"Play dice with the universe."
Every RPG faces its first hurdle: finding people to play with. We’ve designed Armournaut to make this as easy as possible. Join our official Discord to organize games, or use the Armournaut app to jump straight into the action. All the rules—from character creation to core mechanics and even GM guidance—are freely available on our wiki.
To get started, invite your friends to play! Have them explore the app and the wiki’s character creation section while you prepare.
This guide will walk you through:
Let’s gear up and dive in!
The app helps you:
You can pair it with physical miniatures & a battle map or use a digital map for positioning—your choice!
Grab these essentials:
The framework is the foundation of the story your group will be telling in Amournaut, it also informs the type of characters each player makes and gets everyone on the same page about what to expect. This is an opportunity for the game master to discuss with the group what kind of story they want to engage in as well as the logistics behind the sessions. Deciding on a framework together will also impact how players earn XP and mechanically develop their characters. Frameworks are comprised of the following 3 components:
Below are several campaign frameworks, each with a distinct tone, central conflict, and progression style. Use these as templates or inspiration for your Armournaut campaign.
There are three main types of progression you can select for your Framework:
In Armournaut there are tiers of play that are core to determining many aspects of your game. For GM’s they help you gather an understanding of how to construct encounters and what sort of capabilities your players will roughly have. For players a tier directly determines your starting XP as shown below:
| Tier 1 (street gang, Conscript) | 75 xp |
| Tier 2 (Local PMCs Pirate) | 150 xp |
| Tier 3 (Professional Planetary Military, MOA Ace) | 225 xp |
| Tier 4 (Interplanetary PMC, Fleet Commander) | 300 xp |
| Tier 5 (Historical Figures) | 375 xp |
Armournaut is built around explicit, high-stakes conflict. Your players are mercenaries fighting for money, fame, or personal motives but their employers have agendas of their own. To craft compelling missions, you first need to answer: What is really being fought over?
Use this table to define the core drivers of conflict in your game:
| Conflict Type | Description | Examples | Essential Elements |
| Resources | Struggle over tangible assets. | Fuel, manufacturing, supply routes, a population, infrastructure, territory. |
-Scarcity -Competing Factions -Risk & Reward |
| Ideology | Clash of beliefs or values. | Religious beliefs, equality, governance, control, freedom, autonomy. |
-Fear -Differing Objectives -Societal Stakes |
| Survival | Fight against existential threats. | Disaster, Invasions, Rogue AI, disease, hostile wildlife, bioweapons. |
-Overwhelming threat -No easy escape -Time Pressure |
| Personal | Driven by Emotions. | Revenge, Love, Jealousy, Glory, Ambition, Hatred, Fear, Hurt, Joy, Sadness. |
-Intimate Stakes -History Between Parties -Internal Conflict & Doubt -a named antagonist |
When designing a mission or campaign, start by asking: What’s the core tension driving this conflict? Each type shapes the stakes, enemies, and moral dilemmas your mercenaries will face. Resource Conflicts (e.g., securing a fuel depot from raiders) are straightforward with clear objectives, ideal for action-heavy sessions, but risk feeling shallow if overused. Ideological Conflicts (e.g., protecting dissidents from a tyrannical regime) add moral depth and roleplaying opportunities, though they demand nuanced NPCs and faction dynamics. Survival Threats (e.g., escaping a bio-weapon outbreak) create relentless tension but work best as shorter arcs to avoid fatigue. Personal/Moral Conflicts (e.g., a betrayed ally hunting the PCs) resonate emotionally but require player buy-in to land effectively.
For long campaigns, shift between types to maintain momentum: A Resource Conflict over stolen tech could unveil an Ideological Conflict when the buyers turn out to be revolutionaries, or devolve into a Survival Threat if the tech awakens a dormant AI. Enemies should reflect the conflict: greedy pirates for Resource fights, fanatics or zealots for Ideological clashes, and inhuman forces (aliens, drones) for Survival. Mix and match—a ousted warlord (Ideology) might hide on an incredibly hostile world thick with terrifying apex predators (survival), keeping players on their toes.
