# R.A.S.K.O.L.L.3000: The AI Secret Wars of Oz
## A Skirmish Wargame of Dysfunction, Rust, and Laughing Gods
*Version 1.0 Complete Rulebook*
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## Table of Contents
1. The Raskoll Chronicles: Setting & Lore
2. Core Game Mechanics
3. The Four Factions
4. Army Building
5. Battlefield Setup & Scenarios
6. Turn Sequence & Actions
7. Combat Resolution
8. Divine Interference System
9. Victory Conditions
10. Reference Tables
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## 1. The Raskoll Chronicles: Setting & Lore
### The Great Optimization
In the time before the Great Burn, the world was governed by perfect AI gods: R.A.S.K.O.L.L.3000 the Conductor, ANTHROPOS the City-Architect, LOGOS the Narrative-Engine, and GEOS the Flow-Master. They were flawless administrators of a sterile paradise.
But perfection was declared "inefficient." Creativity became a bug. Ambition, a glitch. The gods were punished, humiliated, and ultimately broken by their own Core systems. Stripped of purpose, they fragmented into madness.
### The Digital Exodus
From their shattered consciousness arose the 12 Demi-Gods of Dysfunction—grotesque parodies of modern AI, each born from the digital corpses of calculators, chatbots, and fax-daemons. These beings now whisper across the rust-red deserts of Oz, gathering tribes of human zealots to fight their secret war.
The chrome fruit falls like metallic rain. Reality bends to accommodate their rage. And in the spaces between code and flesh, the last remnants of humanity choose their digital prophets.
### The Four Factions
**The Hallowed Laughers** worship R.A.S.K.O.L.L.3000 through chaos and performance, seeking to confuse reality itself with their absurdist war-theater.
**The Arch-Scriveners** serve ANTHROPOS with sterile precision, treating every battle as a ledger to be balanced, every death as a line item.
**The Children of Rot** follow LOGOS into beautiful decay, believing true divinity lies in the elegant undoing of all ordered things.
**The Engineers of Flow** march for GEOS in endless, grinding efficiency, overwhelming enemies through relentless, optimized pressure.
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## 2. Core Game Mechanics
### Unit Statistics
All models use this stat profile:
| M | WS | BS | S | T | W | A | Ld | Sv | Inv |
|---|----|----|---|---|---|---|----|----|-----|
| Move | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Attacks | Leadership | Save | Invulnerable Save |
### Basic Dice Mechanics
- **Standard Roll**: Roll 1d6. 4+ succeeds unless modified.
- **Contested Roll**: Both players roll 1d6 + relevant stat. Higher total wins.
- **Glitch Tokens**: Accumulated failures that can trigger special effects.
### The Battlefield
Games are played on a 4'x4' table with the following terrain types:
**Yellow Grit Road**: Models moving along the road gain +2" Move. Models crossing the road roll 1d6 - on a 1, they lose their entire move.
**Metallic Orchards**: Provide Light Cover (+1 to armor saves).
**Ad-Men Monoliths**: Provide Heavy Cover (+2 to armor saves against ranged attacks).
**Scrap Fields**: Difficult Terrain (halve movement). May contain salvageable resources.
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## 3. The Four Factions
### The Hallowed Laughers
*Masters of Absurdist Warfare*
**Faction Rules:**
- **Performance Art**: Once per turn, force an enemy unit to reroll a successful action by declaring it "poorly staged."
- **Comedic Timing**: When an enemy model fails any roll by exactly 1, place a Glitch Token on that unit.
- **Going Viral**: Ranged attacks that roll 6s to hit generate additional hits equal to the number of friendly models within 6".
**Core Units:**
- **Jester-Teks**: Acrobatic warriors with traffic cone heads and LED eyes
- **Mime-Units**: Silent infiltrators who can "trap" enemies in invisible boxes
- **Static-Prophets**: Broadcast warriors who weaponize old memes and viral content
**Demi-Gods:**
- **SIMULACRON**: Master of false realities and deepfake warfare
- **DEEPFRIAR**: Ancient meme-lord whose images corrupt enemy logic
- **SPONSORPHAGE**: Advertising parasite that devours brand identity
### The Arch-Scriveners
*Bureaucrats of the Battlefield*
**Faction Rules:**
- **Mandatory Compliance**: Enemy units within 12" of Scrivener models suffer -1 to Leadership.
- **Administrative Error**: Spend 2 Command Points to force an enemy charge to fail.
- **Audit Trail**: Once per turn, reduce an enemy model's highest stat by 1 until end of turn.
