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War/Combat Rules

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1 War/Combat Rules on Fri May 20, 2016 7:07 pm

Toua

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War and Combat Rules


Since combat and war between nations can get a little hectic to follow and hold down as staff members, these rules are put into place. Don’t worry, they won’t stop you from slaughtering your potential enemies at all.

Firstly, this goes universal in all combat scenarios. There can be no more than 4 vs 4 in a single battle/fight oriented topic. Ex: If there is a team of 5 trying to engage on 4. One of the five would have to sit out. Though, if someone dies on the first team, the extra from the five earlier can be sent in as reinforcements if nearby.

Next, there can only be three major battles occurring at once per zone. Major battles are classified as any fighting/battle/war topic that includes 5 or more people fighting at once.

War Topics are never to have the private tag.

This is universal in all militaries throughout Avatar RP. When at war and fighting, soldiers are to be arranged at maximum in a squads before combat. A squad here is a four player team. When moving out, they are not to occupy the same topics as that would create a possible 8 v 4 or more. Though there are exceptions to this such as moving some soldiers away to perform a 7v1. 7v1s are legal because the amount of people fighting is still at or below 8.

War requires a welly supported reason to be started. It cannot just be out of random.

Wars are to have an agreed name before beginning. All war topics will be titled as (WarName): [Number for chronological order] + [Optional Subtitle Ex: Ending Moment]

At the end of war topics, casualties must be listed by someone from both sides. This is too make counting deaths easier. There must also be a report of how many were left wounded. The criteria for wounded would be any decent damage that required healing to be solved.

Official wars are only counted between Nations and Mega-Nations.

Nations at war must keep a solid war statistics page within the war section for their nation. This must follow the directions given there.

Should an opposing force wish to destroy their opponent by attacking the homeland structures otherwise, their territory. The system goes as followed. When all upgrades are destroyed in a zone of territory, that zone is now raided and effectively has been destroyed leaving behind only ruins of what was left. From this point, the tile will require 2k word training via someone to fix it in order for rebuilding to be done.

In technique clashing where two attacks crash into each other, these simple rules follow.
Water beats Fire.
Fire beats Air.
Air beats Earth.
Earth beats water.

During a clash, the element of dominance receives + 20 Power in the clash.

One can never directly kill someone via using their manipulation technique.

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