Welcome to my first Mini RTD! This RTD is designed to be short and have a defined end time, so that neither the players nor the GM get burnt out. (In this case- 10 turns.) If it's successful, I may do more! Without further ado...
Robo Battle!
Standard RTD rolls, 1-6. You know the drill.
This RTD is split into two phases: Construction and Battle!
Over four turns, you will design your robot. Be creative! The more descriptive you are, the more accurately I can map your design to your robot. Roll will determine the effectiveness of your part, causing modifiers to be assigned. A 1 or 2 will not give you a crappy part, but will veer from your original intent instead.
Turns:
Frame: The general shape of your robot. Roughly human in size, though not necessarily shape. How big/heavy it is, etc.
Weaponry: The weapon systems of the robot, up to two.
Defenses: How your robot protects itself.
Refinement: You can attempt to redo or upgrade any one part. If you're happy with what you got, you can skip this roll. Better or worse- new roll sticks!
There will be a four-man bracket, seeded randomly. All fights last three turns. Each combat turn, you will submit two actions. A combat roll is broken down this way:
Initiative roll: Winner goes first. Ties are coinflips.
Winner's Action roll: Execute your action. Combat damage will be:
Attacker's Roll + 1 - Defender's Roll
All rolls are after modifiers.
It will then repeat for the second action set.
Name of your Robot:
Team Color: [First come first serve]
I will take four players. Sign up now!
1. DigitalHellhound - CHARIOT
2. Dave1004 - Terranator
3. Darvi - Will-E
4. fergus - Phacon
I hope this game won't need one, being ten turns long.
The contestants work long and hard constructing the frames of their robots...
Dave1004:
I will create my frame out of a solution of mixed Fibreglass and Steel. It'll be light, yet powerful and strong. Try and equip it with a protective energy shield as well.
[2] The fiberglass and steel mix seems to be working, but the time it takes to effectively combine them prevents you from adding the energy shield. Maybe you can make time for it later.
FiberSteel Frame: 10/10 HP
fergus:
I will create my frame out of thick, polished steel. Heavy and slow, but very strong.
[1] Damn! Your supplier screwed up and sent only half the steel you wanted! The plates aren't nearly as thick as you wanted. On the bright side, it's not so heavy that you notice any slowness...
Semi-Thick Steel Frame: 9/9 HP. +1 resistance to internal damage.
Darvi:
My frame will be made of carbon fibers. Light, durable, fireproof. It will also be streamlined so that attacks can just be deflected by the frame instead of hitting it straight ahead.
[5] Sleek. It's the only word to describe the result of your design. This baby will be great at deflecting attacks drawn at it. It's fireproof, to boot!
Carbon fiber frame: 9/9 HP. On a 5 dodge roll, -2 damage as the attack is deflected. On a 6, -4 damage. Immune to catching on fire, and -1 to fire damage.
DigitalHellhound:
I will create my frame out of layers of stainless steel. These will not be arranged for looks - I am aiming for an ugly, stocky box that can withstand anything. It will be painted white, just because I can.
[5] Well, you got what you wanted. Your giant steel box has been created, and it's built like a tank. It'll be hard to crack this can. You spraypainted it white for giggles.
Steel Box Frame: 12/12 HP. +1 to rolls to resist internal damage.
Turn 2: Weaponry! It's time to design the weapon systems of your robots. The rules permit a maximum of two weapons.
Weapon design came next. The competitors each had their own idea as to what constituted the perfect weapons array...
DigitalHellhound:
CHARIOT has two weapons. The first one is a single anti-tank missile that should go straight through even the thickest armor, so the robot can move in and finish its opponent with a smaller mechanical saw.
[4] The main armament of CHARIOT is a single anti-tank missile. It's got serious penetration value, but it's limited to a single shot.
[4] The secondary weapon is a simpler mechanical saw, but simple doesn't mean not deadly. It's got quite the sharp edge.
Primary: Anti-tank missile: Single shot. Chance to deal internal damage on a 3+ roll that successfully damages. +2 damage. Long range.
