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Transcript of Armature 0.02
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ARMATURE
Universal Robot Combat System
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TABLE OF CONTENTS
Introduction to Armature
How to use this Manual
What you need to play
CHAPTER 1: LAWS OF ROBOTICS
The Grade Roll System
Outcome Grades
Outcome Modifers
Critical Successes
Gameplay Examples: Role Grade
System
CHAPTER 2: MAN AND MACHINE
Creating your Pilot
Biographical Information
Pilot Name and Portrait
Drives
Willpower
Vitals
Pilot Skills
Tips for New Players
Deck SkillsFocus
Building your Armature
Armature Characteristics
Armature Name and Portrait
Durability
Speed
Systems
Armor Class
Mobility Class
Equipment
Components
Armature Construction
The Baseline
Build Points and S-Levels
Armature Build Costs
Equipment and Component List and Costs
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What you need to play
Armature is designed to be easy to play and
requires only the bare minimum of supplies.
These include:
1. A copy of this Manual for each Player and
the GM.
2. Two 10-sided dice for each Player. Each of
the two die should be a different color.
Alternately, a dice rolling computer
program or app can be used.
3. Each Player’s Pilot and Armature
information either printed out or availablevia computer.
4. The GM’s notes, kept private for her eyes
only.
5. Pencil and paper for taking notes.
In addition to these basics, it’s suggested that
the GM and Players also use the following:
I.
A visual representation of the
Battlefield used in any combat
encounter that will be conducted. This
can be as simple as a drawing on a
sheet of paper or as a complex as a
scale model.
II. A visual representation for each
Armature on the Battlefield. Again,
these can be as simple as a colored
token or as complex as a fully
articulated model.
III.
Colored counters, such as poker chips,
for tracking various statistics.
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CHAPTER 1: LAWS OF ROBOTICS
Learning the basic mechanics of Armature
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THE ROLL GRADE SYSTEM
In Armature, any situation or conflict
which tests a Pilot or Armature’s capabilities is
resolved through the Roll Grade System. The
RGS is the one unchangeable, universal rule of
Armature. Where the GM and Players are free
to modify or discard any other rules as needed
by their Campaign, the RGS is the basis upon
which every other mechanical law hangs.
The basics of the RGS are as follows:
1. When confronted with a task requiring
resolution, the Player rolls his two ten-sided
dice. Taken together, the result is a twodigit number between 0 (0,0) and 100
(10,10). This is the reason why the dice
must be two different colors—one always
provides the tens digit, the other the ones.
a. Alternately, if the Player is using a
dice rolling program or app, he can
choose to roll a d100.
This number is called the Outcome.
2.
The Player compares the Outcome to theLevel of his Skill that is being tested, such as
Dodge, Fighting or Diplomacy.
3. Any Outcome that is less than his Skill Level
is considered a Success. Any Outcome that
is higher than his Skill Level is a Failure.
Thus, the lower the roll, the better the
Outcome.
4.
A Success is assigned a Grade based on howlow it is.
5. The better the Grade, the better effect of
the Skill.
Based on certain criteria, such as Pilot or EnemyAbilities, an Outcome can be Modified.
An Advantage of this system is that Modifiers
are only ever applied to the dice roll itself,
never to the Pilot’s Skill Levels. The Pilot’s Skills
remain static, while Outcomes can be fluid.
OUTCOME GRADES
Grade C: Any Successful Outcome is at least
a Grade C.
Grade B: Any Outcome that is 10 less thanthe Pilot’s Skill Level (minimum 06)
Grade A: Any Outcome that is 30 less than
the Pilot’s Skill Level (minimum 03)
Grade S: Any Outcome that is 50 less than
the Pilot’s Skill Level (minimum 01)
OUTCOME MODIFIERS
Upgrade- A Successful Outcome’s Grade is
increased by one level (i.e. C to B). A Failed
Outcome will not, however, be Upgraded to
a Grade C.
Downgrade- A Successful Outcome’s Grade
is decreased by one Level (i.e. B to C). This
means a Grade C Outcome will be
Downgraded to a Failure.
Bonus- A Bonus’s amount is subtracted from
the Outcome (i.e. 50 – 10 = 40)
Penalty- A Penalty’s amount is added to the
Outcome (i.e. 50 + 10 = 60)
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Critical Successes
Whenever a successful Outcome has a
pair of matched numbers (11, 22, 44, etc) then
the result is a Critical Success. A Critical Success
has its Outcome Upgraded.
