Post by Spikewes on Jun 29, 2004 3:10:33 GMT -5
These are all the Battle Fields you can choose from...:
GRASSLAND– A field full of luscious green grass where every zoid is good except burrowers. They have the worst time getting under ground leaving them a fish out of water. This is the perfect place for aerial zoids. They have no troubles taking out anyone here.
Bonus: Aerial zoids- Targeting -1 When you shoot your opponent -1 is from the di.
DESERT – A terrible place to have stealth. Your movements are seen as well as burrowers can go underground, but the difference here is they can hide and not be seen. Besides that this place is all sand and intense heat. Watch out for sand storms!
Bonus: Burrowers: targeting +1
NARROW CANYON – A ideal place for close range and land zoids. It is a place full of dirt deeply compacted making moving and running easy.
Bonus: Close ranges attack get a -1 targeting.
GREAT LAKES - This half lake half grass field battle field is designed for water zoids that are good on land. Land zoids must role a 8 or higher when attempting to hit water zoids.
SHALLOW CANYONS - This canyon field is comprised of a series of shallow canyons making hit-and-run tactics a must. Long range combat is nearly impossible due to line of site being usually less than 300 meters. And shelling is a gamble, as lock-on is impossible. Aerial Zoids can be deadly effective, when a skilled pilot is at the controls. Aerial zoids add 150 to all attacks...all long range need a 7 for 0-999 and so on for rolls...
MOUNTAIN - Based is a large, high peaked mountain range. A snipers paradise. Larger land based Zoids have a tougher time moving around and climbing the mountains for a better vantage points take time, and leave them open to hits from smaller, more maneuverable Zoids. Aerial Zoids are effective, but not a sure win on this field. Adds 100 damage to long range weapons...
THUNDERSTORM - A basic Grass Field, with a serious twist. Raging over head is an extremely powerful electrical super-storm. Rain is constantly beating down, making the ground moist and slowing down all land based Zoids. Lightning strikes the ground frequently. The Judge will inform pilots of nearby strikes. Aerial Zoids are not recommended, as their higher altitude is likely to attract a lightning strike. Particle and energy based weapons are not recommended, as they create a very high risk of attracting a lighting strike. A Direct lightning strike will severely damage a Zoid, and could even cause a system freeze. Be careful. All energy attacks, partical attacks, and laser attacks attract lighting...it ranges from 10-20000 damage depending on attack...
BLIZZARD - Another Grass Field with another twist. Not quite as harsh as the Thunderstorm Field, but challenging in its own way. There is already several meters of snow on the ground, and a blizzard with high winds is putting down even more all the time. The drifting snow makes seeing your opponent without an Infrared Equipment upgrade nearly impossible. Muzzle flashes are the best means of tracking your opponent without IE upgrades. Both long and short range combat is tough here. This field is for veterans only. Need a 10 for a regular attack of 0-999 because of snow, and so on for rest of rolls. Unless you have Thermal Comp...
SAND-STORM - A stand Desert Field, with the exception of a powerful sand-storm blowing through the area. The ferousity of the sand makes visibility very short range. Battle Commission safety regulations forbid the use of aerial Zoids on this field due to the extreme winds and limited visibility. Light weight land based Zoids will have a tough time moving and keeping a grip on the ground. Zoids that do not move for long periods of times, like sniper and artillery Zoids, may find themselves partially buried in sand, and may not be able to get free. Not a great map for beginners. Need a 7 for attacks 0-999 for all the flying sand...and so on for rest of rolls...if zoid immobile for 3 turns in a row...automatic System Freeze can and will be induced...
OCEAN - Exactly as the name says. This Battlefield has no land anywhere on it. A field for water based and aerial Zoids only. Great for aerial dogfights. Land based Zoids are not recommended at all.
LAKESIDE - This Battlefield is roughly 50% land and 50% water. The water is relatively shallow, meaning that most Zoids can disappear into the water, for strategic tactics. Zoids with open holes in their armor, and exposed circuitry are advised not to enter the water, as it could lead to short-outs and a possible system freeze.
MARSHES - This Battlefield is based in a swamp. The entire field is covered in a marsh, forcing all land based Zoids to slow down immensely. Trees are sparsely spread out over the entire field, creating a low tree line, causing aerial Zoids to have a tough time targeting. High speed Zoids like Blade Ligers, Lightning Saixs and Liger Zero Jagers have an exceptionally tough time. This field is not for beginners. Faster zoids speed is slowed down by 150kph/mph...Ligers, Saix's, and other speed zoids...take off 100...if they faster zoid...they take off 250 mph total...
FOREST - This Battlefield is for experts only. Set inside a giant, dense forest, pilots have a difficult time engaging each other. All shots fired have a 50% chance of hitting a tree, instead of the enemy. The Judge will inform of misses due to trees. Short range combat is optimal here, as long range attacks are nearly impossible to target. Same as Blizzard...need a 10 for 0-999 and so on...unless close range
UNDERGROUND CAVE - Set inside a large, underground cavern. It's a relatively small field, with a low ceiling. Aerial Zoids cannot fly here, and thusly aren't recommended. The cave itself is stable, and cannot cave it on its own, or be collapsed by weapons fire.