Secondary: Mechanical saw. +1 damage. Melee.
Dave1004:
The Terranator (Or whatever I called it) will...I don't know. I'm bad with Sci-Fi, uh...Give it some kind of a strong laser, and a close-range fast "Nail-pounder" machine gun (As in, it slams large, armor-piercing slugs into the enemies frame at a ridiculously fast rate
[6] You have rigged in a giant Hellbore laser cannon of frightful power. It's a threat to itself and others, though.
[6] The "Nail-pounder" machine gun secondary shoots off a storm of slugs, but your spent too much time perfecting the laser to make sure it doesn't jam.
Primary: Hellbore Laser Cannon. High-energy laser weapon. +2 damage, but deals 1 damage to self on use. Usable once per turn. Long range.
Secondary: "Nail-Pounder" machine gun. Ignores armor-based defenses, but jams on a 1 and must unjam before it can be used again. (Unjamming takes an action, but always succeeds.)
fergus:
A long distance, high powered railgun/coilgun and a slicing, stabbing claw thing.
[5] They said a railgun couldn't be mounted on a robot due to the power system limits. Joke's on them, because you did it!
[1] You ran out of time for the claw backup, though. It's pretty much just a metal club with a couple spikes.
Primary weapon: Railgun. High-velocity slug that pierces armor and cannot be deflected. Ignores armor and deflection-based defenses. +1 damage. Can be used once per turn. Long range.
Secondary weapon: Claw club: A claw-shaped mace. +1 damage. Melee.
Darvi:
A bunch of missiles with black hole converters (http://tardis.wikia.com/wiki/Black_hole_converter) on them. Also a self-destruction mechanism for the lulz.
[4] You come up with a high-explosive missile rack for the primary. The theory behind the black-hole converter isn't ready yet, so you just add more missiles!
[3] The backup is an Equalizer explosive warhead. Devastatingly powerful, but it isn't conducive to the continued existence of your bot.
Primary weapon: Missile rack. A large number of weak missiles that can overwhelm the target. Fires two per attack, with 12 missiles total. -1 damage, but strikes twice per attack.
Secondary weapon: Equalizer self-destruct device. Rolls 2d4+2 instead of 1d6 for the attack, but deals an equal amount of damage to the user (with no defense roll).
Turn 3: Defenses! Weapons are great, but without defenses, you're just target practice. Design the defenses of your robot, and be creative!
Every robot must protect itself, somehow.
Digital Hellhound:
Hidden mechanisms beneath the steel constantly rearrange the layout of the armor, strenghtening targeted sections and patching up damage as a sort of adaptive armor
[5] The adaptive armor design is a success! The armor is able to shore up the defense of any targeted part, and can even repair itself given a sufficient charge from the main power source.
Adaptive Armor: +1 defense against any attack. Can repair 2 damage as an action.
Dave1004:
For Defenses, the Terranator will focus on a powerful machine that can be used to send Nano-bots to automatically repair any damage.
[1] After an error in calculation that nearly causes a Grey Goo (http://en.wikipedia.org/wiki/Grey_goo) situation, you have to resort to a more mechanical repair solution. It's effective, but less efficient.
Metal Patch Kit: Twice per battle, can use an action to repair 2d2 damage.
Darvi:
My robot will not have a nuke. Instead it has a quantum generator that can make it phase out into a state of quantum uncertainty. In other words, attacks may or may not affect it at the slightest and just go through it.
[1] You created a quantum generator, but oddly, it both seems to work and not work. Running low on time, you simply add some pulse jets to give it some ability to dodge.
Pulse Jets: +1 to initiative rolls. +1 defense roll on any phase initiative was won.
fergus:
My robot shall have a mirror quality surface to reflect lasers and shock absorbers built into the frame to try and minimise explosive damage.
[2] The mirrors are a success, but they're fragile. You hope that's not a problem...
Mirrors and shock absorbers: +1 defense against laser attacks. This bonus is lost if damaged by impact or explosive damage. +1 defense against explosive damage.