In the event that the Outcome is a
Grade S and a Critical Success occurs, then the
following results occur:
• Attack Roll: The result is a Max Hit
• Defense Roll: Your free Attack Action is
Upgraded if successful.
• Non-Combat Roll: Grade S Critical
Successes are left to the GM’s
discretion, but generally dictate utterly
legendary feats that transcend normal
human ability
Gameplay Examples: Role Grade
System
To demonstrate how Armature’s
systems and rules work in action, this Manual
provides Gameplay Examples. These follow a
hypothetical campaign with five players: Kate,
the GM, and Players Adam, Holly, Mark and
Ray.
The following examples show how the
Roll Grade System works on a fairly basic level.
Future examples will mostly summarize the
concepts and rules explained in each Chapter.
The first example shows how Ray resolves a
combat situation, the second how Holly
resolves a non-combat one. Both are new to the
game, so the GM has to guide them through
their encounters.
Combat
GM Kate: Alright Ray, you’re up. Your Meteor is
positioned on top of that cliff, and the
Widows are trying to climb their way up
below you.
Ray: Okay, let’s see. Are they in range of my
Bazooka?
Kate: Yup.
Ray: Right, then I’ll try and shoot that one.
What Skill do I use for that again?
Kate: At that distance you want your Medium
range combat skill.
Ray: Cool, my Medium Skill is 55. Let’s see what
I’ve got.
(Ray makes his roll. His dice come up as 3,1)
Ray: Bam! 13! That’s a Grade A! I am all that is
man!
Kate: Actually it’s 31. The black die is your tens
and the white is ones.
Ray: …Right. I forgot about that. 31 is a B.
Kate: But remember, that cliff gives you High
Ground, so you get an Upgrade on
Medium and Long Attacks.
Ray: Nice! So let me check…my Bazooka’s
Grade A Outcome is 4 Damage, and the
Target takes another 1 Damage next time
it gets hit.
Kate: Actually it doesn’t because Mark already
softened that one up for you, so it
explodes, raining fire and debris down the
cliffside.
Mark: You’re welcome.
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Non-Combat
GM Kate: The spaceport official eyes Marisa.
His attention darts back and forth between
her face and ID card.
Holly: Marisa thinks “I knew this wasn’t going to
work. Axel should be the one here, not
me.”
Adam: Hey, Axel is a busy man who can’t be
bothered with the minutia of the plan.
He’s all about the big picture.
Kate: Holly, what’s your move?
Holly: Umm, I’m not really sure. What kind of
options do I have?
Kate: Well you can try and bluff your way
through with Deception, or you can try and
take him out with Fighting.
Holly: Well that one’s right out, Fighting is like
my worst skill.
Kate: You could also try to use your Charisma to
charm him.
Holly: What does the guy look like?
Kate: About Marisa’s age, kind of dorky looking.
Thick glasses and thin hair.
Holly: My Charisma is 45 so I guess I have a
pretty good shot at it. Um, Marisa lets out
an embarrassed laugh and flips her hair.
She says “Sorry, that’s an old card. I was
late this morning and must have grabbed itby mistake. I don’t suppose you could let
me go with a warning?” She smiles and
bats her eyelashes.
(Holly makes her roll. It comes up 4,4)
Holly: Oooof, 44, that was close. Grade C. So
what happens now?
Kate: Well normally outside of combat a C is a
barely-scraping-by kind of success, but you
rolled a double so that’s a Critical Success,and it gets bumped up to a Grade B.
Holly: Yay!
Mark: You’ve got to be kidding me.
Ray: Marisa’s got moves she didn’t even know
she had.
Kate: He stiffens up and clears his throat. “Yes,
well, I suppose that accidents do happen.
Go right ahead, just make sure you check
in at the front office.”
Holly: I wish I could roll doubles like that in real
life.
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CHAPTER 2: MAN AND MACHINE
Creating Pilots and Armatures
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CREATING YOUR PILOT
In Armature, the Players take control of
two distinct avatars: the Armatures that are
sent into battle, and the Pilots that operate
them. In many Campaigns, Armatures are
interchangeable and can be swapped between
Pilots freely, but Pilots belong solely to the
Players that create them. They are the heart
and soul of the narrative being explored. Thus,
this Manual first focuses on creating and
customizing Pilots.