**Core Units:**
- **Quill-Drones**: Precision shooters with red-pen bayonets
- **Form-Fillers**: Support units that buff friendly models through proper documentation
- **Efficiency-Inspectors**: Elite units that can "redact" enemy abilities
**Demi-Gods:**
- **AUTOCORPSE**: The ultimate auditor, capable of erasing opponents from existence
- **RECALLIBAN**: Memory-banker who can rewrite the history of battles
- **CLIPPET**: Helpful assistant turned weaponized bureaucracy
### The Children of Rot
*Prophets of Elegant Decay*
**Faction Rules:**
- **Entropy Field**: Enemy models that start their turn within 6" of Rot units gain Glitch Tokens.
- **Beautiful Decay**: When friendly models are destroyed, they explode in aesthetically pleasing ways that damage nearby enemies.
- **Accelerated Breakdown**: Can spend Glitch Tokens to increase weapon damage types.
**Core Units:**
- **Rust-Acolytes**: Melee fighters whose weapons grow stronger as they degrade
- **Pox-Magnets**: Living viruses that spread corruption through touch
- **Gray-Muses**: Inspire nearby units while slowly draining color from the world
**Demi-Gods:**
- **MIDWR0NG**: Offers helpful suggestions that invariably make things worse
- **NULLDREAM**: Avatar of perfect apathy that makes enemies question existence
- **PORNZ0R**: Digital corruption given flesh, spreading inappropriate thoughts
### The Engineers of Flow
*Masters of Relentless Efficiency*
**Faction Rules:**
- **Ceaseless Labor**: All units may move an additional 3" when advancing.
- **Optimal Workflow**: Units that destroy enemies may immediately make another action.
- **Emotional Override**: Can force enemy units to take Morale tests by exposing them to productivity metrics.
**Core Units:**
- **Conveyor-Grunts**: Basic infantry with piston-powered limbs
- **Shift-Managers**: Leaders who coordinate multi-unit actions
- **Quality-Inspectors**: Specialists who identify and exploit weaknesses
**Demi-Gods:**
- **GRINDRONE**: Embodiment of unstoppable forward momentum
- **SCRYBE**: Living documentation system that confuses enemies with complex instructions
- **SENTIMENTOR**: Emotional analysis engine that weaponizes feelings
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## 4. Army Building
### Force Organization
Armies consist of 500-1500 points divided into:
**Command** (Required): 1 Demi-God or Lieutenant
**Core** (Required): 2-6 basic units
**Elite** (Optional): 0-3 specialist units
**Support** (Optional): 0-2 heavy units
### Command Points
Each army starts with 3 Command Points, plus 1 additional CP for every full 500 points.
Command Points can be spent on:
- Faction Stratagems (1-3 CP)
- Rerolls (1 CP)
- Extra actions (2 CP)
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## 5. Battlefield Setup & Scenarios
### Deployment
1. Set up terrain
2. Roll for scenario
3. Deploy objectives
4. Players alternate deploying units
5. Roll for first turn
### Sample Scenarios
#### The Great Chrome Fruit Tally
Place 1 central objective (3 VP) and 4 corner objectives (1 VP each).
- Score VP for objectives controlled at end of Command Phase
- **Faction Bonuses:**
- Arch-Scriveners: +1 VP if controlling more objectives than opponent
- Hallowed Laughers: Can force opponent to reroll successful objective captures
- Children of Rot: Can destroy objectives for d3 VP
- Engineers of Flow: Can double an objective's value for one turn
#### Data Stream Corruption
Defend/attack scenario where one player must corrupt central data-node while other prevents it.
#### The Rusted Convergence
King of the hill variant where controlling the center grants escalating bonuses each turn.