Prototype Robots:
Digital Hellhound
Steel Box Frame: 12/12 HP. +1 to rolls to resist internal damage.
Primary: Anti-tank missile: Single shot. Chance to deal internal damage on a 3+ roll that successfully damages. +2 damage. Long range.
Secondary: Mechanical saw. +1 damage. Melee.
Adaptive Armor: +1 defense against any attack. Can repair 2 damage as an action.
Dave1004
FiberSteel Frame: 10/10 HP
Primary: Hellbore Laser Cannon. High-energy laser weapon. +2 damage, but deals 1 damage to self on use. Usable once per turn. Long range.
Secondary: "Nail-Pounder" machine gun. Ignores armor-based defenses, but jams on a 1 and must unjam before it can be used again. (Unjamming takes an action, but always succeeds.)
Metal Patch Kit: Twice per battle, can use an action to repair 2d2 damage.
Darvi
Carbon fiber frame: 9/9 HP. On a 5 dodge roll, -2 damage as the attack is deflected. On a 6, -4 damage. Immune to catching on fire, and -1 to fire damage.
Primary weapon: Missile rack. A large number of weak missiles that can overwhelm the target. Fires two per attack, with 12 missiles total. -1 damage, but strikes twice per attack.
Secondary weapon: Equalizer self-destruct device. Rolls 2d4+2 instead of 1d6 for the attack, but deals an equal amount of damage to the user (with no defense roll).
Pulse Jets: +1 to initiative rolls. +1 defense roll on any phase initiative was won.
fergus
Semi-Thick Steel Frame: 9/9 HP. +1 resistance to internal damage.
Primary weapon: Railgun. High-velocity slug that pierces armor and cannot be deflected. Ignores armor and deflection-based defenses. +1 damage. Can be used once per turn. Long range.
Secondary weapon: Claw club: A claw-shaped mace. +1 damage. Melee.
Mirrors and shock absorbers: +1 defense against laser attacks. This bonus is lost if damaged by impact or explosive damage. +1 defense against explosive damage.
Turn 4: Finalization!
Each robot has four parts. You may reroll any one part this turn. If you're happy with your design, you may opt to make no changes. Be warned- whatever the new roll is, it sticks!
Helpful Reminder: If one robot is not destroyed at the end of the battle, the robot with the higher percentage of HP left wins. On a tie, I will simulate one more phase of combat by approximating a turn based on past orders until we have a winner.
Three of the four competitors spend the last night retooling their creation. The last, happy with his work, decides to relax instead...
Dave1004:
I'll re-do my frame. Try to get some extra defense in there...Seriously. I'm a walking noodle. Er, rolling* noodle.
[3] The mix still isn't right, but you've added some durability to it.
FiberSteel Frame: 11/11 HP
fergus:
Redo the mirrors, try to make them a bit tougher.
[1] In testing the new mirrors, your robot hits a bump, causing every last mirror to shatter. Argh! At least the robot is a bit lighter now.
Light shock absorbers: +1 defense against explosive damage. +1 to initiative rolls of 1 or 2.
Digital Hellhound
Nah, I'm good.
[3] You go online and play World of Warcraft instead of work on your robot. Your roll badly on raid loot and get something you don't need.
Darvi:
I think I'll retry my defenses
[1] After the quantum generator gave you issues, you stuck it in a box. You are unable to get it open, and indeed are unsure if it works or not now. You leave the box alone for fear of collapsing the waveform.
Final Robots:
Digital Hellhound
Steel Box Frame: 12/12 HP. +1 to rolls to resist internal damage.
Primary: Anti-tank missile: Single shot. Chance to deal internal damage on a 3+ roll that successfully damages. +2 damage. Long range.
Secondary: Mechanical saw. +1 damage. Melee.
Adaptive Armor: +1 defense against any attack. Can repair 2 damage as an action.
Dave1004
FiberSteel Frame: 11/11 HP
Primary: Hellbore Laser Cannon. High-energy laser weapon. +2 damage, but deals 1 damage to self on use. Usable once per turn. Long range.