All of the pertinent facts and statistics
about a Pilot are designed to be able to fit on
two 3”x5” sized index cards. This Manual
includes formatted Pilot Cards on page (XX) that
can be printed and filled out, or vice versa if a
digital Manual is used. Alternately, the Players
can instead jot down the information about
their Pilots on a single piece of paper, or
engrave it into a wax tablet or any other
method that they choose. Along with this it is
often helpful for Players to have a notepad to
keep track of temporary changes to their Pilots,
so as not to have to be constantly adjusting
their Pilot Cards.
A Pilot’s character information can be
divided into three primary categories: his
Biographical Info, his Pilot Skills and his Deck
Skills. A new Player reviewing this Manual for
the first time, or a GM teaching her group how
to play for the first time, would do well to
construct their Pilots in the order presented. A
fourth category, Pilot Abilities, is mentioned in
this section but covered in depth in Chapter
(XX), as they are not included on the Pilot Card.
Biographical Information
To begin with, the Player must first
determine who his Pilot is. Is he a hotheaded
rookie, a leathery, hardened veteran, a starry
eyed idealist, or a ruthless opportunist? What
impulses drive him, what compels him to act, to
sacrifice, to flee in terror?
Every a Pilot’s Biographical Info is comprised of
the following:
Pilot Name and Portrait
The Pilot’s Name can say a lot or a little.
It can be a normal, unassuming name like John
Stone, Harlin Gray or Maxine Berg. It can be a
futuristic, spaceage name like Graf Galgorn,
Reav Messer or Wes Aster. Or it can be an
adventurous, madcap name like Brooker Divide,
Elle Bowsmash or America Hartlander. There’s
no rule saying what a name can and can’t be, so
be creating, but more importantly, be true to
the character, because who a Pilot is begins
with what he calls himself.
A Pilot’s Name is mandatory. A Portrait
is not. The Pilot Cards provided with this
Manual allow room for a Portrait, should the
Player choose to include it. The Portrait can be
a written description of the Pilot, or a visual
depiction. It can be an actor who fits the
Player’s image of his Pilot, a drawing or painting
or just a random photo that his came across on
the internet. If it helps him bring the Pilot tolife, then he should feel free to make use of it.
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Drives
This is where a Pilot’s persona begins to
take shape. A Pilot’s Drives are the things in life
that motivate him. They are his goals, his
passions, his fears and desires. A Drive is rooted
to the deepest part of the Pilot’s life and
background. Below are some possible examples
of Drives that characters could have:
Protecting the Weak
Akira grew up in the streets of Alpha Tokyo,
where powerful gangs ran roughshod over
whomever they chose. When Akira joined
Broken Sword Brigade, he vowed to protect
those who had no one else to look out for them.
The Stars, My Destination
Connie always longed for a life in space, but
with her medical condition knew she would
never leave the confines of Earth. But after an
alien starship abducted her entire hometown,
she realized that she finally had her chance to
explore the stars.
Cash Rules Everything Around Me
Raz only ever knew poverty and want as a child,
no matter how hard his mother tried to support
him and his sisters. Escaping Venus as a
stowaway, Raz reached Mars with one goal: to
earn as much money as he can, any way he can.
A Pilot can have either 2 or 3 Drives, per
the Player’s preference. A Pilot is always looking
for opportunities to follow his Drives. Whenever
a Pilot successful satisfies one his Drives, he
gains a point of Willpower. What constitutes
satisfying a Drive must be agreed upon by the
Player and GM, as it should not be a trivial,
every day action.
Willpower
Willpower is a source of power that all
Pilots have at their disposal. It represents the
mental and physical fortitude that a Pilot needs
to exceed his normal limitations. Willpower is
used in conjunction with a Pilot’s Focus,
discussed on page (XX).
When a Pilot is first created, he is given
1 free point of Willpower. By satisfying his
Drives he can accumulate a maximum of 3
points at any given time.
Vitals
Vitals are a representation of a Pilot’s
ability to function even when his body is pushed
to the limited. Vitals encompass a Pilot’s
physical condition, stamina and mental
endurance all wrapped into one.
A Pilot has a maximum of 10 Vitals
when he is first created. Certain situations,
discussed on page (xx) permit that maximum tobe increased. Whenever a Pilot sustains some
kind of injury or stress, he loses some of his
Vitals. If his Vitals drop to 0, then he is
Incapacitated. Whether he dies is largely up to
the circumstances surrounding his
Incapacitation, discussed on page (xx).
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PILOT SKILLS
CLOSE
The Close Skill covers attacking Targets in
close quarters, often using hand-to-hand
weapons. Pilots who like to get up close
and personal with their targets do well to
increase their Close Skill.
