Other FAQ Pages:
RoboRally IFAQ.
Richard's Roborally Resource FAQ.
Official RoboRally FAQ.
My bot is in L1. Does my bot activate (and detonate) the proximity mine in A1 if I move backwards (going to M1) due to "wrap" effects? I don't think so (since laser fire doesn't wrap), but I'd like to be sure... you know, I wouldn't want to self-frag.... :)
right you are, wrap effect will not cause a p.mine to go off. even if it did the explosion would not wrap.
What about locked registers? In Italy, if I remember correctly, a locked register is a card your bot has to keep until he dies (or heal). But that doesn't mean a bot with 1 locked register (the 5th card) has to use this register in the 5th phase. Is this the same here? (in our case, Strk has 1 locked register. I'd like to know if he can use this card in whatever phase or only in the 5th one)
aah .. locked register means the fifth (in this case) register is locked and must use the card that is programmed in it. the 4 cards you are dealt means you must use those 4 cards in the other 4 registers.
Vabout the Crab Legs. Let's say I have only 5 cards (to be used to program my bot). Can I use 2 of these for Crab Legs (this mean a move 1 and a rotate card) even if that leaves me with only 4 phase programmed ??? If yes, what happen to my bot?
unfortunately you cant use crab legs unless you have the cards available to program it with. so with only 4 cards to program 4 registers then they come first and only if you have extra cards can you use crab legs. so if you get 'extra memory' or perhaps 'overload override' you can use crab legs ...
Sorry to bother you with such questions,
no problem .. questions are all good ..
is it possible to use a "backward" move card with the crab legs? (that is, instead of using a move 1, 2 or 3 card. The goal is to move backward while changing row/column) That would be just great...
the ONLY cards that can be used with crab legs are a move 1 and the rotate card (right or left only). move 2 and 3 will not work. the move 1 card is the primary card and the most recognisable format is: 1-##88(use crab legs with RL-##88) or 1-4529(use crab legs with R-1229) if the movement card is 1-450 and the rotate card is R-120 and your bot number is 29.
you said an unfragged robot could reenter a competition (another one I understood) with all options. Does this mean that robots may start a game "not on the same power level"??? (robots more powerful than others)
true. bots are free to enter any round at any time and all options and ammo are retained in all cases. Arena is intended to be lethal enough to take care of even 'superbots'
Toby, If a 'bot with five locked registers fails to submit their program by the deadline (and hence becomes a "puck"), will the locked program still run or will the puck status override, leaving the 'bot motionless? And what happens in the same scenario as above, except with less than five locked registers? Such as when you have two locked registers and become a puck, will the two locked registers still be carried out?
the cards in all locked registers continue to affect a puck 'bot.
Hi, can I make some suggestions, ask some questions.
sure
First of all I don't really get what the format is that we're supposed to submit in is. what is X-88##(phase) what does that mean?
X is the card type (L,R,B,U,1,2 or 3) 88 is the first two digits of the priority (01-84) ## is your bot's number (01-84)
Another thing, it would be much easier if you would put the 84 random cards in one column and put them in the same format that you want them submitted, so we can just cut and paste.
yes .. done.
Just what the Mechanical Arm do, since there are no flags to tag?
blocks damage ... oh .. Da King used it to do the fingers once .. i think it was Da King .. just before he went down that pit... UPDATE: Mechanical Arm can now be used to some advantage in both Arena Flag and Arena Option. See the Rules Page.
the rule paragraph on Buzz Bombs: Everything is clear but one thing: I understand that, since my bot is number 23, my bot receives cards from 23 to 32 (9 cards), plus the 5 following cards (33 to 37) thanks to the Buzz Bomb. while logic would say that I have to program the Buzz Bomb with these 5 cards, rules don't say so. I mean, is it possible, for example, to use some of the 33-37 cards to program my bot and some of the 23-32 to program the Bomb? That would be realllly evil.... hehehe
"These are to be taken from the card code list after the standard 'bot programming cards" is the key phrase .. i'll make it clearer when i look at the rules page next .. your logic is good .. the last 5 cards are for the buzz bomb only.
