Robwar:2041


by Christian Conkle
conkle@mecha.com
http://www.mecha.com/~conkle


Introduction:

Across the wastes of the battlefield lay the twisted wreckage and mangled bodies of warriors long dead. The battle they fought is now long over but the war remains. Out of the heaps of trash rises a form easily mistakenable for more scrap. It's pocked and scarred frame slowly balances itself on warped and bowed joints of steel. Pistons wheeze and articulated joints whir and lock into place. The scratched lenses of optical sensors twist into focus and targeting computers tirelessly scan for any signs of opposition: motion, heat, energy. This is the battlefield of Earth:2041. These are the warriors: silicon knights clad in hydraulic armor. This is Robwar:2041.

Robwar:2041 is a tactical wargame playable by two or more players each designing and/or controlling a single robot in a pre-programmed battle that can only end in the total annihilation of the enemy.

Necessary to play the game are one ten-sided die, a sheet of graph paper, some pencils and some regular paper.

Background:

By the year 2030, the nations of Earth had managed to ban the use of NBC weapons of mass destruction and seemed to have found global peace at last. As most times of peace go, however, that was not last. Soon, the entire planet found itself on the brink of ecological disaster. Global warming and the depletion of Earth's renewable resources led the nations of the world once more into conflict. New weapons had since been developed. Laser cannons, hover tanks, particle beams, personal combat armor, and orbital delivery platforms not only made combat more precise and deadly, it made it truly global. Conventional warfare resumed faster, more powerful, and deadlier than ever. Nearly every nation was plunged into the depths of war within 5 years. Within 10 years, the nations had been reduced to near anarchy, there were no more armies to fight.

Only the atomic powered battle-robots continue fighting, fulfilling their original programming to kill until killed. Though there is no longer any petroleum to fuel tanks or jets or rockets, the nuclear powered robots could fight indefinitely. Scrap metal is in ready supply and keeps the automated factories well fed and operating, constanty churning out new battle-robots to fight on.


The Rules:

Robots:

Robots are characterized by a set of 6 statistics.

Hit Points: Number of damage points a robot can take before it is considered destroyed. Armor: Number subtracted from damage taken. Level: Level of skill for performing action. Spaces: Number of items a robot can mount. Speed: Number of spaces a robot can move in a turn. Strength: Measure of how much a manipulator can carry.

Robot Construction:

Each player either rolls 10d10 to determine construction points or decides on a playable number, usually 75. These points are then spent on primary statistics: hit points, armor, level, spaces. Primary statistics cost 2 construction points each. Any left over are spent on options: movement, manipulators, weapons, and equipment.

MovementSpacesSpeedCostTerrain
2 Legs2+2 per pair1smooth, difficult
2 Treads2+4 per pair2smooth, difficult
4 Wheels2+5 per set of 44smooth
A-Gravs1+10 each8smooth, difficult, impassable

ManipulatorsStrengthCostSpacesDamage
1 Arm+1111
1 Tentacle+5423
1 Industrial Arm+10836

WeaponsCostSpacesRangeDamage
Club or Mace1111
Sword or Axe2112
Pistol (or equivalent)51105
Rifle (or equivalent)82157
Machine Gun103158
Rocket Launcher 1532010
Laser 2043012
Railgun 3044015
Heavy Laser 4054018
Pi-Tac Cannon 50550 20

EquipmentCostFunction
Radio Link1Allows 2 or more robots to communicate over long distances.
Computer Link2Allows communications with computer terminals.
High-Intensity Light3Negates darkness penalty in combat.
Shield 4Provides 6 points armor against melee weapons.
Explosive Ammo 5Doubles damage for a single projectile weapon.
Comm-Jammer6Disables Radio Links.
Repair Kit 7Repairs 1 Hit Point per turn on another robot.
Chaff and Smoke8Provides a -1 modifier to be hit, even against Lights.
Targeting Computer 9+2 modifier to all attack rolls.
Threat Sensors 10Negates Chaff and Smoke penalties.
ECM 11Disables Threat Sensors.
Self-Repair Kit12Repairs 1 Hit Point per turn on self.
Jump Jets 13 Allows 5 jumps of 10 spaces.
EMP Shielding 14 Negates EMP effects.
EMP Generator15 Stuns all robots within 10 spaces for 1-10 turns.
Kinetic Field16Provides 10 points fo Armor against all projectile attacks.
Target Computer Mk2 17+6 moidifier to all attack rolls or negates Holo-Generators.
Holo-Generator 18Provides a -3 modifier to be hit.
Teleporter 19 Teleports robot 20 spaces.
Cloaking system20Provides a -6 modifier to be hit versus all sensors.

Robot Size:

A robot with a modified Spaces statistic of less than 5 is considered a small target. A robot with a modified Spaces statistic of more than 10 is considered a large target.

Combat:

Robwar:2041 is played in turns. Each participant recieves a turn in order of highest to lowest die roll or whatever. During their turn each player may control their robot(s), commanding them to either attack then move, move then attack, or they may perf orm some other action such as activating an item of equipment in lieu of attacking.

To attack another robot, find the attackerŐs level on the combat table, roll a 10-sided die, and add or subtract any modifiers from the roll to determine if a hit is made. A Hit inflicts an amount of damage depending on the weapon, see the weapon list, to the defending robot. The defending robot may then subtract their current Armor statistic from the incoming damage. Any difference is then applied the the defending robotŐs Hit Points. A Critical Hit doubles any damge done before applying armor.

