Ability Checks
Add up scores of specified abilities. |
Roll number of d10s equal to result. |
Each die with roll result at least equal to first number of TN counts as 1 success. |
Check is passed if number of successes at least equal to number of TN after the slash. |
Example: TN6/3 needs 3 results of 6 or higher to pass the check.
Rolling 1 or 10
Rolled two or more 1s: |
check failed automatically |
Rolled two or more 10s: |
check passed automatically |
Multiple 1s and 10s: |
no effect |
These don't apply to contested checks!
Assisted Rolls
When two or more characters assist each other on a check, all of them roll for the check. Any success by any participating character counts towards passing. |
Passive Checks
No roll, the ability score(s) are compared directly against a TN or other character's ability score(s). |
Senses
In normal conditions, tanks can... |
...see up to 3000 meters. |
...hear an unlimited distance. |
...smell strong odours. |
...feel rudimentary sensations and shapes. |
In difficult conditions, such as... |
...moderate darkness, TNs for sight-based checks are increased by 2 and +1 per 100 meters. |
...complete darkness, sight-based checks fail. |
...bright light, the TN for sight-based checks is increased by 2. |
...noisy environments, TN for hearing-based and Unwinding checks is increased by 2. Can attempt a Buf check (TN6/2) to remove penalties for 1 turn (combat) or 10 minutes (outside combat). |
Using senses passively doesn't require an interaction check. Using them actively does.
Turning off the Engine
To prevent being detected, tanks can turn off their engine for 3 hours before they suffer 1 point OST damage per 10 minutes. The engine turns back on if OST is reduced to 1 this way, tank is unable to act for 2d10 minutes afterwards.
Tanks with a turned off engine can't move, unwind, sleep, or be rallied.
Turning the engine off/on requires no interaction. |
Communication
Gesticulating: |
rudimentary communication |
Talking/Shouting: |
can alter the voice at will or imitate others |
Verbal Radio Message: |
can be used instead of talking |
Nonverbal Radio Message: |
silent communication, takes longer than talking |
Ping: |
send and receive location |
A tank can only communicate when it is able to act.
Manipulating Vehicles
To Rally a vehicle that can hear you, roll Ment+Ins. TN is difference target's max OST - current OST, needs 2 successes. On pass, target regains 1 OST. Failed check can be repeated next turn. |
To Intimidate a vehicle that can hear you, roll Ment+Size. Target must roll Ment. TN8. If you have more successes, target loses 1 OST. Failed checks can't be repeated on same vehicle in same battle. |
To Push or Pull an unwilling vehicle, both roll Strength. TN is (target's Size - your Size)+5. If you have more successes, you can move the vehicle. |
To Push or Pull an willing/unconscious/incapacitated vehicle, you roll Strength. TN is (target's Size - your Size)+5. You need 1 success to move the vehicle. |
Tanks can never move other tanks that are 2 or more Sizes bigger than themselves.
For pushing, no aid is required. Pulling requires a tow rope.
Repairing
Every repair check takes 30 minutes. |
To repair itself or others, a tank rolls MechaniCon+Dex. |
The TN is 11 + target max DT + current DT damage. (Max 10, min 2.) |
On a success, tank regains x points of DT. "x" is repairing tank's MechaniCon score. |
Interrupted repair checks fail. |
Use Spare Parts to automatically pass the check. |
1d10 less for repair checks without Repair Kit. |
Resting
Unwinding |
Takes 10 minutes. |
Make Ment+Buf check. TN11/2 + max OST - current OST. (TN max 10, min 2.) |
Noisy environments increase number of needed successes. |
Successful check restores 1 OST. |
Failed checks can be repeated with 1d10 less after each consecutive fail. A successful check breaks this chain. |
Sleeping |
Takes 4 hours. No ability checks needed. |
When sleeping at least 4 hours without interruption, OST is fully restored. |
Refueling
Every 24 hours, make Fuel check. TN8. |
On a fail, current Fuel score is reduced by 1. |
If current Fuel reaches 0, lose 1 OST every 20 minutes. Can't rest/sleep, or be rallied. If OST reduced to 1, tank falls unconscious. |
Unconscious tanks can't act. |
Raising current Fuel above 0 wakes up the tank. |
Every 24 hours, unconscious tanks make a Buf check (TN2). On a failure, the tank dies. |
Willing/unconscious tanks can be refueled. Treated as interaction check with automatic pass. |
Refueling restores 1 current Fuel score and requires 1 unit of fuel. |
The MM may request Fuel checks after strenuous activity or fights.
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Combat Progression
1. Ambush? Ambushing tanks add +2 to their Initiative roll. Ambushed party can't act on the first round and their weapons with reload are unloaded. |
2. Take Positions. MM decides where all combatants are located. |
3. Roll Initiative. Every combatant rolls Initiative. Results decide the turn order. |
4. Take turns. Tanks with higher Initiative rolls act first. |
5. Repeat step 4 until combat ends. |
The combat ends when the MM decides you won or you lost, or there was a draw. After a battle, all participants gain Experience Points.
Combat Turns
Each round represents 3.6 seconds. |
In 1 round, every combatant gets 1 turn, on which they can act. |
On your turn, you can... |
...move up to your maximum Speed distance. |
...make 1 interaction, as long as your Interaction Pool is not 0. |
...speak, gesticulate, move your turret, etc. |
...choose to do nothing. |
Turning on the spot costs 10 meters of movement.
You cannot end your movement on another tank or move through them.