I don't get why Drdk is facing east. Looking at the turn reports I shoved him north with Crab Legs in phase 5 (and he was facing west before that). Is this was a mistake or is Crab Legs somehow responsible? (it doesn't change anything, but I'd like to understand)
ahhhh .. cant really blame toby now can we .. ahh .. put it down to my mistake (now i see what problems toby had early on .. ) its in the official table though so it stands
The Buzz Bomb is launched at the start of the round (turn) it is programmed (if I'm not wrong). If I'm using, at first phase, for my bot a low priority card (like moving 1) and a high one for the Buzz Bomb (moving forward 3), what happens? If I'm not wrong, I launch the buzz bomb first, and then I move 1? The real question is: for purpose of launching Buzz Bombs, do they follow card priority or are they ALWAYS launched end (or beginning) of first phase?
they are launched before any movement at the start of the turn and wont become 'active' until the 'resolve laser fire' sequence of phase one. so you have the 'bots move' sequence to get outta the way .. same sort of thing with mines et al.
buzz bomb: when I launch it, does it appear on the square in front of my bot (so a move 3 for the bomb is actually a "move 4" FROM my bot) or does it appear on the same square of my bot (a virtual bomb ???). Actually important question.
same square ..
options block damage. Does this mean that a bot with 2 options (generic) and 7 damage needs 5 hits to get fragged? (2 for the options and 3 for the damage to 10)
a bot with 7 damage and two arbitrary (non-explosive) options will (unless otherwise programmed) take two points of damage to go to 9 pod, then the next two damages will destroy an option each and the next damage will destroy the bot. 5 pod to destroy .. yes.
do unprogrammed bots still fire now? The Rules said that they still fire in the round they become inert, but nothing was said about future rounds
unprogrammed (puck) bots do not fire in subsequent turns. they only fire in the turn they became puck-like if they did receive a program but it was faulty (invalid cards, wrong format etc). if no program is received they are fire-less immediately
are explosions blocked by walls? (or as I think, explosions wrap around them)
explosion has to go around a wall so if there is an explosion of 16 in square D3 (say) then the effect on square D1 will only be 2 explosive damage as the blast has to travel through two other squares (E3 and E2 or C3 and C2) to get there
does the shield block 1 damage from explosion, if set to the right direction? (my guess is no)
it does. if the shield is DIRECTLY between an explosion nd the bot then it blocks one damage
Just a little question (a man can dream): please, oh pleeeeaaaase tell me that explosions "ignite" other mines (making them explode)
much as it would be lovely (especially with all the self-destructs out there) no it does not happen.
ok, so you're saying that if I miss a round, then I'm out of the game? seems unfair.
i assume you mean 'turn' when you say 'round'. if you miss a turn you are out for the round. possibly is unfair but the high turnover of the game means if you are overly upset you can relatively quickly be re-entered.
I don't get it: in a FAQ you said that buzz bombs activated during the resolve laser fire sequence (after everybody has moved) to let the droids escape... So why did I move AFTER the detonation of the buzz bomb???
movement priorities. buzz bomb moved before you did and exploded as soon as it moved into the target. what happens is like this: pre turn effects: buzz bomb is launched but is not active so it doesnt explode even though its in the same square as lirkas bots move: the buzz bomb is considered a 'bot for the movement sequence and its priority was higher than lirkas' priority so it moved first, ran into droideka and exploded. after that lirkas moved. so lirkas is caught in the explosion. resolve laser fire: OH! i get it. sorry. the resolve laser fire is when the buzz bomb SHOULD become active. actually i dont have the rules with me so i am guessing at the semantics of it all. but seeing droideka was hit the BB had to explode immediately so perhaps the buzz bomb becmes active in the 'bots move' sequence ...
If I launch a device (buzz bomb, missile, the big one... ) in the last phase of a round four, does it stay for the Grand Final for me to control?
yes it does.
