Reference sheet
Armournaut GM Cheat Sheet
Core Resolution
| Step | Action |
| 1 | Roll a pool of D6s |
| 2 | Count successes. 4 or 5 = 1 success. 6 = 2 successes. |
| 3 | Compare total successes to Difficulty Score (DS). Meet or beat to succeed. |
Difficulty Scale
| DS | Difficulty |
| 1 | Easy |
| 2 | Simple |
| 3 | Normal |
| 5 | Challenging |
| 7 | Hard |
| 9 | Very Hard |
| 11 | Monumental |
| 13 | One in a million |
| 15 | Impossible |
Action Economy (Combat)
| Action Type | Number per Turn | Typical Uses |
| Tactical | 1 | Attack, Grapple, Dash, Use Skill, Pervade (hack) |
| Maneuver | 1 | Move, Ram, Vault, Aim, Trample, Pin, Toss, |
| Brief | 1 | Scan, Suppressing Fire, Takedown |
| Reflex | 1 | Trip, Riposte, Overwatch, Evade |
| Free | Unlimited | Fortitude, Speak, Drop item, Hand item |
Full Action: Expend all four actions to perform one significant task.
Combat Sequence
Attack Roll
- Roll skill (Melee, Gunnery, Small Arms, or Subterfuge) vs. target Defense.
- If successful, roll weapon damage (base damage + DD pool + Boosted).
- Compare total damage to target Resilience. Difference equals wounds taken.
Fortitude (Free Action)
- Roll Fortitude dice. Each success reduces incoming wounds by 1.
- Each wound reduced costs 1 Vigour.
Called Shot
Increase DS penalty to gain effects:
- Extra damage: +1 DD per +1 DS.
- Inflict physical condition: Pay treatment difficulty as DS.
- Target vehicle segment: +3 DS.
- Non-lethal melee: + target Endurance as DS.
Pervade (Hacking)
Requirements
- Target has hackable equipment (💻 icon)
- Equipment is turned on
- Within range (Interfacing skill value in hexes)
Hacking Actions
| Action | Effect |
| Remote Access Tool | Activate compromised equipment. Target may spend Reflex Action to stop. |
| Denial of Systems Attack | Add +1 DS to tests using compromised equipment. Target may spend Brief Action to negate. |
| Worm | Compromise 1 random equipment in same or adjacent segment. |
| Full Action (all systems) | Affect all compromised systems. Reveals you. If half of vehicle equipment or one control surface is compromised, gain vehicle control. |
Networks
- Any two connected devices form a network.
- +1 to Interfacing tests when targeting devices on same network.
- Can target any device on network regardless of distance.
- Network breaks at weakest link. Use lowest DS device to breach.
Conditions
Physical Conditions are acquired from critical attacks.
Treatment
- Diagnose: Detect test for physical, Insight test for mental.
- Treatment requires: Aid test + credit cost + time.
- Can ignore 1 requirement: double the other two.
- Can ignore 2 requirements: triple the remaining one.
Chronicle Points
Players start each session with 2 CP.
| Spend | Cost | Effect |
| Reroll | 1 CP | Reroll unsuccessful dice. Accept new result. |
| Reckless Action | 1 CP | Add +1d6 successes to a test. Lose equal Vigour. |
| Narrative Control | 1+ CP | Influence the story. Pitch idea to GM. |
| Persist | 1 CP | Survive death. Gain 2 random conditions instead. |
Earning CP
- GM awards for story milestones or exceptional play.
- CP refresh at start of each session.
