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.  
LEVEL
1
2
3
4
COST
1
3
6
10
AT SKILLS- These skills are only used when piloting an AT or other vehicle, unless noted with an *asterisk. 
If the GM approves, when upgrading your character, you may sell off a previous skill to help pay for a better one.
ATTACK SKILLS Benefits
Prerequisite
Max Level
Cost (xp)
AT Marksman
May reroll 1 die when firing a  ranged weapon
Dex 1 / 2 / 3
3
1 / 3 / 5
AT Brawler May reroll 1 die when meleeing or defending in melee Str 1 / 2 / 3 3
1 / 3 / 5
Advise* Any ally may reroll 1 die when attacking, once per turn Chr 1 / 2 / 3 3
1 / 3 / 5
AT Prediction
May reroll 1 OPPONENT die when firing a ranged weapon
Dex or Int 3
1
5
AT Killing Blow
May add +1 to any 1 die when attacking within 1 stick
Int 2
1
5
AT Drive By
May spend an action firing in the MIDDLE of a move. 
Dex or Int 2
1
5
AT Dual Fire
May fire one additional weapon as part of a single attack.
Dex or Int 3
2
4 / 8
 
DEFENSE SKILLS Benefits
Prerequisite
Max Level
Cost (xp)
AT Dodge
May reroll 1 die when defending with MOVE
Dex 1 / 2 / 3
3
1 / 3 / 5
AT Repair May roll +1 die when rolling for REPAIR. Int 1 / 2 / 3 3
1 / 3 / 5
Warn* Any ally may reroll 1 die when defending, once per turn Chr 1 / 2 / 3 3
1 / 3 / 5
AT Evade
May reroll 1 OPPONENT die when defending with move
Int 2
1
5
AT Block
May reroll 1 die when defending with ARMOR
Int 2
1
2
AT Deflect Any attack that destroys your AT will do 1 hit and a stun instead. Str or Int 2
1
3
AT Grapple
Reduce incoming melee damage by 1, but lose an action next turn.
Str 2
1
3

SKILL CHECKS
EARNING XP / GILDANS
PERSONAL COMBAT
The following rules apply when your characters fight man-to-man.  When fighting with ATs, just use the stats and combat rules listed in the AT section below. 
PERSONAL WEAPONS
Dice
Special
anti- AT?
Cost
Pistol
1
Snap Fire
no
10
Submachinegun
2
Rapid Fire
no 20
Rifle 2
Aim
no 20
Sniper Rifle
2
Aim, Long Range
no
40
Armor Magnum
1
Snap Fire
yes
30
AT Rifle
2
Aim
yes
50
Grenade
2
Blast, Ammo 1
yes 10
Bazooka
3
Aim, Blast, Ammo 4
yes
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, they will take a STUN 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
Run/Swim
ARMOR
Melee
Shooting
Cost (Gildan)
Foot Soldier
1
1
1
1 die
20
Sniper
1
1
1
1 die, Aim, Long Range.
50
Machine Gunner Team
1
1 (2 hits)
1
2 dice, Rapid Fire 1 stick.  -1 action when 1 hit taken.
50
Missile Launcher Team
1
1 (2 hits)
1
2 dice, Long Range, Blast.  -1 action when 1 hit taken.
50
Armor Hunter
1
1
2
2 dice, Aim.
50
These are stats to use when fighting enemy infantry with ATs.  Follow the rules for AT combat (below).

ATS and other vehicles Run
Dash
Swim
ARMOR
Melee
Mounted Weapons
Cost
XATL-01-DT Zwerg
1
3
1
2
2
Mounted Machine Guns
200
ATM-09-ST Scopedog
2
3
1
3
3

300
ATM-09-GC Brutishdog
2
4
1
3
3
Arm Gun (as GAT-22C)
400
ATM-09-BC Boxing Dog
2
3
1
3
5

500
ATM-09-WR Marshydog
2
2
2
3
3

300
BATM-03 Fatty
2
2
2
3
3

300
ATH-06-WP Diving Beetle
2
2
2
4
3

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

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

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

100

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
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 2 sticks.
AIM: If only firing the weapon once this turn, may add +1 to any one of the weapon's dice rolled.
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, they will take a STUN 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: Roll 1 die when your unit takes damage.  On a 6, 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.  First, you'll need to understand how contested die rolls work by reading this page. DAMAGE TERRAIN RULES Sean's Games page