armatage alpha version 0.1.0

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Welcome to Armatage! Armatage is a 2-6 player adventure game which was developed by fans of games such as D&D and Warhammer. Set in the far future, Armatage takes place on the scorched planet Earth, just months after an event known as “The last great solar eruption”. A combination of global warming and a solar flare wiped out almost all forms of life on the planet. However, man kind has managed to create a specialised type of cell known as the “Blank Genomic template” which is capable of being the recipient of the DNA of any species on Earth, including humans. This technology has already proved useful in the case of the Imperial Guard. Man kind has spread among the stars and used this advancement to create plants and animals that can survive in almost any temperature. It was to humanity’s surprise when they stumbled upon a planet (Keplurai five) that had life just like Earth. It was also to humanity’s surprise that they had been followed, millions of light-years by Orks. It is your duty to survive the ruthless and destroyed Earth, in hope of a rescue fleet coming to collect you and to make sure your enemy does not.

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Page 1: Armatage alpha version 0.1.0

Welcome to Armatage!

Armatage is a 2-6 player adventure game which was developed by fans of games such as D&D and Warhammer. Set in the far future, Armatage takes place on the scorched planet Earth, just months after an event known as “The last great solar eruption”. A combination of global warming and a solar flare wiped out almost all forms of life on the planet.

However, man kind has managed to create a specialised type of cell known as the “Blank Genomic template” which is capable of being the recipient of the DNA of any species on Earth, including humans. This technology has already proved useful in the case of the Imperial Guard.

Man kind has spread among the stars and used this advancement to create plants and animals that can survive in almost any temperature. It was to humanity’s surprise when they stumbled upon a planet (Keplurai five) that had life just like Earth. It was also to humanity’s surprise that they had been followed, millions of light-years by Orks.

It is your duty to survive the ruthless and destroyed Earth, in hope of a rescue fleet coming to collect you and to make sure your enemy does not.

Page 2: Armatage alpha version 0.1.0

Table of contentsTable of contents for Armatage: Alpha version 0.1.0

Introduction (Page 1)Table of contents (Page 2)Game flow chart (Page 3)

Squads-Squads and Squad Mechanics-Orks-Red Orks-Hellfire Demons-Imperial Guard-Advanced Imperial Guard-Classes Table

Squad mechanics-Dice rolls-Combat system-Joining Forces-Looting info-Looting chart-Weapon info-Weapons chart-Winning, losing and Drawing

In-game mechanics-Tokens info-Pre-world generation chart-Weather generation-Chests-Inventory system-Acronyms-Blank inventory charts x 3-Dice rolls

Page 3: Armatage alpha version 0.1.0

Chest Generation

Weather Generation

Pre-world Generation

Choose a Species

Choose a Class

GAME BEGINS

Roll to see who goes first

Movement Phase

Event Roll

Weather effect (if any)

Attack/Attack Roll

Damage Calculation

TURN ROTATION

Roll two D6 and refer to the ‘event’ chart

Roll two D6 and refer to the ‘Weather generation’ chart

If equipped with any weapon and it is in use, refer to “The looting system and item usage” page for more information.

If any damage was done to an enemy, this is the time for themto mark it down and make changes to their “HP” stat or remove

After the attack roll, the attacked squad may take a “saving roll”. Please see “Combat system” page.

It is now your opponent's turn. They then start at their “Movement phase”.

The player with the highest result wins. If it is a draw, reroll.

Every step before this is just preparation for the game.

A stat boost for your Squad which comeswith additional perks.

This species will be the species your squads will be composed of.

Roll two D6 and refer to the “Pre-world generation” chart.

Roll two D6 and refer to the “Pre-world generation” chart.

Refer to the “Chests” section of this booklet.

If a chest is to be opened, it must be done after the movement phase.

Page 4: Armatage alpha version 0.1.0

Information about Squads

Squads

A squad is Armatage’s basic unit. A squad can contain from one to fifteen members which is defined on the “Species” sheets. Each player is only allowed one species, but three squads of that species. The cost of a unit is measured in points. Each player has 80 points to spend per game.

The first time a set of three squads spawns, it is free of charge. It is important that you keep all information on a piece of paper. Failure to do so may result in removal from the game or match.

Reading a stats chartTo begin, we will dissect a stats chart.

