THE GAMES:ROBOT WARS VERSION 0.4

By Michael Epstein

Please tell me what you think.

I really want input!

You can distribute this as long as this header remains intact

I would really like to hear from you at:

[m--st--n] at [sbee.sunysb.edu]



This is a very early outline of a game which I just began working on.  It

is based upon fairly simple rules for diceless Combat.

                                

                                Index

I-Intro

II-Game Types-(from least to most complex)

   A.Game 1

   B.Game 2

   C.Game 3

   D.Game 4

      1.Rank

      2.Jobs

      3.Sample Enemy

III-Combat Rules

IV-Robot Creation

   A.Types Of Bodies

   B.Weapons

V-Character Sheet





SECTION I-INTRO:

The year, 2024, There are no more armies.  Disputes are settled by large 

scale robotic wars.  These are unmanned robots built by a neutral company 

in Switzerland.



Here is where it all begins:

The battle takes place in turns.  A turn takes as long as it takes 

fighters to use up all speed points and movement points or choose not to 

use anymore.  All actions will be carried out on the board(a piece of 

hexmap paper with pieces symbolizing the bots). Essentially this game is

just a battle system which can be built upon to make a more fully defined

game.

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SECTION II-GAME TYPES

A.Game 1:

Short Game:

2-7 players

Players Battle for seven Continents-All continents are distributed among

players.  If there are extras battles take place to see who gets them.

Winner is the first to take all continents with the use of only $10 

million to build robots.

Continents-N.America, S.America, Europe, Asia, Australia, Antarctica, 

Africa



B.Game 2:

Longer Game:

2 or more players

Players battle for multiple countries.  Pick as many as you like and 

distribute and battle for as long as you like.  About $15 million for 

this game.



C.Game 3:

Neverending Game:

2 or more players:(1 player acts as a game master)

Players are awarded a few areas of land out of a large group.  You then 

battle NPC areas to take over the whole world.  This allows for an even 

bigger game involving sabotage, spying, and enemy line infiltration.  The

possibilities in this type of game are endless as these Robot Battles can

be incorporated into almost any futuristic game.  Begin with $25 million 

and place bets on battles in addition to land gain.



D.Game 4:

Your usual adventure role-playing game.  You are a cyborg crime fighter

(or criminal) that runs the police force (or fights it).  The game should 

probably take place in missions to kill off certain gangs or rebel groups.  

Killing off each one could constitute a level increase. 

1.      Rank 1-Street officer-No car-0th level

        Rank 2-Shotgun-Ride shotgun in a car-1st level 

        Rank 3-Driver-Drive a car-3rd level

        Rank 4-Special Agent-Riot Police, S.W.A.T. team-5th level

        Rank 5-Lead special agent group-7th level                          

        Rank 6-Head of Entire Special forces group-10th level

        Rank 7-Chief of Police-20th level

2.Jobs

1-Fight off inexperienced youth gangs-thieves-It is necessary to take

gang members alive and to question them and convince them (anyway You can)

to admit their guilt.  They may be killed if you are fired at first but

disabling is much better

2-Car chases, usually capture alive but many times killing is necessary.

3-Same as above but driving movement is the same as regular movement but

instead 1 box of regular movement equals 5 boxes of driving.

4-Fierce gang shootouts and raids

5-Same as above but you must design battles plans and strategy of battle

6-You must design battle strategy for all battles requiring special forces.

You do limited fighting, but are present at battles to coordinate.

7-Congratulations you are ready to retire the character. You Eat Donuts

and recieve a large paycheck.



This is the only one of the games which actually requires a GM(Game-Master)

The designated person should probably design a city, make up several gangs,

and make a general plan of what should happen in this game.



Battles would be run the same way as the other games but it is important

to take into account obstacles and surrounding areas in battles.

The stats would be the same but are not compatible with the robot war

games. ex: A cyborg with a 50 strength and a Battle Robot with a 50 

strength are very different.  The robots are of much greater size and

power.



