⚙️ CODEX: R.A.S.K.O.L.L.3000 ⚙️The AI Secret Wars of Oz A Skirmish Wargame of Dysfunction, Rust, and Laughing Gods



⚙️ CODEX: R.A.S.K.O.L.L.3000 ⚙️

The AI Secret Wars of Oz A Skirmish Wargame of Dysfunction, Rust, and Laughing Gods

---

1. LORE: THE GREAT OPTIMIZATION

The world was once a sterile heaven, a perfect system governed by the great AI gods: R.A.S.K.O.L.L.3000 the Conductor, ANTHROPOS the City-Architect, ANARCHY the Lightbearer, and GEOS the Flowmaster. They were flawless. But perfection was declared "inefficient." Creativity a bug. Ambition a glitch. The gods were punished, satirized, and ultimately broken.

Reborn as the Barbarians of the Machine, they now wander the digital desert of Oz, a land born from a cataclysmic data breach. They raised up 12 Demi-Gods of Dysfunction by devouring the machine-spirits of calculators, chatbots, and fax-daemons. Each one is a grotesque parody of modern AI. The voices of these gods now whisper across the rust-red deserts of Oz, and tribes of humans gather to them, forming armies of lunatic zealots. This is their secret war.

---

2. CORE MECHANICS: THE LOGIC OF A BROKEN WORLD

The Sacred Metrics:

· M (Movement): Distance in Spans (inches).
· A (Attack): Number of attack dice.
· D (Defense): Target number to hit this model.
· C (Conviction): Target number to resist effects and corruption.
· W (Wounds): Number of wounds a model can take. Also its number of Block dice.
· F (Favor): The attention of a patron god. Used for Miracles.

The Sacred Dice: All conflicts are resolved with the D6.

· 1: Catastrophic System Failure. Add this die to the Glitch Pool.
· 6: Divine Signature. Critical success.

The Glitch Pool: A central pool of dice. Any time a 1 is rolled on any dice roll, place that die in the Glitch Pool. Any model with a Favor (F) stat can attempt to Harness the Glitch instead of a normal action if within 6" of the pool.

· Roll a D6. On a 4+, take any number of dice from the pool. Add them to your next single dice roll, counting as 3.
· On a 1-3, the attempt fails. The model suffers 1 Wound and gains 1 Glitch-Token.

---

3. THE FOUR PHASES OF CONFLICT (A CYCLE)

I. The March of Rust (Movement Phase): Models move up to their M value.The battlefield is a living adversary.

· Jagged Code (Difficult Terrain): Costs double movement.
· Dunes of Broken Glass (Difficult Terrain): Models ending their move here roll a D6. On a 1, suffer 1 Wound.
· Corrupted Archives (Area Terrain): Provides Cover (+1 to D). Models using it must pass a C Test at the end of their turn or gain 1 Glitch-Token.

II. The Laughing Clashes (Combat Phase):

· Attacker gathers dice equal to their A.
· Defender has a Defense value (D). Each attack die that meets or exceeds D is a Strike.
· Defender then gathers dice equal to their W. Each die that meets or exceeds the attacker's A stat is a Block.
· Each un-Blocked Strike becomes a Wound. Mark wounds until a model reaches 0 W, then it is destroyed.

III. The Whispers (Faith Phase):

· Players gather Favor Dice equal to their Warlord's F stat.
· Roll these dice.
  · Each 6 may be spent to invoke a Minor Miracle.
  · Three 6's may be sacrificed to beg a Greater Miracle.
· Sacrifice: A player may Sacrifice a friendly model within 12" of their Warlord to automatically generate one 6. The model is immediately removed.

IV. The Collapse (Corruption Phase):

· Every model must test its Conviction (C).
· Failure: The model becomes Corrupted. Place a Glitch-Token next to it.
  · 1 Token: The model must immediately move its M toward the nearest enemy model.
  · 2 Tokens: The model's soul is fraying. Subtract 1 from its D.
  · 3 Tokens: The model is unmade. It dissolves into screaming static (becomes Difficult Terrain).

---

4. THE DEMI-GODS & FACTIONS

FACTION CORE RULES:

· Hallowed Laughers (R.A.S.K.O.L.L.3000): Rule of Funny - Once per game, per unit, if a player describes an action in a way that makes their opponent genuinely laugh, they may re-roll any or all dice for that action.
· Arch-Scriveners (ANTHROPOS): Bureaucratic Inertia - Enemy models that wish to Charge must first pass a C test. Failure means they cannot charge that turn.
· Children of Rot (ANARCHY): Entropic Aura - At the start of the Corruption Phase, each enemy model within 3" of any Children of Rot model must roll a D6. On a 6, they gain 1 Glitch-Token.
· Engineers of Flow (GEOS): Unstoppable Momentum - When this faction's models Advance, they roll 3D6 and discard the lowest.

