| Battlefield setup, reeady.., FIGHT! | ||||||
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| Battles take place in aol chats so if you can't get into them you can't play(For non aol users the program aim should be able to get you in). Beginning the batlle - Battle fields will have 2x2 to 5x5 sections, team leaders will decide on this. Leaders also decide on what the team will wager, and what terrain their side of the battlefield will have. Remember just becuase your on the team doesn't mean you can't decide if you don't want to do something or fight in a certain battle(although disobeying orders will probably get you kicked off the team). Fighters enter which zoids they'll be using and the zoids stats along with their reflex stat. Stats are matched and who goes first second third etc. is decided. If a person enters the same section as another person on more than one person their goes are compared against whoever they choose to attack. Fighting the battle - Everyone starts at their own end of the battlefield and theres only up to 4 teams allowed on the field. Nonaerial zoids can only move through one section at a time unless they have 200 or more in speed. Certain zoids run faster when going in a straight line and also get the 2 section bonus. If you attack from another sector you lose +1/-1 and another +1/-1 for every sector in between. Also if there are other zoids in the same sector as the zoid you attacked and you miss the zoid you attacked then it has to be rolled to see if you hit them(starting from the slowest and going up). You can attack anyone in a zoid battle however its pretty stupid to take out your own teammates or to start busting yourself up. When your in the same sector you can use melee attacks, however, this does not mean you can't still used ranged attacks(unless specified on the weapon). You can also be at melee if your directly next to a zoid even if your in different sectors. While at times fleeing melee range would be wise don't turn your back on an enemy, you can't attack them that way unless you have a B.back, tail, or belly mounted weapon. To get around the back of your enemy you'll have to let the target take a shot at you. If they hit your attack fails and your move is wasted. If your wondering why you might need to get around to the back of a zoid you may need to target a tail, get around a half shield, or take out a rear mounted weapon. Situation one:::You attack a zoid. Host rolls(1-3 is a miss and no dmg, 4-6 is a hit and full dmg, if one is 1-3 and the other 4-6 blocked and half dmg, 2 66's is a critical hit and double dmg). Situation two:::You attack a zoid. Enemy counters(you have to counter before I roll so just type "c" to indicate you want to counter then follow it up with what you want to do, if your counter is a dodge you get +1/-1, a block gets +2/-2 but if you succeed you take half damage). What follows is a bit confusing and I'll explain it personally if you want to know but you don't really need to. Situation three:::You target a part of the zoid. Host rolls(must hit or no dmg). Host rolls 1d10(1-6 is a miss 7-10 is a hit). You can target and hit a joint or piston to subtract 25 from speed and strength, a wing or vernia to disable its ability to fly, a weapon to destroy it, a limb will make any weapons attached to the limb useless, subtracts 50 speed, and makes it immobile if the zoid has 3 or less limbs, neck for an instant freeze (unless your fighting in a brachios you must roll a perfect 10 to hit), or the cockpit to try and kill the pilot. You can target elsewhere and I'll tell you what that will do if you hit. Tackling, Grappling, and etc.(melee only) - One zoid can tackle another. 10% of the attacker's strength will be dealt and both will be brought to the ground if its a full hit. If you miss you get grounded. Melee attacks do not work while grounded and it takes a move to get up and you also get double dmg while grounded, triple if critical hit. Grappling another zoid takes a move and you must make a full hit. The zoid cannot move or perform melee attacks in a grapple and it also gives +1/-1 to grappler. The one grappled can struggle to break free but must make a hit and it does take a move. Slamming can be done to the enemy when an enemy is grappled and it cuases double damage along with grounding. If you miss a slam the enemy lands on their feet evading all damage and being grounded. Shoving can knock down the enemy with a full hit(Shoving is any non weapon melee attack). If its blocked 10% of the enemy's strength equals the damage to you. Terrains - Certain Zoids are capable of flying or going underwater. Flying zoids can cross 2 sections for the price of one(3 if they have more than 200 in speed). Zoids that are not amphibious cannot go into deep water without a system freeze and some zoids cannot come on land. Certain terrains or environments may hinder the abilities of certain zoids and weapons. Out of zoid battling - You can fight outside a zoid in pretty much the same way as you fight in a zoid, most fights are cut before 0 health becuase usually the intent is not to kill either opponent, just beat them. When health goes 10 or under the pilot is unconscious. You can also target the head for knockout blows or the nuts/soloplex for stunning moves which will make the enemy lose their next turn or you can try to trip them. You can target limbs (or the head for an instant kill) if you have a blade and hack them off. You can target the head, neck, or chest for triple damage with a gun. Hacked off limbs, slit/chopped off wrist(targeted), or being shot in the stomach(targeted) result in a bleeding of -20 health every move. Getting up will cost a move and attacks are diminished to half damage while on the ground. Defeat - When a zoid has run out of armor both it and the pilot inside are out of the battle. If it is an unsanctioned battle a pilot can leave their zoid and try and go for another however it takes 3 moves to make it across a sector on foot and you must return to your cargo carrier to change zoids. In sanctioned battles if you attack a cockpit the judge ends the battle and your disqualified from the zoid commision so you have one chance to kill the enemy. In unsanctioned battles you can attack the cockpit as much as you want. Either way you must go through the zoids armor and any leftover dmg will be transferred to the pilots health. In an in zoid battle a losing pilot gains 1 reflex point. In a losing out of zoid battle you gain 1 health, 1 strength, 1 agility, and 1 reflex point Victory - When you've won a zoid battle you gain what was bet on and 2 reflex points. When you've won an out of zoid battle you gain 2 health, 2 strength, 2 agility, and 2 reflex point |
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