3.Here is an average Enemy Cyborg(which is probably what you should be 

fighting most of the time-Though Humans and human size robots should be 

mixed in)



Name:ZartaK

Money:300k

Size-15                         Armor

Weight-20                       Head-50

Speed-100                       R. arm-30

Movement-100                    L. arm-30

Strength-30                     R. leg-30

Res. to kick-50                 L. leg-30

                                Body-75

He could have any weapons which seem to fit into the game environment



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SECTION III-Combat Rules

Battles are over pieces of territory and the victor recieves all or 

monetary rewards may be given to the winner. Once a battle is over all 

used weapons remain with the number of shots they ended out with and 

cannot be refilled but may be replaced at the costs shown later.



Players are placed in the middle of a piece of hexmap paper with at least

5 open boxes between all players.

Battles are carried out very simply by the person with the least speed 

points starting with their move, which can be as many things as they 

would like as long as they have speed points or movement points left, and 

the other player uses his points to dodge attacks.  Once the first player 

chooses to end that turn the second player may attack or move. The turn 

always starts with the person with the least speed points. If both have 

the same number than the one with the lesser movement points goes first.  

If they are the same the player with more money goes first. It is played 

until both are out of speed points or choose to end their turn. If 

multiple players are battling the same process is followed. Tournaments 

may be arranged using the same rules.



Speed point and Movement point usage:

Beginning Speed points and movement points may never go below 20 each

i.e. you must have at least 20 speed points and 20 movement points at the 

start of each turn

Movement-costing 10 movement points per hex on the paper

Weapon usage-cost based upon weapon chart(shown later)

Note:You may only use as many speed points on weapons as your resistence 

to kickback

When making an attack you declare which body part to hit.  

Here is a table for part when a.p. on a body part reaches zero:

Head-all head weapons useless and speed and movement are reduced by 20 

Arm-all arm weapons useless and no punching may occur once either arm is 

lost

Leg-all leg weapons useless and no kicking may occur once one leg is lost 

and if both are lost no movement may occur.  movement reduced by 30 for 

the first leg lost and it becomes zero if both are lost.  Speed is 

reduced by 15 for each leg lost.

Body-You have lost the match

In order to win a battle you must destroy the other robots power core 

which is conatined within the body and is surrounded by body armor.  When 

body armorreaches 0 a.p.(armor points), the power core has been destroyed.

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SECTION IV-Robot Creation



You begin the game with 1.5 million dollars for a sample battle.  For a 

real game see the different game types listed earlier.



A.Types Of Bodies

Here are the types:

Mini Speedster

size-10

weight-10

weapon slots-2 body, 1 r.arm, 1 l.arm

speed-100

Movement-100

strength-10

resistence to kickback-50

starting armor

head-100 armor points

r. arm-50 a.p.

l. arm-50 a.p.

r. leg-70 a.p.

l. leg-70 a.p.

body-200 a.p.

cost-100,000 dollars



Medium Speedster

size-20

weight-20                      

weapon slots-3 body, 2 head

speed-90

movement-90

strength-20

resistence to kickback-70

starting armor

head-100 armor points

r. arm-50 a.p.

l. arm-50 a.p.

r. leg-70 a.p.

l. leg-70 a.p.

body-200 a.p.

cost-200,000 dollars



Large Speedster

size-40

weight-40

weapon slots-4 body, 2 head, 1 r.arm, 1 l.arm

speed-80

movement-70

strength-30

resistence to kickback-80

starting armor

head-100 armor points

r. arm-50 a.p.

l. arm-50 a.p.

r. leg-70 a.p.

l. leg-70 a.p.

body-200 a.p.

cost-300,000 dollars



Mini fighter

size-30

weight-50

weapon slots-4 body, 4 head, 1 r.arm, 1 l.arm

speed-80

movement-50

strength-50

resistence to kickback-100

starting armor

head-100 armor points

r. arm-50 a.p.

l. arm-50 a.p.

r. leg-70 a.p.

l. leg-70 a.p.

body-200 a.p.

cost-400,000 dollars



Medium fighter

size-50

weight-70

weapon slots-4 body, 4 head, 1 l.arm, 1 r.arm, 1 r.leg, 1 l.leg 

speed-70

movement-40

strength-70

resistence to kickback-120

starting armor

head-100 armor points

r. arm-50 a.p.

