By Bad Syntax
Table of Contents Introduction................................................................................................................ 4 Pieces and Tokens....................................................................................................... 4 Scale & Mechanics...................................................................................................... 4 Unit Descriptions........................................................................................................ 4 Deployment................................................................................................................ 5 Unit Attributes............................................................................................................ 5 Weapon Attributes...................................................................................................... 6 Game Turns................................................................................................................ 7 Initiative Phase........................................................................................................ 7 Activation Phase...................................................................................................... 7
Move.............................................................................................................. 8
Acquire........................................................................................................... 8
Attack............................................................................................................ 8
Melee............................................................................................................. 8
Command...................................................................................................... 8
End Phase................................................................................................................ 8 Command Points........................................................................................................ 8
Skip................................................................................................................ 9
Dodge............................................................................................................ 9
Spot............................................................................................................... 9
Transform!...................................................................................................... 9
Steal Activation.............................................................................................. 9 1
Get Into Cover!.............................................................................................. 9
Turn Around!.................................................................................................. 9
Shoot Him!..................................................................................................... 9
Cover Him!................................................................................................... 10
Movement and Terrain.............................................................................................. 10 Concealment......................................................................................................... 10 Cover..................................................................................................................... 10 Speed Limit........................................................................................................... 10 Mobility.................................................................................................................. 10 Water..................................................................................................................... 11 Buildings (Future)..................................................................................................... 11 Combat..................................................................................................................... 11 Ranged Attacks..................................................................................................... 11 Dodging................................................................................................................. 11 Melee..................................................................................................................... 11 Applying Damage.................................................................................................. 12 Special Tactics.......................................................................................................... 12 Formations firing at other formations....................................................................12 Long range missile wall......................................................................................... 12 Special Units............................................................................................................. 12 Bioroid Hover Sleds............................................................................................... 12 Alpha and Beta combination................................................................................. 13 Special Rules............................................................................................................ 13 Critical Damage (Future)....................................................................................... 13 Hidden Deployment (Future).................................................................................13 Sensors (Future).................................................................................................... 13 Transporting Units (Future).................................................................................... 13 Missile Movement.................................................................................................. 13 Random Laser/Missile Barrages............................................................................. 13 Large spacecraft (Future)...................................................................................... 13 Unit Traits................................................................................................................. 15 Weapon Traits........................................................................................................... 18 Characters (FUTURE)................................................................................................ 21
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Introduction Robotech RPG Tactics is a long awaited miniatures game for the Robotech universe. The game was successfully funded from a $1.4M Kickstarter campaign. However, as of the time of this writing, the game is still nowhere to be seen. Some snippets of gameplay and rules have been released, but I felt these were inadequate to model the Robotech universe so many of us still love after so long. This is my version, which will be more realism biased and less RPG. I used no sources for things like weapon ranges or damages, instead creating my own based on my own experiences and the appearance and role of the units. Some ideas have been taken from some other games I own, and some even ripped from the RPG Tactics game, but this version of the rules are my own, and stand alone.
Pieces and Tokens There are numerous items that are used in the game to track things. Command tokens. These have the faction logo on them. They are placed when a leader does a command action, and removed as the leader gives out orders and special actions through the turn. Action tokens. These are upside-down command tokens, and are used to show actions used by a unit outside of their normal activation. These are removed when a unit starts its activation, as it gives up that amount of actions. Burst templates. These are used by various area effect weapons. Missile Counter & Targets. There are many little pairs of numbers. When a missile or volley is fired, this number is placed on the missile counter, the target, and annotated on the missile tracking sheet. “FAST” Markers: These are small counters placed near a unit when it has moved at an extraordinary amount of speed, making it harder to hit. They are removed at the start of activation, and for each marker on a unit it is a -1 to the attacker’s die rolls to hit.
Scale & Mechanics The game scale and time durations were done to allow units to still have some movement, but not necessarily be able to fire across the board. Also taken into account was the turn length, which if too long would justify far too many actions taking place in a single turn, and if too short would prevent the game from advancing at an acceptable rate.
