Introduction - XvT Rules

     tHe kILLINg zONe has different 'zones' which make up the mega-ladder. There are two zones, the Player Zone and the Tournament Zone, that encompass the entire mega-ladder and then a seperate zone(league) for each game that has Killing Zone automation. Currently, Only ZONE 3, Netmech/Mercenaries/XvT, is active, but we will be activating the others in short order. It should further be noted that the TKZ Codes of Conduct take precedence over ALL individual League Rules. If you cannot find what you are looking for here, in the CODES, then contact your group leader and have THEM(your group leader) contact the XvT Council .
Within this Rules section you may choose any of the following topics of interest to get a thorough overview of what's what in tHe kILLINg zONe:


Player Zone

     The player zone is just a way to keep track of players and what games they play. This may be confusing at first, but you will catch on. You must register with the Player Zone to participate in the Tournament Zone. This is seperate from joining a group in one of the various game zones, like the NETMECH ZONE.

Tournament Zone

     This is where you can go one on one to see how you fair individually against others. This is normally called a 'ToG', or Trial of Grievance, in the Battletech Universe, or deathmatch in other games. There are points systems with automated rankings and free-for-all tournaments. For more information on the tournament zone, register in the Player Zone and check out the Tournament Zone.
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Rules For The XvT Zone:

XvT Zone

    Before you can get started in the XvT Zone, you need to join one of the existing groups or start your own if there are available spaces. Go to the Team pages and select your unit of choice:
Rebel Teams
Imperials Death Squads 
Pirates Bands
Use the e-mail link to mail their leader or check out their web site.
    You can talk to as many group leaders as you want, but you can only join one group at a time. Many groups are also in other ladders, at the same time, so be sure to mention TKZ when you are signing up, so they know which ladder you are interested in. Also mention which game you play since tHe kILLINg zONe supports other games.
    Forming your own team is somewhat more difficult. When there are openings you can start a group and have a one month grace period to come up with the necessary number of players. To start a pirate group, you only need 4 players, but to start with a rebel or imperial unit, you need 10 players. All the players must have kali working to be considers valid players. Contact the XvT Zone Council to apply for a new group.
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The Waiting List

    When there are no spaces left, groups will be put on a waiting list. If a group leaves or gives up, a waiting list group takes their place and becomes a 'registered' unit. At regular intervals (about every 6 months), the council will hold an auction to find groups that are willing to sell back enough planets to find a place for the groups on the waiting list, so the longest a waiting list unit would have to wait would be 6 months.
    With the pace of this ladder, even that is an eternity, so one of the best things to do is 'merge' into a registered unit until it is your turn to become a registered unit yourself. What a merger means for a waiting list unit is that you work as part of that unit. You have to negotiate the terms of the agreement with the unit you merge with. Usually this means you won't have a say in the leadership, but you get to fight on their behalf. This type of merger is reversible, so you can always leave the unit and merge with another unit.
Note: A merger is irreversible for registered groups.
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     An alliance is one or more groups that are coordinated for either defense or offense.

     The count is the number of players that an alliance has including pirates and freebooters if used.

Available Starships
     This is the total number that a side has available.

Stop Count
     Each Side has a stop count, which is based on how many starships they have. If anyone notices that one side has reached their stop count, then that drop is over and the person noticing this should tell everyone else to 'HOLD'.

     A simple attack. Each movement message or coordinated attack is considered to be a single battle.

     Each time all people drop, that is a round. If there are survivors from the first round and warriors from both sides are still alive, then further rounds are done until one side is destroyed or retreats. A recount is done with each round. Each battle consists of one or more rounds.

