A couple of years ago, when the Blog first started, I tried to come up with a fun mini-game that we could play on the side. Inspired by Greggles and his Dreadtober idea, I decided to throw my Hat into the ring as it was, and come up with a fun mini game. Enjoy!
ROBOTS, TO YOUR STATIONS!
PREPARE FOR BATTLE!
Rules – 10 rounds, Who goes first is determined by an
Initiative check (Robots standard value plus D6), Robot is only out if it has
Exploded or Wrecked and Lost all
Weapons. If it is immobilized but can
still do damage, then it can still fight.
Also, all walkers can fire in all directions like a MC when Immobilized.
Points values – You can have any Robot, Walker, or MC Robot
(must have an AV value) up to 250 points.
This means that if you have two robots that come in under 250, you can
take both of them. This 250 price point
is with all upgrades as well.
Setup – The arena shall be a 4’ x 4’ board. Opponents will line up in their starting box
based on the game type. All players
setup their models inside their starting area based on the game.
The Board – The Board is a 4’ x 4’ playing surface. For this
game type, your Robot will start in one of the squares on the board. If it is a 1 vs. 1 or 2 vs. 2, use the same
board and both robots will start in the same box. If you are doing a 4 way death match, then
have each Robot start in each of the 4 starting boxes.
1 v 1 / 2 v 2 Board |
Free For All Board |
White Square - Starting Location 6" x 6".
Red Circles – If a robot begins or ends a turn in this
circle, one of your opponents will roll a scatter die and 2D6 and move
according to the rules for scattering a Barrage shot. This Shot acts as a barrage and will hit
against side armour. 9" x 9"
Blue Circle or Line – This is a “Mysterious Water” and will
be rolled on the chart when the first person enters it. Roll a D6. 9" x 9" for circle and 4" river.
1 – Nothing, it
is just water. Slows down Robot as normal
terrain
2 – MUD! – Robot
moves at 6” and halves its run distance unless it has MTC.
3 – Electric
Water – Any Robot that enters rolls a D6.
On a 4+ the Robot takes an electric shock. 1-3 - nothing happens, 4-5 –
Take an initiative check and on a failed check, suffer 1 Hull Point. 6 – Auto Hull Point removed.
4 – Icebergs –
While the Robot is in the water, any shots made at the water have a chance of
getting deflected. Water confers a 4+
Cover Save and reduces it’s BS and WS by 1.
5 – Toxic Ooze
– Toxic Waters have flooded the arena.
If a Robot walks into the water or through the water, roll a die. On a 1-2, a Hull Point is removed, on a 3
Increase movement by 2”, on a 4- Increase BS and WS by 1, and on a 5-6 –
Restore a Hull Point.
6 – Chaos Blood
– The Waters of Chaos have entered the arena.
When a Robot enters the water make a Leadership Check, if this model is
a psyker then roll 3D6 for leadership check and take highest. On a failed check, The Robot goes crazy and
runs an additional 2D6 in a random scatter direction. If a hit is rolled, the Robot stays still but
gains the Rage special rule. If the
Leadership check is passed, the Robot gains Monster Hunter/Tank Hunter Special
Rule.
Orange –
Promethium Pipes – A Promethium Pipe can be targeted by a Robot. The Profile is T7 W2. When the pipe is destroyed Promethium showers
out in an ark of 6” in all directions.
Any robot hit by the Promethium takes a S9 AP- Hit to the armour facing
the Pipe (Measure from the closest point to closest point). After the Effect, the 6” area is treated as
MUD! for the remainder of the game. 1" wice
Grey – Ruin
Walls – Ruin Walls block line of site but can be moved through and charged
through in the Movement or assault phase.
Should a model charge through the Wall, treat it as moving through cover
(-2” to charge range). 6" x 12" wall or 1"x 12" for free for all.
Mission: Destroy the Other Robot!
Simple: You have 10 rounds to survive or kill the
robot.
Ways to Win. Survive with the Most Hull Points. Destroy the other Robot.
Good Luck Robot Warriors!
No comments:
Post a Comment