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This is just a combat test for a new system to replace the voting battle system, it was not written with full effort.

Bot name Attack skill Combat skill Damage Defence skill Armor
Zeus Lands 2 hits per turn D3+ dice roll to get a successful hit 150 per successful hit 20 Guaranteed damage negation. 1000 health. 60 Damage negation
Atom Lands 5 hits per turn D2+ dice roll to get a successful hit 40 per successful hit 40 Guaranteed damage negation. 900 health. 70 Damage negation

On a quick note: Turn off this content table down below.

Parts and Abilities list:[]


Atom's parts:[]

Shadow Boxing Internal module:

A Gamma brand highly advanced scan tool that allows a bot to directly mirror its user's movement on front. With the proper user, a bot could react and move much faster than any high tech controller ever can. Could only be used if heavily damaged

Combat skill is improved for the rest of a match. Atom now only needs a D1+ Roll to deal a successful hit.


Sparring Bot Shell:

Atom is covered in a Gamma Brand steel hull made specifically to receive untold amounts of damage and attacks to it. It is tough and is light enough to be transported and maintained.

Atom gets +50 to his +20 base armor stat, resulting in +70 armor in total.

Zeus' parts:[]

Piston arms:

Zeus' fists are mounted on front of 2 powerful pistons, allowing Zeus to deal extra damage for any poor sod on front of it.

Zeus gets an armour piercing trait and its damage now negates armor.


Nuclear core:

Zeus is powered by a powerful green glowing nuclear core, giving him vast amounts of energy at short bursts though overheats when used extensively. Activates automatically.

Zeus gets extra 200 health to his base 800 health resulting in 1000 total health.

Owners:[]

SomeRandomPlayer/Atom:

An experienced former boxer now retired due to the dominance of robot boxing over human boxing. Is a superhero at night and fights crime on a daily basis, is a doctor, a policeman, a soldier, a pizza delivery guy, an astronaut and an overall good guy. His true name is Johnny Dins.


WikiaWilson/Zeus:

An evil former nazi man who eats puppies for breakfast. Only got out of jail because of the vast amount of money he got from torturing kids, stealing candies from babies, eating pineapple pizza and worshipping the devil.

Battle starts. Location: WRB ring.[]

Ding ding ding

a coin is flipped and Atom gets initiative


First turn:


The battle starts and Atom and Zeus slowly walk up to each other, their arms up for a stance and ready to exchange blows.

Atom attacks 5 times. all of those attacks land, resulting in 200 damage in total. Zeus armor and skill brings that down to 180.

Zeus health: 820/1000

Atom steps in first, ducks and throws an uppercut at the dazzled Zeus. Without much delay, Atom follows it up with a 1-2 hook combo to his face twice before Zeus is able to step back and recover from the sudden uppercut. The audience roar at the grand display of skill from SomeRandomPlayer's part.


However Zeus, refusing to lose the audience to the scrap bot, stops his backpedal and lunged forwards with his massive size.

Zeus attacks 2 times. Only 1 attack lands, resulting in 150 damage in total. Atom's armor breaks, Atom's skill was able to bring it down to 110

Atom health: 790/900

His massive bodymass smashed into atom, who was still advancing forwards, and pushes him back into the ropes.


Second turn:


Atom recovers quickly however and rubberbands his way forwards to Zeus with the ropes, his fists lunging forwards with momentum equal to that of Zeus'

Atom attacks 5 times, only 2 attack lands, resulting in 40 damage in total. Zeus' armor and skill bring it down to 0

Zeus attacks 2 times, no attacks lands, resulting in 0 damage.

yet Zeus sees the attack coming and dodges out of the way. Atom crashes onto the floor, in a loud thud that ended the roaring audience's cheers.


Third turn.

From the floor, a heavily damaged but conscious Atom stands up to a crouch before the referee could count and made a desperate throw at Zeus..

Atom attacks 5 times, only 2 attack lands, resulting in 40 damage in total. Zeus' armor and skill bring it down to 0.

CLANG!

A loud sound echoed through the stadium as his fist is caught mid-air by in a block by Zeus' arms, Atom on his knees and his desperate attack being looked down upon by Zeus' cold gaze.

Zeus attacks 2 times, 2 attack lands, resulting in 300 damage in total. Atom's skill brings it down to 260

Atom's health: 530/900

Zeus then backhands Atom away and lands a large uppercut blow to his head. Atom was then lifted up from his knees and onto the air by the large swing, which Zeus follows up by bringing that same hand down onto Atom and smashing him back onto the floor mat.


This system is meant to simulate a TT-like setting for combat to replace the popularity system. It allows bot stats and the act of improving it to be a very important thing to a meta alongside the simulation of the randomness of battle and boxing in particular.[]

However, I also have a new revamp idea in case the first one is not well recieved.[]

2nd option.[]


Bot stats go like this:[]

Think of a fight between 2 bots named Bot A and B.