Rules say turn and phase programming can be personalised... Are the following programs acceptable? - Shield North if enemy bot in LOS (North), else Shield West. - Shield facing direction where opponent bot is; priority: North then East then West then South. (i.e. means that if there is a bot East and a bot West, the shield will be facing East) Obvioulsy the same question goes for the Turret (it should be the same ruling). There is one problem here: this program doesn't take into account other bots movement. That is, when it's my turn, the program looks around and directs the shield acordingly, but the other bots may not have been moved yet, so it's not a 100% foolproof method.
this is a case of programming to conditions that are determined after the event. you cannot program a shield to face any enemies with LOS on your bot because to determine that they did have LOS on you would require them shooting you first and after that its a bit late. you can program based on other bots movement. say if there is a bot in front of you and if it rotates toward you the shield should be facing it. in this case the programming would be for phase 2 (say) "if botX rotated left (say) in phase 1 then shield front, otherwise shield right (say)". There should be other ways to program similarly or more effectively
when is the shield "directed"??? before my bot moves, or after?
the shield is set North (say) for the entire phase, so it will be set to North before 'bot movement
Can I program Crab Legs with a condition? for example: 1-88## (use R-88## with Crab Legs only if: a) ennemy bot in LOS b) enemy bot in row 8) in this case would the R-88## card be considered used
LOS cannot be determined after this option use so example (a) you have provided would be ignored and example (b) would work. the rotate card is 'used' only if the crab legs actually operate. if conditions mean that the crab legs dont operate then the card is technically still available and could be legally used in further programming. this is not much of an issue though, a similar situation arises if the crab legs are destroyed before the phase where they were to be used.
what happens if I make such conditions some phases in a row, etc.
you can make as many conditions as you like.
About the converter: say I'm hit for 1 damage (so I get 1 energy counter and no damage) and the next move 1 card is the following: 1-88## (use R-88## with Crab Legs) What happens? Do I move 2 with Crab Legs? Do I move 1? If I move only 1, is the energy counter "used"?
UPDATE:The converter only uses up energy tokens if the movement is unmodified. If an option is programmed with a movement card (crab legs, overload override, frog legs etc) then the energy token is not used, as if it was a rotate card.
can you elect NOT to use an option in a given turn/phase? (like deciding not to absorb any damage with the Ablative Coat to use the Converter instead?)
in the case of the ablative coat, there is no control available over it once it is applied. as for other options they can be controlled more. so in short, perhaps.
Does the Ablative Coat absorbs damage from explosions of a bot's own options (like Converter's, Robo-Copter, Self-Destruct)?
yes, all and every damage till its used up
Let's say I'm flying with Robo Copter & I have Ablative Coat and Converter also. what happens if I'm hit for 1 damage? Default should be damage is absorbed by Ablative Coat? Or by Converter? Or is the Robo-Copter option destroyed first? Then can I absorb the damage with the Converter?
ablative coat would work first, then converter.
Bot A has double barrel laser, shield & reflector and Bot B has shield & reflector. Both bots are facing each other (so they shoot each other). What happens?
UPDATE: Shield and reflector cannot be used to deal with the same shot. if both are facing the same shot the reflector will deal with the damage first as the shield is used to block damage that would otherwise go on the bot. If there are two shots to deal with from the same direction (say double barrel laser) then one will deal with each. shield and reflector can only deal with one shot per phase so any more shots will go on the bot. in the case above Bot A will receive two pod (shot by bot B in the reflector, double shot will have one reflected) and Bot B will receive 2 pod (shot by bot A in the reflector, own shot will be reflected)
If Petit Metal shoots me with the Big Gun, and my shield absorb 1 dmg... can my Converter absorbs the remaining one (denying Petit Metal a chance to frag one of my options with Fire Control)? Or can Petit Metal destroy one of my options still?
aah .. big gun .. if a bot uses the big gun in a phase he cannot also use fire control. its one or the other. yes your shield and converter can act together. if you are shot with fire control however there is no way to block it unless it is used to do standard damage.
Can I program the converter not to absorb damage? (disabling it)
sorry no .. the converter acts on any damage recieved automatically.
Will I be able to shoot a High Power Laser Fire Control through the wrap? I think I can, but I better ask.
is Fire Control is an optional weapon or main laser mod? cant remember. i'll find out here. main laser mod it is .. yes you can HPL Fire Control.