     There comes a time when you are outnumbered and it seems hopeless. You forgot to send in the pirate check and they canceled your service. There isn't enough time to get help, but you've got the starships. What do you do hot shot? You start grabbing the best you can find off the streets, which is highly unpredictable. These people are known collectively as freebooters, whether they're smugglers, gun-runners, mercaneries, bounty hunters, outlaws from another world or just spacejocks who spend too much time at the space bar. That's a major reason why groups should always treat everyone with respect. Otherwise, you may have to grab that grandma with the itchy trigger finger instead of the famous ace on vacation to your world.
     A major problem with large scale combat is that when small groups fight large groups, there can be a lot of waiting involved. The freebooter rule is designed to fix that problem and allow people who would normally be enemies to fight on the same side so that they can make friends with their opponents more easily. Never call someone a traitor for being a freebooter for the opposite side, since the ladder depends on freebooters. TKZ asks that people always be open-minded, polite, follow the rules and do their absolute best when they are a freebooter.
     Ever wonder where pirates come from? It ain't the stork! Some of these people want to start their own pirate group someday, but that takes money. So they hang out in danger zones just waiting for an opportunity to get paid to kick butt. They aren't very dependable and you never know how good they are. In game terms, each freebooter comes with an additional cost of 500 points per player for each battle. This additional cost includes any money that disappears with the freebooter and starships that never make it to the battlefield.
     Freebooters can only be used by the alliance that is outnumbered. Enough freebooters can be used to even the count on both sides, but never more than that. Freebooters can never be used to get an advantage.
     Anyone who is not on the TKZ banned list can be a freebooter. They can come from any TKZ group or even those who have not joined a group. To be a freebooter, hang out on on the main server for your game and change your ID and replace your normal uniform with TKZ. So PB>Panic would become TKZ>Panic. When a group comes looking for freebooters, they don't have much time, so you need to move very quickly. That is why you should be in proper uniform and on the proper server. Also starting a kali room called freebooter will aid them finding you. In the upcoming scheduling system, battle times will be announced so you will know when to make yourself available to be a freeboote r. Freebooters that continue to be a problem will be put on the banned list. Any group using a player on the banned list will be fined 5000 points per battle.

Pirate Rule

     Everyone has always looked down on pirates in the past. It is only recently that people have begun to realize just how resourceful and crafty they really are. Ever wonder why it was cool to be a pirate? Wonder no longer! Who else can get his beer buddy on the other side of a galaxy out of bed in the middle of the night to get on an emergency intercept transport to fight just in the nick of time? Pirates are Temps in the Star Wars Universe.
     When they are on a planet in force, they fight just like everyone else, without special costs. If they don't have starships that they have moved there physically, they have to use their special power. That fact is the major reason pirates are hired so often. Pirates can work for as many groups as they can bargain with. The only restriction is they can't work for both attacking and defending alliances in the same battle. They could switch between battles right afterwards. So treat your pirates right or you never know which side of the laser cannon you'll be on! Pirates have the special power of maintaining a network of contacts wether through friendship or blackmail to extend their help beyond their physical location. The good pirates will do whatever it takes to fulfill a contract. So for the equivalent cost of an additional 200 points per player per battle piloted, pirates can be used on far off planets they wouldn't normally be able to reach. So when you need the extra numbers, go pirate! Remeber that pirates can be used to get a numbers advantage, unlike freebooters.
     The additional cost goes to nothing (other than things like the guy getting the pilot out of bed, the messengers to these pilots, the occasional bribe, etc.) and is above the salary of the pirates themselves.
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Monetary System

     All Zones use points as their monetary system. It is used for all transactions like buying starships and paying for capital ships to move your troops to distant planets. Each group has their unassigned assets in a central bank. From this central bank, groups can invest in either industry or place resources on a planet. Once placed on a planet, those resources can either be used as starships or be invested to industry. The points can not be placed directly back in the bank.
     To place resources, a group simply has to own a planet. For any investment of industry it will take 5 points investment to create one point of production on that planet. Each planet can have up to 50,000 points of industrial production. This production can also be liquidated in times of great need, but the group doing so will only get the face value of that industrial production. So even though they paid 5 points, they would only get one point back. This sort of 'scorched earth' approach is therefore only recommended in the direst of circumstances.
     Besides the industrial production, each planet also has an intrinsic value of 10,000 points each. At the beginning of each month the point value of the group's industrial production plus the intrinsic value for all their planets is added to their central bank. So in the long run, production becomes a very important part of the game. The addition of this production is known as an EoM, which stands for end of the month. So it is usually done right after the end of the month on the 1st.
     When resources are used to purchase starships, use the ship costs as given in the table below:
Rebel Craft Points Cost
Imperial Craft Points Cost
Z-95 Headhunter
TIE Fighter
TIE Interceptor
TIE Bomber
Assault Gunboat
TIE Advanced
     Each time starships are moved, they are moved in points form for simplicity. The cost of moving the starships to their destination is 1% of the value of starships moved. This is calculated and subtracted automatically by the automated system. On the day of the battle, a group decides how to convert these points into starships and redeems the points for the appropriate distribution of starships. Only group leaders and those with a groups password can fill out movement orders.
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     No merging can take place in the first month a zone is online. After that initial month groups can merge with other groups for a mutual increase of strength. For reasons listed on the Rankings Page, the top 5 ranked groups in all three categories for each unit type are prohibited from merging with other groups unless they hold terra.
For a more detailed explanation see the rankings page. A merger is a complete combination of all assets and troops under one name. This is sort of like a marriage, so be sure you can trust the unit you are merging with. For two registered units merging, there is no turning back.
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Planet Conditions

