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Battle Armor - Core Rules

Sgt. Chaves engages in battle with enemy forces on an alien planet. His powered battle suit allows him to survey the battlefield from above and engage enemies effectively while remaining protected by heavy armor. However, exposure draws incoming fire that threatens his armor's integrity. The document describes the game Battle Armor, in which players control powered exoskeleton suits to battle opponents in a strategic, turn-based format. Rules cover unit movement, ranged and melee combat, damage tracking, and independent weapon systems.

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100% found this document useful (2 votes)
407 views25 pages

Battle Armor - Core Rules

Sgt. Chaves engages in battle with enemy forces on an alien planet. His powered battle suit allows him to survey the battlefield from above and engage enemies effectively while remaining protected by heavy armor. However, exposure draws incoming fire that threatens his armor's integrity. The document describes the game Battle Armor, in which players control powered exoskeleton suits to battle opponents in a strategic, turn-based format. Rules cover unit movement, ranged and melee combat, damage tracking, and independent weapon systems.

Uploaded by

VEX - HAN - 092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

The plasma burst exploded too close for Chaves’ comfort.

He kicked in his jet booster


and moved to a new location before the enemy could pin point his position. As he leapt
into the sky, the jets sending him high over the alien trees, Sgt. Chaves made a quick
recon of the battlefield as it appeared below him. On his heads up display, sensors
marked where each of the other four members of his squad were located and where the
enemy troopers where positioned… or as best he could tell from what his scanners were
telling him.
As he hopped over the terrain he became exposed and incoming fire began to pelt his
armor. Best to stay low, he figured as he hit the ground running. Over his
communication link, the lieutenant was yelling at Private Jones to lay down suppression
fire on the enemy units set up on the low hill to the right. Another day in the Core,
Chaves sighed, as he headed off to that same hill to kill more of the enemy.

This is Battle Armor, the second Mini-Game by Avalon Games. Wars in the future will
be fought by heavily armored warriors. Powered Battle Suits will rule the battlefield
since they allow each man to pack the firepower of a battalion. Mobile, heavily armored
and capable of laying down a path of destruction like no other weapon ever made, the
Powered Battle Suit will rule the future of warfare.

This is the game of Battle Armor. Take control of a single man or a squad of battle suit
equipped warriors as they fight their endless and bloody wars in the future.

Fast, easy to play and quick to learn, Battle Armor will supply you with endless hours of
fun.

An Avalon Games Product, All rights reserved, Version 2.0, 2006

All comments, suggestions and contacts can be made at…

Avalon Games Company, avalon@comstar-games.com

Or visit

Avalon Games at…

www.avalon-games.com

Game design, artwork and layout by Robert Hemminger


Edited by Christi Monson

2
Contents

Introduction Page 4
Game Construction Page 4
Getting Started Page 4
Battle Armor Data Sheets Page 4
Weapon Systems Page 5
Gear Page 5
The Map Board Page 5
Mega Hexes Page 5
Terrain Page 5
The Turn Order Page 6
Movement Page 6
Leaps Page 7
Terrain Effects on Movement Page 7
Combat Page 8
Ranged Fire Page 9
Line of Sight Page 9
Close Combat Page 10
Indirect Fire Page 10
Scatter Effects Page 10
Independent Weapons Systems Page 10
ECM Effects Page 11
Effects of Combat Page 11
Recording Damage Page 11
Radiation Page 11
Pre-Designed Game Page 12
Weapons Lists Page 13
Gear List Page 14

3
Introduction
Battle Armor is a turn based strategy game of single man and squad level combat,
all set in the far future. Players pick a side to play and try to out maneuver and out fight
their opponents. Playable in short pick up games, or with pre-designed set ups, the game
is expandable, so look for future releases.

Game Construction
Once you are ready to play Battle Armor, the first thing you will need to do is
construct the game components. For the most part, the amount of time and extra expense
you will put into the game’s construction is up to you. The simplest format is to print out
all the needed parts and then just cut them out and go to it. Paper pieces are a bit difficult
to deal with though, so if you wish to continue to play Battle Armor over and over again,
and I hope you do, then you may want to invest a bit of time and effort in making your
game components more durable and reusable.