HP= The amount of damage a unit may take before being defeated.Strength=The amount of attack a unit has Speed=How far a unit may move per turnUnit size=How many members are left in the squadRange=How far a squad’s attack reachesHP/m=How much HP each member has. (Will have an effect in a later update)Immunity=The resistance to infection a squad has (Will have an effect in a later update)

Squad MechanicsEvading roll: On your opponents turn, once they attack, you may take an evading roll. (Please see Dice roll sheet)

If there are four people playing the game at once, you have the option to team up with another player at any one time. If all players are defeated but your squads and that of your teammate, the game can either be called a draw or be settled under neutral terms. The loot from the game carries over to this settlement.

A squad may trade with any other squad on the map as long as the other party consents to it.A squad Respawns after ten turns by default (with the exception of if a player has insufficient points to buy the squad). The player also has the option to not let the squad spawn. This must be stated by the player openly and clearly as the game begins.

HP: 50Strength: 6Speed: 4 inch/turnUnit Size: 10Range: 8 inches HP/m:6.25Immunity: 9.5

One Ork squad

This is a stats chart

Page 5: Armatage alpha version 0.1.0

TerminologyRemember: Squad=One pieceUnit=One piece Member=A member of the unit (Shown in the stat ‘Unit size’)Turn=One player’s beginning to turn rotation.Round=Three turns.Set=Nine turns.Token roll=When a object generates, a player must roll a D6 to determine where on the map the object generates (Please see ‘Tokens’ section)Loot roll=When a chest is opened, a player must refer to the ‘Loot Chart’. Then, depending on the outcome, you must refer to the corresponding charts.Evading roll: Roll a D6, if the result is higher than 3, the attack misses.Weather generation=One player must roll two D6. The result is the weather. The weather must be generated after loot chests. (Please see ‘Weather generation’ and ‘loot chests’ sections.Attacking=When a unit is in range, they may attack another unit. The ‘Strength’ value is equal to the HP one hit can remove. From your opponent's HP. If a weapon is equipped and used, the player must take one of three different weapon rolls before damage calculation.

Weapon rollsLight weapon roll: Roll a D6. If the result is higher than two, the hit goes through. (Written on the chart as ‘Light’)Mid weapon roll: Roll a D6. If the result is higher than three, the hit goes through. (Written on the chart as ‘Mid’)Heavy weapon roll: Roll a D6. If the result is higher than four, the hit goes through. (Written on the chart as “Heavy”)

In-game Terms And Rolls.

Page 6: Armatage alpha version 0.1.0

The Orks

HP: 50Strength: 6Speed: 4 inch/turnUnit Size: 10Range: 8 inches HP/m:6.25Immunity: 9.5

Cost: 20 points per unit, no charge to spawn the first wave in.

The Orks are the original threat to mankind. They watched as humanity took to the skies. They followed in their footsteps and stole parts, devastated cities and grew in numbers.

Many 21st century men and women reported sightings of green, reptile-like creatures who hidden in the sewers. Eventually, in the 23rd centaury, they made their presence known to man kind and offered their services in exchange for the tools and materials to get to space.

It was only a matter of time before these creatures exploited the good nature of mankind and took to the skies, as the bane of humanity’s, still following them to this day...

Additional information:May carry any weapon.May be blessed with Noodily Ascension.May be blessed with Hell’s Birthright.May be blessed with Skirmisher.+1 loot when looting a lootable chest.

One Ork squad

Page 7: Armatage alpha version 0.1.0

The Red OrksCost: 25 points per unit, no charge to spawn the first wave in.

Before the Orks took to the skies, in the 23rd centaury, five thousand of the hardiest and most fearless Orks signed up for the “Initiation” programme; a ghastly series of experiments in which the most harmful toxins in the world were injected into the Orks. To the surprise of the scientists; both Ork and Human alike, every last Ork survived the tests, growing a almost unlimited amount of strength, at the cost of their health.

Despite this, their blood boils so hot that no pathogen can survive the heat of the radioactive Exoglobin that carries pure sulphur through their blood stream. Little can stop these terrifying creatures who will even attack their fellow Ork brethren upon sight.

Additional information:May carry any weapon.May not blessed with Noodily Ascension.May be blessed with Hell’s Birthright.May be blessed with Skirmisher.+2 loot when looting a lootable chest.

One Red Ork squadHP: 35Strength: 8Speed: 6 inch/turnUnit Size: 7Range: 8 inches HP/m: 5Immunity: 9.8

Page 8: Armatage alpha version 0.1.0

The Hellfire Demons Cost: 20 points per unit, no charge to spawn the first wave in.