Each turn represents about 11 seconds of time. Each inch represents about 164 feet, or 50 meters. Each inch of movement each turn represents about 10mph, or 16kph. All die rolls use a single 6 sided-die unless otherwise specified Rounding is always done normally (.5 up, <.5 down)
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Unit Descriptions There are a few distinct types of units in the game. Sometimes the lines may be blurred between Mecha and Vehicles when it comes to maneuvering and firing arcs, but in pretty much every case Mecha will simply have legs. Infantry are a core unit in any game, and as a former infantryman I felt the need to include them here as well. However, firepower wise even the awesome Cyclone simply doesn’t have the firepower of a single battle pod or destroid. For this reason infantry type units are smaller and grouped into squads for combat. They are also typically very durable against non-area effect weaponry compared to other units.
Mecha: These represent giant walkers such as the Valkyrie or Regult. They are highly maneuverable and capable of moving through nearly anything. They also tend to have very good firing arcs and are usually capable of melee combat. Vehicles: These are the units that move around using tracks, wheels, hover, or other similar mobility types. This would also include regular style aircraft. These units typically have poor firing arcs, and are not capable of melee combat. Infantry: These are the regular old grunts. They are typically slow, but highly versatile. In the modern battlefield their life spans are measured in seconds, but nothing else can clear a building without destroying it. They have the best firing arcs and their melee abilities are restricted to other infantry. Typically these units are mounted multiple miniatures to a base as they represent a squad instead of individual units. Infantry are also the only units capable of entering a building without it crumbling down afterwards.
Deployment Units in the game deploy in formations. The number and type of formations depend on the size of your army with limitations provided on the data cards.
Unit Attributes Units have various attributes to define their capabilities on the battlefield. All of these were estimated based on the artwork, published stats, and most of all the capabilities in the cartoon.
Crew: This is the number of crew members on board the unit. Each additional crew member allows a weapon system to fire at a different target with a gunner bonus as they can focus on attacking. However, the first crewmember (the pilot) typically has a pilot penalty as the crewmember is more focused on driving/piloting than fighting. Class: Units can be Mecha, Vehicle, or Infantry. Units with multiple classes separated by a / are transformable, which requires a command point to switch between the modes. Actions: The number of actions a unit can take each turn. These actions can generate command points, fire weapons, or perform some special function. Some units can simply do more within a turn than others. While most units can just do 1 action, some others may only be able to do 2 or more. 4
Mobility: Mobile units always have some form of mobility, and many unit types have multiple types. There are numerous kinds of mobility, such as walker, flight, wheeled, and so forth. A number after the mobility type is the speed of the unit each turn. Some units have 2 numbers, separated by a /, which would indicate a walking and running or cruise and maximum speed. Yet other units may have a number with a dash in front, representing a minimum speed that must be moved while in that mode, which typically applies to aircraft with stall speeds. Piloting (skill): This represents just how good the pilot is when it comes to avoiding enemy fire and maneuvering their unit as well as fighting in melee. Gunnery (skill): This represents how good the unit is at shooting with its built in weaponry. Missiles have their own integral gunnery skill representing their guidance systems. Size: Just how big the unit is. When units attack a target, this is the number they must beat in order to gain a hit, adding their gunnery skill. Melee Damage: The amount of HP damage this unit does on a successful melee attack. If this number is a 0 or a -, the unit cannot participate in any melee combat. Hit Points: This represents the overall toughness of a unit and just how much damage it takes before the unit is completely destroyed. Units are fully functional until the last point of damage is taken unless optional rules are used. Leadership: Some units are leaders. Leaders gain this many command tokens each time they spend a command action. The value is typically 0 for non-leaders and these units can always use a single command point, but can never generate one for another unit.