Suggestions on Component’s Construction and Printing


First off, if you want to spend the money, buy some good quality paper. Use this
to print out the various components and counters. High end paper will give you a better
quality image and if you set your printer to its highest quality setting, you should get a
nice set of counters and a map board. Next, get your hands on some spray glue.
(Available at most craft stores and office supply stores) Use this to mount the
components onto thick card stock or chipboard. This will make the parts easier to pick
up and use, which generally creates a better over all experience. Should you wish, you
can protect your many pieces with clear self-adhesive lamination sheets. (Again available
at most office supply stores)

Getting Started
Once the game is put together, you are ready to play. Each player should collect a
set of counters and either pick a pre-designed game to play or design a pick up game of
their own. Once the game has been constructed, players will take turns moving and
attacking with their units. This continues until one side has achieved its victory
conditions or one side has been completely destroyed.

Battle Armor Data Sheets


The core of the game revolves around the Data Sheets. Each sheet depicts one
suit of battle armor and the warrior that is encased within. Here, all information on the
armor, its weapons and gear, and the damage it has taken is recorded. As damage and
game effects occur, make note of them on your data sheet.
(As you will be using these a lot, print out as many as you will need and more, but
it is suggested that you do so on cheap paper.)

Normally, as a section of the armor takes damage, you will darken in one of the
hit circles supplied for that location. Once a location has taken all its circles in damage,
that part of the armor is disabled or destroyed.
In some cases you may have to add circles to show extra hits that the armor can
take. Simply draw in the needed spots on your Data Sheet.

4
Weapon Systems
As a suit of armor can be outfitted with all sorts of different types of weapons,
space is provided on the Data Sheet to make note of each suit’s weapons and the hits the
weapons can take.

Gear
Like weapon systems, each suit can be outfitted with all sorts of extra equipment.
Again, space is provided on the data sheet to make note of this added gear and the
number of hits it can take.

The Map Board


The game of Battle Armor is played out on a hex grid map board. These map
boards represent a generic battlefield which players then can customize as they want or as
a game dictates. All movement and activities take place on this map board.

Mega Hexes
Some effects in the game do not take place within a single hex, but rather in mega
hexes. A mega hex is a single hex and all the hexes surrounding it.

Single Hex Mega Hex

Terrain
Within the game, there are all sorts of terrain that can be placed on the map. This
terrain may effect movement, line of sight and/or have other effects as dictated by a given
game.
Terrain tiles are laid down on the map, either as shown by the game’s set up or if
the game is to be designed by the players, with the following restitutions in mind.

No terrain tile may be placed on top of, either fully or in part, another terrain tile.
No terrain tile may lie off the map, it must fully fit the map board being used.

5
If the game is to be designed by the players, use the charts below to find the
number and type of terrain allowed.

Roll 1d6
1: 2 points
2: 4 points
3: 6 points
4: 8 points
5: 10 points
6: 14 points

Each terrain tile has a set point cost. These points are rolled for and then split
between the players, each being allowed to set one terrain tile at a time, until they have
set up all the points worth of terrain allowed for that game. Players should roll 1d6, with
the highest roll getting to place terrain first.

Terrain Point Cost:


1 Hex Size Terrain 1 Point
2 Hex Size Terrain 2 Points
3 Hex Size Terrain 3 Points
Mega Hex Sized Terrain 6 Points

The Turn Order


Each turn, players will conduct their actions in the following order. One player
performs his actions and then the second player performs their actions.
In most games each player should roll 1d6 to see who goes first, with the highest
die roll moving and attacking first.

Turn Order
A. Update all Data Sheets and add or remove counters as needed
B. Conduct all Indirect Fire to be made that turn.
C. Move all units under your control.
D. Make all Ranged attacks you wish to make.
E. Make all Close Combat attacks to be made.
F. Record any effects on the Data Sheets.

Movement
All movement is conducted on the map board by counting hexes. Each unit that is
to move must trace a line through a hex side, counting each hex that is entered as you go.
A unit may move, all, some or none of its movement allowance within a turn, but
never more.
Moving units may not move through a hex with another unit in it or end their
movement in a hex with another unit in that hex.