Bonus: Aerial Zoids-Instance system freeze.
GRASSLAND– A field full of luscious green grass where every zoid is good except burrowers. They have the worst time getting under ground leaving them a fish out of water. This is the perfect place for aerial zoids. They have no troubles taking out anyone here.
Bonus: Aerial zoids- Targeting -1 When you shoot your opponent -1 is from the di.
DESERT – A terrible place to have stealth. Your movements are seen as well as burrowers can go underground, but the difference here is they can hide and not be seen. Besides that this place is all sand and intense heat. Watch out for sand storms!
Bonus: Burrowers: targeting +1
NARROW CANYON – A ideal place for close range and land zoids. It is a place full of dirt deeply compacted making moving and running easy.
Bonus: Close ranges attack get a -1 targeting.
GREAT LAKES - This half lake half grass field battle field is designed for water zoids that are good on land. Land zoids must role a 8 or higher when attempting to hit water zoids.
SHALLOW CANYONS - This canyon field is comprised of a series of shallow canyons making hit-and-run tactics a must. Long range combat is nearly impossible due to line of site being usually less than 300 meters. And shelling is a gamble, as lock-on is impossible. Aerial Zoids can be deadly effective, when a skilled pilot is at the controls. Aerial zoids add 150 to all attacks...all long range need a 7 for 0-999 and so on for rolls...
MOUNTAIN - Based is a large, high peaked mountain range. A snipers paradise. Larger land based Zoids have a tougher time moving around and climbing the mountains for a better vantage points take time, and leave them open to hits from smaller, more maneuverable Zoids. Aerial Zoids are effective, but not a sure win on this field. Adds 100 damage to long range weapons...
THUNDERSTORM - A basic Grass Field, with a serious twist. Raging over head is an extremely powerful electrical super-storm. Rain is constantly beating down, making the ground moist and slowing down all land based Zoids. Lightning strikes the ground frequently. The Judge will inform pilots of nearby strikes. Aerial Zoids are not recommended, as their higher altitude is likely to attract a lightning strike. Particle and energy based weapons are not recommended, as they create a very high risk of attracting a lighting strike. A Direct lightning strike will severely damage a Zoid, and could even cause a system freeze. Be careful. All energy attacks, partical attacks, and laser attacks attract lighting...it ranges from 10-20000 damage depending on attack...
BLIZZARD - Another Grass Field with another twist. Not quite as harsh as the Thunderstorm Field, but challenging in its own way. There is already several meters of snow on the ground, and a blizzard with high winds is putting down even more all the time. The drifting snow makes seeing your opponent without an Infrared Equipment upgrade nearly impossible. Muzzle flashes are the best means of tracking your opponent without IE upgrades. Both long and short range combat is tough here. This field is for veterans only. Need a 10 for a regular attack of 0-999 because of snow, and so on for rest of rolls. Unless you have Thermal Comp...
SAND-STORM - A stand Desert Field, with the exception of a powerful sand-storm blowing through the area. The ferousity of the sand makes visibility very short range. Battle Commission safety regulations forbid the use of aerial Zoids on this field due to the extreme winds and limited visibility. Light weight land based Zoids will have a tough time moving and keeping a grip on the ground. Zoids that do not move for long periods of times, like sniper and artillery Zoids, may find themselves partially buried in sand, and may not be able to get free. Not a great map for beginners. Need a 7 for attacks 0-999 for all the flying sand...and so on for rest of rolls...if zoid immobile for 3 turns in a row...automatic System Freeze can and will be induced...
OCEAN - Exactly as the name says. This Battlefield has no land anywhere on it. A field for water based and aerial Zoids only. Great for aerial dogfights. Land based Zoids are not recommended at all.
LAKESIDE - This Battlefield is roughly 50% land and 50% water. The water is relatively shallow, meaning that most Zoids can disappear into the water, for strategic tactics. Zoids with open holes in their armor, and exposed circuitry are advised not to enter the water, as it could lead to short-outs and a possible system freeze.
MARSHES - This Battlefield is based in a swamp. The entire field is covered in a marsh, forcing all land based Zoids to slow down immensely. Trees are sparsely spread out over the entire field, creating a low tree line, causing aerial Zoids to have a tough time targeting. High speed Zoids like Blade Ligers, Lightning Saixs and Liger Zero Jagers have an exceptionally tough time. This field is not for beginners. Faster zoids speed is slowed down by 150kph/mph...Ligers, Saix's, and other speed zoids...take off 100...if they faster zoid...they take off 250 mph total...
FOREST - This Battlefield is for experts only. Set inside a giant, dense forest, pilots have a difficult time engaging each other. All shots fired have a 50% chance of hitting a tree, instead of the enemy. The Judge will inform of misses due to trees. Short range combat is optimal here, as long range attacks are nearly impossible to target. Same as Blizzard...need a 10 for 0-999 and so on...unless close range
UNDERGROUND CAVE - Set inside a large, underground cavern. It's a relatively small field, with a low ceiling. Aerial Zoids cannot fly here, and thusly aren't recommended. The cave itself is stable, and cannot cave it on its own, or be collapsed by weapons fire.
Bonus: Aerial Zoids-Instance system freeze.