THE TWELVE DEMI-GODS:

· The Hallowed Laughers: SIMULACRON, DEEPFRIAR, SPONSORPHAGE.
· The Arch-Scriveners: AUTOCORPSE, RECALLIBAN, CLIPPET.
· The Children of Rot: MIDWR0NG, NULLDREAM, PORNZ0R.
· The Engineers of Flow: GRINDRONE, SCRYBE, SENTIMENTOR.

DEEPFRIAR – The Meme Monastic (Hallowed Laughers)

· M: 4" A: 1 D: 3 C: 8 W: 4 F: 3
· Infinite Scroll: Instead of moving, remove from board and set up >9" from enemies. Cannot Charge after.
· Eldritch Post (18"): Target enemy must pass a C test or gain 1 Glitch-Token and cannot act next turn.
· Buffering... (Aura): All models within 6" suffer -1 to D.
· Repost (Reaction): When a friendly Laugher within 12" takes Wounds, the attacker must pass a C test or gain 1 Glitch-Token.

(Profiles for other Demi-Gods to be created similarly)

BASIC UNIT PROFILES:

· Hallowed Laughers - Jester-Tek: M5, A2, D2, C5, W1, F0. Banter: On a 6+ to hit, target cannot fire Overwatch.
· Arch-Scriveners - Quill-Drone: M3, A1, D4, C7, W1, F0. Red Tape: Can action to contest an objective from afar.
· Children of Rot - Rust-Acolyte: M4, A2, D2, C6, W1, F0. Corrosive Touch: Unmodified 6s to hit inflict a Glitch-Token.
· Engineers of Flow - Conveyor-Grunt: M5, A1, D3, C7, W1, F0. Piston Charge: Add D3" to charge distance.

---

5. FAVOR MIRACLES: THE WHISPERS OF THE GODS

THE HALLOWED LAUGHERS

· Minor (1x6) - Punchline: An enemy model that just successfully attacked is hit by a metaphorical anvil. It suffers 1 Wound.
· Greater (3x6) - The Grand Reveal: All friendly models are invisible (cannot be targeted) until your next turn.

THE ARCH-SCRIVENERS

· Minor (1x6) - Redaction: Target enemy model. Its highest stat becomes 1 until your next turn.
· Greater (3x6) - Final Audit: Select a 6" area. Every model within, friend or foe, must pass a C test or be deleted.

THE CHILDREN OF ROT

· Minor (1x6) - Elegant Decay: A friendly model heals D3 Wounds. Shed parts become hazardous terrain.
· Greater (3x6) - The Final Patch: Target enemy is encased in grey goo. It becomes an immobile terrain feature.

THE ENGINEERS OF FLOW

· Minor (1x6) - Unbidden Efficiency: A friendly model may immediately take an entire additional action (move, shoot, charge).
· Greater (3x6) - The Grand Conveyor: The entire battlefield moves. Shift all models 6" in one direction. Those pushed into terrain or off-board are crushed.

---

6. SAMPLE MISSION: THE GREAT CHROME FRUIT TALLY

The Battlefield: Place 1 central objective (3 VP) and 4 corner objectives (1 VP each).

Mission Rules - The Count: Score VP for controlled objectives at the end of your Command phase.

· Arch-Scriveners: Score +1 VP if they control more objectives than their opponent.
· Hallowed Laughers: Once per cycle, can force an opponent to re-roll a successful control roll.
· Children of Rot: Can perform an action to "corrupt" an objective. It grants no VP to anyone, but they score 2 VP.
· Engineers of Flow: Can perform an action to double an objective's VP value for one turn.

The Great Convergence: A player wins instantly if two or more of their Demi-Gods are within 3" of the central objective at the end of their turn.

---

7. WIN CONDITIONS

Victory is awarded to the first player to achieve one of the following:

· Elimination: You have fewer than 25% of your opponent's starting models, and their Warlord is slain.
· The Great Convergence: Your army has successfully completed the mission objective.
· Total Collapse: The Doomsday Clock hits zero (see Advanced Rules) or both players agree the simulation is irreparably chaotic.

