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STORYLINE

The year is 2251 AD. Fighting for the scarce Earth resources, three large factions had emerged to control whatever left on Earth. As a test failure had shattered humanity's hope of finding new resources in the outer space, they abandoned the project and continued fighting. Wars had become more intense due to the invention of Mobile Weapons. Although there had been continuous efforts to find a new solution, things had remained the same. It is now time for the world to see some changes. And so it's your turn to step forward into the never ending battlefield with a warm greetings... [read more]

“Welcome to the new generation!
Can you change the world?”
CURRENT TIME






The current month and year on Gundam Saga Frontier is:
November, 2252 AD

The current on-going event is:
After the time skip

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Battle System
Topic Started: 7 Sep 2009, 12:30 AM (823 Views)
Maximillian J. Crawford
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The Avenger
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Gundam Saga Frontier - Battle System

This topic will briefly explain how the battle system operate, including what actions you may or may not take during a turn.
This system will only apply during combat role playing, hence you do not need to follow it during non-combat role playing.

Contents

1. Battle Order
2. Hit Points & Energy
3. Action Points & Special Power
4. Movement
5. Dodging
6. Attacking
7. Blocking
8. Parrying
9. Countering
10. Consumption of Resources
11. Retreating
12. Repairing and Resupplying
13. Non-Playable Character (NPC)
14. Proning
15. Using Logic
16. Statbox System
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Maximillian J. Crawford
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The Avenger
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Battle Order

There is a posting order that you must follow during a battle, meaning you cannot post before your opponent finish his post and vice versa.

One round in a battle consists of two phases, player phase and enemy phase.
During a player phase, the player and his allies will take turn to initiate their actions. After they have finished their posts, the phase will end and the enemy phase will begin. The same thing will happen, the enemy and his allies will take turn to initiate their actions.
After both parties finished their phases, the round will end and a new round begins with the same sequence.

The layout for a post in battle will follow this template:
<ROLE PLAY> (where you will write a summarized role play of all the actions that you are going to take on your turn)
<STATBOX> (will be explained below in another section)

Example
 
ROUND 1
PHASE 1:
- Turn 1: team A player 1 ACTIONS
- Turn 2: team A player 2 ACTIONS
PHASE 2:
- Turn 1: team B player 1 ACTIONS
- Turn 2: team B player 2 ACTIONS

ROUND 2
PHASE 1:
- TURN 1: team A player 2 ACTIONS
- TURN 2: team A player 1 ACTIONS
PHASE 2:
- TURN 1: team B player 2 ACTIONS
- TURN 2: team B player 1 ACTIONS


Terminology:
- Round: 1 cycle in a battle consisting of you and your opponent's phases.
- Phase: 1 cycle in a round consisting of either you and your allies' turns, or your opponent and his allies' turns only.
- Turn: 1 post containing actions from either you or your opponent.
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Maximillian J. Crawford
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Hit Points & Energy

Hit Points (HP): represents your unit's life and damage level. When you reach 0 HP you can no longer participate in the battle. If your unit takes damage that will reduce its HP below 0, it is considered destroyed. You machine do not need to reach 0 HP to be defeated. For example, you may be shot in the cockpit and be defeated at 100 HP.

Energy (EN): represents your unit's energy and power level. When you reach 0 EN you can no longer participate in the battle. Your unit stops functioning and is unable to move when its energy level is depleted.
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Maximillian J. Crawford
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Action Points & Special Power

Moving, dodging, attacking, blocking, parrying, countering, using systems, character's abilities or skills, all consumes action points (AP). Hence a character must have enough AP needed in order to perform that specific action.

Each machine will start with a set number of action points (AP) based on various aspects. Light frame machines generally have more AP than their heavy frame counterpart, this is because light frame machines are limited in their capability of carrying artillery weapons. Other than that, action points also depend on the unit's performance. The higher its performance, the more AP it has.

AP may increase as the character grows in level. Each time a character levels up, he gains +10 AP which is added onto the character's maximum limit.
AP may vary depending on the armaments and systems, as well as unique specifications of the machine. Some of the character's abilities and skills will also affect the AP of that character.

During battle, each and every player is only allowed to perform actions up to the limit of their maximum AP per round. Hence planning for your AP spending is important. After every round, the AP will be replenished.