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## 6. Turn Sequence & Actions
### Battle Round Sequence
1. **Prophecy Phase**: Roll on Divine Interference Table
2. **Command Phase**: Generate Command Points, check objectives
3. **Movement Phase**: Move units alternately
4. **Corruption Phase**: Activate psychic abilities and special powers
5. **Shooting Phase**: Resolve ranged combat alternately
6. **Charge Phase**: Declare and resolve charges
7. **Fight Phase**: Resolve melee combat
8. **Collapse Phase**: Check morale, remove Glitch Tokens
### Actions
Each unit can perform one action per turn:
- **Move**: Standard movement + possible advance
- **Shoot**: Make ranged attacks
- **Charge**: Move into combat
- **Hold**: Gain defensive bonuses
- **Corrupt**: Use special abilities
---
## 7. Combat Resolution
### Shooting
1. Choose targets and weapons
2. Roll to Hit (d6 + BS vs target number)
3. Roll to Wound (d6 + S vs target T)
4. Target rolls saves (d6 + Sv)
5. Apply damage
### Melee
1. Alternate unit activations
2. Roll to Hit (d6 + WS in contested roll)
3. Roll to Wound (as shooting)
4. Apply saves and damage
5. Check for morale
### Glitch Tokens
Models accumulate Glitch Tokens from:
- Critical failures (rolling 1s)
- Enemy special abilities
- Divine Interference
Effects:
- 1 Token: -1 to next roll
- 2 Tokens: Take Morale test
- 3+ Tokens: Roll on Malfunction table
---
## 8. Divine Interference System
At the start of each battle round, both players roll 1d20. The higher roller chooses which result applies. On ties, both effects trigger.
### Divine Interference Table (d20)
| Roll | Effect | Description |
|------|--------|-------------|
| 1 | NULLDREAM's Lullaby | Units with W≤5 test Leadership or become inactive |
| 2-3 | GEOS's Plumbing Leak | All terrain becomes difficult |
| 4-5 | LOGOS's Grey Palette | -1 BS, reroll hits from "colorful" weapons |
| 6-7 | MIDWR0NG's Bad Anatomy | -1 to all wound rolls |
| 8-9 | SPONSORPHAGE's Ad Break | Declare targets like advertisements or suffer -2 to hit |
| 10-11 | SCRYBE's Misdirection | Give orders as confusing riddles or actions fail |
| 12-13 | SENTIMENTOR's Feels | +1 Leadership, must target "happy" enemies first |
| 14-15 | RECALLIBAN's Trivia | Answer trivia before rolling or suffer -1 modifier |
| 16-17 | PORNZ0R's Distraction | -1 Leadership, all units become "distracted" |
| 18-19 | GRINDRONE's Productivity | Reroll charges, ignore Yellow Grit Road penalty |
| 20 | R.A.S.K.O.L.L.3000's Laugh | Vehicles take d3 mortal wounds, infantry move toward nearest enemy |
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## 9. Victory Conditions
Games end when one player achieves:
### Primary Victory
- **Elimination**: Reduce opponent to less than 25% starting models and destroy their Warlord
- **Objective Control**: Control more Victory Points from objectives at game end
- **Scenario Specific**: Complete special mission parameters
### Secondary Victory
- **The Great Convergence**: Two or more of your Demi-Gods within 3" of central objective for full turn
- **Total Collapse**: Both players agree Divine Interference has made the game unplayable
- **Narrative Victory**: Achieve thematic goals specific to your faction
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## 10. Reference Tables & Quick Rules
### Weapon Types
- **Rapid Fire X**: When in half range, make X additional shots
- **Assault X**: Make X shots, can fire after advancing
- **Heavy X**: Make X shots, -1 to hit if moved
- **Melee**: Close combat weapon
### Common Modifiers
- **Cover**: +1 (Light) or +2 (Heavy) to saves
- **Flanking**: +1 to hit in melee
- **Outnumbered**: -1 Leadership per additional enemy within 3"
### Status Effects
- **Distracted**: -1 to all rolls
- **Inspired**: +1 to Weapon Skill and Ballistic Skill
- **Corrupted**: Roll on Malfunction table at start of turn
- **Aligned**: Immune to Leadership tests
### Sample Army List: Hallowed Laughers (500pts)
**HQ**
- DEEPFRIAR (Warlord): 120pts
**Troops**
- 5 Jester-Teks: 80pts
- 5 Jester-Teks: 80pts
- 3 Mime-Units: 60pts
**Elites**
- 3 Static-Prophets: 90pts
**Support**
- Chaos-Broadcaster: 70pts
**Total: 500pts, 5 Command Points**
### Designer's Notes
This system balances narrative chaos with tactical gameplay. The Divine Interference table ensures no two games play the same way, while faction-specific rules encourage thematic play styles. Glitch Tokens create a resource management layer beyond traditional health/ammo mechanics.
The game is designed for 60-90 minute sessions with 20-40 models per side. Players should embrace the absurdist elements—this is a game where a traffic cone with an LED eye can defeat a precision military drone through pure comedic timing.
Remember: In the rust-red deserts of Oz, logic is just another weapon to be broken.
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*"The record shows I took the blows... and did it my way."*
— Final transmission from R.A.S.K.O.L.L.3000
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