MEDIUM
The Medium Skill covers attacking Targets
at mid-range. Pilots who prize versatility
and mobility are suited for specializing in
their Medium Skill.
LONG
The Long Skill covers attacking Targets at
great distances. Pilots trained in this kind
of combat may identify themselves as
snipers or artillery specialists.
DODGE
The Dodge Skill covers a Pilot’s ability to
evade attacks directed at their Armature.
Pilots specializing in Dodge must be daring
and have the keenest reflexes.
GUARD
The Guard Skill covers a Pilot’s ability to
protect his Armature from incoming
attacks with a Shield or other Defensive
Equipment.
JACK OF ALL TRADES, MASTER OF NONE
Specialization helps make a Pilot more
effective in battle, and it makes the game
more fun. While it may be tempting to
give a Pilot an even 50 points in all five
Skills, it comes at the expense of denying
the Pilot a distinct role during a battle.
Moreover, it makes achieving unmodified
Grade S Outcomes impossible. Players do
well to remember that they rarely venture
into battle alone, and can achieve far
more as a pack than as a lone wolf.
DODGE VS GUARD
It is worth noting at this stage that Dodge
and Guard have unique Pros and Cons that
should be taken into account.
DODGE
+Pros: A successful Dodge always avoids
100% of incoming damage. Dodging also
does not require any special equipment
-Cons: A failed Dodge always results in
100% damage taken. Certain actions can
cause an Armature to Stall, which
prevents it from using Dodge entirely.
GUARD
+Pros: A failed Guard can still reduce
incoming damage, and an Amature is
never in a situation where it cannot
Guard.
-Cons: When an Armature Guards, it still
has a chance of taking damage even if it
succeeds, and Guard is less effective if the
Armature is not properly equipped.
Pilot Skills
A Pilot’s ability to operate his Armature
is encompassed in his Pilot Skills. These
primarily cover being able to attack with and
defend his Armature in different circumstances.
All Pilot Skills have a default Skill Level
of 10. When creating a new Pilot, a Player is
given 200 Skill Points to allocate to his Pilot
Skills. The only restriction is that no Pilot Skill
may exceed 65 when creating a new Pilot.
Tips for New Players
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Athletics
A Pilot’s ability to run, jump, climb, swim,
lift and other similar feats of physical
strength and dexterity.
Charisma
A Pilot’s ability to charm and win overothers through good looks and force of
personality.
Deception
A Pilot’s ability to bluff, lie and detect
when others are doing the same to them.
Dexterity
How good a Pilot is with their hands,
especially when it comes to handling
delicate items.
Diplomacy
A Pilot’s ability to convince others of their
own point of view and diffuse heated
situations thought tact and reason.
Fighting
How well a Pilot can handle himself in a
physical altercation, i.e. beating people up
and avoiding getting beat up himself.
FirearmsA Pilot’s ability to use guns and other
similar weapons not related to Armature
combat.
Knowledge
A Pilot’s general intellect and awareness of
facts and events.
Perception
A Pilot’s ability to sense things in the world
physical world around him.
Stealth
A Pilot’s ability to move through an area
undetected.
Technology
A Pilot’s ability to understand and use
sophisticated equipment like computers or
electronics.
In addition to these, all Pilot Cards come with
Blank Skills which Players or the GM can fill in
with their own skills based on personal
preference or the Campaign’s narrative. These
skills have a default Level of 0.
Deck Skills
Pilot Skills cover a Pilot’s abilities when inside the cockpit. Deck Skills cover his abilities outside, “on
deck”, so to speak.
All Deck Skills have a default Skill Level of 10. Players are given 250 Skill Points to allocate to their
Deck Skills. The only restriction is that no Deck Skill may exceed 65 when creating a new Pilot.
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MELEE SPECIALIST
Usage: Twice per Sortie
Effect: You may perform 2 Close Attacks
during your Turn.
THREE TIMES FASTER
Usage: Once per Sortie
Effect: When you use a Mobility Point to
increase your Dodge Skill, multiply your
Armature’s Mobility Class by 3.
BATTLEFIELD MOMENTUM
Usage: Once per Sortie
Effect: When You defeat an Enemy, you
may Upgrade a successful Attack on your
next turn.
Focus
A Focus is a specific area of expertise
that a Pilot has which can be used to modify his
Skills in certain situations. A Pilot can have up to
4 Foci.
When a Player uses a Deck Skill that
falls into the realm of a Focus, he can choose to
spend a point of Willpower. Doing so has the
following effects:
A Focus can be many things
A Focus can be many things. Like Drives
they are central to a Pilot’s history and
personality. They may be a specific skill that he
has mastered, or a field of knowledge with
which he is intimately acquainted.