Secondary: "Nail-Pounder" machine gun. Ignores armor-based defenses, but jams on a 1 and must unjam before it can be used again. (Unjamming takes an action, but always succeeds.)
Metal Patch Kit: Twice per battle, can use an action to repair 2d2 damage.
Darvi
Carbon fiber frame: 9/9 HP. On a 5 dodge roll, -2 damage as the attack is deflected. On a 6, -4 damage. Immune to catching on fire, and -1 to fire damage.
Primary weapon: Missile rack. A large number of weak missiles that can overwhelm the target. Fires two per attack, with 12 missiles total. -1 damage, but strikes twice per attack.
Secondary weapon: Equalizer self-destruct device. Rolls 2d4+2 instead of 1d6 for the attack, but deals an equal amount of damage to the user (with no defense roll).
Pulse Jets: +1 to initiative rolls. +1 defense roll on any phase initiative was won.
fergus
Semi-Thick Steel Frame: 9/9 HP. +1 resistance to internal damage.
Primary weapon: Railgun. High-velocity slug that pierces armor and cannot be deflected. Ignores armor and deflection-based defenses. +1 damage. Can be used once per turn. Long range.
Secondary weapon: Claw club: A claw-shaped mace. +1 damage. Melee.
Light shock absorbers: +1 defense against explosive damage. +1 to initiative rolls of 1 or 2.
Turn 5: TO BATTLE!
The competitors arrive at the stadium with their robots in tow. They set up their systems while waiting for the seeds to be announced. Will their first opponent also be their last?
Finally, the seeds are posted.
1: Fergus ------------\
|----
2: Dave1004 ----------/
3: Digital Hellhound -\
|----
4: Darvi -------------/
So it is settled. The competitors go to their rings. The announcer screams out their names, everyone moves to the edge of their seats...
FIGHT!
Reminder: You may post two actions each turn. An action may be a weapon or defense use, some form of dodging, or any creative use of your robot. The two matches are completely separate from each other- you may only affect your current opponent, as it is two 1v1 matches.
Round 1 - Fight!
Fergus (Phacon) versus Dave1004 (Terranator):
The two combatants square off for battle. At the starting whistle, Phacon immediately begins evasive maneuvers. This is successful at throwing off Terranator's opening blast of his Hellbore Laser Cannon. The cannon scores only a glancing hit for one damage, while the feedback deals one damage to Terranator.
Phacon then aims a shot of his Railgun at Terranator's secondary weapon. His aim is true, but the shot is unable to cause damage. The time he took to aim allows Terranator to close and fire his Nail-Pounder. The aim is wild, and no shot connects for meaningful damage.
Phacon: 8/9 HP
Terranator: 10/11 HP
Initiative Phase 1:
Fergus 5
Dave 3
Fergus action: Dodge [4] = +2 defense roll
Dave Action: Atk 5, Def 5
(5+2) + 1 - (5+2) = 1 damage, 1 to self
Initiative Phase 2:
Fergus 3
Dave 2
Fergus action: Aimed shot at Nail-Pounder
Aimed shot roll : 6 Hits target but -1 to next defense roll
Atk 1, Def 5
(1+1) + 1 - 5 = -2 No damage
Dave Action: Atk 2, Def 5
2 + 1 - (5-1) = -1 No damage
Digital Hellhound (CHARIOT) versus Darvi (Will-E)
At the whistle, both robots launch missiles at each other- Will-E's two small rack mount missiles and CHARIOT's massive anti-tank missile. The smaller missiles impact first- the first is deflected by armor, but the second is able to inflict one damage. Will-E is then rocked by the blast from the anti-tank missile- it deals two damage and damages his secondary weapon! It'll be out for a little bit.
Will-E then begins evasive maneuvers as CHARIOT closes with his deadly saw. Will-E's maneuvers ensure CHARIOT is unable to get in range to land a blow with the saw.