On top of that, each player will also have a fixed amount of special power (SP) at the beginning of a battle. Using a character's skill or special ability consumes special power depending on the skill or ability being used. Special power will not regenerate automatically after every round unless stated otherwise, hence learning to manage how to spend your SP is important.
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Maximillian J. Crawford
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Movement

In every battle, two opposing parties begin far away from each other. Players will consume 10 action points (AP) and 5 energy (EN) to move their units in battle.

The performance of a unit would determine how fast (in terms of number of actions) for that unit to reach its target.

All weapons have a realistic range, in which you cannot use them against a target outside of their range.
All (Sensor) systems have their own maximum range, in which you cannot perform actions against a target outside of their range (or obtain any information on them). Doing so will be considered meta-gaming, and you will be ruled for that.

In order to engage in melee combat, you have to be in contact with your target.
- Units with Ground-type movements are not allowed to engage units with Air-type or Water-type movements in melee combat, unless the target is flying low or the grounded unit dived into the water.
- Units with Air-type movements have to fly low towards the ground or dive into water in order to engage units with Ground-type or Water-type movements in a melee combat.
- Units with Water-type movements have to surface out of their water terrain (and sometimes even move towards the ground) in order to engage units with Air-type (have to be flying low) or Ground-type movements in melee combat.

Note: Once you have engaged an enemy in a melee combat, you are not allowed to disengage from it in the same turn. This means no hit and run tactic can be performed in the same turn.

List of possible movement actions:
- Diving
- Drifting
- Falling
- Floating
- Flying
- Hovering
- Jumping
- Resurfacing
- Rolling
- Running
- Submerging
- Swimming
- Walking
- Dodging*

Note: Dodging will be explained below in a separate section.
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Maximillian J. Crawford
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Dodging

Dodging allows you to avoid 1 set of attack(s) performed by 1 opponent, which results in taking little or no damage. If your character's agility spent is more than the opponent's melee/ranged attack power used to attack, then you will take no damage when dodging the attack. However if your character's agility spent is less than or equal to the opponent's melee/ranged attack power used to attack, then you will take full damage from the attack.

The first dodge action consumes action points equal to your machine's dodge cost minus your unit's performance and character's abilities during your turn. The second dodge action onwards will cost you an additional 5 AP per melee attack dodged or an additional 1 AP per bullet per ranged attack dodged.

For example:

Medium Frame:
First dodge (against beam saber) = 30 AP
Second dodge (against beam saber) = 30+5 AP
Third dodge (against beam saber) = 30+10 AP
Fourth dodge (against beam rifle x3) = 30+3 AP
Fifth dodge (against beam rifle x5) = 30+5 AP

When dodging, your unit does not move too much. Meaning, your unit will stay in the spot where it was originally at, even after executing the dodge action.

Dodge AP is the amount AP that you need to spend whenever you want to perform Dodge action. You will get a constant Dodge AP but it can be reduced with performance and skill modifiers.

Modified Dodge AP = Frame Dodge AP - Performance - Skill Modifiers (if you have one)
(ie: Frame Dodge AP (25) - Performance (4)- Skill Modifiers (2) = Dodge AP (25-4-2=19)
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Maximillian J. Crawford
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Attacking

Attacking consumes action points depending on the weapon you use to attack. There is no limit to the maximum number of attack that can be executed during any one turn, as long as you still have enough AP to perform that attack. During each attack action, you may only target one opponent at any time, and you cannot use more than 1 weapon together at the same time in 1 attack action (unless the weapons are remote weapons).

During an attack action, if you use a melee weapon, you can only use it once per attack action, or once per weapon per attack action if the character posses a dual wield skill. But if you use a ranged weapon, you may fire your weapon as many times, within the limits of the weapons. However, if they are all fired under the same attack action, it requires only one action to dodge or block all of them.

On top of that, each attack action requires you to state how much melee/ranged attack power you would like to use for that attack. The amount of attack power you use will determine whether the attack will be blocked by your opponent successfully or not. If your attack power is higher than or equal to your opponent's defense power, then the attack or set of attacks will not be blocked and your opponent will take full damage.

The total amount of melee/ranged attack power used in every turn cannot exceed the maximum amount of melee/ranged attack power that you have. You begin battle with a fixed amount of attack power (combination of character's stats, and machine's stats), which will be replenished back to maximum after every round.

