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Fight Rules
Rule Basically... Explanation
Rule #1 If you swing at something that isn't there, all you hit is air.

Let's say you cut off an MS's arm earlier in combat. Let's say the next round, you roll for location, and get that arm. You swing, but don't hit anything. You just kind feel really stupid.

Rule #2 If you lose a limb that's holding something, it drops to the ground.

Let's say you get your MS's arm cut off. If it's the right arm, you lose the weapon, left arm you lose the shield (UNLESS YOU SPECIFY LEFT-HANDEDNESS IN YOUR SHEET). It's that simple. If you need further explanation, find the nearest cliff, go to the edge, and take 6 steps forward.

Rule #3 An object in motion stays in motion unless acted upon by an outside force. Ok, say you get attacked by someone, and they hit. You block with a shield. The hit damages the shield to where it's unusable (5 or less AP), and, well, the hit wasn't totally absorbed by the shield. What's holding the shield? That's right, your arm takes the rest of the hit. Then, whatever body part the shield was covering (whatever the attacker rolled for hit location)
Rule #4 An object at rest will rest in peace. Once your propulsion is destroyed, you're not necessarily motile. If you still have legs, you can move at (Speed+Agility-(Weight/1000)), minimum of 10. If you get a leg chopped off, divide it by 2. If ya got no legs, you're screwed. No dodge, and attacks only if you got ranged, and your opponent is stupid enough to return to mid.
Rule #5 EVERYTHING requires energy. This concerns a certain 'reckless' technique where one drains all the energy from one's MS to focus on a target for a single attack. This cannot, I repeat, cannot be used for a melee attack, for a very good reason: You NEED to MOVE to use a melee attack. In the wording of the technique in question, it says it shuts down ALL other systems but the weapon you're using the technique on. If you don't have any power to move (movement is complex enough to warrant it's own system), you can't swing a sword. Or pike, or hammer, or scythe, or trident, or shortel, or...you get the idea.
Rule #6 Movement cannot, and should not, be taken for granted. This concerns another technique (which warranted Rule #4), in which a very agile and acrobatic MS jumps over another, spins around, and attack's it's propulsion. This is un-dodgeable, un-blockable, and dangerous for a reason. It's a suprise attack. Also, You can't block it with wings, no matter what anyone tells you. The wings don't move on MS's, and therefore cannot block the attack. Also, those who would have this move in question blocked need to know that the placement of the wings that would be required for a blocked move of this nature would basically incinerate the wings when the MS moved
Rule #7 If you're not there, you can't fight. This concerns the basic lag inherent in OpenRPG, if someone drops out in the middle of the fight (server closes, booted offline, etc) you have 10 minutes to re-enter the newly opened server or you lose, if there isn't a server open, you must open one. In order for the loss to count, there must be a credible witness and the person who wins due to this rule must be there during the full 10 minute period.
Sheer Rule (this is for when you successfully complete a sheer roll) Roll normal area placement roll, if you hit a limb, 35% chance of hitting the waist area, then 15% of hitting the other arm as well. Think of how the Deathscythe did his attacks! If you roll torso hit, you just sever legs, and if you hit a leg, 25% of hitting the other.