Some say they are the spawn of hell, some say they are aliens from another world, but one thing is for sure, they are fast... The Hellfire Demons can perform death-defying stunts to get to their enemy and as if it weren’t bad enough, they can charge with a sword, said to be forged in the core of a black hole its self.

These creatures can also dive through dimensional wormholes in order to travel vast distances at a time. It is not clear how they do this, but anyone who has been close enough to try to figure it out has met their grisly end. Despite being articulate and skilled, they can not use weapons other than their sword.

Additional information:May not use any weapon.May not blessed with Noodily Ascension.May be blessed with Hell’s Birthright.May be blessed with Skirmisher.+2 loot when looting a lootable chest.

One Hellfire Demons squadHP: 40Strength: 6Speed: 4-12 inch/turnUnit Size: 10Range: 5 inches HP/m:6.25Immunity: 10

(Speed must be rolled forIf lower than4, then they can move Up to 12 inches)

Page 9: Armatage alpha version 0.1.0

The Imperial GuardCost: 15 points per unit, no charge to spawn the first wave in.

The last of mankind in its purest form. After military resources became scarce, the E.L.D.F. Had to deploy rookies to fight on the frontline. Many members are as young as fifteen years old. After the earth was destroyed by mankind’s ignorance, the human race spread among the stars, taking every scrap they could with them.

A new planet known as Keplurai five was eventually found, with sustainable life, a rich, Earth-like air and biodiversity that was incomparable to anywhere else in the universe. They became farmers, builders and labourers for many years, but when the news that the Orks had followed them to their new home, war was declared and the peaceful nature of the Imperial guard, once again, was challenged.

Additional information:Random range: The range must be rolled for (If higher than 6 total, range is from 4-6, if lower than 4, then the range is 1-4 inches)

A watering hole always spawns within six inches of a Imperial guard squad at the beginning of each game.If a unit leaves and does not return to a watering hole for six turns, that unit will take -1HP Damage per turn.

May use any weapon.May be blessed with Noodily Ascension.May be blessed with Hell’s Birthright.May be blessed with Skirmisher.

One Imperial Guard squadHP: 25Strength: 5Speed: 4 inch/turnUnit Size: 10Range: 4-6 inches HP/m:5Immunity: 2

Page 10: Armatage alpha version 0.1.0

The Advanced Imperial GuardCost: 20 points per unit, no charge to spawn the first wave in.

When the news broke out that the Orks had followed the human race to Keplurai five, fear broke out once again. With decease and famine devastating the human race, many members of the Imperial Guard decided to accelerate the process of evolution by allowing scientists to alter their genes.

These super soldiers are capable of surviving without water for months, survive in almost any temperature and are even capable of flight for short periods of time when assisted with a Altimonium suit.

They are at the forefront of innovation and design and are more than willing to fight for the human race, or die trying!

Additional information:Each movement phase, you can have each of your squads: Gain +2 speed boost if a 4 or higher is rolled on a D6 (Lasts one turn only, but may be used once per turn).

May use any weapon.May not blessed with Noodily Ascension.May be blessed with Hell’s Birthright.May be blessed with Skirmisher.

Advanced Imperial Marines

HP: 55Strength: 6Speed: 4 inch/turnUnit Size: 10Range: 8 inches HP/m:6.25Immunity: 7

Page 11: Armatage alpha version 0.1.0

Classes

Skirmisher (Aka chest raiders)

+1HP+4 Speed+1 Range -3 StrengthHP/m=Current HP ÷ Immunity

Information: The Skirmisher is an elite class, specialised in looting chests.

They are, however, considerably weaker than other units in terms of attack, but what they lack in strength, they make up for in speed.

Additional perk: Double loot.

Roll a D6, if the result is higher than 4, you get double loot.

Hell’s Birthright+4HP+1 Speed+1 Range +5 StrengthHP/m=Current HP ÷ Immunity

Information: Give up your warriors to the insanity of the Hellfire demons and you may gain the ability to see through time it self. Or go insane, that works too.

Additional perk: Bane of existence. (May only be activated once per game by only one squad member you control)

Roll a D6 once, if you roll a 5 or a 6, you may inflict damage equal to the attack of this squad member to one other squad on the field.

Noodily Ascension +5HP+3 Speed+3 Range +1 StrengthHP/m=Current HP ÷ Immunity

Information: Allow the great starchy one in the sky to take the wheel and heal friend of foe with his saucy goodness.

Additional perk: Infected squads may be cured at no cost if in range, however, they are revived with only 3 HP.