     Each planet has it's own conditions which are publicly posted with their current owner on the planet conditions page. This is the quickest way to find the latest information on ownership of a planet, which is listed along with the conditions for a planet. You can also use the Starmap Imagemap to check out the up to minute information, even when the physical map has not been updated.  At the current time, only Melee missions or the custom missions should be used.  The Tournament or other missions have not been tested with the TKZ combat system.
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     When Group Leaders move their squadrons, they must move a minimum of 5,000 points.  This prevents groups from doing recon with a single starship, and ensures worthwhile battles, so everyone can participate and have some fun.
     Sometimes a group will have so many backlogged attacks that they will combine them into a campaign. This is known as the Multiplier Effect:

Multiplier Effect

     Using the system properly it is possible to have QUITE a number of outstanding battles to do. This is in effect ONLY with the cooperation and agreement from BOTH sides. If two sides agree, they can lump a bunch of battles, whether on one planet or on several into a single battle and use a multiplier that they agree on before the fight. The battles are lumped into a single 'campaign' , but the results for each planet have to be listed seperately at the final time. Example: Blue Wing attacks Phoenix Guardians on 12 seperate planets where a total of 400 starships defend against a total attacking force of 200 starships. So the two sides choose a multiplier of 10, so the defender has 40 starships and the attacker has 20 starships. They play with these values of starships and multiply the losses for both sides by 10. After the battle Blue Wing loses all 20 starships and Phoenix Guardians loses 15 starships, so after the multiplier Blue Wing loses 200 starships and Phoenix Guardians loses 150 starships, and has obviously won the battle. The important factors in negotiations over a campaign are:
      1. What planets, attacks, and forces are covered by this campaign?
      2. Which mission will be used to resolve this campaign?
      3. What is the multiplier?
      4. What is your name?
      5. What is your quest?
      6. What is the average airspeed velocity of an unladen swallow?
      7. What do you mean, and African or an European swallow?
      8. Will losses be removed proportionately or in order from a list of the involved planets?
      9. Will the campaign be fought to the DEATH or to a specified number of rounds?
Forgive the monty python reference.
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Placing Points

     Resources are allocated from the central bank for defending a planet. If that planet is attacked then these points are converted into starships. If there is a battle on a planet, starships in point form can be moved to defend a planet, but starships cannot be placed directly on that planet or leave a planet where a battle flag has been set. Once a battle has been resolved, the battle flag is removed and these restrictions are lifted.
     Once placed on a planet, starships in point form can be moved to attack other worlds as well. Starships are starships, although there are slight differences in their capabilities whether they are attacking or defending. Movements are done by group leaders using the automated movement forms. A leader can check the complete state of progress on their group by filling out the instantEoM form at any time.
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Standard Jumps

     Expecting to wait for your jump to finish? NOT! Each jump happens instantly. A group leader fills out a form to do a movement and immediately e-mails are sent to both sides, if there is to be a battle. 10 days are given to actually schedule and do the actual attack. The movement message will list all the forces there for that engagement.
     The automation will tell you how many 'jump' units the jump was after very jump. You will quickly get an idea how far it is or use the Starmap Imagemap to see what planets are in range of the planet your are jumping from!
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     To greatly simplify and streamline the game system, starships are always moved in point form. Then, when a battle occurs, those points are used to buy the starships. So if you have 20,000 points usable for a battle, that you can buy starships with it.
     You could buy 200 TIE Fighters, or 71 X-Wings and a Z-95 (for that killing blow), or any combination of up to 2 different starships that does not exceed the number of points available.
 It is a common courtesy to tell the other side as quickly as you can. After a battle, all starships are converted back into point form and movable once again.
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How to Connect in Multiplayer over IP

Be sure you have version 1.1 or 1.1.4, not just version 1.0. You can download the patch at lucasarts

First think you need to do is meet us on kali and find out the IP of the person who will host your drop. Write this IP number down.