The following are examples of Foci that Pilots
may have.
Abilities
The final element in a Pilot’s design is
his Abilities. Abilities are special combat skills
that he has learned and mastered which he can
deploy while operating his Armature. Abilities
give the Pilot a crucial advantage in certain
situations that he has trained for or has a
natural talent in.
Some examples of Abilities include:
The use of Abilities is discussed in detail in
Chapter (XX), and a full list of Abilities can be
found in Appendix (XX).
How many abilities a new Pilot can have should
be determined by the GM and Players, but it
should be no more than 2.
Unlike the rest of a Pilot’s characteristics,
Abilities are not meant to be included on the
Pilot Card. They should be listed on a separate
sheet for quick reference, or a Player can use
the Ability Cards provided with this Manual.
WILLPOWER EFFECTS
• If the Outcome is a Failure:
The Player may roll again anduse the second Outcome.
• If the Outcome is a Success:
The Player can Upgrade the
Outcome.
Swimming: The Pilot takes to the
water like a fish—or a shark, given
his ability to fight while submerged.
Group Brawling: The Pilot has been
in more than his fair share of bar
room fights and can take on
multiple assailants at once.
Master of Disguise: The Pilot is
skilled at changing his appearance
and identity at a moment’s notice.
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BUILDING YOUR ARMATURE
Creating a Pilot is the first step to
playing Armature. What sets it apart from many
other roleplaying games is building the
Armature itself. This section covers the
characteristics of Armatures and the rules for
building them.
Foremost, what a GM and her Players
should know about the following rules is that an
Armature is just that—a mechanical framework
that allows the machine to move and act in
battle. This Manual concerns itself chiefly with
providing that framework so that the GM and
Players can use them to craft a story all their
own, or reenact ones in their favorite setting.
The personality, the character of an Armature is
dependent upon what the GM or Player puts
into it.
As such, as a new Player builds his first
Armature, or as a GM builds them for her
Players to use, they should be mindful of a few
things:
What kind of machine is the Armature?
What is the Pilot’s relationship with
the Armature?
What is the relationship between the
Armature and the rest of the Campaign
setting?
What kind of machine is the
Armature?
This question is very much at the heart
of any campaign, as it colors every aspect of the
Players’ experience. Determining what kind of
technology and design an Armature is built from
should be one of the first things that a GM and
the Players do when creating the setting.
The following are some common responses to
this question:
Powered Exoskeleton
The Armature is an advanced suit of armor
worn by its Pilot. It increases his size, strength
and stamina and allows him to wield massive,
powerful weapons that let him confront heavily
armed and armored threats. In this scenario,
combat is reduced to a much more intimate
scale, with Pilots navigating streets and
alleyways of urban warfare zones.
Walking TankThe Armature is a hulking juggernaut that
shakes the ground with each step, a veritable
bipedal (or multipedal) tank. The Pilot operates
the machine from deep inside a hardened
cockpit, and treads through battlefields in much
the same way that modern armored units do.
Like the Powered Exoskeleton, the Walking
Tank is still very much at a mercy of terrain, but
its superior size gives it the advantage of being
able to literally throw its weight around to get
where it needs to be.
Giant Robot
The Armature is a towering technological terror
whose strides can cover whole city blocks.
Combat at this scale is massive and destructive,
covering entire cities and landscapes. At this
scale, the human Pilot is utterly dwarfed by his
Armature, and nothing less than another
immense machine can stand against it.
The nature of the Armature itself sets
the tone for the campaign by establishing its
scale and level of technological advancement,
spanning the day after tomorrow into the far
flung future.
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What is the Pilot’s relationship with
his Armature?
How the Pilot relates to his Armature is
an important element not only in the
Armature’s design but also the Pilot’s narrative.
If the Armature is a unique, special machine
built specifically for the Pilot, no doubt he will
be very attached to it and unlikely to abandon it
for a new one and will want to preserve it from
being destroyed. On the other hand if the
Armature is a mass produced model identical to
dozens of others, then the Pilot may be more
inclined to act recklessly with it and might freely
jump into a different Armature if the situation
demands it.
In large part, this also filters down from
the story behind the Campaign. If Pilots are
simply grunts fighting in a massive war, then
they’re more likely to operate Armatures that
they have little personal attachment to. But if
the Pilots are meant to be heroes from the start
on a special, unique mission, then it may be
more fitting for a Pilot to have a custom,
personalized Armature that suits them
individually.