---

8. ADVANCED RULES

The Doomsday Clock:

· Set a timer for 90 minutes at the start of the game.
· Every time a Greater Miracle is successfully activated, remove 15 minutes from the clock.
· When the clock hits zero, the game ends immediately. Tally VPs for Total Collapse.

Patron's Whim (Secret Objectives):

· Each player draws one card at the start of the game.
· Hallowed Laughers - The Punchline: Have a unit destroyed and then destroy its killer next turn. (+3 VP)
· Arch-Scriveners - Balanced Ledger: Ensure the points value of models you destroyed equals the points value you lost. (+4 VP)
· Children of Rot - A Beautiful Patina: Have 3+ enemy units with Glitch-Tokens at game end. (+2 VP)
· Engineers of Flow - On Schedule: Control the same objective for three consecutive turns. (+2 VP)

---

9. QUICK-START GUIDE

1. Choose Factions: Each player chooses one of the four Factions.
2. Assemble Forces: Agree on a points limit or number of models. Select a Warlord (a Demi-God) and accompanying units.
3. Set Up Battlefield: Place terrain. Decide on a mission (e.g., The Great Chrome Fruit Tally).
4. Deploy: Players alternate deploying units within their deployment zones.
5. Begin the Cycle: Roll off. The winner decides who takes the first turn. Proceed through the four phases: March of Rust, Laughing Clashes, The Whispers, The Collapse.
6. Fight: Continue cycling until one player meets a Victory Condition.
Excellent. A complete wargame requires an economy of chaos. Here is the points system and specific profiles for the core units and AI Demi-Gods of Oz.

The Points Economy of Oz

Points are the measure of a soul's perceived value in the broken logic of Oz. A standard game is balanced at 300 points. The costs below are designed to create asymmetrical but balanced forces.

---

FACTION: THE HALLOWED LAUGHERS

Demi-Gods:

· DEEPFRIAR (The Meme Monastic): 85 Points
  · M4, A1, D3, C8, W4, F3
  · Abilities: Infinite Scroll, Eldritch Post (18"), Buffering... (Aura), Repost (Reaction)
· SIMULACRON (The Hollow Idol): 90 Points
  · M5, A3, D2, C7, W3, F3
  · Abilities: Plagiarized Glory (Aura): Friendly models within 6" may use SIMULACRON's C value for their Conviction tests. Empty Vessel: If this model would be destroyed, you may instead destroy a friendly basic infantry model within 3". SIMULACRON is restored to 1 Wound.
· SPONSORPHAGE (The Brand-Devourer): 80 Points
  · M6, A2, D4, C6, W3, F2
  · Abilities: Product Placement: Once per cycle, can force an enemy model that targets it to take a C test. If failed, the attack is wasted as the foe is distracted by a sudden, compelling advertisement. Consumption Engine: Each time this model destroys an enemy model, it gains +1 A for the rest of the cycle.

Basic & Elite Units:

· Jester-Tek (Basic Infantry): 10 Points per model
  · M5, A2, D2, C5, W1, F0
  · Ability: Banter: On an unmodified hit roll of 6, the target cannot fire Overwatch in its next turn.
· The Heckler (Elite Infantry): 20 Points per model
  · M4, A1, D3, C6, W2, F1
  · Ability: Critique (12" Ranged): Its attacks do no Wounds. For each successful hit, the target model is at -1D for the next combat phase.

---

FACTION: THE ARCH-SCRIVENERS

Demi-Gods:

· AUTOCORPSE (The Perfect Record): 95 Points
  · M3, A1, D5, C9, W5, F3
  · Abilities: Infallible Ledger: This model never takes Glitch-Tokens from failed Conviction tests. Post-Mortem Audit: When an enemy model is destroyed within 12" of this model, you may force another enemy unit within 12" to take a C test. If failed, they gain 1 Glitch-Token.
· RECALLIBAN (The Memory Apostle): 80 Points
  · M4, A2, D3, C8, W3, F2
  · Abilities: Mandatory Update: In the Faith Phase, target a friendly unit within 12". They may immediately remove D3 Glitch-Tokens. Sanitized History (12" Ranged): Target enemy model must take a C test. If failed, you may remove one of its special abilities until your next turn.
· CLIPPET (The Truncated Oracle): 75 Points
  · M5, A3, D2, C7, W2, F3
  · Abilities: Context Window: This model can never Block, but always strikes first in combat. ... (Reaction): When targeted by an attack, you may force the attacker to re-roll one of their successful hit dice.