  • Click on config
  • Select TCP/IP
  • put in the IP number for the host of the drop
  • click on Done
  • Click on join game
Rules of Engagement      The easiest way to make battles go quick and painlessly is to standardize on how battles are managed. So by becoming more rigid in how battles are done, the end results are definitely positive, since everyone knows what to expect.
     A battle really begins with the leader's automated system. One group fills out the movement form to make an attack. It notifies everyone on the planet by mail that there has been an attack. All attacks are done in chronological order for a specific planet, although it is not neccessary to do all planets in order. If there is any disagreement, then the two groups alternative deciding what planet to do a battle on. So while most of the system is real-time, picking which planet to do the oldest attack for gives a turn-based element to selecting combats. So team A might decide to do the oldest filed attack on the planet Kufenstein and then their opponent might pick the oldest filed attack on Idlewind.
     However if the attack messages from multiple groups all refer to each other in the comments section of the form and are timestamped within 4 hours, those attacks are considered as one coordinated attack. Multiple defending groups on a planet also act as a coordinated attack. This however is done by the groups just peacefully coexisting. So as you can imagine, it is somewhat more difficult to coordinate, but very effective to become allied with other groups. Here is an example of a comment for a coordinated attack:
Coordinated attack with Phoenix Guardians and Black Sheep Air Corps; Tango Bravo

     Note the mentioning of the other teams and also a code phrase to identify that attack. The code phrase is important to distinguish one attack from another since multiple coordinated attacks could be done. A coordinated attack counts for attack order as the earliest for that grouping. Note that the 4 hour timestamp limit starts with the first attack's timestamp.
     After an attack has been sent and all groups fighting are notified then the groups must decide on a time and server for the battle to take place. In addition the times must be agreed on for both arrival and when to take a count. Always be sure to list the time zone for the battle. It is usually helpful to add the timezones for the majority of players (PST and EST).
     For example the groups may decide to meet on < - XvT - > server at 7:15pm PST and take a count at 7:30pm PST. The arrival time and count time could be the same, but 15 minutes apart is recommended. If the group does not show within 30 minutes of the agreed on time, the person not showing up will forfeit the battle, unless an airtight reason is given. Real-life concerns of one person is not sufficient cause.
     That is why every group should have multiple trusted leaders. Remember to confirm with your opponent that your group will be fighting on a certain day. Never assume that they will unless they send you a confirmation. This is why leaders need to be attentive to their email. Try and give each other as much notice as possible. Setting up normal times and fighting each other on a regular basis is one good approach.
     In the interests of reducing lag, combats are limited to no more than 2 players per side. The normal procedure for battle is to take a 'count' at a pre-appointed time. So first you count the players available for both sides. Then between these numbers and the actual number of starships, ratios are calculated.  This is explained further in the Count Phase definition below.
     After the round, losses are recorded and after everyone plays one round, a new count of the survivers is done. This process continues until one side retreats, is destroyed completely, or both sides decide to call it a night.
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The Day of the Battle:

     Leaders should always be one of the first to arrive. When each group arrives on the server, the first person from that group should make a room with their abbreviation, followed by 'defend' or 'attack'. So if group PG is attacking group FI, when FI arrives they should open the kali chat room 'FIdefend'. Group PG would also make a room called 'PGattack'. If multiple groups are involved they also make their own rooms with the same naming convention.
     Now the attackers and defenders need to pick two players to handle the two different aspects of the combat. One player will be coordinating the men on their alliance, known as the Drop Coordinator. The other will be coordinating with the other groups, known as the Battle Coordinator. Both sides have the information about how many of each starship each group has on the planet for this attack from the attack notices.
     Combat is broken down into distinct phases where specific actions are taken. Each phase has specific time limits. These time limits are maximums. If both sides are ready earlier there is no need to wait further. The time limit for the drop phase needs to be very rigid. The phases are arrival, count, drop and results. At the end of a battle there is also an accounting phase. Note this is at the end of a BATTLE, not every round.
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The Four Phases of Combat

The short version of combat

Arrival Phase:

     During this time, it is very important that both sides decide on who are the Drop and Battle Coordinators for each alliance (defender/attacker). The Battle Coordinators should meet in a seperate room called 'leaders'. If there are more than one TKZ battle going on, then further rooms would have a number following it, i.e. leaders1, leaders2... It is VERY important that players keep private message to group leaders at a minimum! Ask the others on your team what is going on first and please do NOT say 'hi'!  During this time, the Drop Coordinator should begin making warship assignments. If there is more than one group in an alliance, each group should have its own Team Coordinator to help. Each group in an alliance has its own amount of points that it has available and cannot share those. So for battles with multiple groups, only Team Coordinators and Battle Coordinators should be talking to Drop Coordinators.
     Simultaneously, the Battle Coordinators for each side are in the leader room. They coordinate the final warship counts. The Battle Coordinator for the defending alliance must declare their total warship first. In this phase any pirate groups fighting for either alliance must be declared. The pirate cost must also be paid for out of the group using the pirates. Each pirate group can only work for one group of one alliance per battle. So multiple hiring groups can not use the same group of pirates.The point of the arrival phase is to get prepared for the count phase.