GM can spend CP players have given them.
| GM Spend | Effect |
| Running Low | Players with complications on ranged attacks run out of ammo. |
| Reroll | Reroll unsuccessful dice. Accept new result. |
| Surge | NPC that already acted can act again. |
| Defiant Revival | NPC restored to life with all wounds, Vigour, and abilities. Conditions persist. |
| Desperate Escape | NPC escapes. Acquires severity 2 condition. Players gain d6 XP. |
| Interruption | NPC takes turn immediately during player turn. |
Death and Bleeding Out
| State | Effect |
| Wounds reach 0 | Gain Internal Bleeding (Severity 2). Unconscious. Bleeding out. |
| Bleeding Out | Die in hours equal to Grit unless treated. |
| Stabilize | DS 3 + number of physical conditions. Restores 1 wound and consciousness. Does not remove Internal Bleeding. |
| Death | Die if bleed out or negative wounds exceed Grit. Spend CP to survive (gain 2 random conditions, 1 wound from death). |
Vehicles
Key Stats
| Stat | Meaning |
| AP (Armor Points) | Damage reduction before wounds |
| Resilience | Threshold for wounding |
| Defense | Target number to hit |
| Speed | Hexes per Move action |
| Segments | 1 to 6 sections. Each has 6 equipment slots. |
Vehicle Actions
- Use Piloting instead of Athletics for Ram, Grapple, Trample, Takedown, Evade.
- Repair: Engineering test restores HP (1 hour per HP). Fix destroyed equipment (test = EQP cost). Repair segment (DS 6, hours = DS).
- Salvage: Engineering test (test = EQP cost) to recover equipment from wrecks.
Augmentation
- Half of unmodified Engineering determines how many augments you can maintain.
- Augments add traits to weapons or armor.
- Vehicle equipment augments alter range, duration, charges, cost, or penalties.
- Living augments use Aid instead of Engineering, Diligence instead of Reason.
Battle System (Segments)
Setup
- Divide battlefield into 3 to 12 segments.
- Each segment may grant a control benefit (High Ground, Flanking, Sensor Blind Zone, Supply Depot, Command Relay, Killbox).
- Define Victory Conditions: control >50% of segments, seize Key Segment, break enemy morale (take 3+ segments in one turn), or hold 3 segments for 3 turns.
Turn Structure
- Initiative: Both roll Organisation. Higher chooses first or second.
- Active side picks a segment and declares tactic (skill vs. opposed skill).
- Both roll secretly. 4-5 = 1 success. 6 = 2 successes.
- Declare claimed successes (bluffing allowed).
- Opponent Accepts (higher claim wins) or Calls Liar (reveal true rolls).
- Correct call: Caller wins segment and gets another action.
- Wrong call: Accused holds segment and gets another action.
Crisis (1 CP)
- Declare crisis. Set skill and DS (3 + Tier).
- Target fails: lose one segment. Succeeds: no effect.
Pursuit System
Objective: Win 3 rounds before opponent, or eliminate pursuers.
Round Structure
- Pursued selects skill (default Piloting vs. Piloting).
- Both roll secretly. 4-5 = 1 success. 6 = 2 successes.
- Declare claimed successes (bluffing allowed).
- Opponent Accepts (higher claim wins round) or Calls Liar.
- Correct call: Accuser wins 2 rounds.
- Wrong call: Accused wins 2 rounds.
Obstacle (1 CP)
- Declare obstacle. Set skill and DS (3 + Tier).
- Target fails: lose one already-won round (cannot go below 0).
- Limit one obstacle per round.
Alternate Endings
- Destroy or disable pursuers.
- Escape via Stealth or breaking line of sight.
- Force surrender via Intimidation or Deception.
Size Categories
| Size | Example |
| Puny | Insect |
| Small | Dog |
| Medium | Human |
| Hefty | Big person |
| Large | Horse |
| 1 ton | Car |
| 5 ton | Truck |
| Huge | Mega fauna |
| MOA, AFV, ASC | Mechs, tanks, fighters |
| ASV | Destroyers, corvettes |
| HAV | Battleships |
| Base | Orbital fortress |
Combat Modifiers
- Larger creature: +1 to die results when grappling smaller target.
- Trample vs. smaller target: conditions automatically severity 2.
- Ram vs. smaller target: automatically knocked prone.
Stealth Modifiers
- +2 bonus die to Detect tests against targets Size Large and above.
- Size Small: +2 bonus die to Stealth tests..