Page 3

Before the game begins, you must pick only ONE class, for example, all of yourUnits will be “Hell’s Birthright” if you chose said class.

Page 12: Armatage alpha version 0.1.0

Dice rolls

In Armatage, there are currently six types of rolls:

Rolling a diceIn Armatage, dice rolls work around the result of a dice and not its sum total. There are and will be a few exceptions, but it is explained clearly what to do in these scenarios.

Pre-game rollAll players roll a D6. The players with the highest results may roll again.

Weather generation rollOne player must roll two D6. The resulting numbers are taken and NOT ADDED UP, but used to get an accurate reading based on the prospective of the roller as to which weather will be generated.

Loot rollLoot roll=When a chest is opened, the player that opened the chest must refer to the ‘Loot Chart’. Then, depending on the outcome, you must refer to the following charts:•Weapons and armour•FoodThe resulting items are then added to the inventory of the squad making base contact with the chest.

Weapon rollsLight weapon roll: Roll a D6. If the result is higher than two, the hit goes through. (Written on the chart as ‘Light’)Mid weapon roll: Roll a D6. If the result is higher than three, the hit goes through. (Written on the chart as ‘Mid’)Heavy weapon roll: Roll a D6. If the result is higher than four, the hit goes through. (Written on the chart as “Heavy”)

Pre-world generation rollAll players must roll two D6. The result according to their prospective will be which things spawn on the map (Excluding chests). Refer to the pre-world generation chart.

Evading rollWhen an attack is done by a enemy squad, you always have the chance to escape without damage (With the exception of “Heavy weapons”, which can not be avoided. In this instance, it is best to stay out of range of them.

Page 13: Armatage alpha version 0.1.0

Combat System Part one

The combat system in Armatage involves only three stats: Strength, HP and Range. The Strength is how much damage a unit can do to the HP of another unit. The HP is the amount of health a unit has. The Range is how far a unit may hit.

In order to be in range of attacking, the Range of a squad must measure from the furthest point on a model’s base to the closest point on the target's base. If the target is out of range, you may not attack with that unit.

You may attack and move with each unit you control independently of one another.

Weapons & ArmourWeapons and Armour can greatly enhance Range, Strength and HP. Weapons act as stat boosts for a unit. These stat boosts only last as long as a weapon has ammo. Currently, you can not find ammo in the game in chests or anywhere else, but it must be obtained by getting a new version of that gun. Ammo does not carry over to other copies of the gun, as items do not stack.

Armour also acts as a temporary boost to one or more statistics, but has a durability. This must be noted on the same page your squad stats are on as well as which squad has the armour on.

Armour always takes up four slotsHand-to-hand weapons take up one slot

Page 14: Armatage alpha version 0.1.0

Evading rollEvading roll: On your opponents turn, once they attack, you may take an evading roll. (Please see Dice roll sheet)

If there are four people playing the game at once, you have the option to team up with another player at any one time. If all players are defeated but your squads and that of your teammate, the game can either be called a draw or be settled under neutral terms. The loot from the game carries over to this settlement.

A squad may trade with any other squad on the map as long as the other party consents to it.

A squad Respawns after ten turns by default (with the exception of if a player has insufficient points to buy the squad). The player also has the option to not let the squad spawn. This must be stated by the player openly and clearly as the game begins.

Joining ForcesIf there are at least four people playing the game or a neutral objective, any two members may join forces to gain strength in numbers. In order to do this, the players must:

•Make base contact with at least one other unit from the desired squad.•Indicate this partnership openly •Not betray a member who you are partnered with at risk of loosing their trust (Though you may do this at any time if you so desire)

You will also be able to:

•Trade with other members of the partnership when base contact is made.

Joining forces may be risky, but the advantage of being able to carry twice the items may come in handy but remember, never trust anyone so long as a truce hasn't been made.

Remember: When a team defeats all other enemies, they can:

1. Decide the game to be a truce by the offer of a hand shake2. Choose conditions in which the surviving units will fight to the death.

Combat System Part two

Page 15: Armatage alpha version 0.1.0

The looting system and item usage

Pre-world GenerationPre-world generation is the placement of tokens which represent Bosses, Portals, Special items and Pathogens.

LootingLooting involves rolling to see which type of loot you get. You do this by taking a loot roll. To do this: Take two D6. Roll both. According to your prospective, whatever the result is you gain the following effect:

An item(s): You gain the item(s)Weapons: You roll again to gain a weapon. (Refer to the Weapons and armour chart)Food: You roll again to gain the food. (Refer to the Food Chart)Nothing: You gain nothing.

