As seen on http://www.fudgefactor.org.
Fudge Battlin' BotsBased on the basic Fudge rule set, Fudge Battlin' Bots is a set of rules of playing science fiction combat on a tabletop. The rules allow you to design a Battlin' Bot, move it around the playing surface, and battle other players' Bots. May the best Bot win. Variants for Fudge Combat Cars and Fudge Fleet Battles are included.
Required MaterialsTo play you will require
The game uses the standard Fudge Terrible ... Fair ... Superb scale and the resolution mechanism for unopposed actions (section 3.4 of the Fudge rule book).
The Terrible ... Fair ... Superb scale is used to describe the movement, damage, and armour of Bots, and the range for their weapons. Each point along the scale has a corresponding number as indicated on the table below.
| Battlin Bots Fudge Scale Table | |||
|---|---|---|---|
| Fudge Scale | Movement/Range | Damage | Armour |
| Terrible | 1 inch | 4 | 5 |
| Poor | 2 inch | 5 | 10 |
| Mediocre | 3 inch | 6 | 15 |
| Fair | 4 inch | 7 | 20 |
| Good | 5 inch | 8 | 25 |
| Great | 6 inch | 9 | 30 |
| Superb | 7 inch | 10 | 35 |
| * One inch equals about 2.5 centimetres | |||
To generate a Battlin' Bot, use the Bot Specification Sheet. Each Bot has six components.
Pick a name for your Battlin' Bot.
Each Bot has three attributes: Rotation, Speed, and Accuracy.
Each Bot begins with Good in each attribute. The player can raise any attribute in exchange for lowering another. For instance, if I want my Bot to have Superb Rotation, I would need to lower Speed to Mediocre or Speed and Accuracy to Fair.
Bots have armour on their four sides (front, left, right, and rear). This protects the Bot against weapons, ramming, and crashing damage. Each Bot begins with Fair in each. Like Attributes, this can be raised or lowered in each by trading off along the Fudge scale. Therefore, I may want to raise my front armour to Good, in exchange for lowering rear to Mediocre.
Once you have selected the amount of armour for each side, use the Battlin' Bots Fudge Scale Table to record the number of armour points in each side (crossing off the excess from the armour listed on the Bot Specification Sheet).
Each Bot has two laser beams. Each is designed separately. The weapons are described as having:
Select which direction each weapon is facing (both weapons may be mounted in the same side, if desired).
Range and Damage begin at Good, and can be raised and lowered as per the rules for attributes. Record the number of inches of range the weapon can normally fire at and the number of damage points each will inflict. Weapon scales cannot be traded between the two weapons.
These optional weapons can be used instead of the standard laser beams:
When the flamethrower hits a Bot it causes 2 points of damage each turn the fire remains burning. On each subsequent turn roll 4DF, on a role of -4, -3, -2 the fire goes out and no additional damage is inflicted.
When fired, place a missile counter on the playing surface adjacent to the firing Bot's side where the missile is launched from. The missile moves at Good speed in any direction during the movement phase of play (controlled by the firer). If the missile hits a Bot it explodes for Great damage. The missile can be destroyed by weapon fire, requiring a Great shot (or being struck by another missile). Each Homing Missile Launcher holds four missiles.
When fired, place a mine counter on the playing surface adjacent to the firing Bot's side where the mine was deployed from. If a Bot runs over the mine it receives Superb damage to the side that came into contact with it. The Landmine Dropper holds ten mines.
The Electroshock cannon does Terrible damage. Only half the damage is inflicted on the enemy Bot's armour, with the remainder inflicted on the next internal component.
If the Glue Gun hits the side of a Bot with a weapon or weapons mounted on it, it clogs the weapons, preventing their firing. The Glue Gun holds five charges.
If desired, you may choose one Gift from the table below for your Bot and record it on the Bot Specification Sheet.
Bot takes no damage when it rams another bot (but not rammed by)
Bot can move backwards at half normal speed
Damage to steering component does not reduce rotation
Damage to CPU does not reduce accuracy
Damage to Engine does not reduce speed
Select one weapon and increase its range by 3 inches
If a gift has been selected, choose one Fault from the table below for your Bot and record it on the Bot Specification Sheet.
