss. This will also go for the enemy as well, where your dodge will hinder the enemies hit.

Accuracy = Hit - Dodge
1d100 Roll < Accuracy (Attack Hits)
1d100 Roll = Accuracy (Attack Hits)
1d100 Roll > Accuracy (Attack Misses)


If you are still confused, an example of how attacks should be done IC, will be shown below.

Attack Gun-Ru (B1)
Accuracy:50 (55 Hit - 5 Dodge)

Strike 1: Miss
09:51, Today: Secret Roll: God, for the NPC Zero, rolled 81 using 1d100 with rolls of 81.

Strike 2: Hit
09:51, Today: Secret Roll: God, for the NPC Zero, rolled 47 using 1d100 with rolls of 47.


As you can see, the first strike was a miss because the roll 81 was above 50, and the second strike was a hit because 47 was below 50. Now it will be time to talk about Hit's and Misses. When you miss a target, you are prone to retaliation damage, or damage that the enemy hits you for, when you miss an attack. Retaliation will be explained later in the post.

After confirming whether or not you attack is a hit or not. You will do a small calculation for how much damage is done. It can easily be summed into the formula that is below.

(Your Weapon's Attack) - (Target's Defense) = (Damage Towards Target)

When you do a post, please do indeed put how much damage you do, and follow the formula above. Note that any abilities should also be accounted for, such as Armor Piercing or any other abilities that is accounted for. For ease of posting, calculate Armor Piercing first, than do regular damage.

Strike 2: 3 Armr Pierc. - 3 Def = 0 Def
          2 Dmg - 0 Def = 2 Damage
          2 Damage - 20 HP = 18 HP Left


As shown above, the enemy Gun-Ru has now taken 2 damage. As with all players, once a unit's HP reaches 0 they are put out of commission...and in the enemy's case, they explode.

With this, you may make any last actions that are allowed, either due to traits or other things that may be mentioned before battle, and with that your turn would be done.



Unexplained Section: This section deals with things that haven't been talked about yet, or hasn't been mentioned at all. This may be updated as the game continues and grows.

0 HP or Below: As Explained above, and in the stat section, when you reach -6 HP you are dead, and if you reach 0 or below, you enter an incapacitated state. Here I will explain/re-explain this state. While you are above -6 but at/below 0, you are considered in a "Near-Death State". While in a near-death state, your movement is reduced to 1 and you are unable to make normal attacks. You can make a "Final-Strike", in which you make a final strike against your enemy, for better or for worse. You will remain in a "Near-Death State" until you are healed by an item or opponent. While in a "Near-Death State" you are allowed to "Eject" from the battle, but that will be explained more later.

Strikes: Strikes declare how many times you may roll an attack die. During each turn, you can only strike at one enemy per turn, regardless of if you have remaining strikes or not, unless a specific item or configuration states otherwise.

Movement: While on a grid, it is always either horizontal or vertical. You cannot move a character in diagonal directions. Targeting in melee is vertical or horizontal as well. Ranged attacks can target horizontal, vertical and diagonal spaces however. After a strike has been made, you are unable to move, regardless of if you have remaining movement or not, unless a specific item or configuration states otherwise.

Retaliation: If you attack but miss once while the target is still in range of you, your character suffers a Partial Retaliation, automatically taking half the enemies' damage rounded down. If you miss more than once, you take a Full Retaliation, suffering full weapon damage. Enemy characters that fight with Ranged weapons cannot retaliate in melee unless otherwise specified.

Switching Weapons: Weapons can be switched during combat, however, switching weapons take 1 strike.

Running out of Energy Filler: All Knightmares in this game run off of Energy, which comes from Energy Fillers, but there are moments where it can indeed run out. If you are in a situation where your Energy Filler is reduced to 0, You will be unable to make any attacks or movement for the next turn, due to lack of energy. An ally can give you energy, or you can resupply at certain areas, or replace your own if you have an extra energy filler on you. Though if none of those three options are available, you are allowed to "eject", and leave the battlefield. Though this will count as fleeing the battle. Ejecting will be explained more later. While in a No Energy Filler state, you will be in a state called "Energy-Drought"

Terrain: There are a variety of terrains that can be seen and and may be on the map. I will detail what it can be, which is help or hinder the players, as well as enemies. At times, I may add a "Map Terrain". What this is, is essentially what terrain the entire map is. This will mostly be done if you are in a desert area or in a heavy storm, which mostly hinders movement and aim.

Victory Conditions & Lose Conditions: At times, there will be more to a map than simply going murder hobo on everything that moves in this game, and grinding them into a thin paste. Due to the situation and what may happen, a more "delicate" touch may be needed from time to time. This can range from preventing an enemy from entering a certain zone, protecting a V.I.P or simply holding out for a number of turns. Though at times...yes, you will simply have to go murder Hobo on everything that moves. Any time there are no Victory Conditions placed on a map, than it will be just eliminate all enemies ahead.