Looting items in buildings can take extra time. During this time, you may move your other units as you usually would.

FoodFood may be consumed at the cost of the movement of your squad. Most food carries positive effects, others carry negative effects. Remember, an item can be dropped at any time during your turn at no cost as long as it is before battle. WeaponsWeapons act like perks with limited uses to an extent. Remember, all weapon sizes must take up the following inventory slots:

Low=one inventory slotMid=two inventory slots.Heavy=four inventory slots

Once a weapon’s ammo is expended, it is dropped automatically.

Remember: Dropped items can not be picked up again.

Remember: you MUST refer to the correct chart when making a roll for loot.

Page 16: Armatage alpha version 0.1.0

1 2 3 4 5 6

1(1, 1)WEAPON (Refer to weapons chart)

(1, 2)FOOD

(1, 3)WEAPON(Refer to weapons chart)

(1, 4)WEAPON

(1, 5)WEAPON(Refer to weapons chart)

(1, 6)FOOD

2 (2, 1)NOTHING

(2, 2)WEAPON(Refer to weapons chart)

(2, 3)FOOD

(2, 4)FOOD

(2, 5)Potion of healing

(+5 HP upon use (No HP overflow), reduces speed by two for two turns)

(2, 6)Potion of resistance

(+ 5 immunity for the rest of the game or until death)

3 (3, 1)NOTHING

(3, 2)NOTHING

(3, 3)NOTHING

(3, 4)NOTHING

(3, 5)Potion of fatigue

(Speed -2, increases strength by +1 for a turn)

(3, 6)Potion of High Flight

(Doubles your range for a turn at the cost of your movement phase for all squads.)

4(4, 1)WEAPON(Refer to weapons chart)

(4, 2)250 gold

(4, 3)500 gold

(4, 4)1000 gold!Lucky!

(4, 5)Potion of insanity

(Temporarily lose control of your units for three turns if drank, but gives them +3HP each)

(4, 6)Potion of Self HydrationFreedom from your mortal shackles!

(An imperial marine no longer needs to be within range of a watering hole to live.)

5

(5, 1)Potion of blood lustBane of the universe!

(Red Orks HP doubled for two turns, then, speed reduced for by -1 for one turn)

(5, 2)WEAPON X2(Refer to weapons chart and roll twice)

(5, 3)FOOD X3(Roll 3x, each roll counts)

(5, 4)WEAPON

(5, 5)Water bottle

(A marine squad equipped with this item may survive for 10 turns away from a watering hole)

(5, 6)5000 gold!

Filthy and rich!

6 (6, 1)NOTHING

(6, 2)FOOD

(6, 3)FOOD

(6, 4)FOOD

(6, 5)NOTHING

(6, 6)NOTHING

Loot chartPage 7

Roll to see which type of loot or item you will receive

Page 17: Armatage alpha version 0.1.0

1 2 3 4 5 6

1

(1, 1)Assault rifle (mid)

(+2 Range, +2 Strength, six uses, must not move if used this turn. Takes two inventory slots)

(1, 2)Basic Pistol (light)

(+3 Strength 6x2 uses, must not move if used this turn. Takes up one inventory slot.)

(1, 3)Advanced pistol (mid)

(+6 strength 6x1 uses, must not move if used this turn. Takes up one inventory slot)

(1, 4)Photonic pistol (Mid)

(+9 strength, one time use, unit must not move for two turns after use. Stats return to normal after use. Takes up one inventory slot.)

(1, 5)Emergency charge (light)

(Knocks the enemy back 4 inches, one time use.)

(1, 6)Lightning lance

(Increases the speed of one unit by 3, may be used three times, once per turn. Effect wears off the turn after it was used.)

2(2, 1)Sawn-off Shotgun (mid)Old school style!(+1 range, +2 strength, may attack twice per turn, six uses)

(2, 2)Briskonium Armour

(Can absorb 5 HP of damage per turn. Can only absorb up to 65 HP over all. Takes up four inventory slots)

(2, 3)Tanned leather Armour

(Can absorb 1 HP of damage per turn. Can only absorb 15 HP over all. Takes up four inventory slots.)

(2, 4)Quantonium Armour

(Can absorb 10 HP of damage per turn. Can not be used as armour by any species but imperial guard.)