Weapon Attributes Each individual weapon will have a number of characteristics and abilities that will make it unique and give a player an idea of its potential. The picture here shows a listing of the Tomahawk destroid weapons statistics from a unit card. Class
Ar c
S R
Particle Ballistic
F FF
60 10
LR 12 0 20
Ballistic
FF
20
60
3
[x2], Slow, MoF [80], AI, Burst 2 [20], AI, Burst 2, AE .5"
Laser Explosi ve Fire
FF
40
80
2
Accurate +1
FF FF
Missile
F
Oerlikon ATM Launcher Bofors Missile Launchers
Missile Missile
F F
20 6 18 0 18 0 10
8 F
Oerlikon ATM Launcher
10 2 s6 0 s6 0 s4
[10], AI, AE, Frag [10], AI [6], OPT1, AP, Volley 1-2 [6], OPT1, AP, Volley 1-2 [24], Volley 1-24
Weapon System Mauser PBC-11 Particle Beam Twin Colt M-89 12.7mm Twin Astra TZ-III/25mm AC Twin Astra TZ-III/L-4 Laser Twin Astra TZ-III/180mm GL Twin Astra TZ-III/Flamer
5
DM G 12 1
10 10 8
Attributes
0
0
Each line represents a single weapon system. Units will typically only fire one weapon system per activation but may have the option to fire more. Each weapons system may represent a variety of turrets and smaller individual weapons. This is simplified into one stat line for each system. The weapon system gives the name and or designation for a weapon. Class is for the type of damage it does, as some damage is less or more effective against some types of armor or could have range multipliers in some environments. Weapon classes are: Particle Ballistic Laser Explosive Fire Missile (typically Explosive) Disintegrator Arc would be the firing arc, while most weapons are ‘F’ for ‘Front’, some have more or less restrictive arcs. Arcs are as follows, or see the template in the back of the book. F (Front) – Front 180 ° Arc FF (Fixed-Front) – Front 90 ° Arc RS (Right-Side) – Right 180 ° Arc LS (Left-Side) – Left 180 ° Arc R (Rear) – Rear 180 ° Arc FR (Fixed-Rear) – Rear 90 ° Arc T (Turret) - 360 ° Arc 2H (2 Handed) – Mecha only, same as front arc RH (Right Hand) or LH (Left Hand) – Same as front arc The SR and LR stand for Short Range and Long Range. These ranges are used to determine effective and maximum range for weapons. If the letter s is listed before the short range, it represents the speed each turn this munition moves (typically just for missiles), while the long range in these cases is the number of turns the missiles can fly before being out of fuel. DMG is the damage the weapon does, in HP, to the target on a successful hit. This can often be multiplied by attributes such as [x#] or Burst #. The attributes section is a list of special attributes that apply to that weapon system. Numbers within brackets, such as [80] for the M-89, represent the number of shots which often don’t even need tracked. For descriptions of the various attributes see that section.
Game Turns Games are played out in a series of turns. During each turn, players alternate formations that move and perform their actions. The effects of any resulting actions take effect immediately, and acting first can be extremely important. Each turn has three phases which are detailed below. 6
Initiative Phase During this phase, both players roll 1d6 and add the highest leadership rating of all forces they currently have on the table. Any times on the first turn gives the initiative to the player with the most formations, while ties in any other turn the winner of initiative would be the loser in the previous turn.
Activation Phase Each player takes turn activating a single formation. Any leader units can be activated any time a formation is activated. Once the player activates a unit and uses up their actions, the other player can activate a formation. If at any time, one player has 2x the number of formations as their opponent, they must activate 2 formations instead. If they outnumber their opponent by 3x, they must activate 3 formations, and so forth. When moving the last formation, all leaders must either have moved, or move during, this time. Damage resulting from actions spent are immediately resolved. If force A had 5 formations, and force B had 3 formations, and force A won initiative, the sequence would be ABAABAAB. When a player is set to activate a formation, they can choose to skip that activation and let the opponent activate a formation instead. Each skip uses up a command token. When a unit is activated it may execute actions in any order. A unit may perform an action and then move, move then perform an action, or if given enough actions move, perform an action, and then move again. The only time movement uses up an action is if a boost is used, or the unit decides to move at maximum speed (if listed). The types of actions a unit may perform during their activation are:
Move o
Moving only uses up an action if the boost attribute is used, or the unit has a maximum speed and chooses to use it over effective speed. If a unit has more than 1 crew, these abilities do not use an action however. Units select a single movement mode each turn and can move up to the maximum distance. Infantry and mecha can move any direction, vehicles can make only two 90° turns and must move straight after that. Any unit with a minimum move (a #- before the move) must move that many inches or immediately be destroyed. Units that are non-transformable can pick any single movement mode each turn.