If rammed, the Bot skids another two inches away from normal destination
Each damage point to CPU reduces accuracy by two levels (minimum reduction to Terrible)
Roll 4DF for each rotation, on a -3 or -4, Bot doesn't rotate
Roll 4DF for each movement, on a -3 or -4 maximum speed if halved
Bot cannot fire beyond weapon range
Roll 4DF for each hit, on a -3 or -4 damage is doubled
Once the Bots have been designed, lay out the playing space with a number of obstacles. Copy one set of the Bot Counter and Rotation Calculator for each player, and colour code each Counter. (You may wish to weigh each Counter down with a small coin.) Place the Bot Counters on the playing surface.
Order of PlayThe order of play is:
Bots rotate, move, and battle in order of speed. The slowest Bot will go first, followed by the next slowest and so on. If two or more Bots have the same Speed attribute, use a die role at the beginning of play to determine order for the game.
RotationBots rotate using the Rotation Calculator and their Rotation attribute. When rotating, place the Rotation Calculator around the Bot Counter so that the thick line marked S is aligned with the front of the Bot (marked with an arrow) and rotate the Counter left or right. The maximum amount of rotation is indicated by the Bot's Rotation attribute.
Example: A Bot is making a Fair rotation left:
All Bots can move in order of play a maximum number of inches as indicated by the Bot's Speed attribute.
RammingIf one Bot rams another Bot during movement it pushes the other Bot ahead of itself. The ramming Bot takes damage to its front armour equal to half the total number of inches moved (rounded up) and the rammed bot takes damage to the armour area struck to the number of inches moved (rounded up).
Example: In the figure above, Bot A moves first at Fair speed and rams Bot B. Bot A completes its move. Bot B is carried along with the movement. Both Bots retain their original facing. Bot A has moved four inches, it thus takes two points of damage to its front and Bot B takes four points of damage to its rear.
Note, you can ram another Bot into an obstacle and cause it to crash.
CrashingIf a Bot hits an obstacle (other than a Bot). It stops and takes damage equal to the number of inches moved to the side that hit the obstacle. Obstacles can neither move, nor be destroyed.
Battlin'Once movement is complete, Bots can fire their weapons at other Bots. Weapons can only fire from the side they are mounted on, using the arc indicated by the cross on the counter. As indicated:
Obstacles block fire.
Example: In the figure below Bots A and C both have their two weapons facing forward. Bot B has one weapon mounted left and one mounted right. Thus:
Each Bot fires in the order of play using all weapons that can hit a target. Making a shot is an unopposed action at Fair difficulty level up to the Range of the weapon used. For each inch above the weapons range, increase the difficulty of the shot by one level, using the Bot's Accuracy attribute for the action resolution.
Example: A Bot with an accuracy of Good is shooting a weapon at another Bot which is six inches away. The weapon's range is Fair (4 inch range). This requires the Bot to match or surpass a difficulty level of Great (Fair +2 additional inches). The player rolls the Fudge dice and rolls a +1, this combined with their Bot's Accuracy achieves a Great result and the shot hits.
Recording DamageDamage is recorded by crossing off a corresponding number of boxes on the Bot Specification Sheet equal to the weapon, ramming, or crashing damage inflicted. Damage is inflicted:
If a Bot can fire at more than one side of an enemy Bot, the firer chooses which side will receive the damage.
Component DamageA Bot is destroyed when its CPU has had all its damage points crossed off, or when the player wanders off somewhere.
VariantsTwo quick variants are presented here, though additional variations, new Gifts and Faults, and unusual weapons and obstacles can be developed easily to enhance play.
Fudge Combat CarsOn the highways of tomorrow, Combat Cars roam the wasteland looking for battle for some reason.
Use the standard Fudge Battlin Bots rules, however:
In the inky depths of space, gigantic Battle Cruisers do bloody combat for supremacy of the quadrant/universe/cause.
Use the standard Fudge Battlin Bots rules and the Combat Cars variant (including Car Counter and Turning Calculator), however:
Rotation Calculator and Bot Counters
All articles copyright their original authors. Fudge copyright Steffan O'Sullivan. Fudge Logo Design by Daniel M. Davis.