If a bot is hit by a Missile (and the Shield isn't facing the right direction), the missile detonates for 2 dmg
isnt it 4?
which can be absorbed by a Converter, right?" (if the converter has no counter on)
correct
If the Shield is facing the missile, then 1 dmg is absorbed by the Shield, and the other by the converter, right?
correct
Let's say I have a Big One and Retro Rockets. I lay down the Big One. Next turn it explodes. But both Big One and Retro Rockets are to be used before movements. Do I get to choose what of these 2 options are to be used first? Or does one of them ALWAYS has to be used first?
big one goes off before everything else at the start of the next turn.
Does the Fire Control bypass the Shield? What about Radio Control?
both do, shield will only block standard damage.
If the Converter changes one of my card from Move 3 to Move 4, and I did hit an ennemy bot with Radio Control, what happens? Does this bot also moves 4 or only 3?
target will move 3. target bot performs your primary program card for each phase, nothing else.
I was wondering.. how many points does a bot score, when it detonates another bots self destruct? The full 16, or only enough to destroy the target? (Thus 10+#destroyed options?)
those rules changed .. only up to the target is fragged. so if the target was already on 9pod then only 1 damage is awarded as points (same applies for any other situation).
about the rule that the least explosive device is used to block damage, when nothing else can be used. Why? If the bot is on 9 damage, and still has exploding options left dealing damage, ALL options will detonate, making it irrelevant if a neighbour is hit first by a self-destruct, or a Big One ^_^ Out-of-control chain-reaction they call that ^_^
oh .. true .. heh
I was wondering... can you program an option in a phase that has been blocked? Round programming would still be posssible, (like activate Self-Destruct when standing next to PeMe...), but launching a missile should not be possible. Also, the Mechanical Arm right now has no other purpose then catch a bullet. Why not give it an Arena-function (Say, repair 1 point of damage per round)?
Umm .. yes you can program locked registers. no problem at all .. and the mechanical arm never had a use (other than to block damage or to do the fingers) but it will in ARENA RACE!
If I have the 4th gear option, and 1 token on the converter, and I use a move 3 card (with 4th gear it goes up to move 4), do I move 5 ? (due to converter)
no
Do the Brakes (not sure if they exist) work the same way?
they exist, you still dont move
I have the Dual Processor and am hit by a laser with damage going onto the converter: If i use dual processor with a move 2 and turn right (say), instead of moving 1 and rotating right, I'll move 2 and rotate right (since the converter "energizes the move X card"). Confirmed?
UPDATE: The converter only uses up energy tokens if the movement is unmodified. If an option is programmed with a movement card (crab legs, overload override, frog legs etc) then the energy token is not used, as if it was a rotate card.
I'm going to have to bow out. Thanks for letting me play. I can tell I'm at a huge disadvantage because I'm starting the game with no options, and I don't think I could possibly catch up. It was interesting. I just wish I'd been here from the beginning.
Hmmm .. yes. I was worried that this disadvantage would be a deterrent to new players, so I have to say that priority is given to new bots for entry into each round. If there are 8 new players then its a level playing field.
As it is though the players with options are at least somewhat vulnerable thanks to the popgun option rules.
The game is designed to be quite difficult to survive for _too_ long in, but I do feel for your situation where you weren't really given a chance :(
I did intend the game to develop into more than just a roborally pbem where everyone sent thier moves to me and I sent out what happened. There was always encouragement for players to email each other and devise tactics to benefit themselves. Plots, conspiracies, subterfuge, under-hand tactics and all that. I don't know of any happening so I think I'm going to have to reintroduce that aspect.
Overload Override. "once a turn, you can use 2 cards in a single register OR use overload override to do no movement at all". hehehe... yep, you see it coming.... Are these following situations valid?
1) 1-88## (use X-88## with Crab Legs, use X-88## with Overload Override)
sorry, no
2) X-88## (use 1-88## with Overload Override, use X-88## with Crab Legs)
sorry, no
3) 1-88## (use X-88## with Dual Processor, use X-88## with Crab Legs)
sorry, no
4) #-88## (use X-88## with Dual Processor, use X-88## with Overload Override)
sorry, no
5) #-88## (use X-88## with Dual Processor, use 1-88## with Overload
Override, use X-88## with Crab Legs)
sorry, no
Well, there are surely some other ways of using everything there... you get
the point.... Some of these past situations actually work?