CHARIOT: 11/12 HP
Will-E: 7/9 HP - Secondary weapon unavailable for one more phase. -1 next attack roll.
Inititative Phase 1:
Digital Hellhound 6
Darvi 5+1
Coinflip: Darvi
Darvi Action: Atk 2, 4 Def 3, 2
(2-1) + 1 - (3+1) = -2 No damage
(4-1) + 1 - (2+1) = 1 damage
DH Action: Atk 3 Def 3
(3+2) + 1 - (3+1) = 2 damage- internal damage!
Internal damage roll: 2 - secondary weapon out for two phases
Initiative Phase 2:
DH 3
Darvi 6+1
Darvi Action: Dodge [6] - +3 next defense roll, -1 next attack roll
DH Action: Atk 3 Def 4
(3+1) + 1 - (4+3+1) = -3 No damage
Turn 6: Combat round 2! The fight has begun! What hot robot combat awaits us in the second round?
Aimed Shot:
1 Regular attack at -2
2 Regular attack at -1
3 Regular attack
4 Targeted attack at -1
5 Targeted attack
6 Targeted attack: -1 next defense roll
Dodge
1 No result
2 +1 next defense roll
3 +2 next defense roll
4 +2 next defense roll
5 Next attack misses
6 +3 next defense roll, -1 next attack roll
Internal Damage selection:
1 Primary weapon hit - cannot use for 2 phases
2 Secondary weapon hit - cannot use for 2 phases
3 Defense hit - No bonus for 2 phases
4 Immobilized: -1 all defense and initiative rolls, cannot use dodge action
5 2 Damage
6 Stun - next action skipped
(Might want to check my math since this was the first combat turn.)
Round 2 - Fight!
Fergus (Phacon) versus Dave1004 (Terranator):
Phacon tries again to blast Terranator's backup weapon off with his railgun. While it was able to inflict one damage, it was insufficient to affect the internals of the system. Terranator jets backwards.
Phacon tries to catch up to Terranator, but it has too much of a lead. Terranator takes the opportunity to line up a Hellbore blast, catching Phacon full in the chest and dealing three damage. The feedback again damages Terranator for one damage.
Phacon: 5/9 HP
Terranator: 8/11 HP
Initiative phase 1:
fergus 6
Dave 4
Fergus action: Aimed shot at nailgun: 4 (-1 to targeted attack)
Atk 3 Def 3
(3+1-1) + 1 - 3 = 1 damage (Need 2 damage for effect)
Dave action: Dodge: 5 (Next attack misses!)
Initiative phase 2:
fergus 6
Dave 5
Fergus action: Club
Attack dodged
Dave action: Hellbore Laser Atk 4 Def 4
(4+2) + 1 - 4 = 3 damage
Digital Hellhound (CHARIOT) versus Darvi (Will-E)
CHARIOT lurches forward to carve Will-E into metal scrap, with Will-E barely able to dodge with the help of his pulse jets.
CHARIOT overbalanced a bit with its initial attack and was unable to follow up the attack before Will-E launches another missile salvo. The first missile shoots wide, but the second is able to inflict one damage to CHARIOT.
CHARIOT: 10/12 HP
Will-E: 7/9 HP
Initiative Phase 1:
DH: 6
Darvi: 5+1
Coinflip: Darvi
Darvi action: Dodge: 2 (+1 next defense roll)
DH action: Saw Atk 3 Def 4
(3+1) + 1 - (4+1+1) = -1 No damage
Initiative Phase 2:
DH: 6
Darvi: 2+1
DH action: Saw Atk 1 Def 6
(1+1) + 1 - (6+1) = -3 No damage
Darvi action: Missiles: Atk 6 Def 6 Atk 3 Def 1
(6-1-1) + 1 - (6+1) = -2 No damage
(3-1) + 1 - (1+1) = 1 damage
Turn 7: Combat round 3! The final round! Who will win? Who will lose? Who will be reduced to a pile of unrecognizable slag?