(2, 5)Healer’s Armour

(+2 HP per turn. Dead squad members are revived . -1 speed)

(2, 6)Steel Machete

(+4 Strength, -1 speed)

3(3, 1)Steel Machete

(+4 Strength, -1 speed)

(3, 2)Steel Machete

(+4 Strength, -1 speed)

(3, 3)Boots of the Guzagar

(+3 Speed, +2 Range)

(3, 4)Bastion’s swordA sword that in the wrong hands, could bring the end of days.(+5 Strength, -10 Range)

(3, 5)Staff of the Divine Noodle

(+4 Strength, +2 Range)

(3, 6)Basic Pistol (light)

(+3 Strength 6x2 uses, must not move if used this turn. Takes up one inventory slot.)

4(4, 1)Rusty Machete

(+5 Strength, -1 Immunity)

(4, 2)Basic Pistol

(+3 Strength 6x2 uses, must not move if used this turn. Takes up one inventory slot.)

(4, 3)Basic Pistol

(+3 Strength 6x2 uses, must not move if used this turn. Takes up one inventory slot.)

(4, 4)Half used Pistol (light)

(+3 Strength 6x1 uses, must not move if used this turn. Takes up one inventory slot.)

(4, 5)Half used Pistol (light)

(+3 Strength 6x1 uses, must not move if used this turn. Takes up one inventory slot.)

(4, 6)Basic Pistol (light)

(+3 Strength 6x2 uses, must not move if used this turn. Takes up one inventory slot.)

5(5, 1)Steel Machete

(+4 Strength, -1 speed)

(5, 2)Steel Machete

(+4 Strength, -1 speed)

(5, 3)Steel Machete

(+4 Strength, -1 speed)(5, 4)

(5, 5)Dreaded RPG (Heavy)

(+8 Strength, +5 Range upon use. 1x3 shots, one shot per turn. Must take weapons roll)

(5, 6)Steel Machete

(+4 Strength, -1 speed)

6(6, 1)Steel Machete

(+4 Strength, -1 speed)

(6, 2)Steel Machete

(+4 Strength, -1 speed)

(6, 3)Steel Machete

(+4 Strength, -1 speed)

(6, 4)Steel Machete

(+4 Strength, -1 speed)

(6, 5)Steel Machete

(+4 Strength, -1 speed)

(6, 6)Steel Machete

(+4 Strength, -1 speed)

Weapons and Armour

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1 2 3 4 5 6

1 (1, 1) Twinkie

(+2 HP, +1 speed)

(1, 2) Fried Scorpion

(-3 HP, +2 range)

(1, 3)Despair bar Yuck! (-5HP, +3HP if used on a Ork or red Ork unit.)

(1, 4)Oil of Vitriol

(+5 HP to Hellfire Demons, otherwise, death to a unit)

(1, 5)Apple

(+5 HP to one unit)

(1, 6)Apple

(+5 HP to one unit)

2 (2, 1) Apple

(+5 HP to one unit)

(2, 2) Apple

(+5HP to one unit)

(2, 3)Apple

(+5HP to one unit)

(2, 4)Apple

(+5 HP to one unit)

(2, 5)Apple

(+5 HP to one unit)

(2, 6)Human BrainsDisgusting!

(+1 HP, +2 speed but -1 range upon consumption)

3 (3, 1) Fried Oilworm Eating bugs!

(-2 HP, +1 strength. +1 immunity)

(3, 2) Blackbeard's brew The hardest of brews!

(+4 HP, -8 range for six turns)

(3, 3)Peanut butter

(+5 HP, -1 speed)

(3, 4)Blood of war

(+10 speed, -2HP, wears off after two turns)

(3, 5)Stale bread

(-1 immunity. +3HP)

(3, 6)Sludgy-D

(+5 HP to Orks and Red Orks, -2 to all others)

4 (4, 1) Apple

(+5 HP to one unit)

(4, 2)Apple

(+5 HP to one unit)

(4, 3)Golden Twinkie!The food of gods!

(+7 HP, then +2 speed per turn for 5 turns)

(4, 4)Rotten flesh

(-6 HP each turn for two turns but +5 HP for all Orks if used on an Ork squad)

(4, 5)Cosmic blast drinkThe power of a solar system in your hands!