6
Note that the unit can move around the blocking terrain on foot, or jump over it.

Leaps
A special type of movement available to battle suits is a jet boosted leap. These
great springing leaps allow the battle suit armed soldier to travel great distances in short
periods of time. Such leaps leave the soldier open to incoming fire as they fly over the
heads of their foes, though.
A battle suited soldier may make a leap move instead of its normal move. Roll
1d6+2.This is the number of hexes the suit may move, in any direction they wish. While
doing this leaping movement, the suit ignores all counters and terrain since it sails over
them. Thus, the suit may move though impassible terrain and though hexes with other
units in that hex. When the leap ends the suit must end its leap in an open hex.
While leaping, the suit is considered to be in open terrain for the whole of the
turn. Therefore, it is in the line of sight for all units on the board. The leaping suit also
suffers a +1 to be hit by all ranged attack for the turn. Place a Leaped counter on the suit
to show they have conducted this sort of movement for that turn.

Terrain Effects on Movement


Some terrain will slow, or even hinder, a unit’s movement along the ground. The
effects of terrain on movement are shown below.

Hindered Terrain
The terrain below will slow down a unit’s movement by 1, and thus cost 2
movement points to enter the hex.

7
Craters Alien Brush

Impassible Terrain
The following terrain cannot be moved into, save by leaping over it.

Dense Jungle Wreckage

* Note: A hex that is partially covered by a terrain is considered to fully


apply its movement restrictions.

Some terrain will also offer a unit lying there a modifier to being hit by ranged
fire. Said terrain applies a –1 to the to hit modifier on all ranged attacks made against
that unit.

Craters

Combat
During the combat portion of a player’s turn, they may make attacks against their
opponent’s units. To make an attack, roll 1d6. If the dice roll, after all modifiers, is a 4+
a hit is scored.
Always, no matter the total die roll, a natural roll of a 6 always scores a hit and a
natural 1 always scores a miss.

Within the game there are several types of attacks that can be made, as shown
below.

8
If a hit is scored, roll for its location and the damage. The amount of damage
done is then reduced from that location of the unit's Data Sheet. (See recording damage
for details)

No unit may make more then one attack in a turn, so while you may have more
then one weapon, you can only use one at a time. (This does note apply to vehicles and
mecha weapon systems).

Ranged Fire
Any suit that is not next to an enemy unit may use any one of its ranged weapons.
No enemy units can be in a hex next to the unit that is to make a ranged attack. Units that
cannot be seen, due to line of sight, are not consisted to be next to the ranged firing unit.
To make a ranged attack, count the hexes between the unit to fire and the target.
Count the target’s hex, but not the firing unit’s hex. If the target is within range, then roll
1d6, applying any modifiers. If a hit is scored, apply the damage, or damage die, for that
weapon type and the location where the hit was scored.

Line of Sight
Most ranged weapons require that the target be in the line of sight of the attacker.
To see if the target is in line of sight, trace an invisible line from the center of the
attacker’s hex to the center of the target’s hex. If there is any blocking terrain hexes that
fall along this invisible line, the line of sight is blocked and the attack may not be made.

* Note: Those lines of sights in red are blocked while the one in black is usable.

9
Close Combat
When two units are next to each other, a close combat attack may be made. Only
those weapon systems with a range of 0 may be used to make a close combat attack. Roll
1d6 as normal to make the attack and apply any modifiers that apply.
Unlike other attacks types, you do not roll for a hit location with a close combat
attack. The attacker may pick which location they wish to hit, even if it is to be gear or a
weapon carried by the target.

Indirect Fire
Some weapons can be fired without being able to see the target. This indirect
attack needs a spotter, though. To spot for an indirect attack, the spotter unit must have a
clear line of sight to the target and an un-jammed communication must exist between the
two.
If these conditions exist, then figure the range as normal and make an attack roll.
If the attack scores a hit, conduct the hit as normal. If the attack fails to hit though, you
may have to roll a scatter effect for that weapon. (See Weapons Lists for details)

Scatter Effects
Some weapons will scatter if they fail to hit their target, and thus may affect
another hex all together. If a scatter effect is called for, roll 1d6 on the chart below. The
attack flies in that direction rolled, 1d6 hexes.

Scatter Direction Chart

Independent Weapons Systems


Some weapons are equipped with mini computer systems that allow them to self-
direct their movements. These independent weapon systems work, in all ways, like
combat units, with the same movement and line of sight restrictions. Missiles are
considered to be flying though, and thus ignore all movement restrictions due to terrain.
They still suffer line of sight restrictions. Missile launchers do not need to have a line of
sight to fire their payload, as long as the missile to be fired is an independent weapon
system.
* Note: Independent weapon systems can be attacked with ranged weapons. As
they are so small and tend to be fast, a –1 to hit them is applied. They cannot be attacked
in close combat, however.

10
ECM Effects
Some weapons systems can be blocked, slowed or even halted outright by
electronic jamming measures. If a unit wishes to use its jamming equipment, both
players roll 1d6, applying any modifiers to the roll. The highest roll wins the jamming
contest. If the jamming equipment wins, then apply the jammer’s effects. If the target
equals or beats the jammer, then no jamming effects take place.
* Note: To oppose a jamming, you need ECM equipment yourself.
Communications used for spotting can also be jammed. If the communication is
jammed, then indirect fire cannot take place.
* Note: All ECM units and gear within range of the contest can take part in the jamming
and counter jamming. Simply keep adding the modifiers until the final roll is added up.

Independent weapon systems that are jammed are able to move, but may not make
an attack on the round they are jammed.

ECM jamming may be done at any point in a turn, even during another player’s
turn.

Effects of Combat
If a hit is scored on a unit, roll to see where the hit occurred and apply the
weapon’s effects. If the weapon does direct physical damage, this will be noted on the
weapon’s listing as the number of hits, or a die roll of hits. Apply these hits to the area
affected.

Recording Damage
To record damage on an area or equipment, darken a circle for each hit that the
area takes. If an area has taken more hits then it has in circles, then see the damage
results charts for details on that’s areas damage effects.
If a gear or weapon system takes all of its allowed hits in damage, it is destroyed.
Damage does not carry over into surrounding locations when another location is
destroyed. Also, if a hit location roll results in a location that is already destroyed, then
the hit is considered to have missed altogether.

Radiation
Some weapons will leave radiation as an after effect of their use. These weapons
apply a Rad counter wherever they hit.
If a unit enters a mega hex with a Rad counter, all locations on that unit take the
amount of damage shown on the counter. This damage continues until the unit leaves the
mega hex or is destroyed.

Rad Counter

11
Pre Designed Games
The following are some sample games that can be played with this basic set of
game rules. Look for more advanced games and additional rules with future expansions.

Pick Up Games
In this sort of setup, players decide on an amount of points to be spent and then
buy their units with those points. They next set up the map how they want and go to it.
In this set up, each basic battle suit cost 5 points. A standard battle suit comes
with no weapon systems other then its fist. Remember that a full squad of five suits
needs an officer with C&C gear to command it. Generally these games start at 50 points,
but of course can go as high as you want

Man-to-Man Assault
A simple assault between two battle suit equipped soldiers.

Each battle suit comes with a plasma gun, and one plasma grenade.

Each side gets 8 points worth of terrain tile to set up.

The winner of this game is the side to have destroyed all of the enemy units.

Squad Level Assault


A simple to play squad level assault between two opposing forces.

The two sides’ squads are the same, as shown below.


• One officer with Plasma pistol and C&C Gear
• One heavy Weapon suit with a missile launcher, 3 plasma shells
and one Mini Nuke missile.
• One Close Assault Suit armed with Plasma pistol and Plasma Sword
• 2 tactical suits armed with Plasma Guns and Rad protection.

Each side gets 10 points worth of terrain tiles to set up.

The winner of this game is the side to have destroyed all of the enemy units.

Search and Destroy


Search and destroy is a common enough order given to squads of solders. Seek
out your enemy and kill him before he kills you.

Both side’s squads are the same, as shown below.


• Two officers with Plasma pistol and C&C Gear
• One heavy Weapon suit with a missile launcher, 3 plasma shells
and one Mini Nuke missile.
• One heavy Weapon suit with a missile launcher, 3 plasma shells
and one 3 hunter missiles.

12
• 2 Close Assault Suits armed with Plasma pistol and Plasma Sword.
• 3 Tactical suits armed with Plasma Guns and Rad protection.
• 1 Jammer suit armed with Plasma gun and an ECM gear.

Each side gets 20 points worth of terrain tiles to set up.


The winner of this game is the side to have destroyed all of the enemy units.

Weapons Lists
Below is a list of the basic weapons system used in the game.
Weapon System Range Damage CECM Independent Move Hit can Cost Notes
S (+0) / M (-1) / L (-2) take
Armored Fist 0/-/- 1 - - - - Free Standard

Power Glove 0/-/- 2 - - - 1 2 per One only

Plasma Sword 0/-/- 3 - - - 2 3 per One per arm max

Plasma Grenade 2/4/- 3 Mega - - - 1 1 per Scatter if misses


max of 3
Mini Nuke 2/4/- 1d6+1 Mega - - - 2 5 per max Creates Rad 1
of 3 counter

Plasma Pistol 2/4/6 2 - - - 1 3 per One per arm max

Plasma Gun 4 / 8 / 12 3 - - - 2 5 One only

Pulse Laser 6 / 12 / 18 2 - - - 2 5 One only

One only
Missile Launcher -/-/- - - - - 3 5 Fires missiles
which are bough
separately
Indirect fire
possible

Mini Nuke - 1d6+4 +1 Yes 4 per -1 5 per Needs a missile


turn missile, launcher
max of 1 Indirect fire
possible
Scatter if misses
Produces a Rad 2
counter

Needs a missile
Plasma Shell - 1d6 - - Has a 1 3 per, launcher
Mega preset max of 3 Indirect fire
range of possible
6 Scatter if misses

1 per
Mini Missiles - 1 per missile +1 Yes 4 per 1 per missile, up Can fire 1 to 5
that hits turn to 10 missiles a turn
missiles
max
5 per
Hunter Missiles - 1d6 +3 Yes 4 per 1 missile, Can fire only one
turn max of 3 missile

13
Gear List
Below is a short list of gear that can be included with you Battle Suit.
Name Cost Max number per unit Hits can take Notes
Used to direct the squad in
Command and Control 2 Must have 1 per unit Lost with Sensors combat by its officer, the
Max of 1 per unit Add +1 hit to sensors C&C allows open
communication between all
members of the squad and
ECM of +1 within 3 hexes of
the C&C suit
ECM gear 5 Max of 1 per unit 2 Allows ECM within 6 hexes
of the gear
Rad protection 2 One per battle suit - Reduces the effects of Rad by
1
Hyper Jump Boots 3 One per battle suit 1 Adds +2 to all jump moves
Combat Sights 2 One per battle suit 1 Adds +1 to all ranged attacks
Improved Hard Points 2 per point 5 per battle suit - Increases armor in one
location by 1 circle
Improved Sensors 2 per point 3 per battle suit - Improve the hits a suit’s
sensors can take by one circle
Improved Heat Dump 2 per point 3 per battle suit - Improve the hits a suit’s heat
dump can take by one circle
Improved Gyro 3 per point 2 per battle suit - Increases movement by one
per point bought

14
Counters
Charts

Hit Location: Damage Effects: Movement Rates:


Roll 1d6 Head at 0 hits: Soldier is slain
1: Head Sensors at 0 Battle Suit,
1d6: Body at 0 hits: Soldier is slain Ground Movement:
1-3 Head, 4-6 Sensors Arm is at 0 hits: Unable to use gear or 4
2: Body weapon set to that arm
1d6: Leg is at 0 hits: No jumps possible, -2 to Battle Suit,
1-4 Body, 5-6 Heat Dump movement. If both legs are hit, soldier Jump Movement:
3: Right Arm cannot move. 1d6+2
1d6: Sensors at 0 hits: Cannot spot for other
1-4: Arm, 5-6 Weapon or units or make ranged attacks Mini Nuke Missile:
gear Heat Dumps at 0 hits: Cannot move and 4
4: Left Arm attack in the same turn. Move reduced by
1d6: 1 per heat dump hit taken. Mini Missiles:
1-4: Arm, 5-6 Weapon or Jump Boots: As jump boots can only
gear take a single hit of damage, if either is 4
5: Right Leg damaged, the suit cannot make jump
1d6: moves for the rest of the game. Hunter Missiles:
1-5, Leg, 6, Jump Boot 4
6: Left Leg
1d6:
1-5, Leg, 6, Jump Boot
Number of Terrain Points:
Roll 1d6
1: 2 points
Ranged Attack Modifiers: 2: 4 points
Short Range: +0 3: 6 points
Medium Range: -1 4: 8 points
Long Range: -2 5: 10 points
Indirect Fire: -1
6: 14 points
Combat Sights +1
Leaped Counter: +1 to
be hit Terrain Point Cost:
Attacking independent Weapon: -1 1 Hex size Terrain 1 Point
In Crater: -1 to be hit 2 Hex Size Terrain 2
Points
3 Hex Size Terrain 3 Points
Mega Hex Sized Terrain 6 Points
Print two of these and paste them together
Mark/Class Mark/Class
Gear Gear
Movement Rate Head Movement Rate Head
4 (Ground) 4 (Ground)
Sensors Sensors

Right Left Right Left


Arm Arm Arm Arm

Body Body

Armament Armament
Heat Dump Heat Dump

Right Left Right Left


Leg Leg Leg Leg

Mark/Class Mark/Class
Gear Gear
Movement Rate Head Movement Rate Head
4 (Ground) 4 (Ground)
Sensors Sensors

Right Left Right Left


Arm Arm Arm Arm

Body Body

Armament Armament
Heat Dump Heat Dump

Right Left Right Left


Leg Leg Leg Leg
All games available at
(Click on the name to visit their site)

RPGNow.com

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wargamedownloads.com

wargamevault.com

Yourgamesnow.com

Drivethrustuff.com

     




   
   



 
 


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Avalon Games is happy to offer tons of little games, that we like to call Mini-Games,
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Worlds of Wonder is a fast, simple to play RPG system designed for use by advanced
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After 30+ years of playing, running and designing games, be they RPG’s or board games,
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Arcana is generic world, designed for use with any Fantasy RPG System, and so
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Lopez struggled to regain his balance after


the servo of missiles slammed into his robot.
The sheer force of the missiles’ combined
explosions nearly knocked him to his knees.
Even so, his skill at the controls allowed him
to not only stabilize the massive robot, but
even to bring himself into a good position to
use his own heavy weapon.

With a flick of his trigger finger, Lopez’s


robot fired the massive fusion cannon which
belched forth a deadly stream of super heated
gas. Johnson’s robot took it full in the face
and fell backwards, crashing to the arena
floor with a mighty thud.

The crowd roared as Lopez took his victory


lap around the arena, one more foe defeated
by his superior robot driving skill and
weaponry.

This is yet another great Mini-Game from


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weapon systems into the national arena and
fight other robots. Try to out maneuver, out
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Try the expansion as well, and have a


great robot time.
   

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engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
rocs, or blast off into the cold hard future with space marines and aliens.



 Weapons and Armor
' 
Warlord Grom Weapons As mod Damage mod Notes____ 
 Scimitar
Dagger
-1
+0
+1
-1
-
-



Special Abilities
&"  $ !(%
" & 
(
' !  # #% ' !! 
  %! '
 &%.,    
  ')     !  
*
'" $!'%
%!!#  
%'   %!&% " %
 &## "!'  " 
)  % ')     %
    #  !!'*
%  %!  !'
("   $ !&%
 ( Health   ##  %
#'  %  '
 *#&  & %&% &
 ! %&(#) !
 ) '*  "#&
  % '
  )  "'
+-&-.& 
    ' "   ( &"
  )   " &$ .+  '

 Lamia


 


Major
Glory

Gyea


Battle Axe is a simple to play tabletop system for skirmish level
battles. Using cards instead of dice, you will find the game to be
less luck based and much more tactical in nature. The rules and
cards provide here will be enough to get you started, and new
characters and rule expansions are on the way so you can continue
to increase both the size and composition of your War Bands.

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