Another helpful table:
Targeted part damage:
1 Regular damage
2 -2 to next roll involving part
3 Part disabled for 2 phases
4+ Part destroyed
Round 3 - Final round!
Fergus (Phacon) versus Dave1004 (Terranator):
Phacon attempts to maneuver, but gains no benefit as Terranator is busy activating one of its two repair pods! Terranator heals three!
Both sides then take aim and blast at each other. Phacon's railgun is the first to fire, scoring a hit against Terranator for two damage! Terranator's aim is knocked away from an attempt to immobilize Phacon, but manages to score several hits with the Nail-Pounder for three damage!
Match over on time!
One look at Phacon's battered frame against Terranator's few dings and the result is clear:
Terranator wins the round!
Phacon: 2/9 HP
Terranator: 9/11 HP
Initiative Phase 1:
fergus 6
Dave 3
fergus action: Dodge 1 No benefit!
Dave action: Repair (1+2) Gained 3 HP!
Initiative Phase 2:
fergus 2+1
Dave 1
fergus action: Railgun Atk 2 Def 2
(2 + 1) + 1 - 2 = 2 damage!
Dave action: Nail-Pounder aimed shot (Frame) 1 (Regular attack at -2)
Atk 6 Def 2
(6-2) + 1 - 2 = 3 damage!
Digital Hellhound (CHARIOT) versus Darvi (Will-E)
Will-E begins to unload its missile tubes at CHARIOT! The first missile flies wide, and the second is deflected by the adaptive armor of CHARIOT, who has assumed a defensive position and activated its repair function. CHARIOT successfully heals two!
Before Will-E's next two missiles have fired, CHARIOT has closed the distance and slammed its saw into Will-E's frame, dealing two damage! The sudden charge causes both of Will-E's missiles to fly over CHARIOT's head!
Match over on time!
CHARIOT's adaptive armor just looks like it needs to be polished again, while Will-E is sporting new ventilation in its chest.
CHARIOT wins the round!
CHARIOT: 12/12 HP
Will-E: 5/9 HP
Initiative Phase 1:
DH 3
Darvi 3+1
Darvi action: Missiles: Atk 2 Def 4, Atk 5 Def 4
(2-1) + 1 - (4+1) = -3 No damage
(5-1) + 1 - (4+1) = 0 No damage
DH action: Repair! 2 hp gained
Initiative Phase 2:
DH 5
Darvi 3+1
DH Action: Saw Atk 5 Def 5
(5+1) + 1 - 5 = 2 damage!
Darvi action: Missiles: Atk 3 Def 4, Atk 3 Def 6
(3-1) + 1 - (4+1) = -2 No damage
(3-1) + 1 - (6+1) = -4 No damage
The contestants all repair and rearm their robots while the crowds cheer on instant replays and watch side acts. Before long, it is time for the final round. Who will be the champion?
1: Fergus ------------\
|---- Dave1004 --------------\
2: Dave1004 ----------/ |
|
|---
|
3: Digital Hellhound -\ |
|---- Digital Hellhound ----/
4: Darvi -------------/
Fergus -----\
|---
Darvi ------/
Turn 8: Final round - FIGHT!
Everyone is repaired and reloaded, so go kick some shiny metal ass!
Round 1 - Fight!
Dave1004 (Terranator) versus Digital Hellhound (CHARIOT):
The two winners face off and engage! Terranator knows what is coming, and moves to defend! Sure enough, CHARIOT launches its Anti-Tank Missile to start the round, but Terranator is ready and it only inflicts one damage!
CHARIOT begins maneuvering to avoid any incoming shot, and just barely dodges Terranator's Hellbore laser shot! It inflicts one damage in feedback to its wielder!
Terranator: 9/11 HP
CHARIOT: 12/12 HP
Initiative Phase 1:
Dave 3
DH 2
Dave action: Dodge 3 (+2 next defense roll)
DH Action: Anti-Tank missile Atk 2 Def 2
(2+2) + 1 - (2+2) = 1 damage
Initiative Phase 2:
Dave 1
DH 1
Coinflip: Dave
Dave action: Hellbore cannon Atk 1 Def 2
(1+1) + 1 - (2+1) = 0 damage
DH action: Dodge 3 (+2 next defense roll)
(Neither of you rolled better than 3 this turn. You call yourself champions?)
