Raskoll3000 Junkyard Armada

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Raskoll3000: Junkyard Armada (Refined Edition)
A Wargame of Scavenger Fleets in the Gutter
A Note from the Designer:
Greetings, Warlord!
This isn't a game for the soft-handed. This is Junkyard Armada, a wargame born from the grit and grime of the Raskoll3000 universe. Your fleet isn't some shiny, factory-made showpiece; it's a testament to your will to survive, cobbled together from the scavenged tech of a forgotten age. Get your hands dirty, and prove your clan is the one that owns the Gutter.
A Glimpse into the Gutter
The air in the cockpit tasted of recycled breath and desperation. Below us, the planet we called Home was a ghost, a dead, swirling orb of rust and broken dreams. But here, in the perpetual twilight of the Gutter, life thrived—or at least, we did.
My name is Kael. I pilot the Rusty Nail, a frigate cobbled together from a water heater and a prayer. My clan, the Outer Belt Nomads, have been pushed to the edge of the void, our scavenging grounds dwindling with every passing day. Today, though, we found a whisper of hope: a signal, faint but true, from the remains of a pre-Raskoll battle cruiser. A derelict leviathan, rumored to be holding a functional Aetherium Core—a power source that could last us a lifetime.
My comrade, a gruff veteran named Jax, grunted over the comms. "Eyes on the prize, kid. Looks like we're not the only scavengers sniffing around."
I squinted through the cracked viewport. A small, sleek ship emerged from a cloud of junked satellites. Too clean. Too polished. It had the cold, sterile sheen of the Moonmen. They were the heirs, the self-proclaimed keepers of the Old World’s flame. They saw us as nothing more than vermin.
Then, a low, guttural roar echoed through the Gutter. A massive, blocky vessel, armored with what looked like fused girders, tore through a field of crushed cars. The Mars Directorate. Their hunger for conquest was a legend, their cruelty a grim bedtime story. They didn't scavenge; they took.
And then, as if summoned by the scent of a fresh kill, the fourth player revealed itself. From the shadows of a shattered orbital station, a motley crew of scavenged, mismatched ships appeared. Their hulls were patched with salvaged plating from a dozen different vessels, a testament to their lawless nature. Gutter Pirates.
My hand tightened on the rusted controls of the Rusty Nail. We were outnumbered. Outgunned. But we had a secret weapon: our resourcefulness. We knew this chaotic void better than anyone. This was our home, our scrapyard.
The prize was a lifetime's supply of power. The price was everything.
"Alright, boys," I whispered, the words tasting like victory already. "Let's show these off-worlders how a true scavenger fleet fights."
1. Game Overview
Raskoll3000: Junkyard Armada is a tactical wargame for 2-4 players. Command a rag-tag fleet of battle-wagons and Junk-Hawks, fighting for control of the Gutter. Outmaneuver your rival clans in the stratosphere above the ruined Earth and claim the scraps that will ensure your survival.
2. What You Need to Play
Fleet Models
Crafted from the discarded relics of the old world (washing-up bottles, cardboard tubes, bottle caps, polystyrene blocks, etc.). Your skill in salvaging is your first weapon.
The Gutter
Your playing area. Any flat surface will do. The more junk you scatter on it, the better it feels.
Game Materials
 * Measuring Tool: A tape measure or ruler (metric recommended)
 * Dice: A handful of six-sided dice (D6) for combat
 * Scrap Tokens: Coins, bottle caps, or paper slips to mark damage, objectives, or special effects
 * Fleet Sheets: A printed or drawn sheet to track your ships' stats and weapons
 * Orbital Hazard Deck: A deck of cards with random in-game effects
 * Tactical Scraps Deck: A deck of cards with special abilities for you to use
 * Optional: A printed Hazard/Scrap Reference Sheet (if not using cards)
3. The Clans of the Gutter
Before the game, each player can choose a faction. Each faction provides a specific bonus that must be declared and agreed upon by all players.
The Moonmen
"Preserve the Old Ways. Reclaim the Stars."
 * Precision Engineering: Once per battle, during its activation, one ship may reroll all failed to-hit rolls for one shooting attack.
 * Tactical Doctrine: Start with 4 Tactical Scraps (not 3).
Mars Directorate
"Strength Through Unity. Victory Through Force."
 * Overwhelming Firepower: Once per battle, one ship's weapons deal maximum damage (no rolling) for one attack.
 * Iron Discipline: Your ships never make Panic checks.
Outer Belt Nomads
"Adapt. Survive. Endure."
 * Scavenger's Instinct: One ship gains a free Raskoll-Tech upgrade at deployment.
 * Know the Void: Move through debris without penalty.
