ARMORED TROOPER
Votoms

An RPG of small mecha and big conspiracies
By Sean Patten
OVERVIEW
VOTOMS is a light set of combat, campaign, and role-playing rules you can use to play in the gritty, war-torn Astragius Galaxy.  Make a character, choose an AT, interact with your teammates, confront your enemies, earn experience, and expose the dark secrets of the world of Votoms!
COMPONENTS
To play VOTOMS, you will need:
  PERSONAL STATS AND SKILLS 
STATS
FIGHTING RESEARCHING DAMAGING
ESCAPING
SURVIVING SOCIALIZING
STRENGTH
MELEE
INTIMIDATE
SMASH
BREAK
ENDURE
PROTECT
DEXTERITY
DODGE
SEARCH
DISMANTLE
EVADE
IMPROVISE
ASSIST
INTELLIGENCE
AIM
STUDY
DEMOLITION
HACK
FIRST AID
UNDERSTAND
CHARISMA
SCARE
SPY
DIVERT
TRICK
PERSUADE
CHARM
Stats (strength, etc) can be from 1 to 4.  Skill groups (fighting, etc) can be from 1 to 4.   Skill values are the Stat value plus the Skill Group value.
LEVEL
1
2
3
4
COST
1
3
6
10
SKILLS- These skills are mostly used when piloting an AT or other vehicle, but can be used in personal combat too.  Each level of a skill you buy gives you one SKILL TOKEN at the start of any fight- place on your sheet.  Tokens may be used at any time, as long as the prerequisites are met.  Remove the token from your sheet when used.  You may get tokens back by spending an action Recharging.
ATTACK SKILLS COST
Prerequisite
EFFECT
AIM
2
Int 2
For one attack, reduce the target's armor by 1
TARGET 2
Int 2
For one attack, draw 2 damage cards and pick 1 for each hit done
FOCUS 1
Dex 2
For one attack, reroll any 1 die
DUAL FIRE
3
Dex 2
Fire two weapons as a single attack
SNAP FIRE
1
Weapon
Make a free ranged attack on an enemy within range 1 before they attack
SLAM
2
Strength 2
For one melee attack, add +1 die
GRAPPLE
2
Str / Dex 2
As a melee attack, place a grapple token on a target.  Neither you nor they can perform any action other than melee until you remove the grapple or they beat you in melee.
 
DEFENSE
SKILLS
COST
Prerequisite
EFFECT
DODGE 1
Must move this turn
Speed +1 until your next turn
COVER
1
Adjacent to Cover
Speed -1, Armor +1 until your next turn
REPAIR
3
Adjacent, Spend 1 action
Turn 1 damage card face down.
SUBMERGE
1
In Water
Cannot attack or be attacked until you remove token

NON-COMBAT SKILL CHECKS
EARNING XP / GILDANS
PERSONAL WEAPONS
Dice
Special
Armor Mod
Cost
Pistol
1
Snap Fire
-
10
Submachinegun
2
Rapid Fire
-
20
Rifle 1
Aim
-
20
Sniper Rifle
1
Aim, Long Range
-1
40
Armor Magnum
1
Snap Fire
-1
30
AT Rifle
1
Aim
-2
50
Grenade
2
Blast, Ammo 1
-1
10
Bazooka
3
Aim, Blast, Ammo 4
-2
40
SNAP FIRE: May make one free attack on any enemy before they melee or after they ambush.
RAPID FIRE: may shoot twice with one action if all targets are within 1 stick.
AIM: If only firing the weapon once this turn, may add +1 to any one of the weapon's dice rolled.
KNOCKBACK: If you win when firing, the target will fall off if next to an edge;  if next to a wall, give the target a STOPPED token in addition to any damage.
BLAST: Any models within 1 stick of the target will also be hit- remove the highest die and apply the rest to the other models.  Does Knockback too.
LONG RANGE: Does not take range penalties.
AMMO: This is the number of times the weapon can be fired before it runs out.



ENEMY INFANTRY
SPEED*
ARMOR
HITS
Melee
Shooting
Cost(Gildan)
Foot Soldier
2
0
1
1
1 die
20
Sniper
1
0
1
1
1 die, Aim, Long Range.
50
Machine Gunner Team
1
0
2
1
2 dice, Rapid Fire, AM-1.  -1 action /hit.
50
Missile Launcher Team
1
0
2
1
2 dice, Long Range, Blast, AM-2.  -1 action /hit.
50
Armor Hunter
2
0
1
2
1 die, Aim, AM-2.
50
*ADD 2 to the speed of infantry to determine the number needed to hit.  Infantry are small targets!

