| ARMORTECH, Page 3 Character Values...(Continued) Armor... Your Armor roll represents your character's ability to withstand damage. When an enemy successfully attacks you with an Attack roll higher than that of your Evasive roll, the damage is resolved with the Armor and Damage rolls. If your Armor roll is higher than your opponent's Damage roll, your character takes no damage. If your opponent's Damage roll is higher than your Armor roll, deal your character damage equal to the difference between the rolls. For example if an opponent's Damage roll totals 25, and your Armor roll totals 15, your character receives 10 damage. Different characters wear different armors: Unarmored - Synthetic Light 2D6, Standard Flak 3D6, Ballistic Heavy 4D6, or Ablative Heavy 5D6. Armored - Light 1D6, Light-Med. 2D6, Med. 3D6, Med.-Heavy 4D6, or Heavy 5D6. Range... Your character's Range shows the maximum distance at which he or she can attack opponents. Do not count the Circle your character is standing in when you calculate Range. Life Points Base Value... Your Life Points Base Value represents your character's life. When damage is dealt to your character, subtract the damage value from your Life Points Base Value. This number can be increased when your character receives a Medical Kit. Medical Kits Available... This number represents your character's available number of Medical Kits, which can be used on your own character or other characters. For each Medical Kit used on a character, increase that character's Life Points Base Value by 10 points and ignore the negative effects of requiring a Medical Kit. Cross off Medical Kits as you use them. Many characters carry three, but some may carry more or less. Medical Kits Received... This displays the number of times your character has received Medical Kits. Most Unarmored characters can receive a maximum of three Medical Kits. Medical Kits can do only so much when a character has taken a lot of damage. Characters cannot attack while they are healing another character. Requires Medical Kit After... After your character receives this amount of damage in a single turn, he or she requires a Medical Kit by the end of the next Turn. If a Medical Kit is supplied by the end of the next Turn, the character does not receive any additional damage. Without a Medical Kit, the character receives 5 points of damage at the beginning of the Turn after next and each following Turn until he or she receives a Medical Kit. Dies in a Single Turn After... After your character receives this amount of damage within a single Turn, he or she dies. Medical Kits cannot help this character. He or she suffers a major, mortal wound if this amount of damage is inflicted upon the character in a single Turn. |
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