Fergus (Phacon) versus Darvi (Will-E)
Phacon is quicker off the starting gate, and fires its Railgun in an attempt to disable Will-E's missile racks. The aim is off and the shot impacts the body, but it still inflicts one damage. He then moves closer to attack with its club. Will-E moves to intercept, and activates the Equalizer!
**KABOOOM**
Phacon is blasted backwards and knocked flat on his back, taking a massive seven damage! Will-E, however, takes eight damage of self-inflicted pain. Will-E collapses and doesn't get back up.
Will-E has been destroyed!
Initiative Phase 1:
fergus 4
Darvi 3+1
Coinflip: fergus
fergus action: Target Railgun at primary weapon 2 (Regular attack at -1)
Atk 3 Def 2
(3+1-1) + 1 - 2 = 1 damage!
Darvi action: Self Destruct (2d4+2) Atk 3+3+2=8 Def 2
8 + 1 - 2 = 7 damage, 8 to Darvi
Darvi destroyed!
With a surprise move, the lower bracket contest is over, and:
Phacon wins the round!
Phacon: 2/9 HP
Will-E: 0/9 HP
Turn 9: Combat round 2! One battle is over, but the champion is still to be determined!
(Yes, Darvi's action was to self-destruct twice.)
Round 2 - Fight!
Dave1004 (Terranator) versus Digital Hellhound (CHARIOT):
CHARIOT continues its saw assault, this time attempting to take out Terranator's repair subsystem! He overextends a bit, and only glances off the target as Terranator zips backwards unexpectedly quickly!
Terranator uses this distraction to land a powerful blast with the Hellbore cannon, dealing out four damage! The feedback again deals one damage. The blast, combined with Terranator's defensive maneuvers, causes CHARIOT to be unable to reach Terranator for a follow-up strike.
Terranator: 8/11 HP
CHARIOT: 8/12 HP
Initiative Phase 1:
Dave 3
DH 6
DH Action 1: Saw the Patch Kit 6 Targeted attack, -1 next defense Atk 1 Def 4
(1+1) + 1 - 4 = -1 No damage
Dave action: Dodge 5 Next attack misses!
Initiative Phase 2:
Dave 5
DH 2
Dave action: Hellbore Atk 2 Def 1
(2+2) + 1 - (1+1-1) = 4 damage!
DH action: Saw - dodged!
Turn 10: The final showdown! Who will be our victor? WHO?!?
Round 3 - The end of everything!
Dave1004 (Terranator) versus Digital Hellhound (CHARIOT):
Both contestants see fit to repair their damage, with Terranator able to heal three and CHARIOT activating to heal two.
Terranator repairs again, but nothing happens as it is already at full health. CHARIOT moves to score one last hit on the repair patch with its saw, but the attack is fended off.
Match over on time!
Terranator: 11/11 HP
CHARIOT: 10/12 HP
Initiative Phase 1:
Dave 4
DH 2
Dave action: Repair (2d2) 1+2 = Heal 3.
DH action: Repair - Heal 2.
Initiative Phase 2:
Dave 6
DH 1
Dave action: Repair (2d2) 2+1 = Heal 3.
DH Action: Saw - Target defenses 6 - Targeted attack, -1 next dodge
Atk 2 Def 6
(2+1) + 1 - 6 = -2 No damage
With the dust settled, the final conclusion is evident:
Terranator has won!
Final standings:
1. Terranator
2. CHARIOT
3. Phacon
4. Will-E
Congratulations to Dave1004 for commanding the winning robot!
And that's game! Please complete this quick survey (spectators as well):
1. Did you like the robot battle mechanics?
2. Did you like the short RTD format?
I think the mechanics need a bit of polish (that's what a field test is for, right?), but the short RTD format is a great way to prevent mod burnout.