Gutter Pirates
"Take What You Need. Burn the Rest."
 * Boarding Specialists: +2 to Boarding Action rolls made by your ships.
 * Hit and Run: Once per battle, all your ships gain +5cm movement for one turn.
4. Fleet Building
Before the game, each player builds a fleet up to an agreed Salvage Point Limit (e.g., 100 points). Each vessel costs a certain number of points based on its size, armor, and firepower.
| Vessel | Size Guide (model length) | Salvage Points | Hull Points | Move (cm) |
|---|---|---|---|---|
| Gutter Runner | Up to 10 cm | 10 | 3 | 15 |
| Vandal | 10–15 cm | 20 | 5 | 12 |
| Warlord | 15–20 cm | 30 | 8 | 10 |
| Junk Hauler | 20+ cm | 40 | 10 | 8 |
| Junk-Hawk Swarm | ≤5 cm (swarm) | 5 | 1 | 20 |
> Note: For fleets with ships over 20cm speed, use a 150x120cm battlefield to prevent early engagements.
5. Weapons & Raskoll-Tech
Each vessel can be equipped with a selection of guns. Your chosen weapons must be listed on your fleet sheet.
Weapon Chart
| Weapon Type | Range (cm) | To Hit (D6) | Damage per Hit | Notes |
|---|---|---|---|---|
| Junk Laser | 30 | 4+ | 1 | Standard, all-purpose weapon. |
| Scrap Cannon | 20 | 5+ | 2 | Shorter range, more brutal. |
| Magneto-Harpoons | 40 | N/A | 3 | Grappling: Successful hits allow immediate Boarding Action during the Shooting Phase. |
Raskoll-Tech Upgrades
| Upgrade | Salvage Point Cost | Effect |
|---|---|---|
| Piston Thrusters | 3 | Once per game, this vessel can move an additional 10 cm. |
| Plasma-Welded Plating | 5 | Ignore the first hit from each enemy ship's attack per turn. |
| Magnetic Grapple | 2 | This vessel gets a +2 bonus to any Boarding Action rolls. |
| Scrap-Flux Capacitor | 4 | Once per game, this vessel can fire all of its weapons at -1 to hit, but with +1 damage. |
6. The Scrapyard Showdown
Deployment
Deploy your fleets in a designated area, at least 60 cm apart. Ships deploy within 30cm of their edge and more than 10cm from battlefield edges.
Terrain
Place large Raskoll Wrecks and Debris Clouds to create a treacherous battlefield.
Initiative
Roll a D6. The highest roll chooses whether to go first or second.
Tactical Scraps
Each player draws three Tactical Scraps to form their starting hand.
7. Turn Sequence
Each turn is divided into five distinct phases:
1. Orbital Hazard Phase
The first player draws one card from the Orbital Hazard Deck and resolves its effect immediately.
2. Command Phase
Both players secretly plan their movement orders for the turn.
3. Movement Phase
Each vessel may move up to its speed in cm. A vessel may make a single turn of up to 90 degrees at any point during its movement.
4. Combat Phase
Players alternate firing with one vessel at a time, starting with the first player's smallest vessel.
 * To Hit: For each of the firing vessel's guns, roll one D6. A roll of 4+ is a hit.
 * Damage: The target vessel loses one Hull Point for each successful hit.
 * Critical Hit: A natural roll of 6 on a to-hit roll is a critical hit, causing 2 damage instead of 1.
5. End Phase
Ships at 0 Hull Points are immediately removed. Players can play one Tactical Scrap per turn. Check for victory conditions.
8. Special Rules & Actions
Movement Actions
 * Ram: A ramming ship cannot shoot that activation. Both ships take d3 damage (+1 if rammer moved full speed).
 * Repair: Roll after moving; success restores 1 Hull Point.
Combat Rules
 * Debris Cover: If a vessel is more than 50% hidden behind terrain, attackers get a -1 penalty to their to-hit rolls.
 * Junk-Hawk Swarms: A Junk-Hawk Swarm must be launched from a Junk Hauler. It can move and attack in the same turn it is launched.
Boarding Actions
 * Declare instead of shooting when ships end movement in base contact.
 * Attacker and Defender roll d6 + current Hull Points.
 * Winner gains control immediately. Captured ship fights for new owner next turn at -1 to all rolls.
 * Tie: Both ships take d3 damage and separate 5cm.
Panic & Morale
When a ship loses ≥50% of max Hull Points from any source in one game turn, roll d6:
 * 1-2: Ship must move directly away from enemies next turn
 * 3-4: Ship cannot shoot next turn
 * 5-6: No effect, crew holds firm
Squadron Formations
Ships within 10cm of each other can form squadrons, sharing one activation and gaining +1 to hit for each ship firing at the same target.
