Everyone must read the following to properly Role-Play in the Guild and avoid getting kicked out. Failure to read any of these rules and to abide by them will lead to ban or permanent removal from the Guild. Every Vice-Captain and even the Guild Leader have spent a long time creating the idea and mess-work for this Guild. Don't be the spoiled apple to kill this Guild.

Rules of Warfare (General)


--Every Faction must be able to deploy at least a single squad into the combative area. Squads are made up of four Aces, headed by one Squad Captain (Still equaling 4 Aces)

--Before the initial warfare can begin, The Leaders of the Factions must deploy a set of waves by using dice rolls. Each of the rolls must be either numbered or follow the custom tag for that Ace. Everyone participating in the war must post their custom tag at the bottom of their post to allow easy access to view posts. There must be the same amount of waves as to Aces.

Example:
One Squad = 4 waves of enemies
Two Squads = 8 waves of enemies
Etc.

--Both Factions require a Battleship to deploy not only their Aces but their NPCs. A Battleship are used to not only deploy but to recover fleeing/surviving Ace's from combat. They are also a fighting force in-case a Ace dies early in combat [Explanation of their Combat is below]

--Once the waves of NPC's are determined for every Ace, Combat begins. The side that is defending is the first to attack. Every Ace must fight their fights in the First Wave. During the First Wave, possible outcomes maybe:
+ Ace dies in the First Wave
+ Ace is wounded badly
+ Ace is completely fine

Combat works through a system of rolling dice to determine number of hits against the NPC forces. Below are a number of choices to decide from when fighting NPC forces:
+Regular Attacking
+Guarding which results in damage decreased by 1/4 unless using a shield or better armor
+Evasion which is decided by your evasion bonus plus to your roll
+Use an item to either recover your unit or whatever the specific detail of the item details.


For attacking, there are three types of attack:
+Light Hits which are the easiest to use, use the least ammo or EN, and target the least amount of enemies. [Usually gives a bonus like +1 or +2 for attack rolls]
+Medium Hits which are generally easy or hard to use, uses a moderate amount of ammo or EN, and targets a good amount of enemies. [Usually gives no bonuses or at least a +1 for attack rolls]
+Heavy Hits are the hardest to use, use the most ammo or EN, and target the most enemies in a single attack. [Usually gives -1 or -2 for attack rolls]

--Mechs can naturally give you bonuses. When fighting ONLY in Ace Combat. The bonuses works on ranges which can be seen in the Garage Rules/Mech Details.

--Attack Rolls against NPC [Also Defensive/Evasive] don't require a lot of stat bonuses from your weapon attack.

--The roll that is higher is always the winner. For example, if a group of NPC's attack you and they roll higher than your rolls, they successfully hit your unit. The system also works in the favor of the Ace since there are buffs to them and not to the NPC unless developments are made to them or etc.

--The destruction of every NPC unit, regardless if your unit ends up destroyed in the end, results in gaining [Zenny] (or seen as Z). The Zenny earned for every kill is depicted at the beginning of the conflict. Its usually dedicated by the strength of the Faction. Stronger Factions = More Zenny NPC and vice versa

--After the First Wave, the Second Wave begins with Ace Combat. Every unit remains the same after the First Wave which includes damage, ammo lose, EN lose, etc. The Second Wave brings in a new way of combat which is called 'Ace Combat' or Special Combat. If a Ace(s) dies in the First Wave, the Battle Ship must engage the Ace(s) that are left. If the Battle Ship can hold its own, it then can deploy more NPC waves to cover it.

--Conditions leading to Victory are as followed:
+All Aces are defeated
+Enemy Battle Ship is down
+All the NPC waves are defeated

Losing follows the same sort of rules, just vice versa.


Rules of Ace Combat

--The Second Wave is where all the Ace Combat begins. Ace Combat is when one Ace fights another Ace from the opposing force. Every Ace must fight another Ace. Failure to fight leaves the fleeing Ace to run from not only the Ace it failed to fight, but a wave of NPCs (Depicted by the Opposing Battleship). A fleeing Ace would need to flee for three posts to safely get back to their Battleship. The Battleship would then need to fight off the Ace only. If the Ace fails to beat the Battleship yet still lives, it safely flees back to its Battleship.

--Ace Combat is first verbally announced by both the Aces. Ace [1] would need to announce in one post that they want to engage Ace [2]. Ace [2] would have to agree to fight and post that he/she accepts and boosts to combat. This is the template that MUST BE USED when wanting to engage Ace Combat:



(To Engage)
==================
Boosting to Engage Ace [Insert Target's Name Here]


[Insert your custom Tag here]
=================



(To Accept)
=================
Boosting to Combat Ace [Insert Attacker's Name]

[Insert your custom Tag here]
=================



--Once the Aces agree to fight, they must still post their Custom Tags while changing to another color of text. The Defending force of Aces have the ability to pick out their targets to fight. Ace Combat works in revolution of turns, just like NPC Combat, except that during Ace Combat all the attacks don't have an enemy attack range. Stats play a bigger roll attacking, defending, and evading.

For Example:

Ace [1] rolls a 10 to hit his opponent with a Light Hit that gives him a plus +2 to his attack roll. He also has +2 for Melee Attacks. So it's 10 + 4 = 14.


Ace[2] rolls a 9 to evade the attack from his opponent. He has a plus +3 for his evasion. In total, he has 12 for his evasion rate.

Ace [1] successfully hits Ace [2] with the attack.

--Ace Combat ends when one Ace either flees or dies in combat. Once an Ace is defeated, the winning Ace may continue to attack or run back to the Battleship to recover. If it choses to fight on, it can fight the enemy Battleship directly. If it choses to run back to heal, it must wait till every Ace is completed in their attacks then fight accordingly.