Acquire o
A unit can acquire a target, locking weapons onto them for increased accuracy. If no target acquisition action is performed, there is a
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penalty to hit the target of -1. With harder to hit targets this usually the preliminary action that helps the hit chance.
Attack o
A unit can attack with a single weapon system. Each additional crew allows another weapon system (NOT the same one) to engage the same, or another target. During the attack special firing modes are announced before any to-hit or dodges are rolled, or damage applied.
Melee o
A unit can engage another unit in melee, which uses an action. The target must be in base to base contact at the time this action is used.
Command o
Units with a leadership over 0 can use an action to gain this many leadership points. The points can be given to any unit activated during the same phase, or can be held and used during the opponents phase. Each point of leadership gains a token that is placed on the leader. These tokens are kept until the next action phase, where they are discarded or regenerated. At no time can any unit have more leadership tokens on it than their LEAD value.
End Phase Once both players have activated all of their formations and leaders, the turn is complete.
Command Points Command points represent the NCO’s and officers, whom have more experience, telling their subordinates what to do. Some examples may be “Turn around, the enemy is behind you” to “Attack that glaug now!”. Most units are not experienced enough to generate Command Points each turn, while some elite seasoned officers may generate multiple command points. When command points are generated command tokens are placed on the leader. Any command tokens on a unit at the start of its activation are removed. This is a list of various uses for command points:
Skip o
Units may expend a command point to skip moving a unit. Both sides could do this until their command points are expended.
Dodge o
A leader can expend a command point on themselves to dodge incoming fire, or spend it on any element within a formation they are attached to. This dodge action can and is usually used while the formation or leader is not the activating unit to dodge incoming fire from the currently activated unit. 8
Spot o
Units can use a command point (typically this is the leader) to spot for indirect fire.
Transform! o
Many units in the game have different movement modes. While leaders can use this action at any time, formations must have an order in order to change movement modes, as a Valkyrie formation can’t have one guy flying around at 1000mph in fighter mode while another slugs it out in battloid mode on the ground. This action would also be used to tell a Bioroid formation to summon or dismount their hover sleds, join an Alpha and Beta fighter (they do not require a point to separate).
Steal Activation o
Spending a command point allows a chance to steal an activation out from an opponent. Only superior leaders are successful seizing this initiative. When an opponent announces activation of a formation, the attempt to steal can take place. The player attempting to steal the initiative announces the formation making the attempt. Stealing uses 2 command tokens, and both the formations must roll off as per initiative, except any ties fail in stealing the activation from the other player. Each player can expend tokens BEFORE their die roll (with the player attempting the theft announcing first) command tokens to assist in the roll, with each command token giving a +1 to the die roll.
Get Into Cover! o
A commander may expend a command point to tell his formation to seek cover. This halves the movement of the unit, and can only be applied to ground based movement. The unit would then gain a +1 to their defensive profile.
Turn Around! o
If a unit that has not activated yet this turn is attacked, a commander may expend a command token to have the unit turn to face their attacker.
Shoot Him! o
When units are locked in melee fire, typically allies will not shoot into the Melee. Expending a command point orders the troops to take the chance, and fire into the melee at the enemy. There is a -1 to the incoming fire, and if a ‘1’ is rolled the ally takes the hit instead.
Cover Him! o
Expending a command token on a unit allows that unit to cover an adjacent unit with anti-missile fire until the units split apart. Any area effect weaponry that hits the escorted target will always hit the escort as well. 9
Movement and Terrain Terrain in this game has four separate attributes. These attributes are concealment, cover, mobility, and a speed limit. All of these attributes are defined below.