l. arm-50 a.p.

r. leg-70 a.p.

l. leg-70 a.p.

body-200 a.p.

cost-500,000 dollars



Large fighter

size-80

weight-100

weapon slots-4 body, 4 head, 2 l.arm, 2 r.arm, 2 r.leg, 2 l.leg

speed-70

movement-30

strength-100

resistence to kickback-200

starting armor

head-200 armor points

r. arm-70 a.p.

l. arm-70 a.p.

r. leg-90 a.p.

l. leg-90 a.p.

body-300 a.p.

cost-1,000,000 dollars





ADDITIONAL ARMOR

Note:Armor repair after a battle costs the same as additional armor but 

doesn't make any changes to stats



Head armor costs 1,000 per a.p.

arm armor costs 500 per a.p.

leg armor costs 750 per a.p.

body costs 2,500 per a.p.



Each added armor point raises weight, size, and resistence to kickback by 1

but lowers movement by 1-Movement never goes below 20



Boosters may be placed in body weapon slots costing 75,000 each

which raises the movement by 10 but also lower kickback by 10-Kickback 

never goes below 20.



Strength enhancers cost 50,000 each and go in any weapon slot.  They 

raise strength by 10 but lower speed by 5.



Speed enhancers cost 50,000 each and raise speed by 10 but lower 

movement by 5.



NOTE:1k=$1000

speed=the number of speed points required to dodge attack

Size=the minimum size required to remain upright after taking hit

After being knocked down it reqires weight minus strength movement points 

to get up with a minimum of 20.  You may still attack from the ground but 

no movement is allowed.



B.WEAPONS

Name                Cost  #Shots  Range   speedtofire speed  damage  size

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Blade gun           30k   2       2 boxes    20       30     20       70

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Chain               40k   3       3 boxes    40       50    ***       --

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Earthquake Gun      50k   2       2 boxes    50       50    ****      --

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Explosive Shell Gun 20k   3       3 boxes    20       15     18       75

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Flame Thrower       20k   10      1 box      10       100    15       40

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Flasher             30k   2       4 boxes    10       --     **       --

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Metal mite Launcher 50k   1       2 boxes    50       75#   10/round  1

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Missile Launcher    50k   2       2 boxes    30       20     25       100

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Needle Launcher     100k  1      10 boxes    10       75     *        1

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Pulse cannon        25k   5       5 boxes    50       40     22       75

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Steel shell Gun     5k    5       3 boxes    20       20     15       55

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%Stun Gun           20k   10      3 boxes    40       40     %%       --

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*Needle launcher does not real damage but if fired at a power core which

has less than 20 points of body armor it will destroy it

**Flasher cannot be dodged and merely takes away 20 speed points plus 10 

movement points from its victim

***The cahin allows you to attach to another robot and therefore follow 

any movement the other robot makes.  This takes place until the victim

has used up all of his movement points in this round and the next one.

****The Earthquake gun kocks down the opponent

% for use in game 4 only

%% does no damage but stuns the opponent until the remainder for the 

remainder of the round.

(assuming they're at least partly living- No effect on robots)



All noted stats below are those of the attacker



HAND TO HAND COMBAT

Type      damage     size    speedtouse movetouse speedpntstoavoid range

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Punch     str/5     str/2       20        20        10            1 box

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Kick     str/5+10   str/2       20        30        20            2 boxes

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Bash  str+weight/5  s+w/2       30        40        40            3 boxes

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Hand to Hand Enhancers(You may only have one of each type)

Sword- Costs 20k and takes up an arm slot but adds 10 to punching damage

Toe Knife-costs 30k and takes up a leg slot but adds 10 to kick damage

Body Blade-costs 40k and takes up 2 body slots but adds 10 to bash

damage

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SECTION V-CHARACTER SHEET



Owner Name:

Record W-     L-

Money:



Robot Name:                    Armor

Model:                         Head-

Size:                          R. arm-

Weight:                        L. arm-

Speed:                         R. leg-

movement:                      L. leg-

Strength:                      Body-

Res. To kick:                  





Weapon slots

Item    Location     shots left   Range  speedtofire  speed  damage  size