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Author Topic: ViDe FuCo Robots – ideas, goals & input...  (Read 5532 times)

Offline Agis

  • villainous mastermind
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ViDe FuCo Robots – ideas, goals & input...
« on: October 21, 2015, 05:32:49 AM »
Hi folks,

I am still planning to do a dedicated Robot supplement/ expansion for Victory Decision Future Combat! Some lines are drafted but overall real life and a recent Star Wars addiction prevented me from finishing the book…  ::) I have still no planned release date but would like to get a bit more input!

While I already have some ideas and design goals I am very much interested in
- what do you want to have covered?

Right now, I am planning to do two lists Mid and High Tech Military Robot Forces. Units planned:
Human Sized Robots, Drones, Walker and Hoverbots, big Mechalike constructs. All can be configured for multiple combat roles.

Some ideas for Abilities / Features:
Invulnerable safes 4++, 5++ and 6++
Marksmen, Night Vision
Selfdestruct (?), Blast/2xSize”, DD = Kill value, Save/-X and X=Size
Teleportation (?), Nanotech? Worm Holes?
Optical camo module: This equipment gives the unit the “Stealth” ability. Any shot targeting the unit from beyond range 1 is an automatic failure. This ability also works against locked shots.

The following Abilities are new for Robot Forces (still WIP)

AI Node
Units with the AI Node Ability control the Robots in combat. All friendly units with the LCS Ability that are within Leadership +4” Distance of a unit with this Ability benefit from the Single Minded Ability and lose the LCS and Untrained Ability.
If a unit with this Ability is removed as a casualty, all friendly Robot units are thrown into temporary confusion until their systems reboot and their default programming engages, unless there is another unit with the AI Node Ability still present in the force. Until the end of the Robot player’s next turn, all friendly Robot units lose one action.

CPU-Link
Some robotic units have their AI processing units permanently uplinked to their fellow combat robots.
An infantry unit with the CPU-Link Ability add +4” to its Leadership Distance.

LCS - Limited Combat Software
Robot units with the LCS Ability lack the sophistication of higher evolved AI units. They are cheap to produce but are very limited in their actions.
A Robot unit with the LCS Ability can only perform the following actions:
•   Assault,
•   Close Combat,
•   Move,
•   (Regroup – if not Single Minded)
•   Shoot
In addition any shoot actions must be directed against the closest visible enemy unit.

Self Repair
Some Robots can self repair otherwise permanent damages.
At the start of the unit activation roll a D6 for each Health Point below its Maximum, on a roll of X+ one Health Point is repaired.

The following Feature is new for Robot Forces. (also WIP)


Arc
Arc weapons have a small chance of effecting additional units.
Once the initial Shoot action has been resolved, roll a D6 for each other unit (friendly and enemy) within 6” of the unit leader of the initial target unit. On a roll of 6 that unit suffers a (D3+1)xD6+1 Damage Die attack.


Any additional ideas? Or a cool book title?
Any input is welcome!
cheers and keep on gaming, Agis - http://www.adpublishing.de

Offline NurgleHH

  • Supporting Adventurer
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    • Victory Decision Vietnam
Re: ViDe FuCo Robots – ideas, goals & input...
« Reply #1 on: October 21, 2015, 06:26:44 AM »
Maybe you should part the complete robots in different units:

- controlled by other troops (leader). When the leader is killed the unit stopps or goes "crazy" (attacking every moving object)
- partly Self-controlled unit with defined orders (before game) like Terminator, Star Wars Part IV Droid Army
- complete self controlled unit like Star Wars Droids C3-PO and R2-D2

Robots should have the option of Shields (like SW4 Droids at the Traders ship), different kinds of movement abilities.

These SciFi-Magic like teleport can be an option.
Victory Decision Vietnam here: leadadventureforum.com/index.php?topic=43264.0

Victory Decision Spacelords here: leadadventureforum.com/index.php?topic=68939.0

My pictures: http://pictures.dirknet.de/

Offline ianB

  • Student
  • Posts: 12
Re: ViDe FuCo Robots – ideas, goals & input...
« Reply #2 on: October 21, 2015, 02:15:49 PM »
Remember when 40k had rules for robots and you had to write flow chart programs?
How about a simplified version of that for mid tech? Be great to see robots being 'robotic' and messing up your plans mid game :)
Maybe just a selection of 'programmes' available. Take and hold, guard, assault etc... Each with pre-determined conditions?

Offline Agis

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Re: ViDe FuCo Robots – ideas, goals & input...
« Reply #3 on: October 21, 2015, 04:11:43 PM »
LOL, already planned, just needs serious testing!

Offline ianB

  • Student
  • Posts: 12
Re: ViDe FuCo Robots – ideas, goals & input...
« Reply #4 on: October 21, 2015, 07:42:12 PM »
I can remember 16 year old me spending hours writing programmes for 40k, dont recal ever actually using one I game though!

Zombots! Nano-virus that infects and turns robots :)


Offline sgtshellback

  • Schoolboy
  • Posts: 7
Re: ViDe FuCo Robots – ideas, goals & input...
« Reply #5 on: November 27, 2018, 11:44:41 PM »
Is this supplement still in the works?

Offline Agis

  • villainous mastermind
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    • A.D.Publishing
Re: ViDe FuCo Robots – ideas, goals & input...
« Reply #6 on: November 28, 2018, 09:27:49 AM »
Is this supplement still in the works?

I am afraid, not at the moment.  :?
I still got a draft, but did not finished it because of "real life happenings" and a presumed lack of interest.

Maybe we can get this threat going?

Offline sgtshellback

  • Schoolboy
  • Posts: 7
Re: ViDe FuCo Robots – ideas, goals & input...
« Reply #7 on: November 29, 2018, 05:45:14 AM »
I'd love to see it!  :)

 

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