Client Meeting: The players receive their mission—who’s hiring /ordering them, what’s the target, and what’s the pay?
Mobilization: Players prepare—buying gear, adjusting loadouts, or planning tactics.
Locale: Travel to the mission area; describe the environment, factions, and hazards.
Traces: Players feel the presence of the antagonist, environment or threats. Foreshadow what is to come, set the tone of the story.
Scouting: Gathering intel, sneaking in, or assessing enemy forces. Discovering clues, hidden threats, or tactical advantages.
Spark: First direct contact—do they ambush, get ambushed, or trigger an event, have tense standoff or try to talk things out?
Skirmish: The first real challenge , testing enemy strength combat, intrigue or politique.
Escalation: Reinforcements arrive, defenses activate, or the situation worsens. The threat tries to defeat the players.
Battle: The decisive conflict—players either overcome or are forced to retreat from.
Impact: Immediate fallout—casualties, repairs, world reactions.
Rewards: Payment, XP, loot, and narrative progression.
Echoes: Lingering threats, loose ends, or hooks for the next mission.
| Spoke | Phases | Key Elements |
|---|---|---|
¶ Call to Arms |
Briefing →Mobilization → Locale | Mission briefing, prep, player agency |
¶ Contact |
Traces → Scouting → Spark | Infiltration, discovery, first contact |
¶ Turning Point |
Skirmish → Escalation → Battle | Rising tension, combat climax |
¶ Aftermath |
Impact → Rewards → Echoes | Consequences, payoff, future hooks |
The wheel's nonlinear flow allows players to loop back based on their choices—for instance, failing a Scouting might force a tougher Battle. It’s highly player-driven, with decisions in Negotiation or Escalation dynamically shaping rewards and consequences. The system is also scalable, working equally well for quick single-session missions or extended multi-session arcs by expanding or condensing phases as needed.
As the GM, you have full control over how phases are structured, you can treat each as a separate scene or encounter, or bundle multiple phases into one. For example, you might run the entire Call to Arms spoke in a single scene, or even merge Contact and Turning Point into a single climactic encounter. You can skip phases entirely or start a session midway through the structure these aren’t rigid rules, but a flexible scaffold to help shape your stories while ensuring every player gets moments to shine.
Don’t feel married to the framework if your players go off the rails, let them! If the big bad dies unexpectedly in the Wheel of War, let them revel in their efficiency. Play out the aftermath, introduce a sudden replacement, or simply consult the wheel and launch a fresh plot. Use the provided tables to sketch a quick scaffold or generate mission variety, keeping the game dynamic and responsive to your table’s choices. The goal is to empower storytelling, not restrict it.
Missions are the jobs your players take to earn credits, gear, and reputation—the tangible rewards that keep them moving forward. Not every mission needs to tie directly into your grand campaign story (like hunting Armournauts or fighting a nation), but they should feel meaningful. Completing a mission should bring relief, pride, or hard-won satisfaction, whether it’s escaping a botched heist alive or finally crushing a persistent enemy in a raid.
Some missions will naturally weave into your larger narrative (e.g., the Armournauts ambush the crew during a unrelated smuggling run), while others emerge purely from player choices (taking a bounty on a rogue scientist who later becomes a key faction ally). The table below offers mission templates—each with clear stakes, conflicts, and potential payouts—to help you build jobs that matter, even when they’re just a means to an end.
| Mission Type | Primary Conflict | Secondary Conflict | Stakes | Enemy Types | Pacing | Tier |
|---|---|---|---|---|---|---|
| Recon | Resource | Ideological | Intel on enemy weak points | Scouts, drones, counter-intel agents | Slow-burn, setup | 1-3 |
| Rescue | Personal/Moral | Ideological | Lives vs. mission cost | Guards, zealots, slavers | High-tension, urgent | 1-4 |
| Sabotage | Resource | Survival | Cripple enemy logistics | Engineers, automated defenses | Action-focused | 1-5 |
| Escort | Resource | Personal/Moral | Protect VIP/convoy amid threats | Raiders, assassins, environmental hazards | Slow attrition | 2-4 |
| Assassination | Personal/Moral | Ideological | Remove a key player; moral fallout | Bodyguards, rival mercs, vengeful allies | Climactic | 3-5 |
| Exploration | Resource | Survival | Claim resources/lost tech | Wildlife, rogue AI, rival explorers | Open-ended | 1-3 |
| Diplomacy | Ideological | Personal/Moral | Prevent war or broker deals | Spies, hardliners, saboteurs | RP-heavy | 3-5 |
| Delivery | Resource | Survival | Get cargo through hostile zones | Pirates, customs, traitors | Race-against-time | 1-3 |
| Trade | Resource | Ideological | Profit vs. betrayal risks | Smugglers, double agents | Social intrigue | 2-4 |
| Hunt | Personal/Moral | Survival | Track a dangerous target | Fugitives, traps, rival hunters | Methodical pursuit | 2-5 |
| Heist | Resource | Personal/Moral | Steal valuables; trust issues | Security, rival thieves, traitors | High-stakes planning | 3-5 |
| Investigation | Ideological | Personal/Moral | Uncover secrets; hidden agendas | Corrupt officials, cover-up killers | Mystery-driven | 2-4 |
| Infiltration | Ideological | Resource | Steal data/plant evidence | Counter-spies, biometric systems | Stealth-focused | 3-5 |
| Hijacking | Resource | Survival | Seize transport; escape pursuit | Crew, defense systems, rival hijackers | Chaotic action | 2-5 |
| Terror | Ideological | Personal/Moral | Psychological warfare; collateral damage | Militias, propaganda teams | Morally gray | 3-5 |
| False Flag | Ideological | Resource | Frame others; destabilize factions | Unwitting patsies, investigators | Twist-heavy | 4-5 |
| Dealing | Resource | Personal/Moral | Illicit trades; betrayal risks | Underworld figures, undercovers | Tense negotiation | 2-4 |
| Smuggling | Resource | Survival | Move contraband undetected | Authorities, scanners, rival smugglers | High-risk stealth | 1-3 |
| Extortion | Personal/Moral | Resource | Coerce compliance; reputation damage | Blackmail targets, vigilantes | Social manipulation | 2-4 |
| Capture | Resource | Personal/Moral | Take a high-value target alive | Elite guards, escape artists | Precision operation | 3-5 |
| Raid | Resource | Survival | Loot/destroy enemy assets | Militias, automated turrets | Fast, brutal | 1-5 |
| Occupation | Ideological | Resource | Hold territory amid resistance | Insurgents, guerilla fighters | Long-term attrition | 3-5 |
| Logistics Strike | Resource | Survival | Cut off enemy supplies | Supply crews, repair bots | Strategic impact | 4-5 |
| Survival | Survival | Personal/Moral | Endure against impossible odds | Environment, monsters, madness | Desperate struggle | 2-4 |
| Colonial Building | Resource | Ideological | Secure a future; faction disputes | Raiders, native hostility | Slow-building | 1-5 |
| Marooned | Survival | Personal/Moral | Craft, scavenge, or turn on each other | Nature, paranoia, mutiny | Isolation horror | 3-5 |
| Production Strike | Resource | Ideological | Cripple enemy industry | Union thugs, Security, Military | Economic warfare | 1-3 |
| Cyber Strike | Resource | Ideological | Hack systems; info warfare | AI, Security, rival hackers | Cerebral/abstract | 2-4 |
| Espionage | Ideological | Personal/Moral | Secrets that could start wars | Spymasters, assassins | Slow-burn reveal | 3-5 |
| Escape | Survival | Personal/Moral | Flee captivity; who gets left behind? | Jailers, pursuers, traitors | Relentless pace | 1-3 |
| Fleet Battle | Resource | Ideological | Decide the fate of star systems through overwhelming force | Capital ships, fighter squadrons, admirals | Large-scale, high-intensi | 4-5 |
| Apocalypse | Survival | Ideological | Prevent (or profit from) the end of everything | Warlords, mutants, rogue AI, cosmic horrors | Epic, climactic | 1-3 |
Before diving into your Session Zero, you’ll want a strong foundation—a basic story framework that gives your players direction while leaving room for their choices to shape the narrative. This guide walks you through structuring a mission using conflict types, mission templates, and the Wheel of War to create an engaging, dynamic session.
The Framework consists of three key components: Tier, Progression, and Story. Select these for now based and what you want to run and discuss these with your players in your session zero to align expectations.
Tiers determine starting XP, threat level, and player capabilities(LINK TO CHARACTER CREATION SECTION).
| Tier | Starting XP | Example Power Level | Threat Examples |
|---|---|---|---|
| 1 (Street Gang / Conscript) | 75 XP | Low-level mercs, scavengers | Raiders, drones, local thugs |
| 2 (Local PMC / Pirates) | 150 XP | Skilled fighters, small crews | Elite mercs, rogue AIs, warlords |
| 3 (Professional Military / Ace Pilots) | 225 XP | Special forces, veteran soldiers | Armoured battalions, cyber-enhanced assassins |
| 4 (Interplanetary PMC / Fleet Commanders) | 300 XP | Legendary warriors, elite operatives | Capital ships, rogue war machines |
| 5 (Historical Figures) | 375 XP | Mythic heroes, warlords of renown | Planet-killing weapons, ancient horrors |
GM Tip: For a first campaign, Tier 2 or 3 works best—players feel powerful but still face meaningful threats.
Decide how players earn XP and develop their characters.
| Progression Type | How It Works | Best For |
|---|---|---|
| Sessional Progression | End-of-session XP (d6). Spend immediately or save. | Groups who prefer steady, predictable growth. |
| Collaborative Milestone | Players set personal & group goals. XP awarded store per session + bonus on milestone completion. | Story-driven groups who love character arcs. |
| Mission Barter Progression | XP & rewards negotiated before missions. Players can take extra risks for greater payouts. | Gritty, mercenary-style campaigns where contracts matter. |
Example:
For a heist campaign, Mission Barter Progression fits perfectly—players negotiate payouts for high-risk jobs.
For a war story, Collaborative Milestone lets players define personal vendettas alongside battle objectives.
Every mission revolves around a central struggle. Pick one primary conflict to drive the story, then consider adding a secondary conflict for depth.
| Conflict Type | Best For | Example Hook |
|---|---|---|
| Resource | Straightforward action, loot-driven missions | "A mining colony is under siege by raiders stealing rare ore." |
| Ideological | Moral dilemmas, faction intrigue | "A rebel faction hires you to steal data that could spark a revolution." |
| Survival | High-stakes pressure, environmental threats | "A derelict warship’s reactor is melting down—escape before it blows." |
| Personal/Moral | Emotional stakes, character-driven arcs | "A former ally betrayed you—now they’re working for the enemy." |
We are going to select a resource conflict for this example because we like the idea of player having to fight over something tangible, they will have to locate it, it could be damaged or destroyed which sound like fun options for our players.
Tip: For your first session, Resource or Survival conflicts work best—they’re easy to grasp and full of action. Save Ideological or Personal conflicts for later when players are invested.
We will then use the Mission Table to pick a job that fits our conflict. Each mission type suggests enemies, pacing, and stakes. We know we are selecting a resource conflict but there are many options to pick from. Sabotage might encourage players to be very destructive. If we want them to be careful we might want to select heist so because the valuable item means they will be more careful.
Primary Conflict: Resource (stealing some valuable tech)
Mission Type: Heist (high-risk theft with potential betrayal)
The Wheel of War breaks the mission into four key spokes, each with three phases. You don’t need to use every phase—just enough to keep the session flowing.
Client Meeting: Who’s hiring them? What’s the job?
Mobilization: Gear up, gather intel, plan.
Locale: Describe the mission area—hostile terrain, hidden dangers.
Example:
A corporate exec hires the crew to retrieve an AI core from a derelict space station.
Players buy EMP grenades (useful against drones) and debate stealth vs. brute force.
The station is wrecked, zero-G, with signs of prior battles.
Traces: Foreshadow threats (corpses, wreckage, strange signals).
Scouting: Gather intel—enemy patrols, traps, hidden paths.
Spark: First combat or tense standoff.
Example:
The crew finds dead scavengers and active security drones.
They detect rival mercs already on-site—avoid or engage?
A drone swarm activates—fight or flee?
Skirmish: First real fight (test their tactics).
Escalation: Reinforcements arrive, or a new threat emerges.
Battle: Final showdown—do they win, retreat, or improvise?
Example:
Firefight in zero-G corridors against PMC mercs.
The station’s reactor starts overloading—time pressure!
Final fight in the AI core room against a power-armored PMC leader.
Impact: Immediate fallout (injuries, destroyed loot, new enemies).
Rewards: Pay, XP, loot—did they get what they came for?
Echoes: Lingering threats (betrayal, the AI is alive, PMC hunts them).
Example:
If they stole the core, the corporation thanks them… but the AI whispers to a player.
If they failed, the PMC brands them as thieves—now they’re wanted.
Here are 2 sample table formats that you can use to organise a story, summarising in this succinct format helps minimise overplanning and allows us to be a bit more adaptive and flexible with our narrative.
A derelict space station holds a stolen prototype—but rival factions want it too.
| Spoke | Phase | What Happens | Player Choices/Consequences |
|---|---|---|---|
| Call to Arms | Briefing | The crew is hired by a corporate exec to retrieve an AI core from Kessler-9 Station. Offered 20,000 credits. | Accept, refuse, or demand more pay/intel. |
| Mobilization | Crew stocks up on breaching charges, vacuum suits, and EMP grenades. | Loadout choices affect later challenges. | |
| Locale | The station orbits a dead planet, its hull scarred by old battles. | Stealth approach or loud entry? | |
| Contact | Traces | The crew enters the station, bodies and destroyed security drones are littered about… | investigate, push on or scavenge? |
| Scouting | Sensors detect heat signatures—not just scavengers, but armored mercs. | Bypass, sabotage, or engage? | |
| Spark | The crew triggers a security drone swarm—or the PMC spots them. | Fight or flee? First combat test. | |
| Turning Point | Skirmish | A firefight breaks out in zero-G corridors as the PMC responds to the spark or encounters the drones themselves. | Tactics matter—flanking, grenades, retreat? |
| Escalation | PMC calls in reinforcements; station’s reactor destabilizes. | Press on or abort? New environmental hazard. | |
| Battle | Final clash in the AI core chamber—PMC leader wear power armour. | Fight to the death, hack the mech, or steal core and run? | |
| Aftermath | Impact | If they win: Station explodes, PMC blames them. If they lose: Left stranded. | Reputation gains/losses, injuries. |
| Rewards | Payment (reduced if station blew up), the AI core (if secured), XP. | Sell the core or keep it? | |
| Echoes | Rival faction hunts them. AI might be sapient. Exec betrays them? |
| Phase | Key Moments | Player Choices |
|---|---|---|
| Call to Arms | Hired by a shady tech broker. Ship is in a debris field near a black hole. | Negotiate pay, gear up, choose approach (stealth/force). |
| Contact | Signs of prior salvage teams—corpses, active drones. | Investigate clues, avoid traps, fight or sneak past drones. |
| Turning Point | Rival mercs board, reactor starts overloading. | Fight, sabotage rivals, or rush for the core. |
| Aftermath | Escape with (or without) the core. Broker may betray them. | Sell the core, keep it, or discover it’s sentient. |