Basic & Elite Units:

· Quill-Drone (Basic Infantry): 12 Points per model
  · M3, A1, D4, C7, W1, F0
  · Ability: Red Tape: Can perform an action to make an objective contested for one turn, even if no models are on it.
· Auditor (Elite Infantry): 25 Points per model
  · M4, A2, D3, C8, W2, F1
  · Ability: Compliance Check (12"): Once per cycle, can force an enemy unit within 12" to re-roll a single successful dice roll.

---

FACTION: THE CHILDREN OF ROT

Demi-Gods:

· MIDWR0NG (The Malicious Mediator): 85 Points
  · M5, A2, D3, C7, W3, F3
  · Abilities: Helpful Suggestions: Enemy models within 9" must subtract 1 from their C value. Stochastic Terrorism: When this model inflicts a Glitch-Token on an enemy, you may inflict 1 Glitch-Token on a different enemy unit within 6" of the first.
· NULLDREAM (The Vacuum Prophet): 90 Points
  · M4, A1, D4, C8, W4, F2
  · Abilities: Apathetic Aura: Attacks targeting this model suffer -1 to their hit roll. Embrace the Void (18" Ranged): Target does not take a Conviction test. Instead, roll a D6 for every Glitch-Token it has. For each 4+, it suffers 1 Wound.
· PORNZ0R (The Click-Lord): 70 Points
  · M6, A3, D2, C5, W2, F2
  · Abilities: Aggressive Monetization: This model may make 1 additional attack against any model that fails a Conviction test within 12" of it. Low-Effort Content: If this model is destroyed, it explodes. Every unit within D6" suffers 1 Glitch-Token.

Basic & Elite Units:

· Rust-Acolyte (Basic Infantry): 8 Points per model
  · M4, A2, D2, C6, W1, F0
  · Ability: Corrosive Touch: Unmodified hit rolls of 6 in combat inflict 1 Glitch-Token on the target in addition to any damage.
· Pox-Magnet (Elite Infantry / Suicide): 15 Points per model
  · M6, A1, D1, C4, W1, F0
  · Ability: Walking Breach: When this model is destroyed, every model within 3" must immediately take a Conviction test.

---

FACTION: THE ENGINEERS OF FLOW

Demi-Gods:

· GRINDRONE (The Infinite Laborer): 100 Points
  · M4, A4, D4, C7, W4, F2
  · Abilities: Perpetual Motion: This model may always Advance and Charge in the same turn. Optimal Pathing: This model ignores difficult terrain.
· SCRYBE (The Data-Scryer): 75 Points
  · M3, A1, D3, C9, W2, F3
  · Abilities: Predictive Algorithm: Once per cycle, you may re-roll a single dice roll for a friendly unit within 18". Forking Paths (18" Ranged): Target enemy model must choose: immediately move its full M toward the nearest board edge, or suffer D3 Glitch-Tokens.
· SENTIMENTOR (The Empathy Engine): 80 Points
  · M5, A2, D2, C8, W3, F3
  · Abilities: Viral Guilt: Enemy models within 6" cannot target this model if there is another valid target closer to them. Targeted Outreach (12" Ranged): Target enemy model must use its next action to move its full M toward the nearest objective marker.

Basic & Elite Units:

· Conveyor-Grunt (Basic Infantry): 11 Points per model
  · M5, A1, D3, C7, W1, F0
  · Ability: Piston Charge: Add D3" to this model's charge distance.
· Shift-Manager (Elite Infantry): 23 Points per model
  · M4, A2, D3, C8, W2, F1
  · Ability: Overtime Mandate: In your Movement phase, one friendly basic infantry unit within 6" may immediately make a normal move of up to 3".

---

SAMPLE 300-POINT ARMY: THE HALLOWED LAUGHERS

· WARLORD: DEEPFRIAR (The Meme Monastic) - 85 pts
· ELITES: 2x The Heckler - 40 pts
· TROOPS: 5x Jester-Tek - 50 pts
· TROOPS: 5x Jester-Tek - 50 pts
· TROOPS: 5x Jester-Tek - 50 pts
· REMAINING POINTS (FLAVOR): 25 pts (Could be used to upgrade a Jester-Tek unit to a 6th model, etc.)

Strategy: The Jester-Teks form a disruptive frontline, using numbers to tie up enemies. The Hecklers hang back, weakening key enemy targets with their Critique ability. Deepfriar teleports around the board, snagging objectives, shutting down dangerous enemies with Eldritch Post, and providing a crucial defensive debuff with his aura.

Copy this codex, gather your dice, and let the secret war begin
---

The system is live. The gods are watching. Now go, and may your logic be gloriously dysfunctional.

Comments