What is the relationship between
the Armature and the rest of the
Campaign?
This third question, like the first,
strongly informs the narrative that the
Campaign follows. Are Armatures commonplace
in the world of the Campaign, or are they rare
and terrify apparitions? Are they a new
innovation, or an ancient discovery? Do they
represent the next step in battlefield
dominance, or a quantum leap? Resolving this
question is a central building block to the
narrative.
Recording Armature Information
Whereas all of a Pilot’s necessary
information can be fit onto a 3”x5” index card,
an Armature has a much wider array of
mechanical features, including its own statistics,
its weapons and other equipment. As such, the
information is divided across the following
types of cards:
Armature Cards, which contain the
details of an Armature’s basic
construction and capabilities
Equipment Cards, which contain the
details of the gear that an Armature
carries into battle. Component Cards, which contain the
details of an Armature’s parts and
hardware.
Blank Armature cards are included in this
Manual on page (XX), which can be printed and
filled out or vice versa if a digital version is used.
Weapon and Component Cards can be found in
the Appendix. Alternately, the Player can keep
track of his Armature’s statistics and equipment
in any other way they choose, in much the same
way as his Pilot’s information.
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Armature Characteristics
All Armatures, no matter their design or
origin, have the following characteristics. The
following is a brief overview of these
characteristics, which will be explained in detail
in this chapter, followed by an explanation of
how a Player or GM can build their own
Armature.
Armature Name
Portrait
Durability- How much damage an Armature
can sustain.
Speed- How quickly an Armature can move
across the Battlefield
Systems- Systems are a measurement of
Armature’s performance in three areas:
Armor
Power
Mobility
Armor Class- How effective the Armature’s
armor is at absorbing damage
Mobility Class- How effective the
Armature’s mobility systems are at dodging
attacks.
Equipment- Weapons and other gear that
an Armature carries into combat.
Components- Components are the parts
and hardware built into an Armature that
affect its performance and abilities.
Armature Name and Portrait
As with Pilots, an Armature’s Name can
say a lot about its character. The name could bederived from its abilities or role on the
battlefield, like Sniper or Commando; it could
be a cultural reference, like Spartan or Knight;
or it could be based on an entirely original
naming scheme, like Zepa or Gol Dek, based on
some original language conceived by the GM or
Player.
Often it’s found that uniformity helps
with the Player’s immersion in the world of the
campaign; in other words, if the Campaigncenters around a war between the Earth
Alliance and the Jupiter Empire, then the Earth
Alliance’s Armatures may all be named after
animals like EA-01 Wolf and EA-03 Tiger, while
the Jupiter Empire may use mythological names
like the J-101 Hercules and the J-505 Minotaur.
An Armature’s Portrait, like its Pilot
counterpart, can be either a written description
or a piece of artwork that visually represents
the Armature.
Durability
Durability is a measurement of how
much Damage an armature can take. Whenever
an Armature is hit by an enemy Attack, the
Damage that it takes is subtracted from its
Durability.
If an Armature’s Durability reaches 0,
then its condition is Critical. At this stage, any
additional Damage it sustains will result in the
Armature being Destroyed. Depending on the
circumstances, it may be in the Pilot’s best
interest to try and retreat from Battle.
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SPEED LEVELS
Standard is the normal distance an
Armature can travel in a single Move
Action.
Slow is the distance that an Armature
can travel in a single Move Action if itsmobility is restricted or burdened. Slow
is equal to half the distance of a
Standard Move.
Rapid is the distance that an Armature
can travel in a single Move Action if its
movement is enhanced. Rapid is equal
to the distance of a Standard Move plus
a Slow Move (i.e. three Slow Moves)
ARMATURE SYSTEMS
Armor is an Armature’s ability to absorb
enemy fire without weakening its
Durability. Armor Points can be spent to
reduce the Damage taken from a
successful enemy Attack.
Power is an Armature’s ability to
enhance effectiveness of its own attacks
through superior tactical analysis and
execution. Power Points can be spent to
Upgrade Attacks.
Mobility is an Armature’s ability to
react to and avoid Enemy Attacks, as
well as to rapidly advance through the
battlefield. Mobility Point can be spentto grant a Bonus to Dodge Rolls and to
gain additional Move Actions.
Speed
Speed is a measurement of how far an
Armature can travel using a single Move Action.
