Home || Story || Rules || Map || Zoids || Parts || Teams || NPC's || RP Board  [Add News] Ver.3.1 Final

 

Rules
Ver. 3.1 Final
©2002-2004
Zoids After Era RPG

Basic Rules Stats Defined Role Play System Battle Data
Teams/Classes Organoid Systems Custom Zoids and Fuzors  
     

Printable version of the rules, click here. (For reference only)

No part of the rule's found on this RPG can be used on another website.
Death shall come to anyone that steals this RPG's game system.


Battle Data

Format
Pilot:
Zoid: (Note: Restricted zoids will be gimped if the pilot is not at the proper level. See below)
Pilot Attributes:
Armor:
Weapons:
-----------
Battle Role Play

-----------
Action Summary

> The narrative should be at least 2 paragraphs, six sentences per paragraph. Take your time and think it through, a well written Battle RP could decide the battle for you.

> Your action summary should be an outline of your actions in the Battle RP; for each action include the attack, zoid and section of the zoid being attacked, and the DP of the weapon you used.

> Zoids that have a restriction to either GL 3, 4, or 5 are UNUSUABLE AND UNATTAINABLE by pilots at GL 1. For each level below the restriction you will be docked 20% of all dp, speed, and agility. (ie: 20% deduction off max by a GL 4 pilot on a GL5 zoid)

Procedure

> After your opponent accepts your challenge, 
a judge will be appointed to the battle.
 
The judge will announce the area in which the battle takes place and
the conditions.

> A round is complete once each or a majority of the pilots 
involved in the battle have posted. 

>After each pilot posts, the judge will decide which attacks hit, 
and the remaining armor of each opponent. 
Then, the next round will begin, and this cycle will 
continue until one/all opponent's battle system(s) is/are frozen.

Battle Codes and Arena Conditions

Battle Codes
Multiple battles codes can be designated for a battle.

0099- Standard challenge, normal rules apply. This includes No Headshots.

0812-
Close range combat only

0752- Long range only

0992- All weapons expected/Headshots Allowed

0192- No defensive add-ons (Includes armor coatings/armor plating/EFF/etc.)

0410- Box Mode (No in-battle changes. E.g. you can't change armors)

0384- Flag Battle (Judge announces a "flag" zoid for each team. First team to destroy the other's flag wins)  

0901- Salvage Rights (Under this code specific weapons can be targeted and severed, the winning team or individual can than claim those parts as salvage. Update: Only parts KO'd are salvaged, including armor plating. Nanotech armor, internal components and zoids are exempt)

0631- Ground Zoid's only

0353- Air Zoid's only  

0294- Water Zoid's Only

0347- Speed reduced by 50%/Each pilot also only receives half their normal actions

Arena Conditions

> Your battles can take place in one or more of the following locations and or elements.
Water, Air, Land

> The standard arena type is a desert like area covered with small to large rocks and dust filled air.

>
Also there could be rain or other weather conditions, and for even more fun there is the possibility of such things as muddy terrain, and choppy water. The important thing is that the conditions be creative and fun.

Team Battle Winnings

Class A:
8000 points per battle, 1100 credits for the team, 25 RP Credits for each surviving pilot.

Class B:
4000 points per battle, 1000 credits for the team, 24 RP Credits for each surviving pilot.

Class C:
2000 points per battle, 900 credits for the team, 23 RP Credits for each surviving pilot.

Class D:
1000 points per battle, 800 credits for the team, 22 RP Credits for each surviving pilot.

Unranked:
500 points per battle, 300 credits for the team, 18 RP Credits for each surviving pilot.
------------------------------------------------------------------
- Class S: 1200 points per battle, 1300 credits for the team, +11 RP Credits for each surviving pilot.
- Class O: 2200 points per battle, 1700 credits for the team, +12 RP Credits for each surviving pilot.

For Mercenaries

- See teams and classes rules for how a merc gains credits.

Solo/Non-team Battle Winnings
Role Play credits go to the winners, amount of paragraphs is not important unlike regular Role Play posts.

15RP credits

Losses

1 RP Credit will go to each loser.

Battle Tactics
(If you have any tactics you wish to contribute, send them to tetsuo@zoidsae.us)

> Weapon accuracy is reduced to 20% when targeting air 
based zoid's from the ground.

> Taking out your opponents legs first 
will insure that your zoid remains/becomes the fastest.

> The quickest way to victory is using weapons that invoke a system freeze 
rather than wearing down your opponents armor.

Zoid System Status Types

Normal Operations - All the zoids systems are functioning correctly.

Permanent System Freeze- The zoids combat systems have ceased functioning, the zoid can no longer continue in combat. This is only caused by a complete loss of armor on either the body section, head section or both.

Temporary System Freeze- The zoids combat systems have momentarily locked up do to some sort of stress. A zoid with this status must pause for one move, it can not attack or defend unless the effects of a previous action remain active.

Overheating- The zoids heat threshold as been reached and has caused a temporary system freeze.