(Increases range by +5, increases strength by +15 for two turns, then the unit takes -18HP damage)

(4, 6)Anti-bacterial treated orange

(-5 HP to Orks, otherwise +2HP to all other units)

5 (5, 1) Stale Coffee

(+5 HP, +1 immunity)

(5, 2) Apple of darkness

(+4HP to non human units)

(5, 3)Ultimate cure

(The HP of all units on the map is reset to its original state before the game)

(5, 4)Breath of the undead(Upon death, a unit will be able to Respawn instantly in the position that they died with original HP that a unit of that species starts out with)

(5, 5)Apple

(+5 HP to one unit)

(5, 6)Apple

(+5 HP to one unit)

6 (6, 1) Apple

(+5 HP to one unit)

(6, 2) Apple

(+5 HP to one unit)

(6, 3)Apple

(+5 HP to one unit)

(6, 4) Apple

(+5 HP to one unit)

(6, 5)Apple

(+5 HP to one unit)

(6, 6)Apple

(+5 HP to one unit)

Food

Page 19: Armatage alpha version 0.1.0

Winning, losing, drawing and respawning

Winning: A player may win the game if all enemies have been defeated and lack the points to Respawn.

A player may also win if:•They have the most points left at the end of the game.•Their unit is the last one standing.•By unanimous decision.•If the game is cut short.

The game may be called a draw if:•There is partnership between two players and they chose to call it an even game.•In the unlikely event that all players have died and non have enough points to respawn.

You may lose if:•You have no units and you have insufficient points to respawn some.•The game is cut short and you have less points than everyone else.•You have been caught cheating and are kicked out by the rest of the players.

RespawningThe cost of a unit is measured in points. Each player starts the game off with a three free squads. After that, their points must be used to purchase new squads. By default, the respawn time for any squad is ten turns. (Remember, a turn is from the ‘Movement phase’, to the ‘Turn rotation’ of a player). Each time a player’s unit respawns, that unit must be marked down on a piece of paper. This helps provide information for you to make the decision of which species you will play next game.

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Tokens are used to represent Pathogens, Chests, Buildings and will eventually represent Storehouses and Bosses. Every token must be accounted for and marked down on a piece of paper. Each token must also be marked “A” “B” “C” “D” and so on. Next to which on the piece of paper, it should be written as follows: “Token A=(Insert item A’s name here)”

Here are some stats on enemies that can be generated in “Pre-World Generation”

OilwormRange: 1 inchEffect: -1HP per turn to human units upon contact. This effect works for five turns.

Boss: Yuf YufStrength: 5,

HP: 15

Unit Size: 1

Range: 2

Strength: 1

This is a pathogen. It acts as aEffect and not like a creature.

The Yuf Yuf on the other hand, is a creature. You must battle this creature or lead it towards your opponent.

The Yuf Yuf has stats like a player.

To decide where a enemy spawns, you must:

Start at the centre of the map. Roll two D6 to determine which direction the Creature will spawn. If the totals add up to any of these numbers, the Creature will move in that direction.

•North: 2, 3, 4•South: 5, 6, 7•East: 8, 9, 10•West: 11, 12

You must then roll two D6 to determine how many inches in that direction the Creature will be (2-12 inches). The token generation roll is known as a “Token roll”

Page 2

Tokens

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1 2 3 4 5 6

1

(1, 1)

Oilworm

Range: Two inchesEffect:-1 HP to humans per turn, only when in range.

(1, 2)

NOTHING

(1, 3)

NOTHING

(1, 4)

NOTHING

(1, 5)

Sporus Mushroom

Range:8 inchesEffect: This organism spawns within 8 inches of a watering hole.

(1, 6)

NOTHNG

2

(2, 1)

Spawn watering well at centre of map,

(3x5 inches long)

(2, 2)

Spawn Rubber chicken factory

(+1HP per turn to human units when within a 5 inch range)

(2, 3)

Spawn Ocazars Hut In centre of the map

(Contains two loot chests)

(2, 4)

Spawn Hellfire portal

For use with Hellfire Demons only, causes health to regenerate by 3 HP per turn when within 4 inches.

(2, 5)

Spawn Good Luck Charm

+5 speed for one turn, or +3 attack for one turn or increase unit capacity by +1.

(2, 6)

NOTHIN.

3(3, 1)

NOTHING

(3, 2)

Spawn charm of keeping in centre of map. If obstructed, charm does not spawn

Upon death, dead units will take lute to the grave. These items can not be recovered.

(3, 3)

Spawn large body of water

Spawn 3 inch thick, 9 inch long body of water anywhere on map excluding

(3, 4)

NOTHING

(3, 5)

Spawn Waterborne beach spiders.