As soon as men start arriving on the server, the drop coordinator should start assigning them numbers.

Note: When a pirate group is physically present on a planet they act like any other group, so in the context of combat description, references to pirates are to ones that are not on the planet using the pirate special power.

Note: Counts are based on BOTH players AND mechs, as per the battle tracker.

Count Phase:

     Right at the count time, a count of all members for each alliance is done. Each side counts how many players they have plus pirate groups they have working for them, as long as they have the points to buy starships for them. After adding all players together, a number for each side is taken. This can be done manually or with the battle tracker.
     Now is the time that freebooters come into play. Any players for either side that appear after the count will be counted as freebooters. Those that arrive after the count for the larger alliance cannot play except to replace a warrior who has to leave. The battle coordinator for the smaller alliance now has 10 minutes to bring back any freebooters he can find up to the maximum number, assuming he can afford them.  No freebooter s are allowed once the time is up.  This is a strict time limit to keep the game moving.  A group can always pre-arrange for freebooters to be on the server or stop by a busy server early and pre-ask people, so if there aren't any, it's the leaders' own fault.
     Once the total number of players for both sides has been counted, the ratios are determined.  The battle tracker (or the manual listing) will give each player in each drop a certain number of ships to use.  If you are doing this manually, be sure to round up any fractions.  This number is called the Stop Point, and is the maximum number of starships each player can use.
     The larger side should host kali rooms named 'D1' through whatever number of drops, i.e. with 10 drops total, open rooms D1 through D10. The one on one drop, if any should be the last room. Any further battles taking place on the same server will use the next letter in the alphabet instead of 'D'. While the Battle Coordinator for the smaller alliance is looking for freebooters, the Battle Coordinator for the larger alliance and the Drop Coordinators from both sides should be getting everyone to their rooms and making sure that everyone knows what starships they have available to them. Meanwhile in the drop rooms the people there can pick a host, and get his/her IP number. The actual drop is played via direct IP connection for the best performance.  Be sure everyone has the host's IP number first, and close Kali before starting up XvT.  Remembe r, everyone does need to return to the main battle server after the drop is completed.  All players should pay attention to both who their wingmate is AND which opponents they are with. If they cannot get into the appropriate game, they should reconvene on the main battle server after an agreed-upon amount of time. Players also need to pay attention to which room they came from and who they are dropping with in case they get lost.

Drop Phase:

     Right after the ten minutes expire or everyone is ready, the Battle Coordinators check to confirm the totals. At this point, anyone else arriving for this battle is told to wait for either the next round or the next battle. Any more latecomers should wait in the group rooms, like 'PBdefend'. Once everything is confirmed and all the rooms are ready, the drop signal is given to all the rooms and everyone drops. Now everyone has 30 minutes once they are launched successfully to complete their play for this round. Note that if the pilots on both sides cannot find each other or are about to hit the limit, they can agree to a draw in which case everyone can drop without penalty, although any starships already dead stay dead.
Note: In an effort to be fair to BOTH sides concerned in battles, each side should ALTERNATE HOSTING the drops. I.E. - If the attackers host the drops for round 1, then the defenders should host the drops for round 2.
     The drops continue until one player, from either side in the drop, has lost a number of starships equal to or greater than their Stop Point. If there is any confusion on what the stop point was, it's not a major deal if you continue playing until everyone is sure it's been reached. If there's two people who agree, then it's probably time to stop for sure. The accounting phase takes this pressure off the players, so they can deal with having fun and leave the accounting part for later. As soon as a player notices that another player, or himself, has lost enough starships, the combat ends, and all players check the kills list at the mission debriefing screen.  Only kills are counted; ignore assists.  Note: Although each player should watch their deaths, and keep an eye on their Stop Point, there is no immediate penalty for exceeding the Stop Point.  In the heat of battle, it is possible to lose track of how many ships you've lost.  So keep an eye on your targets' craft numbers (given as part of the target description on the CMD; see below), in case they miss their Stop Point.