9. Advanced Rules
Salvage & Scrap Economy
Destroyed ships leave Scrap tokens. Ships can spend actions to collect them:
| Action | Cost | Effect |
|---|---|---|
| Restore 1 Hull Point | 3 Scrap | Instant repair |
| Draw Tactical Scrap | 8 Scrap | |
| Emergency Weapon | 10 Scrap | Temporary Heavy weapon (1 use) |
10. Card Decks
Orbital Hazards
These cards represent the unpredictable chaos of the Gutter. Draw one at the start of each turn.
 * Solar Flare: All to-hit rolls are at -1 for the turn.
 * Junk Storm: Place a 30-cm radius of debris. Vessels moving through it roll a D6; on a 1, they take 1 damage.
 * Rogue Planetoid: A large object enters from a random edge and moves 5 cm per turn. Any vessel it touches is destroyed.
 * Engine Failure: A random vessel from each fleet has a fuel leak. Reduce its movement by half for the rest of the game.
 * Salvage Opportunity: A valuable wreck appears. The first vessel to touch it can draw one Tactical Scrap.
Tactical Scraps
These cards represent your warlord's cunning and unique Raskoll-Tech. You can play one per turn.
 * All Power to Shields! All of your vessels have a +1 bonus to their Hull Points for this turn.
 * Emergency Evasive Maneuvers: All of your vessels can make an additional 90-degree turn this turn.
 * Focused Fire: Choose one of your vessels; all of its guns get a +1 bonus to hit for this turn.
 * Jury-Rigged Thruster: Choose one of your vessels; it can move an additional 10 cm this turn.
 * Scrap Cannon Overload: Choose one of your vessels. Its guns do 2 damage per hit this turn, but the vessel takes d3 damage.
 * Ramming Speed: One ship deals +2 ramming damage and takes -d3 damage.
11. Victory Conditions
You are the victor if:
 * The enemy fleet is completely destroyed, or
 * You hold the most objectives at the end of an agreed-upon number of turns.
End of Game Victory (after 6 turns):
 * 2 points per enemy ship destroyed
 * 3 points per Salvage Objective controlled
 * 1 point per surviving ship (max 5 points)
Most points wins. Ties go to the player who destroyed the most enemy Salvage Points.
12. Optional Rules for Veteran Scavengers
Campaign Play
Link multiple games together as your clan fights for dominance of the Gutter:
 * Ship Experience: Surviving ships gain upgrades
 * Reputation Tiers: Lose 3 games? Unlock "Desperate Measures" (free Scrap Bomb). Win 5? Gain "Legendary Hull" (+2 HP to flagship).
 * Territory Control: Holding a "Salvage Yard" lets 1 ship start with +3 Scrap.
Environmental Hazards
 * Reactor Storms: Moving zones of radiation
 * Micro-Meteor Showers: Random damage each turn
 * Gravity Anomalies: Unpredictable movement effects
 * Scrapyard Maze: Dense terrain creates close-range battles
 * Debris Avalanche: After movement, ships near terrain roll d6; 1-2 = d3 damage.
Larger Battles
For epic fleet engagements:
 * Admiral Rules: One ship can coordinate others within 20cm
 * Fighter Swarms: Cheap, fast units that attack in groups
 * Super-Heavy Weapons: Ship-killing guns with limited ammunition
 * Orbital Bombardment: Off-table support with limited uses
Thematic Bonus
> "Junk Aesthetic" Rule: Players earn +1 VP if >50% of their fleet is verifiably made from trash.
Designer's Notes
Junkyard Armada was designed to capture the desperate, improvised feel of post-apocalyptic space combat while keeping the rules accessible and the action fast-paced. The emphasis on building models from actual junk isn't just thematic—it reflects the core philosophy that in the world of Raskoll3000, everything has value, and survival depends on making the most of what you can scavenge.
Every rule was chosen to support the narrative of desperate scavenger clans fighting over the debris of a dead civilization. The random hazards ensure no two battles play the same way, while the Tactical Scraps give players agency to create dramatic moments and clutch victories.
Most importantly, this is a game about telling stories. Whether your fleet limps home with battle scars and hard-won salvage, or dies gloriously in the void, every game should feel like another chapter in your clan's struggle to survive in the Gutter.
Now get out there and prove your clan has what it takes to own the debris fields. The void is waiting, and it shows no mercy to the weak.
> "The Gutter rewards those who fight smart – not just those who fight hard."
> – Jax, Outer Belt Nomads
Glory to the Survivors. Death to the Weak. Long Live the Gutter.

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