This is to help all the newbies to MSSL. This is a list of everything
involving combat to help.
Yes, this section is boring and will seem like alot of rules, however,
it will be very easily
understood as time goes on.
| Term |
Definition |
| Terrain |
Terrain is the place in which you fight. Both player may
agree on this or roll a 1d4. (1= earth, 2 = water, 3 = air,
4 = space). If you are fighting in a specific terrain, you
must use that specific pulpultion to move. You can change
terrain if you wish. Water is 5000m away from the starting
ground posistion. It is 4000 m from air starting posistion
to ground or water. Both players must be at least 500 m in
the air for it to be the 'Air' terrian. You must travel at
least 1000m to get out of the water, then you are considered
on 'ground' though the ground is another 1000 m away. Space
is 25,000m above the ground. Ground is considered an altitude
under 1000m due to it's nearness to 0 altitude, or hitting
the ground. |
| Initiative |
On a tie in initative, the players who tied reroll and the
higher of the rolls will decide who is before who (ex, init
is rolled, 20,8,17,19,17 : the two 17 roll off getting a:18
b:12 so init order is 20, 19, 17a, 17b, 8) A one on iniatitive
always goes last. A twenty on an initative roll always goes
first (if their are ties in eaither case, go by the highest
init). |
| Actions |
You must always declare who you are strikeing, with what
are you striking with, if you call the shot, and if you use
any Techs or Moves. You may move your max MPA in your action
at any time (ex, you may 'move, shoot, then move' again.)
If you move after your strike, this must be done eaither while
the action is beind declared or before you opponet declares
his next action. |
| Range |
The four ranges of combat are close, mid, long, and extremly
long ranges. Close range is less than 51 meters. Mid range
is 51 m to 350m. Long range is 351-800. Extremly long range
is anything above 800. A weapon may only attack in the range
that says so. |
| Movement |
In any one action, you are allowed to move up to your MPA
for that terrain. This may be taken at any time during your
action, but you do not always have to use your maximum pulpultion.
If your pulpultion is destroyed, then your movement equals
(Speed+Agility-(Weight/1000)) and a minimum of 10 and on the
ground only with both legs
intact. If one leg is destroyed, that is halved (minimum of
5). If both legs are destroyed, you cannot move or dodge.
|
| Strike/Dodge |
A natural 20 is a auto hit and a critical (unless other
wise noticed); a natural 20 is a twenty on the rolled dice,
not on the sum of the bonuses and dice (ex, 1d20+5 = 15 =
20 is not a naturl twenty byt 1d20+5 = 20 = 25 is ) A natural
1 is always a fumble on the dice. If a fumble is rolled, you
have a chance to recover at (luck-1d100) and get a positive
number ( 0 is considered positive) If a recovery is made,
then treat the strike or dodge as if it was not a fumble.
A fumble indicated a screw up and is an auto matic miss (if
striking) or an automatic hit (if dodgeing). If you strike
at somthing that is not there (ie, out of range or that part
does not exsist on the MS) then you strike at nothing and
waste your attack. If a strike is scuessful (meaning that
the dodge was unsucessful) then the defender may attempt to
block the attack with various things (sheilds, wings, planet
defensors). If the block is sucessful, then the damage goes
to that part. On a tie on a dodge, the defender always dodges(unless
natural 20 of course). |
| Counter |
On a natural 20 to dodge, a counter is possible. A counter
is considered as a free action or a free strike. Treat this
as a strike except for the following: You may not move to
a different range (close, mid, long) and you may not preform
a tech or a move. |
| Techs/Moves |
A tech is a physical enhancment to your mobile suit, a Move
is a manuver that the piolet learns how to do. In an action,
you can eaither prefrom one move or one tech. If a tech is
cumulitave, do not consider it as your used tech/move for
the consecutive rounds after activating the tech. |
| Criticals |
A critical hit is when a natural 20 is rolled and one is
allowed. You roll 1d100 and then compare on the critical hit
chart the effect (critical hit chart is in (game info->charts->critical
hit chart). |
| Hits |
A called hit hits in the desired place on a sucessfull strike.
If a hit was not called, then a 1d20 is rolled to find out
where the attack hit. 1-11 = torso; 12,13 = right arm; 14,15
= left arm 16,17 = right leg; 18,19 = left leg; 20 = head.
A called shot is a strike that is decalared to be at a location.
However, there are modifiers to called shots. Torso: -3; Leg:
-5; Arm: -5; Head: -8. |
| Damage |
Once damage is rolled for, this should be subtracted from
the appriot place on the Mobile Suit. All damage carries over.
(Example, if 1500 damage is delt, 1500 damage will be delt).
If this destroys that part, then continue onto the next consecutive
part of the mobile suit. (Ex, if you hit the sheild that was
on the left arm, the damage would go to the sheild. If that
breaks, then the damage would go to the left arm. If that
breaks, then teh damage would contine to the torso.) Once
a part has 0 armor points, consider that part of the MS to
be broken and treat it as if it was a critical hit of the
same nature (ex, if right leg has 0 ap, then take the broken
leg crit). If the torso is destroyed, then the mobile suit
is destroyed. For any part that is destroyed (wings, pulp,
sheild, etc) you must reconfigure your bonuses to accomidate
their loss (ex, if your wings gave you +7 to dodge and you
wings were destroyed, that bonus must be removed). |
| Sheer |
Sheering is the act of cutting somthing off. All beam weapons
have a 5% chance to sheer. Other weapons and effects may make
this higher. If you sheer the torso, then you have sheered
both of the legs off. If you sheer a leg, there is a 25% chance
that you will sheer the other one (ex, roll the % to sheer,
if sucessfull, roll another 1d100, trying to get under 25%.)
If you sheer an arm, then you have a 35% chance to sheer the
torso and another 15% chance to sheer the other arm. |
| Disarmament |
Roll 1d100 after a sucessful strike to see if you disarm
the weapon that the
opponet is using. This cannot be weapons that are attached
permanitly to the MS. This not only disarmors the opponet,
but it renders that weapon useless again (untill repaired) |
| After the Fight |
Once the fight is completed, you have the option of repairing
and reloading you weapons. Also, you receive rewards in EXP
and MONEY after any fight (except for a loser of a deathmatch)(see
'Rewards' for rewards). Refer to the section: Fights - The
Fight for repair costs. |
|