Attacking - Ramming
Move at least half of your Speed score towards the target. This consumes your entire movement. |
You must be able to reach the target with your movement. |
Make an Interaction Pool check. TN is target's "TN to be struck". Requires 2 successes. |
On a failure, target moves away up to half of its Speed and you take its place. |
On a success, inflict your Damage from Strike, reduced by target Dur+Size. Target inflicts their Damage from Strike, reduced by your Dur+Size. |
If a target moved towards you during its turn, you can move less than half of your Speed score.
Attacking - Shooting
1. Pick a target. You need to see it. Can be a tank, building, or arbitrary spot. |
2. Determine TN To Hit. See "TN To Hit". |
3. Make a roll To Hit. Roll 1d10 and add RealityCom score +/- bonus/penalty. |
4. Determine DT damage. Roll number of d10 indicated by weapon's first Damage stat. Number of lowest results indicated by second Damage stat are counted. |
5. Resolve DT damage. Apply damage to target, which may incapacitate it. |
6. Determine/Resolve OST damage. |
Only roll To Hit once for all your weapons combined.
TN To Hit - Base
Distance |
TN |
Firepower |
< 100m |
8 |
2+ |
> 100m, < 400m |
12 |
3+ |
> 400m, < 800m |
14 |
5+ |
> 800m, < 1200m |
16 |
6+ |
> 1200m, < 3000m |
18 |
8+ |
> 3000m |
22 |
8+ |
TN To Hit - Modifiers
Decrease TN To Hit by... |
...target's Size score. |
...1 if hitting target tank's side or rear. |
Increase TN To Hit by... |
...1 if you moved at least half your Speed. |
...half of the target's Mob score (round down). |
...difference between your Firepower and target's Dur score if Dur is higher. |
...1 if target is half behind hard cover. |
The TN can never be lower than 3.
Incapacitated Tanks
If a tank's DT falls to 0, it is incapacitated. |
An incapacitated tank is unable to move or act, but can still perceive their surroundings and communicate with other tanks. |
Repair the DT to 1 or above to no longer be incapacitated. |
An incapacitated tank becoming the target of an attack that would cause DT damage rolls 2d10. On a result of 2, the tank dies. |
Attacking Structures
Buildings and other structures have a Dur and a DT. Make a normal shooting attack to damage or destroy them. |
OST Damage
A tank whose OST is 0 panics. |
Panicked tanks immediately move their full Speed score into the direction of the least enemies. |
At the beginning of each turn while panicked, make Ment check (TN6). |
On a fail, repeat the movement. On a success, you gain 1 OST and your turn ends. |
OST damage is inflicted during battles when... |
...1 point if you are hit by a shot and your DT is below 8 |
...1 point if an enemy intimidates you |
...2 points if you witness an ally get incapacitated or panicked |
Panicked tanks can be the target of attacks.
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Size Scores
Size |
in meters |
in feet |
2 or smaller: |
5/2/2 |
16.4/6.6/6.6 |
3 or 4: |
7/3/3 |
22.11/9.10/9.10 |
5 or 6: |
8/4/3 |
26.2/13.1/9.10 |
7 or 8: |
9/4/4 |
29.6/13.1/13.1 |
9 and above: |
10/5/4 |
32.9/16.4/13.1 |
Weapon Special Rules
Keyword |
Description |
hull-mounted |
Weapon Size score decreased by 1. Can only shoot targets partially or wholly within 90° radius tangential to shooting tank's front. |
reload(x) |
Number in parentheses indicates how many rounds the weapon needs to reload before being fired again. |
inaccurate(x) |
Number in parentÂheses indicates penalty to To Hit score. |
burst(x) |
Number in parentÂheses indicates how many times the weapon can fire in one turn. |
Class Skills
Level 1: |
class skills come into effect |
Level 2: |
pick a role, gain new skills |
Level 6: |
skill improvements |
Level 10: |
skill improvements |
Once chosen, a role cannot be changed.
States
Vehicles are assumed to be in normal state by default. They can have multiple states. |
Normal: No effect. |
Fallen Over: Speed score reduced to 0 until vehicle is righted. |
Load Limits
% of Load Limit used |
Effect |
0% |
no restrictions |
80% |
Speed decreased to 60% |
90% |
Speed decreases to 40% |
100% |
Speed decreases to 0% |
Tank Arms
Every tank has 4 arms by default. |
Each arm can extend 4 meters and lift up to 170 kg. |
Each arm can be moved independently. |
Using arms takes an interaction check. |
Make only 1 check for all arms doing the same task. |
Simultaneous tasks require separate checks. The required successes for all tasks increase by 1 for each additional task. |
Terrain
Slow |
Vehicles move at half speed. |
Difficult |
Moving requires Mob check (TN8). Failure gets vehicle stuck. |
Impassable |
If entering terrain, gets stuck. Can't get unstuck on its own. |
Stuck vehicles have Speed core of 0. Once per combat round or every 3 minutes, they can repeat the Mob check (TN8) to no longer be stuck.
Levels
Level |
Total EXP |
1 |
0 |
2 |
100 |
3 |
600 |
4 |
1200 |
5 |
2500 |
6 |
4800 |
7 |
5700 |
8 |
6900 |
9 |
8200 |
10 |
10000 |
Increasing Ability Scores
Every time you level up, you gain 2 talent points. |
Spending 1 talent point increases an ability score by 1. |
If your Buf or Ment scores increase, roll 1d10 for each point the abilities increased and add it to your max OST. |
If your Dur or Size scores increase, roll 1d10 for each point the abilities increased and add it to your max DT. |
Ability scores can only be increased by 1 point per level.
After increasing ability scores, increase your attributes accordingly.
You can use 5 instead of rolling for DT and OST.
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