--To join any sort of RP, you need to have the following:
+ A Character Profile Sheet
+ A Faction to fight for
+ A Mech (1st Tier if your new)
+ Understanding of every Rule Set
Once you obtain these four important things, You'll be on your way to Role Play in the Guild.
--All the Role Play action occurs in the Sub-forums. Every sub-forum has an obvious name that depicts its location and purpose. Here are the list of Sub-forums and what they offer:
+ Earth
== Earth is divided into 10 different locations noted by letters for each location. This is one of two maps that everyone will fight on.
+ Space
== Space is divided into 5 different locations noted by letters for each location. This is the other map that everyone will fight on.
+ Garage
== The Garage holds information for Faction mechs, Details of them, R/D for each Faction. Anyone looking for specific details on their faction can go right ahead and look at them. Also, anyone may view R/D of parts, mechs, etc.
+ Factions
== The Faction sub-forum holds the statics of each Faction. It holds how many Aces are there to how many 1st Tier Aces there are. One can also find how many areas one Faction actually owns and how many victories/loses a faction has.
+ Profiles
== Used to house the numerous amounts of different Aces of each Faction. Of course, once you sign up for a Faction, you PM your profile sheet to the Faction Leader and wait for confirmation to post your character sheet on the Faction Page. Profiles cover pretty much everything on what someone is and how the act. Profiles also cover Pilot Stats and Mech stats. You can upgrade yourself and your mech through your Profile Page. Below are the explanations on what each stat does and growth system.
-- --The stats for Pilots are the following:
() Accuracy
()() The bonuses on accuracy easier for your unit to hit an enemy with attacks. When you attack with any attack, you add the bonus of this stat to only ATTACKING. This stat doesn't help for DAMAGE. When you roll to hit a target, you add the stat bonus to that roll.
() Evasion
()() The bonuses on evasion make it easier for your unit to dodge enemy fire. You make your evasion roll and then add the bonus from your evasion stat to the roll.
() Precision [Melee]/[Range]
()() The bonuses on precision [Melee]/[Range] make your attacks hit on more key spots, causing more damage on your enemy units. When attack with a melee attack, you add the bonus from the [Melee] stat and the same for range attacks. ((The Stat increase isn't by 1's for this stat, it's by 10's. So instead of getting a +1 for a Precision [Melee] Stat at 11, you get +10 on the damage roll.))
When you begin with your Pilot, you begin with every stat at the base of [10]. You have an extra [20] points to place accordingly. Be wise where you place your stats for you do not get a lot of points later on to use. This also works for mechs and their stats. The Stat system works as following:
[10 - 11] = +0
[12 - 13] = +1
[14 - 15] = +2
[16 - 17] = +3
[18 - 19] = +4
[20 - 21] = +5... etc.
-- --The stats of Mechs are the following:
()HP
()()HP, or Hit Points, dedicates how much damage your mech can take before it blows up. When your HP hits 0 or less, your mech blows up. Make sure to keep an eye on your HP and make sure to run when you need to.
()EN
()()EN, or Energy, dedicates the usability of certain attacks. Some attacks require EN as others require ammo. Once you run out of EN, you must return back to the Battleship to recover your EN. Make sure to use your EN wisely.
()Mobility
()()Mobility dedicates how fast your mech moves. It doesn't dedicate speed, it helps with evading enemy fire. When evading an attack, you add the modifier (or bonus of this stat) with your reflex modifier that in total add to your roll.
()Melee
()()Melee dedicates how hard your mech can hit. You add the modifier (Which is +10's instead of +1's) when hitting a target with a melee attack, usually a sword.
()Range
()()Range dedicates how good your bullets do in distance. You add the modifier when hitting a target with a Range Attack, usually a gun.
-- Adding modifiers are easier than you may think if you're lost. This is a simple chart for those lost to get a better understanding on how to work modifiers of stats:
== Roll to Hit Target ==> Roll is [14] + Accuracy Modifier [+2] ((Since the stat would be 14 - 15)) ==> The Roll equals [16]
== Roll to Evade Attack ==> {Enemies Roll is [16]} ==> Roll is [13] + Evasion Modifier [+3] + Mobility Modifier [+2] ==> The Roll is [18] > Enemy Roll [16] ==> Successful Dodge.
+-+-+ REMEMBER THAT THE HIGHEST ROLL ALWAYS WINS THE FIGHT!!! THAT ALSO INCLUDES MODIFIERS FROM THE MECH/PILOT!!
-- Respectfully use every sub-forum accordingly or your post will be removed from the sub-forum. Remember that you're not the only one in this Guild and plenty of people worked hard to make the Guild successful.
Super Robot Wars G
Anyone who can understand the finer points of RP and has played any SRW games.