Note: in the event that your machine has run out of attack options (meaning no more Ammo, EN, or even armaments) you will be able to perform a desperation attack, which includes punching, kicking or doing anything with your machine just to damage the opponent. However, when you perform this attack, your machine also takes the same amount of damage as your opponent if the attack managed to make contact. Please take note that you can spend a combination of Melee and Ranged attack power for this attack. Desperation attack is the same for every machine and it follows this template:

- Desperation Attack - 500 Dmg - 0 EN - AP : 10

List of possible attack actions:
- Melee Attacks
- Ranged Attacks
- MAP Attacks
- Desperation Attacks

Example (Correct)
 
AP: 100/100

Action 1:
Beam Cannon x1 (50 AP) target A

Action 2:
Beam Rifle x2 (20x2 AP) target B

Remaining AP = 100-50-40 = 10


Example (Incorrect)
 
AP: 100/100

Action 1:
Beam Cannon x1 (50 AP) target A

Action 2:
Beam Rifle x3 (20x3 AP) target B

Remaining AP = 100-50-60 = -10

OR

Action 1:
Beam Rifle x1 (20 AP) target A
Beam Rifle x1 (20 AP) target B

Action 2:
Beam Cannon x1 (50 AP) target A + B

Remaining AP = 100-40-50 = 10


Critical Damage

If your attack power is 25% higher than your opponent's defense power, then the attack or set of attacks will deal 1.5x damage instead. However you can perform blocking without a shield to negate this effect if your Defense stats is high enough.
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Blocking

Blocking consumes action points depending on the type of shield you use to block during your turn. There is no limit to the maximum number of block that can be executed during any one turn, as long as you still have enough AP to perform that block.

During your turn, you may use 1 action to block a maximum of 3 sets of attacks with a shield, or to block a maximum of 1 set of attacks without a shield. When blocking successfully with a shield, the damage taken will reduce the shield's hit points instead of the machine's hit points, and the damage reduction depends on the shield material itself. If the shield possesses special ability such as anti-beam coating, apply the effect first before reducing the damage. For example, if the shield has negating/reflecting ability towards certain type of attacks, apply that modifier first before calculating the damage taken, and then minus the usage of each of the modifier effect used.

On top of that, each block action requires you to state how much defense power you would like to use for that block. The amount of defense power that you use will determine whether you will block the opponent's attack successfully or not. If the amount of defense power is not more than or equal to your opponent's melee/ranged attack power, then the attack or set of attacks will not be blocked and your machine will receive full damage from that attack. Otherwise, a normal damage calculation will be done depending on the type of shield that you use.

The total amount of defense power used in every turn cannot exceed the maximum number of defense power that you have. You begin battle with a fixed amount of defense power (combination of character's stats and machine's stats), which will be replenished back to maximum after every round.

When a shield depletes its hit points, it cannot be used anymore. Full damage will be taken by your machine when blocking without a shield. Also, when blocking without a shield, you only spend 10 AP just like any other movement cost, and it will still negate the effect of critical attack or trigger the effect of perfect defense as well.

Note: even though you have lower Defense stats than your opponent's Melee or Ranged attack power, you can still choose to perform block action (with or without a shield) in order to negate the effect of Critical Attack, provided that your Defense stats fulfill the necessary criteria. Take not though that your blocking action will still fail if your Defense stats is lower than your opponent's attack power, and that you can only use this to negate the effect. Also, you can utilize the effect of Perfect Defense by blocking with or without a shield if your Defense stats fulfill the criteria needed for the effect.

Blocking for Allies

Mobile suits and mobile armors have the ability to block for allied units (including facilities, bases and other objects as well) on the battlefield with an additional cost of action points equal to the unit's performance performing the block action.

In order to block for another unit on the battlefield, the target unit must be close to your unit, or your unit is located in the line of fire of the attack. When blocking for another unit on the battlefield, a shield is not required. However, full damage will be taken by your machine when blocking without a shield. The calculation for damage reduction applies here as well.

Perfect Defense

If your defense power is 25% higher than your opponent's attack power, then the attack or set of attacks will be nullified instead, and you will take no damage. You can perform blocking without a shield in order to utilize this effect as well if your Defense stats is high enough.
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Parrying

Parrying enables a character to parry an opponent's melee-type attacks. Parrying is available to machines equipped with melee-type weapons.

Parrying consumes 1 attack action and AP consumption equal to the AP cost of your character's weapon +10 extra AP. In addition, parrying also consumes the EN and AP cost of the weapon being used to parry.

One melee-type weapon can only be used to parry 1 melee-type attack in 1 attack action and 2 melee-type attacks in 1 turn.

Parrying only enables a character to parry one set of melee attacks. Separate set of attacks require separate attack actions to parry.