Fleeing: If for any reason you decide to flee, you are allowed too. Simply reach any edge of the map, and state that you are fleeing the battle. Also, once you have fled the battlefield, at no time are you allowed back unto the battlefield, since you have fled the area.

Ejecting: Ejecting is a special action that allows you to leave the battlefield in the middle of battle, and not have to reach a edge of the map to escape. Though, you are only allowed to eject under two conditions. One, you have been in a Near-Death state for more than one turn, or you have been in Energy-Drought for more than one turn. Simply state that you are ejecting like any normal action, and you can leave the battlefield. However, there are small repercussions, since you are abandoning your Knightmare.

Experience: In this game, it is possible for your character to gain experience from battle. Unless stated otherwise, either by me or an item, it is only possible to gain EXP from battle. The level cap of this game is 10, and as stated in the Stats and Configurations thread, every level gives you a 2 points to add to your pilot stats. The amount of experience that you need for level up is 100. For an idea of how many experience points you gain per kill or otherwise, please refer to the sheet below.

Miss: 1exp
Hit: 10exp, +/-5 per level difference, minimum of 1.
Kill: 30exp, +/- 10 per level difference, minimum of 1.

Boss Miss: 1exp
Boss Hit: 20exp, +/-5 per level difference, minimum of 1.
Boss Kill: 50exp, +/- 10 per level difference, minimum of 1.


Note, that if you Kill an enemy, you do not gain both the 10exp and 30exp, only the 30 exp.

This message was last edited by the GM at 22:40, Wed 29 Mar 2017.

God
 GM, 7 posts
 The Will of Mankind
 Collective Unconscious
Fri 3 Mar 2017
at 21:49
Sample Turn
GM POST


    A   B   C
  +---+---+---+
1 |   |GR |   |
  +---+---+---+
2 | ₮ | ₮ | ₮ |
  +---+---+---+
3 |   |   |   |
  +---+---+---+


₮ = Thick Tree, takes a full turn to cross.

Participating Enemies:
Gun-Ru [Level 1, 50 Hit, 5 Dodge]
[20 HP, 3 Def, 4 Mov.][Gun-Ru Machine Gun (3 Damage)]


Deployment: Anywhere on Row 3




Player Post

Zero was roaming around the area, and spotted a Gun-Ru sitting there. Feeling like testing out their Burai, Zero decides to go and assault the Gun-Ru, taking the time to load the Ripper Rounds into their assault rifle, Zero is ready to go and fight. Leveling the gun, Zero let's out two bursts from the gun, with the first hitting the target, but the second whizzing off towards the sides.

Zero
(Level 1 Burai) HP: 10/10; Def: 1; Hit: 55; Dodge: 15; Crit: 0; Move: 4; Strikes: 2; Energy Filler: 5
Weapons:~CG-3R Assualt Rifle (2 Damage, 2 Range); Steel-Elbow Tonfa (4 Damage; 1 Range)
Armor:~Burai Armor (2 Def, +5 Dodge)
Traits: Ripper Rounds

Orders: Deploy on B3
Use Ripper Rounds (-1 Energy Filler (4/5 Energy Left); CG-3R Assualt Rifle Gains +3 Armor Piercing Damage)
Attack Gun-Ru (B1)

Attack Gun-Ru (B1)
Accuracy:50 (55 Hit - 5 Dodge)

Strike 1: Miss; 3/2 = 1; 1 damage of retail damage; 1 - 10 = 9 HP Left

09:51, Today: Secret Roll: God, for the NPC Zero, rolled 81 using 1d100 with rolls of 81.

Strike 2: Hit; 3 Armr Pierc. - 3 Def = 0 Def
          2 Dmg - 0 Def = 2 Damage
          2 Damage - 20 HP = 18 HP Left

09:51, Today: Secret Roll: God, for the NPC Zero, rolled 47 using 1d100 with rolls of 47.





GM POST



    A   B   C
  +---+---+---+
1 |   |GR |   |
  +---+---+---+
2 | ₮ | ₮ | ₮ |
  +---+---+---+
3 |   | 0 |   |
  +---+---+---+


₮ = Thick Tree, takes a full turn to cross.

The Gun-Ru spotting Zero from across the way, retaliates back after taking a few bullets. The Gun-Ru gives it's own dual burst fire from it's guns. The first burst fire, got caught in the trees and didn't hit Zero, but the second one hit Zero dealing them quite a bit of damage. Though the Gun-Ru took some damage back as well.

Zero takes 2 Damage from the Gun-Ru

Gun-Ru takes 1 damage of retaliation damage





New Turn Begins...

This message was last edited by the GM at 22:40, Wed 29 Mar 2017.