Concealment Concealment represents the difficulty in acquiring your target through the terrain. Heavy forests may hide a Valkyrie, while Concealment is a number, typically 0, that is an addition per inch (or per X inches if defined at start of play) of terrain that is added to all to-hit rolls.
Cover Cover is the amount of protection provided per inch (or per X inches if defined at start of play) of terrain that reduces damage by this amount. If the cover is -1 per inch, each inch of terrain reduces incoming damage by 1 point. Some types of terrain may provide no cover, only concealment, as any fire that can find a target is barely affected by the intervening terrain.
Speed Limit Some terrain may impose some limits on just how fast things can move through them. A tank may be able to drive through some heavy trees, knocking them down, but it won’t be able to do that at full speed without taking some serious damage to itself. Speed limits do not apply to mecha (unless in a vehicle like mode, like fighter) or infantry, just vehicles. For each point the speed limit is exceeded the unit takes a single point of damage.
Mobility Each kind of terrain can have limitations on the mobility. This is listed as a description rather than a flat value. A 50’ tall mecha may have no problems walking through a swamp, but an 8’ tall Cyclone could be seriously impaired, and a regular vehicle may become bogged down every few feet. Mobility is usually listed as Type/#, where the type would be a mobility type (like wheeled, hover, walker, etc) and the # is the amount of inches of movement it takes for each inch of movement through the terrain. If no mobility is listed, it is 1” per inch of terrain for all movement modes. Here are some terrain types, but feel free to create your own or modify these charts to suit your terrain. Terrain Type Clear Light Woods Heavy Woods Rubble Deep Sand
Concealm ent -
Cover -
Speed Limit -
1 per 4"
1 per 4"
4
1 per 2" 1 per 6" -
1 per 2" 1 per 1" -
2 1 -
10
Mobility
3" (Vehicle) 2" (All Types)
Water Water is a special kind of terrain that really should be treated as a completely separate environment. Aircraft and hover movement may simply treat water as clear terrain. Until more advanced rules are introduced, water has the following effects: -
Only mecha can enter Mobility is 10” (this would be adjusted in advanced rules) Units can only engage adjacent targets underwater Ballistic/missile type weapons do not work underwater, only energy weapons Weapon ranges would all be very different, and would be listed in advanced rules
Buildings (Future) Battles in Buildings will be covered in the future. For now just ignore them, or assign a number of hits if you want to be able to destroy them. Attacks would automatically hit them.
Combat Ranged Attacks To perform a ranged attack, roll 1d6 and add the attacker’s gunnery factor. If this number equals or exceeds the size of the target, it is hit. If the range is over the short range band, and within the long range band, a -1 is applied to the roll. Missiles with an ‘s’ in the short range band can only engage targets within that range, and the long range band is ignored (this is a special rule). Also subtract the number on any speed tokens by the target unit, as well as taking into account any actions the unit took before its attack.
Dodging When a unit is hit, it can choose to dodge. This would use up an action for the units next activation. A dodge is 1d6 added to the piloting skill, which if it exceeds the attackers roll, the incoming hit was completely dodged. However, if the roll was the same, the unit rolled with the punch, and takes only half damage. Once a unit is out of actions, they are no longer able to dodge incoming fire. If trying to dodge an attack coming from the side, a -1 is applied, and if coming from the rear, a -2 is applied to the dodge die roll. If the defender is being attacked from the same formation, but in a different arc, a -1 is applied to their dodge roll.
Melee To make a hand to hand attack, an attacking unit only needs to move into base to base contact with the enemy unit that it wishes to attack (during the Movement Step), then it may make hand to hand attacks against the unit in base to base contact.