Because of real-time logic, you cannot parry for allies.

Parrying also requires you to state how much melee attack power you would like to use for that action. The amount of melee attack power you use will determine whether you will parry successfully or not. If your melee attack power power is less than your opponent's melee attack power being parried, then the attack or set of attacks will not be parried and your machine will receive full damage.

Note: When parrying, if the damage level of the weapon used to parry is less than the damage level of the attack being parried, your machine will take take damage equal to the difference between the two weapons' damage level. Special case is when the weapon you use to parry is of the same type of the weapon being parried regardless of their damage level, in which you only need to spend an equal or higher Melee stats than your opponent.
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Countering

Countering enables a character to shoot down specific ranged-type attacks. Countering is available to machines equipped with ranged-type weapons.

-Countering ranged-type attacks consumes 1 attack action and AP consumption equal to the AP cost of your character's weapon +2 extra AP per bullet. In addition, countering also consumes either:
1. The EN cost and the AP cost of the weapon that is being used to counter.
2. The Ammo and the AP cost of the weapon that is being used to counter.

-Countering artillery-type attacks consumes 1 attack action and AP consumption equal to the AP cost of your character's Weapon class multiplied by 1.5 . In addition, countering also consumes either:
1. The EN cost and the AP cost of the weapon that is being used to counter.
2. The Ammo and the AP cost of the weapon that is being used to counter.

-Countering with ranged-type weapons can hit an equal number of ranged-type attacks in 1 action, or an equal number of bullets used by the same weapon by the opponent regardless of number of actions.
When a ranged-type weapon is used to counter, it cannot be used to attack or counter again in the same turn.

-Countering with artillery-type weapons can hit an equal number of artillery-type attacks or 4x the number of ranged-type attacks in 1 action.
When an artillery-type weapon is used to counter, it cannot be used to attack or counter again in the same turn.

Countering only enables a character to counter one set of attacks. Separate set of attacks require separate attack actions to counter.
You may counter for any allied unit on the battlefield provided you are in the shooting range of the antagonistic attack.

Countering also requires you to state how much ranged attack power you would like to use for that counter. The amount of attack power you use will determine whether you will counter successfully or not. If your ranged attack power is less than your opponent's ranged attack power being countered, then the attack or set of attacks will not be countered and the target will receive full damage.

Countering with MAP weapons

Using a MAP weapon to counter will not allow you to target an opponent on the battlefield and will focus only to counter any ranged-type attacks. Using a MAP weapon to counter only enables a character to counter two sets of attacks from the same unit. Additional set of attacks or unit require separate attack actions to counter.

Similar to countering with an artillery-type weapon, countering with a MAP weapon can hit a total of:
- 1 MAP-type attack or
- 2 artillery-type attacks simultaneously or
- 4 ranged-type attacks AND 1 artillery-type attack simultaneously or
- 6 ranged-type attacks simultaneously.

Countering with MAP weapons consume 1 attack action and AP consumption equal to the AP cost of your character's Weapon class and +30 Extra AP. In addition, countering also consumes either:
1. The EN cost and the AP cost of the MAP weapon that is being used to counter.
2. The Ammo and the AP cost of the MAP weapon that is being used to counter.

Countering with Multiple-Target Tracking System

Multiple-target tracking system allows a character in a mobile suit or mobile armor to target multiple opponents in one attack action. Because of the system's unique ability to multi-target, it offers the ability to counter separate sets of attacks for the cost of only 1 attack action.

The same rules concerning countering apply when using a multiple-target tracking system. Simply, this combines the above rules to allow a character to consume 1 attack phase in order to counter more than 1 set of attacks.

Countering with a multiple-target tracking system consumes 1 attack action and AP consumption equal to the AP cost of your character's Weapon class multiplied by the amount of separate sets of attacks you are countering. In addition, countering also consumes either:
1. The EN cost and the AP cost of the weapon that is being used to counter.
2. The Ammo and the AP cost of the weapon that is being used to counter.

The same rules regarding the usage of ranged attack power also apply to countering with Map weapons and Multiple-Target Tracking System.

Note: When countering, if the damage level of the weapon used to counter is less than the damage level of the attack being countered, your machine will take take damage equal to the difference between the two weapons' damage level. Special case is when you use CIWS or Machine Cannons to counter Missiles, or when the weapon you use to counter is of the same type of the weapon being countered regardless of their damage level, in which you only need to spend the same amount of bullets and an equal or higher Ranged stats than your opponent.
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