Battlegrounds Mini-Game

Overview
In this new game, players will fight for control of various major cities and regions all across Cybertron and beyond. In each round, 3-4 control battles will be available. These will be randomly selected out of all tactically relevant areas besides those within Kaon and Iacon Regions, in addition to Garrus-1, Helex, Tarn, Tesarus and Vos (Iacon Region and Garrus-1 will always belong to the Autobots, and Kaon Region as well Helex, Tarn, Tesarus, and Vos will always belong to the Decepticons). For the first rotation, a coin flip will determine which team is attacking first.

Each city will be assigned a combat object to represent its defenses. It will have 100 health as well as a series of attacks available to the defending team. The objective of the attacking team is to damage the object's health down to 0, or to force the entire defending team to retreat within 6 turns or pose rounds. The objective of the defending team is to prevent the attacking team from KOing the city defenses object before time runs out.

The attacking team may challenge a control point territory at any time within 7 days of the beginning of the round. If no one challenges within the aforementioned time period, the region will automatically remain in defending team's territory. A new round will begin 1 week after the last control battle has come to a conclusion.

The defending team always takes its turn first; however, attacking team members may set their defense level before the combat session begins.

All control battles must be logged. Staff will review logs and examine the defense object's sheet to determine the outcome of the battle, then assign the territory to the appropriate faction. The winning team will own the region until the next time it is selected as an available control battle. During this time, the opposing faction is not generally allowed to conduct any "casual" RP on location, or any RP that could not feasibly occur behind enemy lines. I.e., they can't just waltz into the city or area without some kind of stealth or camouflage.

Partcipation

 * Players may send one character to each battle within a round.
 * If no members of the attacking team choose to participate in any given control battle, the region will be automatically forfeited to the defending team.
 * If no members of the defending team choose to participate in any given control battle, a staff member can puppet the object against the attacking team alone.

Restorative Activities

 * Each character may receive one of each restorative action from another player (Repair, Resupply, Reinforce, Recalibrate, Refuel) per round. The restorative activity must be played out and logged.
 * Players with the CONSTRUCTION ability may repair defense objects for the region they are battling in once per round. The repairs must be played out and logged.
 * Any character receiving more than 1 of any of the previously listed restorative actions will forfeit participation in further battlegrounds for the given round.

Cloaking

 * Use of the CLOAK ability always consumes a turn. Players may activate CLOAK on their faction's turn only. This means no pre-cloaking prior to the combat session.
 * The defending team may search for cloaked characters by using the base's RADAR ability. This action consumes a turn. Look at the combat object to see the proper syntax.

Combat Vehicle Objects

 * Combat vehicle objects won during TPs can be used to fortify any base owned by the winning faction. However, if the combat object dies during a battleground, it will be considered looted by the opposing faction. Notify a staffer if this happens, and staff will switch the faction locks on it.
 * Combat vehicle objects may also be used for a TP during faction on faction combat, but you will need approval to do this from a staffer before you proceed.
 * Whichever faction currently owns the combat vehicle object is allowed to take the object and use it for offensive in battlegrounds as well.

Violations

 * If a player is caught disregarding any of the above rules, all characters belonging to the offending player will be automatically disqualified from the current round of control battles.
 * Any battles/restorative activities that are not logged will be retconned. The team in violation will forfeit.
 * If a player cheats or violates rules more than 3 times, the individual will be permanently banned from participating in control battles.
 * If a player continues to interact with defense objects or other characters during control battles after a permament ban or temporary disqualification, this will be considered a general policy violation, and further disciplinary action may be taken by staff.
 * Staff may disqualify any player or character from the current round of control battles for any reason deemed appropriate.

For your reference, please find the combat objects' normal stats below:

============================ BASE STATS / MODE 1 Strength    -  37                     Intelligence -  49 Accuracy    -  72                     Leadership   -  12 Endurance   -  85                     Courage      -  95 Firepower   -  77                     Technical    -  47 Agility     -   6                     Energon      -  50 ________________ _____/ MODE 1 - Robot \_______________________________________________________ Size: 8  -   Velocity: 2   -   Armor: 50 Attacks: Marauder Turrets [4], Chaos Rift Combustor [5], X18 Scrapmaker [3], Assault Drones [2] Abilities: RADAR

SKILLS

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[ Use '!attacklist' for more specific attack info ]============== All objects have the same stats.

Selection Process
The mini-game rotates through the following list of eligible regions:
 * #252  Luna 2 - Docks
 * #255  Raskol Arena
 * #262  Thymesis Mining Facility
 * #277  Nova Cronum
 * #280  Praxus
 * #283  Protihex
 * #247  Tyger Pax
 * #339  Ibex - South
 * #299  Ibex - Central
 * #144  Ruins of Harmonex
 * #192  Kalis
 * #180  Polyhex
 * #203  Rodion
 * #189  Ruins of Nyon
 * #200  Stanix
 * #186  Uraya
 * #237  Sonic Canyons
 * #318  Toraxxis Plains
 * #688  Undergrid
 * #885  Clemency
 * #1089 Zolanium Mountain
 * #1109 Rigel System

Please note that this list may change over time as new grid locations are created. The order in which these regions are selected is usually random, however, a player may request that a certain region be deferred up to the end of the current rotation for TP purposes.

Log nomenclature is as follows:  -  -  Round # is determined within each rotation. Posts on the announcements board will indicate rotation and round number.