Bot A
Health 100
Defense 40
Intelligence D4/D10
Mobility 80


Bot B
Health 70
Defense 20
Intelligence D2/D10
Mobility 70

Defence

- This stat talks about how much damage your armour reduces

Intelligence

- The intelligence stat ranges from 0-10 and determines how much attacks you launch per your turn.

Mobility

- How fast your bot moves and the likeliness it starts as the attacker for the first turn.


Bot A' Moves:[]

Jab: 1

A standard attack where a bot lunges its fist forwards to its target in a quick manner. Deals 10 damage.


Hook: 2

A large left/right swinging attack where a bot swings its arms from a far direction and onto the target. Deals 15 damage


Uppercut: 3

A fast swing upwards onto a target's head. Deals 20 damage and stuns the opponent (Removes 1 defensive action from the opponent)


Lunge: 4

The bot moves forward to either smash itself onto the enemy or to prep the next attack (Gives this bot +30 damage for the next attack.)


Regular block: 5

The bot uses its 2 arms to block -50 damage forwards.


Duck!: 6

The bot will crouch down slightly and evade any attacks that's not a blow from below.


Doombomb: 7

The bot launches a left uppercut, a right hook and a left jab to push the enemy back then following it up with a lunge. Deals 30 damage


Master Block: 8

The bot uses its 2 arms to block any forward attacks completely and launches a counter-attack jab.


Bot B' move set:[]

Lunge: 1

The bot moves forward to either smash itself onto the enemy or to prep the next attack (Gives this bot +30 damage for the next attack.)


Jab: 2

A standard attack where a bot lunges its fist forwards to its target in a quick manner. Deals 10 damage.


Block: 3

The bot uses its 2 arms to block -50 damage forwards.


One punch-Ko: 4

The bot lunges forwards and launches a jab that's so powerful that it destroys the stadium. 999 damage


Combat roll: 7

The bot suddenly drops to the ground and rolls backwards and avoids any attack that doesn't move forwards.

How combat works:[]

This combat system is split into turns in which bots are to attack and defend in each depending on their mobility. A bot with more mobility than its opponent will always start off as the attacker for the first turn while in the next, its the slower bot's turn. Similar to chest, except bots with high mobility is white while slower bots are black.


(Dont worry, the dice is just used once to control a bot and is used rarely this time)



When an attacker launches his attack, his intelligence stat is taken into play.

For example here, Bot A is about to fight his clone named Bot B.

Bot A has a D4 intelligence stat which means he launches 4 attacks per turn.

The maximum moves a bot could have is 10 but his intelligence stat dictates how much of those moves they uses per turn.


I rolled 4 times like what the intelligence stat said and rolled-

5, 3, 1, 4.

This means that the moves Bot A will launch are the moves (Refer to the numbers next to moveset lists) with these numbers and in that order.

So he launches a block, an uppercut, a jab and a lunge. This in total deals 30 damage and allows Bot A to do another attack afterwards with a +30 for the next attack.

(However, because block isnt an attack...its not counted as one.)


Another note: Moves dont have to fulfil every space in a row like a pistol magazine. A bot could have a move labelled as 1 and skip till the next number for another move or more like a revolver.


Get it?


Bot B, the defender, will do the same and use the same numbers (5, 3, 1, 4) as the attacker to block, dodge or use an offensive move as a counterattack

(Counter-attacks always beat regular attacks when they clash.)

However, since his intelligence is at an abysmal D2, he only uses up 5 and 3.

Bot B launches a missed defensive move and a block.

(Bot B has no move designated as 5)


Note: A defender bot, no matter how high their intelligence stat is, could only use the numbers the attackers have at maximum. Even worse, they could only use the numbers the attackers have that fits their intelligence stat like shown above.

Another Note: If a bot rolls a number with no move assigned to it, its counted as a miss. For example, Bot B rolls a 5 but because he has no move designated as a 5. It is counted as a miss like shown above.


Now with this in mind, this is what this turn should look like once a writer writes it:[]

"As the 2 scrapbots smash into each other, Bot A smashes his fist into an uppercut to Bot B's lower jaw, causing it to fly away, giving it shock and disabling its servos temporarily before it could block. Relentless, Bot A then jabbed at the stunned Bot B's neck and smashes its body away with a push.

Bot A launched an uppercut, a jab and a lunge. Bot B tried to defend with a block but is countered by the uppercut. Bot A's next attack deals +30 damage now

Bot A took no damage. Bot B: 40/70 health "


This system is still in development but it provides a battle in which improving your bot stats are important, popularity votes mean nothing and training move sets for your robot like you're that one boxer training guy from Rocky an important one.

Unlike the first, this uses the dice once per turn and the rest is history. Bot stats do mean a lot in the meta but it is countered by moveset cards to simulate the various manouvers done in boxing. The fact the dice is in control of which moves your bot uses simulates the randomness of battle and really serves to separate you from your bot, like a manager and its boxer, just like in the movie.


All battles of course will be different as well every time it happens with this system which makes rematch fights rather interesting.


To be continued----

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