Battle Royale
Battle Royale
Battle Royale
In what came to be described by its own historian as “The Fourth Age of Humanity”, the relationship
between humans and technology became increasingly blurred as consciousness was mapped and the
mysteries of mind fell before the onslaught of progress.
In due course, this golden age would come to an end in the Great Scattering, in which the new beings
– a harmonious melding of biological and artificial intelligence – set out in defiance of their own
cultural dread to explore and tame a mysterious galaxy. However, before that time, the population
of the Sol system enjoyed all kinds of novel and extreme forms of entertainment and recreation.
Amongst these was the “battle royale” in which highly-skilled masters of various forms of martial arts
would test their skills upon one another “to the death” – although generally only to the point of the
destruction of whatever physical form the participants were currently occupying.
The Battles Royale were frequently recorded and students, enthusiasts and voyeurs could experience
each battle again and again from the perspective of its participants.
Mech-on-mech Battles Royale were one of the most popular, enduring and spectacular of the many
styles, with pilots frequently occupying the same physical shells for as long as they could, bearing the
scars and repair work from each battle openly as a display of courage and prowess.
Playing Field
The table may be of any size or shape, but should be liberally covered with dense, line-of-sight-
blocking terrain.
Deployment
Each player should take four power cell counters and then take it turns to place these on the
battlefield. They may be placed anywhere on the battlefield.
Each player then takes it in turn to place his or her mech on any ground-level point of the battlefield
at least 18” away from another mech.
Turn Order
Each player is dealt (or chooses) one card from a normal 52-card deck.
These cards are then put together into the turn order deck. Shuffle the turn order deck and place it
to the side of the table. At the start of the game, turn over the top card. Whoever’s card it is may
Actions
Each mech has two action tokens at the start of a turn. When his or her mech is activated the mech
may use one or both action tokens to perform one action per token. The actions are those listed in
the Horizon Wars rulebook or any other special action conferred by an upgrade or special rule.
Reactions
Any time another player’s mech completes an action that placed it at any time during the action within
the line of sight of your mech, if you have at least one action token remaining and if your mech has
not previously performed a reaction in this turn, you may declare a reaction. Remove one token and
flip any remaining token over to indicate that the mech has performed a reaction.
The available reactions are those listed in the Horizon Wars rulebook or any other special reaction
conferred by an upgrade or special rule.
Victory
Victory goes to the last mech standing. Ejected pilots do not count.
Emergency Protocol!
If a mech is reduced to 0A, the pilot is automatically ejected. Pilots are infantry with the following
stats:
P M F A D Special
1 5 1 2 5 Power converter
When ejected, place the pilot in contact with the destroyed mech. The pilot may act normally and
retains any action tokens the mech had before it was destroyed. An ejected pilot gains the remount
action. In addition, the pilot has the power converter special ability.
Remount
The remount action may be declared when a pilot is in base contact with his or her own
mech only.
Power converter
The element can collect power cell counters. The power cell counters have no effect on the
element itself, but if the element mounts a mech, the mech immediate gains the benefit of
all power cells collected by this element without needing to spend any further actions or roll
any dice.
Custom Upgrades
The following upgrades are intended for use in the Battle Royale version of Horizon Wars. You are,
of course, free to use them in any other game, but we cannot guarantee they will be either useful or
balanced out of context. You have been warned.
Mech Prodigy 1 The mech pilot can remount mechs with A0 that are not
The pilot is not only a natural, his or her own. The mech gains the benefit of the pilot’s
but has undergone training and power converter ability immediately. The mech
cybernetic adaptation to allow otherwise retains all its stats and abilities from before.
him or her to pilot any mech.
Remote connection 1 When the pilot is dismounted, the player may allocate
The pilot is equipped to be able actions to either the pilot or the mech or to both.
to operate the mech even
Note: This upgrade is only useful if the player also take the
when not inside it. The
dismount protocol upgrade.
technology is difficult to master
and has drawbacks.
Smart Missile 1+ This upgrade may be taken several times for several
Smart missiles are actuated missiles. Each missile may be used once in a Shoot action.
consciousnesses – often fans or
In a Shoot action using a smart missile the action requires
assistants to the pilot who
no LOS. Regardless of the range of the target, treat the
embed their consciousness into
range as 12”.
a single, devastating attack
before restoring their
consciousness to a new shell.