ATS and other vehicles SPEED
ARMOR
HITS
Melee
Mounted Weapons
Cost
XATL-01-DT Zwerg
5
0
2
2
Mounted Machine Guns
200
ATM-09-ST Scopedog
4
1
3
3

300
ATM-09-GC Brutishdog
5
1
3
3
Arm Gun (as GAT-22C)
400
ATM-09-BC Boxing Dog
4
1
3
5

500
ATM-09-WR Marshydog
4
1
3
3

300
BATM-03 Fatty
4
1
3
3

300
ATH-06-WP Diving Beetle
3
2
3
3

400
ATH-14-WP Standing Turtle
3
2
3
3
Mounted Machine Guns
400
ATH-Q-64 Berserga WP
3
2
3
4

500
XATH-02 Strike Dog
4
2
3
4
Arm Gun (as GAT-22C)
500
BATH-XXX Ecrivisse
4
2
3
5
Mounted Machine Gun, Dual Missile
600
ASTRAD Main Battle Tank
3
2
4
1

600
AT CARRY trailer truck
3
1
3
1
Mounted Machine Gun.  Transports 4 ATs.
200
BUGGY
4
0
2
1

100
GUNSHIP
5
0
2
1



AT WEAPONS
Dice
Special
Mount
Cost
Mounted Machine Guns
2
Rapid Fire, Snap Fire
Mounted
--
Dual Missile Pod
4
Aim, Ammo 2
Mounted
50
GAT-22 Heavy Machinegun
3
Rapid Fire, Aim
Handheld
150
GAT-22C Heavy Machinegun (Carbine)
3
Rapid Fire, Snap Fire
Handheld
150
Built-in Grenade Launcher
4
Blast, Ammo 1
GAT-22
--
HRAT-23 Hand Rocket Launcher
4
Knockback
Handheld
100
SAT-03 Solid Shooter
4
Aim, Blast, Long Range, Ammo 8
Handheld
150
SMAT-38 Rocket Pod
1/rocket
Salvo, Blast, Ammo 9
Mounted
100
GAT-19 Mid Machine Gun
3
Rapid Fire
Handheld
70
GAT-49 Pentatrooper
3
Aim
Handheld
50
FTAT-16 Flamethrower
3
Area, Burn, Volatile
Handheld
100
GAT-35 Long Gun
5
Area, Charge, Aim
Handheld
200
MAT-02 Mortar
4
Indirect, Blast, Long Range, Ammo 4
Mounted
100
HGAT-01 Hand Grenade
4
Blast, Ammo 1
Handheld
20
RAPID FIRE: may shoot twice with one action if all targets are within 1 stick.
AIM: May use aim skill if you don't rapid fire.
SNAP FIRE: May make one free attack on any enemy before they melee or after they ambush.
KNOCKBACK: If you win when firing, the target will fall off if next to an edge;  if next to a wall, give the target a STOPPED token in addition to any damage.
BLAST: Any models within 1 stick of the target will also be hit- remove the highest die and apply the rest to the other models.  Does Knockback too.
LONG RANGE: Does not take range penalties.
AMMO: This is the number of times the weapon can be fired before it runs out.
SALVO: Choose how many shots to fire (ammo -1 per shot).  Roll that many dice, plus one, for the attack.
AREA: Hits all targets within a 1 stick diameter.
BURN: Ignores cover.  Reveals hidden models.
VOLATILE: If you take a weapons hit, the weapon explodes as a 3 die blast with you at the center!
CHARGE: Takes 3 actions to fully charge, and 1 to fire.
INDIRECT: Ignores front cover if targets are more than 1 stick away.


ACTIONS
Units do things by performing ACTIONS.  A Unit can perform TWO actions each turn.  It may perform the same type of action TWICE if they wish!  For example, in one turn a Unit could move two times.  Here are all the types of actions Unit can perform: AT COMBAT
Units can attack by SHOOTING or by MELEEING. DAMAGE
For each hit that gets past armor, draw a random Damage Card and place it face up on the target's base.  Apply any special results.  If the unit takes more damage cards than it has hits, it is destroyed- if the pilot does not make a bailout roll, they will be killed by the unit's destruction.  If a unit is damaged that has a field repair, the repair is flipped back over face up as one of the hits on that unit.
STUN: If you do damage equal to the target's armor (minimum 1), give the target a STOPPED token.
TARGET: If using the target skill, draw TWO damage cards for each hit, and pick one to apply.
PACK: If a unit takes PACK damage, it loses any mounted weapons it has.  If it has a Round Mover, its speed is -2 after taking Pack damage.

TERRAIN RULES Sean's Games page