Results Phase:

The first person of any authority for a given alliance becomes the results coordinator for that side. The results coordinators from both sides should start a room called 'results'. Once the results are confirmed by both sides, they return to their group rooms. Any disputes are settled on the spot between the results coordinators. Once this process is completed, the counts are updated and the battle tracker is used again. If there are survivors on both sides and neither side retreats, another round is completed. Note that the number of freebooters from the first round is used. The freebooters are paid for each BATTLE, not each round. Freebooters and players can be switched but more cannot be added. Each side should always have the same or less people as the previous round.

     Players need to return to the main battle server after the drop was completed and reconvene in the same room they were in before (like 'D4').  Everyone stays in their room until the Results Coordinators for both sides come into their room and confirm their results.
     Each player should tell the Results Processor how many times they died, and how many kills they got.  The Results Processor will then add up the total deaths for both sides, and compare that to each sides' number of starships they actually had available to fight, the available starships.  If either side has losses equal to or more than their available starships, then the battle is over and an accounting phase takes place.

Accounting Phase:At the End of a Battle
Note that at this phase, the available starships for both sides are compared to battle losses. If the total deaths for one side was higher than their available ships, that side loses the full amount as given by their available ships, and the amount over is subtracted from the other sides losses: So, if Phoenix Guardians had 150, Flagship Independence had 150, and PG lost 165 while FI lost 140, PG was over by 15.  This amount is subtracted from FI's losses of 140, so FI officially lost 125 starships and PG lost their total of 150 ships.  So in this manner it is not a problem at all if you go over your available starships. While not fully realistic, it takes off the pressure for exact planning in combat. The Results Coordinators then report the final losses for each side to the Battle Coordinators.  From the above example, the Battle Coordinators would be told PG lost the full 150, and FI lost 125.

     Should both sides lose more than their available starships, then both sides subtract an amount equal to the difference between losses and the available starships from the side that was more over.  Using the above example, let's say FI also was over, having lost 168.  Since FI was over by 18, while PG was over by 15, the difference from FI is used, and 18 is subtracted from both sides' losses.  We  end up with FI having lost 150, and PG losing 147.
     Once the results are confirmed, those in that room can go back to the group rooms, and the results are reported to the Battle Coordiantors.  Any disputes are settled on the spot between the Results Coordinators.  Once this process is completed, any survivors are taken into account for further rounds or if there are no survivors, another battle can be fought.

Combat Examples:

You can see an example of how this works here.

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Planetary Attack

     First you must move in friendly territory until you are within jump distance of your target. Then you need to jump into the attack. As with the other types of movements such as industry attack, etc., only leaders can fill out movements. Normally each time a planetary attack is filled out, it is considered a seperate battle. However, to coordinate an attack with other attacks into a single battle, the timestamps must be within 4 hours and both must have a comment of what force they are attacking in the comments field.
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Industry Attack

     In an industry attack you are using sabotage to slow down the production facilities of your opponent. Instead of just fighting a normal battle, for each group that is successful with fulfulling the mission objective, the production on the planet being attacked is reduced by 25%. Any starships that are lost by either side are also removed. The defender achieves nothing by accomplishing the mission objective, but needs to make sure that their opponent is not successful. The conditions for an industry attack are determined by the automated system and will be given with the attack message. The production losses are permanent. After the first round, the attacker can decide to make a normal attack or to retreat without penalties. In either case, completing the mission in further rounds will not result in reducing industry.
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     The objective of scavenging is to take supplies from the defending group. This type of attack is also mission based, like the industry attacks. The automated system will give the conditions and mission scenario for the attack. The ratios are calculated like a normal battle. For each set of attackers that accomplishes the mission,the attackers get to make an unauthorized withdrawal of 500 points from the defending group's central bank. The sole purpose of the defenders is to stop the attackers from being successful. All starships lost from both sides are counted. After the first round, the scavenging group can either retreat with no penalty or continue the battle as a normal fight. In either case they will no longer be able to make the, ahem, withdrawals.
     The defending group can quickly tell when it is being hacked and closes the access. The continuation is fought on the same scenario, although the mission completion will no longer have an impact.
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     During the fighting, a group can retreat at any time. In either case, the side retreating will take 25% unanswered casualties in the process of retreating. If there are starships that were unusuable due to the number of people to run them or Real Life concerns (like it getting late at night),then they retreat with normal penalties. Note that in some types of attacks there may be a juncture where retreat can be done without losses. Starships retreating are returned to the main bank.
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This page was edited by: John Henrick and Paul Sundling, aka BSAC Ash and PB Kernel Panic.
copyright 1997 us. All rights reserved.