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This page presents a set of wargame rules for playing ROBOT warfare on the table top.

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Robot Warfare

Introduction

A Battletech Mech I drew using the amazing and free POV-ray rendering softwareI had a bunch of 3" Robots that needed a framework of rules inorder to have a BATTLE!

All Robots are effectively the same. Differences come from the weaponry that the individual Robots use.

Play on a hex map or on Heroscape terrain.

All Robots are capable of hand to hand combat. Robots armed with Guns may also fire. Robots that carry shields will gain a defensive bonus.


Turn

Players will take alternate turns. On your turn you may activate two of your Robots. When a Robot is activated you spend up to 4 action points to carry out actions with it. The Costs in Action Points for various actions are shown below.

Actions

  • Stand Up, 2AP ( May face any direction )
  • Walk Forwards, 1AP ( 2AP if uphill or in water or woods )
  • Melee, 2AP
  • Fire Weapon, 3 AP
  • Walk any direction but forwards, 2AP ( 3AP if uphill or in water or in woods )
  • Turn up to 2 hex sides, 1AP

Note that Robots may only climb a single Height Level when moving into a hex. So moving from Height Zero to Height Two is prohibited.

Combat : Shooting

Robots may not shoot into adjacent hexes but may melee.

You may only shoot at an enemy Robot that the Shooter has a line of sight to. You can check this by getting close to the head of the shooting Robot and see what it could see from it eye level. Note you may only shoot at the Robot itself, a line of sight to a Robots weapons does not count.

To shoot an opposing Robot roll 2 dice and try to score the “To Hit” number.

The base To Hit number based on Range. Maximum Range is 9 hexes

Range   To Hit
2   5
3   6
4   7
5   8
6   9
7   10
8   11
9   12

The “To Hit” number will change based on further circumstances.

Situation   To Hit Modifier
25% of target hidden   +1
50% of target hidden   +2
75% of target hidden   +3
Target has a shield   +1
Shooter moved before firing   +1
Target is stunned   +1

Combat : Melee

When Robots are in adjacent hexes you may use Action Points to attack the enemy. However if there is a height difference of 2 or more between the hexes occupied by the Robots, melee may not take place Both players roll 2 dice summing the total. Then check the following circumstances for additions to the totals.

  • If the Defender is not facing exactly at the Attacker then the Attacker gains a +1 to his die total.
  • If the Defender has a shield, then the Defender gains a +1 to his die total.
  • If the Attacker is “uphill” of the Defender, then the Attacker gains a +1 to his die total
  • If the Defender is stunned attacker gains + 2
  • If Defender is knocked down attacker gains + 1

All of these bonus may be combined.

If the Attackers score is higher than the Defenders, then the Attack has scored a hit. If the Defenders score is higher then it has not effect.

Hits

When a Robot shoots and hits a target, or carries out a melee attack and hits, roll a further die and consult the following table for results. Modify the die result as follows.

  • +1 if the defender is currently stunned
  • +1 if the defender is knocked down

Roll   Effect
1   The targeted Robot may only use 1 AP during the next turn
2   The targeted Robot may only use 2 AP during the next turn
3   The targeted Robot is stunned and may not be activated next turn
4   The targeted Robot is stunned and may not be activated next turn, additionally it is knocked down and must stand before it can do anything else.
5   The targeted Robot is stunned and may not be activated next turn, additionally it is knocked down and must stand before it can do anything else. Furthermore the Robot is knocked back 1 hex, Attacker decides in which direction.
6+   The Robot hit is destroyed and removed from play

Stunned : When a robot is hit with a stun result, place a stun marker next to the robot. This is removed at the end of the players next turn. Multiple stun results are NOT cumulative.

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