Armored Redemption

Turn-based mech tactics

Armored Redemption

Assemble your machine piece by piece, choose who pilots it and take it onto the hex grid. Every shot costs energy, every lost component costs credits.

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The game

Steel, energy and the right move

Armored Redemption began as a tabletop game: two teams field one or more mechs, each piloted by an X-Piator, and fight in turns on a hexagonal arena. Here it goes digital — against a friend on the same screen or against an artificial intelligence that plans its moves.

Hexagonal arena

Six facings, one front arc to shoot from and to dodge from. High ground gives an edge and terrain can be knocked down: position matters as much as the shot.

Modular mechs

Head, core, armament, legs, thrusters and X-Piator. Every part has structure, elemental armor and a price, and breaks on its own: you keep fighting even half dismantled.

Energy and overload

A single reservoir to keep the machine running and to push it past its limits. An overload at the right moment wins the match; two in a row shut your systems down.

Three ways to win

Hit the head, hard to land. Break the core, bigger but tougher. Or disarm the enemy piece by piece and win on credits. No path is the right one forever.

C up to 125,000 credits
B up to 250,000 credits
A up to 500,000 credits
S up to 1,000,000 credits
Z up to 2,000,000 credits

Five classes, from C to Z: each costs twice the one below, and a mech must be worth two of the lower class.

classes
5
components per mech
6
ways to win
3
one against two
1v2

The world

Iron, guilt and redemption

A prison no map records, an arena buried under concrete, and inmates fighting inside war machines for sixty-six victories and their freedom. Welcome to Hades.

Hades Penitentiary Fortress stands in a desert that no official map records. On paper it is an international prison, funded by a private coalition.

Beneath kilometres of concrete and titanium, though, Hades is an arena. In front of an audience of tycoons, politicians and celebrities, the inmates fight inside mechs more than ten metres tall, and the spectators bet on their deaths.

Every inmate who takes the field carries a charge implanted in the skull and a new name: X-Piator. The price of freedom is sixty-six victories. Nobody has ever made it.

  1. Era I The fortress in the desert Hades rises in the desert: an international prison on the records, a fortress no map records.
  2. Era II The arena under the concrete Beneath the fortress the arena is dug. In the stands they bet: not on who wins, but on who dies.
  3. Era III The X-Piators The inmates receive the cranial charge and a new name. The sentence is served by fighting.
  4. Today Sixty-six victories Sixty-six victories for freedom. Dante Vex stops at sixty-one: nobody has ever gone further.
“Sixty-six victories and you're free. The record is sixty-one.”
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© Armored Redemption A turn-based tactical game of mechs.
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