Fantasy Robot Combat Wiki
Advertisement

Damage rules[]

Corner damage:[]

This is defined by a spinning weapon hitting a 'corner' of a robot (where two surfaces meet at close to a 90 degree angle). What is and isn't a corner is up to writer discretion - there may be two surfaces that meet at an angle larger than 90 degrees, but still considered to be a corner. Hitting a corner will result in the other robot getting spun away. 0 – Nothing. No chance of a knockout. The weapon will emit sparks at most.

1 – Minor damage. Scrapes and nicks, bending perhaps but the weapon will not penetrate the armor fully. No chance of a knockout.

2 – Some damage after repeated hits to the same area. Minor penetration. An opening will be formed and after repeated hits the opening will cause the ‘corner damage’ rule to apply to larger sections of the robot. Chance of a knockout only after an opening is formed and there are many repeated hits.

3 – Significant damage. An opening will form right away. Further hits will follow corner damage rules on the rest of the attached panels. Chance of a knockout after many repeated hits.

4 – Severe damage. Knockout potential threatened after multiple hits.

5+ - Catastrophic damage. Knockout potential threatened on every hit.

Flat surface damage:[]

This is defined by a spinning weapon hitting a flat surface of a robot. Curved surfaces can also be considered flat. Everything that isn't a corner, is a flat surface. Hitting a flat surface will not result in the other robot getting spun away. Hitting a flat surface will also never result in a knockout.

0-2 – Nothing.

3 – Minor damage. Scrapes and nicks. Same rules as 1 point corner damage.

4 – Some damage after repeated hits. The flat surface bends slightly on impact. Cuts can be formed after repeated hits. If those cuts are repeatedly hits they can be formed into openings, which work under the corner damage rule. Otherwise same as 2 point corner damage.

5 – Significant damage. The flat surface bends noticeably on impact. Cuts are formed immediately, and openings will form if those cuts are hit again. Otherwise same as 3 point corner damage.

6 – Severe damage. The flat surface bends significantly on impact. Small openings are formed immediately which then work under the corner damage rule. Otherwise same as 4 point corner damage.

7+ - Catastrophic damage: Large openings are formed immediately, the armor will crumple and buckle against the weapon. No amount of weapon power will cause a one hit knockout against a flat surface, but once the opening formed, knockout potential is threatened on every hit to that opening.


Wheel damage:[]

0-2 – Marks and scrapes, bending perhaps but the wheels won’t be compromised.

3+ – Exposed wheels can be torn off from weapon hits. A KO is possible if wheels on both sides of the robot are torn off.


Internal self-damage:[]

0-4 – If a robot’s weapon power is this many points above its weapon armor, there will be little to no effect on the weapon’s performance throughout the fight. No self-KO chance.

5 – If the weapon power is 5 points above the weapon armor, the weapon will begin showing signs of fatigue, taking longer to spin up toward the end of the match. No self-KO chance.

6 – The weapon will do some internal damage to its own supports and will cease to work after 5 hits. However the rest of the robot will continue to function. No self-KO chance.

7 – The weapon will do internal damage to the entire robot and will cease to work after 5 hits, and will cause loss of drive power on the 5th hit.

For every point difference beyond 7, the robot will die in one less hit. So 8 point difference will cause the robot to die in 4, 9 point difference will die in 3, 10 will die in 2... If 11-points, you're a walking atom bomb. Have fun with that. For every point over 15 invested in a Weapon that would cause self-damage, the self-KO rules apply one point earlier. For example, a 17 point spinner will start showing fatigue with 3 points of Armor disparity, rather than the normal 5.

Melty Damage[]

Melty-brain robots will also be governed by self-damage rules, as follows:

0-4 – If a robot’s speed is this many points above its weapon armor, there will be little-to-no effect on the robot's performance No self-KO chance.

5 – If the speed is 5 points above the weapon armor, the robot will show fatigue over the course of the match, taking longer to spin up. No self-KO chance.

6 – The robot will fatigue more quickly, and will start to spin unstably and have trouble showing controlled movement during the last minute of the match. Small self-KO chance.

7 – Each hit will cause more and more damage to the drive motors and internal supports, making the robot harder and harder to control until it destroys itself on the fifth hit.

For every point difference beyond 7, the robot will die in one less hit. So 8 point difference will cause the robot to die in 4, 9 point difference will die in 3, 10 will die in 2... if 11-points, you're a walking translating atom bomb. Have fun with that.

Return to RB Rules

Advertisement