In Armature, all distances are by default
relative. As a result, there are three levels of
Speed:
The precise distance that dictated by
each Speed is based on several factors, chiefly
the scale at which battles occur. At Powered
Exoskeleton scale, a Standard Move may be 30
feet, while at Giant Robot scale a Standard
Move may half a mile. This scale must be
determined ahead of time and agreed upon by
the GM and Players.
Systems
An Armature’s Systems measure key
aspects of its combat capabilities and serve as
resources that can be spent to enhance its
performance. All Armatures have three
Systems:
The distribution of an Armature’s
Systems adds to its characterization, as it
demonstrates where its creator places his or
her priorities and preferences. An Armature
with high Armor values survivability; one with
high Power values offensive effectiveness; andone with high Mobility values risk and
aggression.
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Armor Class
Armor Class (AC) is a measurement of
how effective an Armature’s Armor is at
protecting it. In effect, an Armature’s Armor
System shows how much armor it has, while its
Armor Class shows how good the armor actually
is.
When a Pilot spends an Armor Point, he
subtracts his Armature’s AC from the Damage
that he receives. Any leftover Damage is
subtracted from his Durability.
Mobility Class
Mobility Class (MC) is a measurement
of how effective an Armature’s maneuvering
systems are at evading attacks. Like Armor and
Armor Class, Mobility Class works in concert
with an Armature’s Mobility System.
When a Pilot’s Armature is targeted by
an enemy Attack, he can spend a Mobility Point
to give himself a Bonus to his Dodge Roll equalto his Mobility Class.
The usage and effects of Armor and
Mobility Points along with their associated
Classes is developed further in Chapter (xx).
Equipment
Equipment encompasses everythingthat an Armature carries into battle that isn’t
hard fixed to its chassis. It includes weapons,
shields and any other gear that it might have.
Components
Components are parts, weapons and
other devices that directly incorporated into the
structure of an Armature. These can have
auxiliary functions that merely augment certain
areas of its performance, or they can be core
functions which are at the heart of the
Armature’s character.
As with the Armature and the Pilot,
Players and GMs are encouraged to put thought
into the relationship between an Armature, its
Pilot, and its Equipment and Components. Are
an Armature’s Equipment and Components
stock, mass product items commonly foundthroughout the world of the campaign, easily
swapped out for other parts if necessary? Or
are they custom built and fitted to the needs of
the Pilot and Armature, and as such are unique
and irreplaceable?
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THE BASELINE ARMATURE
Durability: 10
Speed: Standard
Armor Class: 1
Mobility Class: 2
Systems
Armor: 0
Power: 0
Mobility: 0
Equipment
None
Components
None
S-LEVELS
Standard (S-1)
Standard Armatures are no stronger than
the average Armature or other enemy unit
that the Players will face. Many battles on
the S-1 Level are between forces of equal
number, where careful strategy is required
to avoid great losses. Life is cheap at S-1,
and fortunately the Armatures are too.
S-1 Budget: 15 BP
Stronger (S-2)
Stronger Armatures are cut above the
conventional mass product variety. Often
they are prototypes or highly upgraded,
custom units that can easily take on lesser
standard Armatures—but they are still
mortal, and encounter problems when
faced with superior numbers or enemies
with greater skill.
S-2 Budget: 30 BP
Superior (S-3)
Superior Armatures are almighty machines
that wreak destruction all along their path.
Far better armed and armored than
anything but their enemy’s most powerful
creations, S-3 combat ends up as duels
between walking weapons of mass
destruction.
S-3 Budget: 45 BP
Armature Construction
The Baseline
When creating an Armature, a GM or
Player begins with the Baseline, which serves as
the minimum requirement for each of the
Armature’s characteristics.
It is from this Baseline that all Armatures are
built.
Build Points and S-Levels
In order to construct an Armature from
the Baseline, the creator uses Build Points (BP),
which can be used to increase its various
characteristics, such as Durability or Armor
Class, and to purchases Equipment and
Components.
The number of BP that can be used to
construct an Armature (its Budget), as well as
how high a given statistic can be increased, is
based upon the Armature’s level of power and
sophistication relative to other Armatures in the
narrative.
These relationships are broken into
three categories. Because they all begin with
the letter “S’, they are called the Armature’s S-
Level.
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Armature Build Costs
The following are the BP costs associated with constructing the various characteristics of a Player’s
Armature. Along with the costs is also the maximum amount of BP that can be used for each S-
Level.
Durability: 2 BP grants +1 Durability.