LevelMissHitCriticalModifiers
11-890Range more than 5= -1
21-78-90Range more then 10= -2
31-67-90Range more than 20= -3
41-67-89-0Darkness= -1
51-56-89-0Aim for 1 turn= +1
61-45-78-0Large Target= +1
71-34-78-0Small Target= -1
81-23-67-0Attacker Moving= -1
912-67-0Defender Moving= -1
012-56-0Adverse Conditions= -1
Attacker behind cover= -1
Defender behind cover= -3

Cover:

Objects such as walls, trees, rocks, and vehicles provide cover from incoming attacks. Objects provide cover until they are destroyed. Robots taking cover may fire around cover with a -1 modifier to hit. Return fire is at a -3 penalty to hit with any misses striking the cover.

Wall= 2 Hit Points
Door= 1 Hit Point
Concrete= 3 Hit Points
Metal= 4 Hit Points
Tree= 4 Hit Points
Rock= 5 Hit Points
Vehicle= 10 Hit Points

Carrying:

Robots may carry objects or weapons in their manipulators. 1 Strength point may carry 1 Space of weapon or object.

Movement:

  • A Robot can move up to it's maximum Speed statistic over it's available terrain.

  • A robot may not travel diagonally and facing is not important.

  • There are three types of terrain that may inhibit movement:Smooth, such as roads, flat earth, and concrete; Difficult, such as mud, swamps, forest, or steep inclines; and Impassable, such as lava fields, open water, or steep cliff faces. Only certain types of movement platforms may traverse certain terrains.

  • A robot must lower it's movement by 1 when passing through a door. Only robots with manipulators may open a closed door.

  • A robot may also enter a half-space at no penalty as long as it is not of large size.

  • Two robots may occupy the same space for melee combat or No more than three robots may occupy the same space.

  • Robots may fire ranged weapons in any direction by range is determined the same as movement, no diagonal.

  • Robots may fire from around corners at a -1 penalty to hit. An opposing robot may return fire with a -3 penalty to hit with any misses striking the cover.

  • Each space in Robwar:2041 equals 5 meters on a side. Each turn equals 5 seconds.

    USARobo

    USARobo
    Hit Points:		5	(10)
    Armor:		7	(14)
    Level:		4	(8)
    Spaces:		9	(18)
    Speed:		2	
    Strength:		2	
    Machine Gun			(10, 3 spaces)
    Sword				(2, 1 space)
    2 Legs			(1, 2 spaces)
    1 Arm				(1, 1 space)
    Radio Link			(1, 0 spaces)
    Pistol			(5, 1 space)
    Pistol			(5, 1 space)
    Total:			75 Construction Points
    
    
    
    
    
    
    


    CanadaRobo

    CanadaRobo
    Hit Points:		8	(16)
    Armor:		8	(16)
    Level:		10	(20)
    Spaces:		9	(18)
    Speed:		5
    Strength:		1
    Machine Gun			(10, 3 spaces)
    Machine Gun			(10, 3 spaces)
    4 Wheels			(4, 2 spaces)
    1 Arm				(1, 1 space)
    Explosive Ammo		(5)
    Explosive Ammo		(5)
    Comm Jammer			(6)
    Computer Link		(2)
    Radio Link			(1)
    Total:			75 Construction Points.
    
    
    
    
    
    
    
    
    
    


    UKRobo

    UKRobo
    Hit Points:		2	(4)
    Armor:		2	(4)
    Level:		3	(6)
    Spaces:		12	(24)
    Speed:		2
    Strength:		1
    Rifle				(8, 2 spaces)
    Rifle				(8, 2 spaces)
    Rifle				(8, 2 spaces)
    Rifle				(8, 2 spaces)
    1 Arm				(1, 1 space)
    Sword				(2, 2 spaces)
    2 Legs			(1, 2 spaces)
    Radio Link			(1)
    Total:			75 Construction Points.
    
    
    
    
    
    
    
    
    
    
    
    


    BRDRobo

    BRDRobo
    Hit Points:		6	(12)
    Armor:		4	(8)
    Level:		5	(10)
    Spaces:		12	(24)
    Speed:		6
    Strength:		2
    Rifle				(8, 2 spaces)
    Rifle				(8, 2 spaces)
    2 Arms			(2, 2 spaces)
    Sword				(2, 2 spaces)
    6 Legs			(3, 6 spaces)
    Total:			75 Construction Points.
    
    
    
    
    
    
    
    
    
    
    
    
    
    


    JapanRobo

    JapanRobo
    Hit Points:		2	(4)
    Armor:		3	(6)
    Level:		3	(6)
    Spaces:		8	(16)
    Speed:		2
    Strength:		1
    Heavy Laser			(40, 5 spaces)
    1 Arm				(1, 1 space)
    2 Legs			(1, 2 spaces)
    Radio Link			(1)
    Total:			75 Construction Points.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    


    NZRobo

    NZRobo
    Hit Points:		3	(6)
    Armor:		5	(10)
    Level:		5	(10)
    Spaces:		9	(18)
    Speed:		2
    Strength:		1
    Rocket Launcher		(15, 3 spaces)
    Sword				(2, 2 spaces)
    Sword				(2, 2 spaces)
    2 Arms			(2, 2 spaces)
    2 Legs			(1, 2 spaces)
    Robot Repair Kit		(7)
    Radio Link			(1)
    Total:			75 Construction Points.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    


    ChinaRobo

    ChinaRobo
    Hit Points:		3	(6)
    Armor:		4	(8)
    Level:		5	(10)
    Spaces:		10	(20)
    Speed:		2
    Strength:		1
    Heavy Laser			(40, 5 spaces)
    Pistol			(5, 1 space)
    Pistol			(5, 1 space)
    High Intensity Light	(3)
    1 Arms			(1, 1 spaces)
    2 Legs			(1, 2 spaces)
    Sword (hand held)		(1, no spaces)
    Total:			100 Construction Points.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    

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