Astroid is a sort of "Battletech for the poor and the lazy". It has simple rules, free-move fields, and a classic D6 as the backbone of the system.
Battles:Round 1: Grassland: Sean Mirrsen as Colonists, Pandarsenic as Raiders, Kashyyk as Mercenaries
Round 2: Outpost: Major_sephiroth as Colonists, Frelock as Raiders, Chaoticjosh as Mercenaries
Backstory and units:The Astroids are self-aware robotic organisms that were sent out to explore other worlds. As is to be expected, they formed their own societies where they settled. And often, these societies eventually found themselves in conflict with each other. The fact that the wise human designers packed each with a weapon, "just in case", did not help.
On a faraway planet, a relatively peaceful colony of these robots came under attack from a roving band of rogue astroids. A fierce fight broke out, and before long a group of mercenaries barged in, hoping to knock both the colonists and the raiders off the planet to claim the colony as their base.
The sides have these Astroids at their disposal:
Colonists:A fast, lightly armored robot with a long-range rifle.
Speed: 7
Shield: 1
Ranged: 7/2
Melee: 1
Hits:
Torso: 5
Legs: 4
Arms: 2/2
Pack: 2
Value: 21
A typical defender, thick armor with a decent punch.
Speed: 5
Shield: 2
Ranged: 6/2
Melee: 2
Hits:
Torso: 6
Legs: 6
Arms: 3/3
Pack: 3
Value: 34
The heavy-hitter, insane defence with a devastating kick and a pea shooter.
Speed: 5
Shield: 3
Ranged: 5/1
Melee: 4
Hits:
Torso: 6
Legs: 6
Arms: 4/4
Pack: 4
Value: 42
Heavy sniping is his role, has high speed and a powerful gun.
Speed: 7
Shield: 2
Ranged: 8/3
Melee: 2
Hits:
Torso: 5
Legs: 5
Arms: 3/3
Pack: 3
Value: 45
The typical fighter robot, average stats and acceptable cost.
Speed: 5
Shield: 2
Ranged: 5/2
Melee: 2
Hits:
Torso: 4
Legs: 4
Arms: 3/3
Pack: 2
Value: 26
Raiders:The ultimate nightmare on the field, heavy armor and heavy guns.
Speed: 3
Shield: 4
Ranged: 5/3
Melee: 3
Hits:
Torso: 6
Legs: 6
Arms: 4/4
Pack: 4
Value: 50
An average combat grunt with decent armor.
Speed: 5
Shield: 2
Ranged: 4/2
Melee: 2
Hits:
Torso: 5
Legs: 6
Arms: 3/3
Pack: 3
Value: 30
A light sniper robot, uses a long-range rifle.
Speed: 6
Shield: 1
Ranged: 8/2
Melee: 1
Hits:
Torso: 4
Legs: 4
Arms: 2/2
Pack: 2
Value: 23
A light attacker, useful for distractions due to its high hitpoints and a good gun.
Speed: 5
Shield: 2
Ranged: 4/3
Melee: 2
Hits:
Torso: 6
Legs: 6
Arms: 2/2
Pack: 3
Value: 29
Mercenaries:The staple of the military, an ultralight bot that can be deployed in spades.
Speed: 3
Shield: 1
Ranged: 6/2
Melee: 0
Hits:
Torso: 3
Legs: 2
Arms: 2/2
Pack: 1
Value: 12
A medium defender, with a good defence and tiny attack power.
Speed: 6
Shield: 3
Ranged: 3/1
Melee: 2
Hits:
Torso: 6
Legs: 4
Arms: 3/3
Pack: 4
Value: 29
A balanced medium attacker, average stats with decent armor.
Speed: 4
Shield: 2
Ranged: 3/2
Melee: 2
Hits:
Torso: 6
Legs: 6
Arms: 3/3
Pack: 4
Value: 29
Units in a nutshell:Rules:Preparation: Before the match starts, 3 players must join, and pick one of the three sides - the Colonists, the Raiders, or the Mercenaries. No two players can take the same side. Then each players selects a roster of Astroids, using the points allotted to him for the match, and places them on the map in his respective starting location - the Colonists start in the red zone, the Raiders start in the blue zone, and the Mercenaries start in the white zone.
Order: At the start of each match, the order is determined by rolling a D6 for each player in order of application. The player with the highest roll moves first, the one with the lowest roll moves last. A full tie is rerolled. In a tie between two players, the remaining player is placed first or third, while the two reroll for relative positions.
Actions: Each turn, each Astroid of each player can: Attack once with the ranged weapon, Attack once in melee, and Move as long as it still has movement points left.
Movement: Each side moves all of its units in succession. Each turn, a unit can move a distance equal to its speed in ALU (arbitrary length units). Moving north, south, east, or west takes 1 ALU. Moving NW, NE, SW or SE takes 1.4 ALU. Astroids can freely move onto tiles on the same height level, or 0.5 levels above or below. Moving up 1 or more levels requires jumping.
Jumping: All astroids except the Perpetrator can use the jumpjets in their backpack to fly upward or safely descend from heights. Jumping one level up or down this way takes 1 ALU. An astroid that is not on the ground at the end of the turn is destroyed due to fall damage.
Attacking: When an enemy is within the range of your weapon, you can try to declare an attack.
x
y|0|1|2|3|4|5|6|7|8|
|1|2|3|4|5|6|7|8|
|2|3|3|4|5|6|7|8|
|3|4|4|5|5|6|7|8|
|4|5|5|5|6|7|8|
|5|6|6|6|7|8|8|
|6|7|7|7|8|8|
|7|8|8|8|
|8|
For a shot to be possible, the line between the center of the target and the center of the attacker must not intersect a tile of another astroid, or an obstacle of more than 0.5 levels high. For a general rule of thumb, take the level the attacker is on, then the level the target is on, and extrapolate the height difference along the firing line. If at any point the terrain is at least half a level higher than it should be, the shot is impossible. Melee attacks can be done on adjacent enemies. If the enemy is adjacent on a diagonal, attacking in melee takes 1 ALU.
Attack result: When an attack is successfully declared, a D6 is rolled for both the attacker and defender. The attacker's power (ranged or melee) is added to his roll, and the defender's defence is added to his roll. If the attacker's final roll is equal or higher, the attack hits, and another roll determines the hit location.
{1} - Torso
{2} - Weapon arm
{3} - Melee arm
{4} - Legs
{5} - Shield pack
{6} - Torso
If the part to be hit was already destroyed, the Torso is damaged instead.
The attacker's power (not the roll) is the damage dealt. Once the torso is lost, the astroid is destroyed and is removed from the field. Losing either arm disables the corresponding attack. Losing the legs drops the speed to 0. Losing the pack disables the protective shield, dropping defence to 0.
Win condition: The last side to still have at least one working astroid on the field wins!
Round 2 started!