(-1HP per turn for two turns .)

(3, 6)

Spawn warehouse 596

(+4 loot chests+3 Twinkies +1 canned beans (Takes 3 turns to loot, all of your units out of commission for this time)

4

(4, 1)

Spawn 21st century gas station 5 inches from nearest water hole. (+1 looting chest +1 candy bar), takes two turns to loot. Must make base contact to loot.)

(4, 2)

NOTHING

(4, 3)

NOTHING

(4, 4)

NOTHING

(4, 5)

NOTHING

(4, 6)

NOTHING

5

(5, 1)

Spawn Potion of G-tony

Gives maxed out strength to one unit on the field for six turns. After that, it kills that unit.

(5, 2)

Spawn Ogarian knight

In the presence of the knight, combat must not take place for 6 turns, or else the squad that attacked will be removed from the map.

(5, 3)

Spawn Apple Tree

Gives 4 apples per turn, decreases speed every 10 apples by 1 speed.

(5, 4)

Boss: Spawn Crazed Yuf Yuf (in centre of map)

Strength 5, HP 15, Unit Size 1, Range: 2, Strength 1

(5, 5)

Spawn Oil fountain 8 inches from local landmark.

Nothing to see here.

(5, 6)

Spawn UNIT base

+5 loot boxes+4 universal ammo clips

6(6, 1)

NOTHING

(6, 2)

NOTHING

(6, 3)

NOTHING

(6, 4)

NOTHING

(6, 5)

NOTHING

(6, 6)

All loot chests Respawn next turn.

Pre-world generation

Page 6

All objects on this chart require you to make a “Token roll”

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ITEM ITEM ITEM ITEM ITEM

ITEM ITEM ITEM ITEM ITEM

ITEM ITEM ITEM ITEM ITEM

ITEM ITEM ITEM ITEM ITEM

Inventory for squad (Number)

The inventory system

The Inventory is a way of keeping track of which items your squad is carrying on their person.

The inventory system:Has 20 slots for items.For every six items in the inventory, the squad looses -1 speedIt must be stated clearly and loudly to all team mates when a item is being picked up or dropped.Items in chests that are not picked up despawn instantly.Items can be transferred from squad to squad and from player to player as long as base contact is made.A dropped item is instantly destroyed.Items such as potions can be used at no cost, but weapons will cause the squad to be unable to move on the turn they fired the weapon.

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Item acronyms

FS=Fried scorpionA=AppleDB=Despair BarOV=Oil of VitriolHB=Human BrainsFO=Fried OilwormBBB=Black Beard’s BrewPB=Peanut ButterBW=Blood of WarSB=Stale BreadSD=Sludgy-DRF=Rotten FleshCBD=Cosmic Blast DrinkAO=Antibacterial OrangeSC=Stale CoffeeAD=Apple of DarknessUC=Ultimate CureBU=Breath of the Undead

FoodAR= Assault rifleBP=Basic PistolAP=Advanced PistolPP=Photonic PistolEC=Emergency ChargeLL=Lightning LanceSS=Sawn-off ShotgunBA=Briskonium ArmourTLA=Tanned Leather ArmourQA=Quantonium ArmourHA=Healer’s ArmourSM=Steel MacheteBG= Boots of the GuzagarBS=Bastion’s SwordSDN=Staff of the Divine NoodleRM=Rusty MacheteHUP= Half used PistolDRPG= Dreaded RPG

Weapons and Armour Potions and miscCK=Charm of KeepingPH=Potion of HealingPF=Potion of FatiguePHF=Potion of High FlightPR=Potion of Resistance PI=Potion of InsanityPSH=Potion of Self HealingWB=Water BottlePBL=Potion of Blood lust G=Gold

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Unit one Unit two Unit three

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

Changes in

Current Points:Turn (Tally):

Team name:

Unit cost:

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Unit one Unit two Unit three

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

Changes in

Current Points:Turn (Tally):

Team name:

Unit cost:

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Unit one Unit two Unit three

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

Changes in

Current Points:Turn (Tally):

Team name:

Unit cost:

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Unit one Unit two Unit three

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

Changes in

Current Points:Turn (Tally):

Team name:

Unit cost:

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Unit one Unit two Unit three

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

Changes in

Current Points:Turn (Tally):

Team name:

Unit cost:

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Unit one Unit two Unit three

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

HP:HP/mStrength:Speed:

Changes in

Current Points:Turn (Tally):

Team name:

Unit cost: