Legomc wrote:As I've been playing, I couldn't decide (or find in the rulebook) whether you role for armor of a given creation either A) Once for the entire turn when first damaged, B) Once per attack against it (so you wouldn't re-roll for overkill), or C) Everytime it takes damage, including over kill?

Here are some examples of what I mean:

I have a Size 4 tank with 3d10 armor. Ten of you soldier fire at that tank with Short-Ranged Weapons. Seven hit with one over skill, making the total damage 8d6. The dice are rolled totaling at 24 damage. I then roll the tank's 3d10 armor. I get the poor role of a 2, 3, and 5, making my armor 10. The tank takes one size point of damage. The other player elects to try to overkill my tank. By option A and B above, the tank would take another point of damage, re-rolling the new 2d10 armor if the opponent tries to overkill again. By C however, I would roll again, getting another chance to get lucky (or unlucky if your me).

Options A or B *seem* most logical to me, but what happens if you roll a critical failure? If you manage to roll five 1's on your Indestructible Uber Death Tank's armor, thus failing to have *any*, does that mean a single point of damage would destroy it?

The answer is C. You roll the Damage once, and keep rolling the Armor until the overkill runs out.

So in this example, your opponent rolls 24 Damage. You roll a 2, 3, and 5, for 10. You take a point of Size Damage, reducing your Effective Size to 3".

There are 14 points of Damage left. You roll a 1, 1, 1, thus failing to have any armor. You take another point of Size Damage, reducing you to 2" and your Armor to 2d10.

There are still the same 14 points of Damage. You roll a 1 and a 10, giving you a Bonus 1d6; you roll a 3 for a total of 14. You tie the Damage roll, tie goes to the defender, you survive with 2" Size remaining.