Samurai Robots Battle Royale.pdf

(3446 KB) Pobierz
Written by Andrea Sfiligoi
Cover Illustration by Giandomenico d'Amoja (gedamo.deviantart.com)
and Greg Bain (hellburger.deviantart.com)
Illustrations by Giandomenico d'Amoja
Playtesters: Andrea Sfiligoi, Massimo Moscarelli, John Scheib,
Sean Donnelly, Chris Brooks, Ruediger Hofrichter
Proofreading: Richard Popplewell
Table of Contents
Introduction
Finding Suitable Models------------------------------------------------3
Table Size------------------------------------------------------------------3
Game Length--------------------------------------------------------------3
Comparison with Our Other Games---------------------------------3
Measurements------------------------------------------------------------3
Measuring Sticks --------------------------------------------------------4
Measuring Movement---------------------------------------------------4
Basing-----------------------------------------------------------------------4
Profiles----------------------------------------------------------------------4
Piloted VS A.I. And Remote-Controlled Mecha-------------------5
Create Your Mechas-----------------------------------------------------6
Determine Attacker And Defender-----------------------------------6
Terrain And Deployment------------------------------------------------6
Initiative---------------------------------------------------------------------7
More Than Two Players------------------------------------------------7
Activation Process-------------------------------------------------------7
Activation Table-----------------------------------------------------------8
Activated Body Parts----------------------------------------------------8
Reactions-------------------------------------------------------------------9
Malfunction Table-------------------------------------------------------10
Damage Table-----------------------------------------------------------10
Pilot-Survival Roll-------------------------------------------------------11
Integrity Roll--------------------------------------------------------------11
Mechas with Multiple Pilots------------------------------------------11
Damage Effects---------------------------------------------------------11
Ending The Game------------------------------------------------------12
Tail Sweep----------------------------------------------------------------21
Throw Rubble------------------------------------------------------------21
Maim-----------------------------------------------------------------------21
Ranged Combat
Line of Sight--------------------------------------------------------------22
No Targeting Restrictions---------------------------------------------22
No Shooting Out of Melee--------------------------------------------22
Shooting into a Melee-------------------------------------------------22
Cover----------------------------------------------------------------------23
Missile Expenditure----------------------------------------------------23
Powerful and Very Powerful Shots---------------------------------23
Shooting at Massive Models-----------------------------------------23
Shooting at Difficult Targets------------------------------------------23
Shooting at Buildings--------------------------------------------------23
Defensive Shooting (Optional Rule)-------------------------------23
Attacks on buildings----------------------------------------------------24
Oil Refineries------------------------------------------------------------24
Electrical Power Plants------------------------------------------------25
Nuclear Power Plants--------------------------------------------------25
Climbing on Buildings--------------------------------------------------26
Underwater Combat----------------------------------------------------26
Space Combat-----------------------------------------------------------26
Special Rules-----------------------------------------------------------27
Game Modes
Military Science Fiction------------------------------------------------41
Movement
Samurai Robots---------------------------------------------------------41
Only One Movement Type Per Turn-------------------------------13 Steampunk Robots-----------------------------------------------------41
Movement of Transforming Mechas-------------------------------13 Robots Versus Monsters----------------------------------------------42
All Movements are in a Straight Line------------------------------13
Contact Stops Movement---------------------------------------------13
Designing Your Mecha----------------------------------------------43
Rough Terrain-----------------------------------------------------------13
Water Movement--------------------------------------------------------14
The Army
Free Moves---------------------------------------------------------------14 Army Stands-------------------------------------------------------------45
Piloting Rolls (Optional)-----------------------------------------------14 Army Unit Activation---------------------------------------------------45
Army Unit Movement--------------------------------------------------45
Close Combat
Damage on Army Stands---------------------------------------------45
Close-Combat Attack Procedure-----------------------------------15 Close and Ranged Combat------------------------------------------45
Same Modifiers Cancel Out------------------------------------------15 Army Morale-------------------------------------------------------------45
Outnumbered------------------------------------------------------------15
Entangled, Fallen And Held Targets-------------------------------16
Morale---------------------------------------------------------------------48
Powerful Attacks--------------------------------------------------------16
Higher Ground-----------------------------------------------------------16
Campaigns
Leaving Close Combat- Free Hacks-------------------------------16 Repairs--------------------------------------------------------------------49
Knock back---------------------------------------------------------------16 Experience---------------------------------------------------------------49
Knock down--------------------------------------------------------------17
Recoil----------------------------------------------------------------------17
Profiles-------------------------------------------------------------------50
Attack Types
Quick Reference Sheets----------------------------------------------52
Bite-------------------------------------------------------------------------18
Slash-----------------------------------------------------------------------18
Grapple--------------------------------------------------------------------18
Flyby Attack -------------------------------------------------------------19
Hail of Fire ---------------------------------------------------------------20
Kick-------------------------------------------------------------------------20
Punch----------------------------------------------------------------------20
Slam------------------------------------------------------------------------20
Shoot-----------------------------------------------------------------------20
Surgical Strike-----------------------------------------------------------21
Samurai Robots Battle Royale
Introduction
Samurai Robots Battle Royale
recreates the giant
robot battles seen in the Japanese giant mecha
animation TV series, OAV (original anime videos)
and movies. Every player controls one or more
mechas (giant robots).