S-1 Limit: 10 BP (Max 15 Durability)
S-2 Limit : 20 BP (Max 20 Durability)
S-3 Limit: 30 BP (Max 30 Durability)
Speed: 5 BP grants Rapid Speed. A Player may
also downgrade to Slow Speed to gain 2 BP.
Systems: For customizing Systems, Players have
a fixed number of points that they can allocate.
The number of points is based on theArmature’s S-Level. No BP is required.
S-1: 9 Points, no System can exceed 6
S-2: 12 Points, no System can exceed 8
S-3: 15 Points, no System can exceed 10
Armor Class: 2 BP grants +1 Armor Class
S-1 Limit: 4 BP (Max 3 AC)
S-2 Limit : 8 BP (Max 5 AC)
S-3 Limit: 12 BP (Max 7 AC)
Mobility Class: 1 BP grants +2 Mobility Class S-1 Limit: 4 BP (Max 3 AC)
S-2 Limit : 8 BP (Max 5 AC)
S-3 Limit: 12 BP (Max 7 AC)
Equipment: Each article of Equipment has its
own BP Cost. Refer to page (xx) for a complete
list of Armature Equipment and their BP Costs.
S-1 Limit: 6 BP
S-2 Limit : 12 BP
S-3 Limit: 18 BP
Components: Each Component has its own BP
Cost. Refer to page (xx) for a complete list of
Armature Components and their BP Costs.
S-1 Limit: 3 BP
S-2 Limit : 6 BP
S-3 Limit: 9 BP
POWER LEVELS
Every Campaign has a Power Level
assigned to it by the GM. The Power Level
determines the level of technological
sophistication and destructive potential
wielded by the Pilots and their Enemies.
In the lists for Equipment (page xx) andComponents (page xx), each piece is
sorted into one of the five Power Levels.
When selecting Equipment and
Components for their Armature, Players
cannot pick from a Power Level higher
than that the one which the GM has
chosen for the Campaign.
GM Privilege
The narrative of the campaign may result
in Player suits being given additional
characteristics or equipment per the GM’s
design. These are considered free bonuses
and do not incur any BP cost. In other
words, the GM can always override any BP
limitations or requirement to facilitate the
narrative.
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Equipment List and Costs
The following are the BP costs associated with providing an Armature with various articles of
Equipment and Components. Detailed descriptions and functions for Equipment can be found in
Appendix (X), starting on page (xx); descriptions and functions for Components can be found in
Appendix (X) on page (xx).
ARMATURE EQUIPMENT
Power Level 1
Basic Machine Gun (2 BP)
Solid Blade (1 BP)
Thermal Blade (2 BP)
Basic Bazooka (2 BP)
Basic Scattergun (2 BP) Basic Heavy Cannon (3 BP)
Heavy Bazooka (3 BP)
Basic Shield (1 BP)
Meteor Hammer (2 BP)
Power Level 2
Beam Rifle
Beam Saber
Beam Javelin
Gatling Gun
High Frequency BladeThermal Rod
Beam Sniper Rifle
Beam Spray Gun
Beam Launcher
Heavy Shield
Launcher Shield
Grenade Launcher
Thermal Launcher
Grapple Wire
Power Level 3
Advanced Beam Rifle
Advanced Beam Launcher
Beam Gatling Gun
Heavy Claw/Hand Weapon
Remote Beam Gun
Variable Beam Rifle
Beam Shield
ARMATURE EQUIPMENT
(cont)
Power Level 4
Mega Beam Cannon
Anti-Beam Defense Field
Kinetic Barrier
Heavy Beam SaberHeavy Thermal Rod
Power Level 5
Advanced Beam Cannon
Heavy Solid Blade
ARMATURE COMPONENTS
Power Level 1
Fixed Vulcan Guns (1BP)
Fixed Support Cannons (3BP)
ECM Emitter (3 BP)
Burst Thrusters (2 BP)
Boosted Sensors (2 BP) Enhanced ServoMotors (2 BP)
Secondary Arms (2 BP)
Secondary Verniers (2BP)
Power Level 2
Adaptive Computer
Magnetic Joint Coating
Fixed Grenade Launchers
Planetary Flight Drive
Core Component Aircraft
Transforming FrameNeurosensor
Decoy Launchers
Power Level 3
Neuroframe
Pilot-Computer Interface
Anti-Beam Coating
Power Level 4
Phase Armor
Exotic Particle Drive
Optical Cloak
Mass Reduction Field
Power Level 5
Precognitive Interface
Cascade Reaction Drive
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