Only one type of option per phase.
Overload Override has its weaknesses... like doing you one damage... this damage SHOULD be converted by the Converter, right??? So basically I can use Overload Override to "boost" the Converter whenever I want ? (once a turn, but still...) ^_^
yes
I need to know now if High Power Laser work with Radio Control. If yes, does that mean that I can possibly Radio Control 2 bots in the same phase (both in the same LOS)?
no.. radio control is an optional weapon which means it fires instead of the main laser and the HPL is a main laser mod which means it only works on the main laser
Thinking: if all the enemy bots become pucks or fall in pits, end in
crushers, then I will be able to take all the weapons I want without risking
the pop-up option anymore
yes :)
Let's suppose that I hit BotA with the Radio Control and he does the same with the Scrambler on the SAME register. What happens?
BotA will do your program as per normal, your program will however be changed, the next card will be random, so you will both perform the same randomised 'next' card.
Can I program a register:
X-88## (use Overload Override to do no movement if Lirkas is hit by Scrambler last phase, else use X-88## with Overload Override)
This programming is fine. Any conditions can be specified as long as the condition is something your bot already 'knows' from the last phase.
To programm the Overload Override not to do any movement you have to leave a "blank" space where the card programmed should be (ie you shouldn't program any cards).
you always have to program a card, it just gets ignored if the O.O. operates.
If I program the Overload Override not to do any movement, what happens if I had hit an enemy bot with Radio Control in some previous phase: does he stop moving too for THIS phase?
he does the primary card that was ignored by you. this is why you must always program all registers.
I am hit by Scrambler the previous phase: do I get a movement card in my overload override program even if there is none to be replaced? Or the Scrambler just plainly doesn't work?
the card you programmed is replaced and your option programming works (or doesn't) on that
The Scrambler "replaces" a card. What happens to the card replaced? Can the targeted bot still use it in conditional programming (like Crab Legs)?
Example:
Phase 3 movement card was a R-05##, but I was hit by Scrambler. In Phase4 I have a Move1 card as primary movement. Can I program something like this:
Phase 3: L-05## <---(but here the card is replaced by a random one)
Phase 4: 1-88## (use L-05## with Crab Legs if hit by Scrambler the previous phase)
Or is the card replaced "lost" in the deck of program cards?
Trying to use the same card twice are we? :) The card is not lost, it is randomised, so to use it again would be using the random replacement. So to answer the question: no.
If I move with Overload Override a second time in a register phase, when does it occur? At the same priority of the first movement card? After everybody else has moved? When?
same time, same priority as the primary card
Does the converter absorb damage from Overload Override and also modify the cards used if possible (like move 1--> move 2, back-up --> back up 2, etc).
converter absorbs all damage received to the bot so yes. energy tokens will only be spent on pure movement, any movement modified by an option will not use energy tokens.
If I have 0 tokens on the converter and in a single register I move Right, then forward 2 with Overload Override, then Overload Override deals a damage when used (so before I move 2), so the converter absorbs it and I move 3?
No, converter only works on unmodified movement
If I Launch a Buzz Bomb, I have 0 bombs left. But I have still the option, right? (like Buzz Bomb (0) ) So if I choose Buzz Bomb end of turn, I get Self Destruct instead
thats right .. you can exchange the empty launcher for damage and get a new one or threaten people with the empty launcher hoping they dont REALISE its empty...
Can I program the Buzz Bomb launched even if I don't have anymore the option (like I choose after a few phases to exchange the option for damage)?
Yes. Only unused ammunition is lost when the option is lost.
no funny remarks were inserted :(
sorry, funny remarks will resume immediately! :)
Ooohh... Fire Control & High Power Laser... Just what will happen if I hit TWO bots..... can i control the type of damage on the second bot as well, or will it be similar damage? (if I lock a slot on bot1, bot 2 will have a random slot locked, while when I detonate a mine launcher on bot 1, a random/last option on bot 2 is fragged
You control both instances. Same for double barrel laser.
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