To play, you’ll need:
1.
many six-sided dice in three different colors
(we use white, yellow and red, but just use
whatever you have);
a few mechas in any consistent scale (1 to 3
per player is best, but you can fight larger
battles if you want);
three measuring sticks described below;
a play surface ( a tabletop or the floor);
scenery to represent hills, buildings, bodies
of water, etc.
T
ABLE
S
IZE
We tested the game on a 3’x3’ table (90x90 cm)
using 25 to 50mm models. A bigger table 4’x4’
(120x120 cm) is needed if each participant con-
trols more than 2-3 mechas.
G
AME
L
ENGTH
Once you know the rules, an average game with
3-4 robots per player takes about 60 minutes.
2.
C
OMPARISON WITH
O
UR
O
THER
G
AMES
If you are already familiar with the Song of
Blades game engine, and especially with
Samu-
rai Robots Battle Royale's
“sister” game
Mighty
Monsters,
you can pick up the game easily, but
please pay attention to the differences. In
Mighty Monsters,
models take damage effects
when they fail their activation rolls. In
Samurai
Robots Battle Royale,
robots take damage imme-
diately. Robots may also perform a reaction (see
below) when an opponent rolls a 1 on a Red or
Yellow die activation roll. If you use Mighty Mon-
sters and SRBR together, use this rule. This abil-
ity to react to the opponent’s mistakes
represents the superior speed possessed by pi-
lots.
If you come to these rules by way of
Song of
Blades and Heroes, Samurai Robots Battle Royale
will seem complex. But if you imagine that a
mecha is a warband, with the robot’s arms, tor-
so, weapons and legs being the warband mem-
bers, you’ll grok the rules in a short time.
3.
4.
5.
6.
Buildings may be modeled out of paper,
cardboard, or by painting rectangular
blocks of polystyrene. Prepare “rubble”
counters to mark smashed down build-
ings!
F
INDING
S
UITABLE
M
ODELS
There are many sources for mechas: collectibles,
models produced for other miniatures games,
and toys. Cheap plastic robots can be found in
supermarkets, toy or thrift stores. You may
purchase “gashapon” (collectible capsule toys)
produced in Japan on eBay. The main producer
is Bandai.
The look of your models is important.
The game
is played in What-You-See-is-What-You-Get
mode.
You cannot design a mecha with 12 tails
and three heads unless your model has 12 tails
and three heads.
M
EASUREMENTS
Samurai Robots Battle Royale
doesn’t use inches
to regulate movement and weapon ranges. All
distances are measured with
three sticks la-
beled Short, Medium or Long.
For example, a
mecha with Long movement may move from
3
Samurai Robots Battle Royale
one end to the other (or to any point in be-
tween) of a Long stick.
Pre-measuring (checking a range before declar-
ing an action) is always allowed.
Players may
measure distances at any time.
The size of sticks depends on how big your
average mechas is.
any movement to avoid arguments. A
sentence like “Look, I want to move my
Z-13 behind that skyscraper to gain a
cover modifier” is enough.
B
ASING
Mechas can be mounted on bases to keep them
from falling over. Basing is optional, and all
base shapes (round, square or hexagonal) give
the same results since you measure from the leg
or a body part.
M
EASURING
S
TICKS
Mecha size
Short stick
Medium stick
Long stick
25-28mm
50mm
80mm
120mm
40mm +
75mm
120mm
180mm
P
ROFILES
Every mecha is described by a profile listing its
body parts. Each part will have the following info:
Points:
the cost of the body part. A mecha’s
total point cost is the sum of the point cost of its
body parts and special rules.
Quality:
abbreviated as Q, this is the number to
be rolled on a die to activate that body part to
perform an action with it. The lower the Q, the
better.
For example, a mecha with Q3 Legs may
perform Leg actions by rolling a 3 or
better on Leg activation rolls.
“Mecha size” in the table above refers to the size
of a typical mecha in your game. Even if you use
miniatures of different scales to represent
mechas of different sizes, they will all use the
same sticks.
M
EASURING
M
OVEMENT
Whether your mechas are mounted on bases
or not, always measure movement in a consis-
tent way from the same part of the mecha’s
body. For example, movement for all
bipedal mechas is measured from the right
foot. For those with a non-humanoid form, mea-
sure from the head or the cockpit. For Vehicles,
measure from a center point on the front of the
vehicle.
Wargaming isn't an exact science and
the occasional fraction of an inch here
and there won't make any difference.
Moves can be measured BEFORE rolling
the dice. You’ll know whether your
mecha can enter close combat or hide
behind a skyscraper using one or more
actions. If in doubt, describe your in-
tent to your opponent or use an impar-
tial player as a referee/game master.
Declare your intent before performing
When it’s your turn, nominate the mecha with
which you want to act, and decide which of its
body parts you are trying to activate. You may
roll one, two or three activation dice – your
choice. Every roll that is equal or higher than
that body part’s Q is a success; every roll that is
lower than its Q is a failure. You may perform
one action with that body part for every success
rolled.
Example: a mecha rolls two dice versus
its Legs’ Q3, and scores 3 and 6. The
mecha may perform two Leg actions. It
uses the first to move adjacent to an
enemy, and the second to kick it.
4
Zgłoś jeśli naruszono regulamin