Rules and Instructions

Dice Requirements…

[dcs_p]ArmorTech uses 12 sided dice, 8 sided dice, and regular 6 sided dice. I recommend you to have 1 D12, 1 D8,
and about 8 D6. There are some times in the game when you may want more D6, especially when dealing
with Battle Armor units and their damage(Battle Armor units typically have powerful weapons that will do a lot
of damage, thereby needing a lot of D6 to determine their final damage value).[/dcs_p]

Armored and Unarmored Units…

[dcs_p]The major division between characters in ArmorTech is their armor type. In general, Armored units have
heavy firepower and very high armor values. They lack in areas of speed and evasion. Unarmored units are
typically faster and harder to hit, with weak armor and firepower. Depending on the opponent, you must roll
the Armored/Unarmored specific damage values for your character.[/dcs_p]
[dcs_p]Remember that enemies with Synthetic Light, Flak Standard, Ballistic Heavy, and Ablative Heavy armors are
not considered Armored opponents. Armored opponents are only those characters wearing mechanized Battle
Armor or Exo – Skeletons. Armored opponents like Clan Elemental or Inner Sphere Standard Battle Armors
have Light, Light-Medium, Medium, Medium-Heavy, or Heavy armors.[/dcs_p]

Character Values…

[dcs_p]Characters in ArmorTech come to life through different values that display their abilities to make war. Below is
a list of these abilities and their meaning and function within the game…[/dcs_p]

Damage to Armored / Damage to Unarmored…

[dcs_p]This is the number and type of dice used to determine the damage your character deals to opponents. Damage
to Armored applies to Battle Armor opponents. Damage to Unarmored applies to opponents wearing
Synthetic Light, Flak Standard, Ballistic Heavy, Ablative Heavy, or no armor at all. When inflicting damage,
subtract your opponent’s Armor roll from your Damage roll to determine the number of points inflicted.
Different ammunition choices in some weapons provide extra damage options.[/dcs_p]

Movement…

[dcs_p]Your Movement dice roll determines how far your character can move each Turn. Roll the dice if you wish
to make a movement during a Turn. You can only move once per Turn. Characters can move in any
direction. Your character can move the number of spaces equal to the number rolled with your Movement
dice. Different characters move different speeds: Slow 1D6, Normal 1D8, or Fast 1D12.[/dcs_p]

Attack…

[dcs_p]Your Attack roll reflects your character’s aim and concentration. Roll this dice when making an attack. To
successfully hit your opponent, your Attack roll must be higher than your opponent’s Evasive roll. Different
characters attack with different accuracy: Poor 1D6, Average 1D8, or Precise 1D12.[/dcs_p]

Evasive…

[dcs_p]Your Evasive roll determines whether or not your character avoids an opponent’s attack. To determine the
outcome of an enemy attack, roll your Evasive dice. If your roll is higher than your opponent’s Attack roll, the
attack misses. If your opponent’s Attack roll is higher than your Evasive roll, then your character must then
roll for its armor protection and your opponent must roll to determine the amount of damage. Different
characters have different evasive abilities: Encumbered 1D6, Moderate 1D8, or Agile 1D12.[/dcs_p]

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