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When fighting in hand to hand, both units roll a 1d6 adding their piloting skill. The higher roll wins the hand to hand and inflicts their melee damage on the loser. Ties are inconclusive and neither unit takes any damage. If a unit does not have the Hands trait, it is a -3 to this roll. If the winner roll is 2x or higher the loser’s roll, double damage is inflicted. If a unit does not have the Hands trait, it cannot do more than its standard damage in hand to hand with its cumbersome strikes. Each additional attacker gains a +1 to their attack roll, while the defender uses their single roll for all opponents. For attacks against an opponent’s back side, a +2 is added to the attacker’s die roll. For attacks against the side of a unit, a +1 is added to the attacker’s die roll. No ally can fire into hand to hand combats unless a command point is spent to order that unit. Even when the command point is spent a -1 to hit is applied, and any roll (natural or modifier) of a ‘1’ hits the ally instead. There is a single other exception that does not require a command point be used, and that is for units with the Temper trait, which are allowed to fire into melee but will hit their own troops on a natural or modified 1 to 3.
Applying Damage Damage is applied by simply crossing off damage circles equal to the total amount of damage taken. When there are no more circles left, the unit is destroyed.
Special Tactics Formations firing at other formations When one formation fires at another formation no acquisition is required, and a +1 is applied to all attack rolls. However targets cannot be chosen, and each attack roll that surpasses the lowest defense roll is randomly placed on a leader or unit within that formation for allocation of damage.
Long range missile wall Formations can all link together to volley fire masses of missiles towards a target area. This helps prevent the enemy from dodging, and creates a huge wall of destruction in front of them. To perform this a formation must fire at least 4 missiles from every unit within it. Place a string or tape measure at one point of the table, and measure out a number of missiles/4 in inches in any direction (line of sight to the point must exist). Every unit with a base within .5” of either side of the string, are attacked by 1d6/2 missiles assuming an attack roll of 8. Smart missiles CAN be used in this role.
Special Units Bioroid Hover Sleds Bioroid hover sleds are used by Bioroids to get to the battle quicker, and fight as a mobile force. As a Bioroid enters combat they often jump right 12
off the sleds, which are autonomous and fly off, to be recalled later as the Bioroid needs it. In game play, any Bioroid riding on a hover sled can, at any point in their move while at low altitude, simply drop off the sled and become a ground target. The sled simply flies off and is ignored for game purposes. If the Bioroid needs the sled to return, at the start of any move the Bioroid can recall the sled which is instantly available for the Bioroid to use during that movement phase. A sled cannot be mounted and dismounted during the same turn. Bioroids in battle have a single card with a count of Bioroid sleds that are available in the game. At no point can more Bioroids be using the hover sleds than are available. If the sled is destroyed while the Bioroid is riding it, the Bioroid dismounts (or is destroyed if not at low altitude) and the sled is marked off the sled tracking sheet. While mounted, a Sled is hit on a 1d6 roll of 5+, while a 1-4 would indicate the Bioroid taking the hit instead.
Alpha and Beta combination The Alpha and Beta combination, or Legios, is a merging of two veritech fighters into a single orbital heavy platform. The Legios combination can separate at any time during its move with no action cost. Docking back together takes a full turn, with neither unit turning or using anything but normal flight speed (no boost, very fast, etc). The Alpha can be in any mode and gain the advantages of those modes, while the Beta can only use fighter and guardian modes. Movement is always done as the Beta mode, regardless of the mode the Alpha is in.
Special Rules Critical Damage On the unit damage template there are little stars in some of the circles. If one of these circles are hit, roll on the critical hit table below to see what happens: 1 = Random mobility type destroyed 2 = Random weapon system destroyed (if multiple, just 1 is destroyed) 3 = Sensors destroyed, -2 to all GUN checks 4 = Mobility damaged, -2 to all PIL checks 5 = Communications destroyed, cannot receive command points 6 = Power plant hit, unit destroyed! Ignore if this was the first critical.
Hidden Deployment (Future) This will cover hidden deployment, typically used by invid.
Sensors (Future) Some simplistic sensor rules to intermingle with missile fire and spotting. 13
Transporting Units (Future) Simple rules for carrying other units and mounting/dismounting of them. Also a damage table if the carrying unit destroyed.
Missile Movement When using advanced rules many missiles have a much longer range, however they must travel to the target. When using these rules, when a missile is fired at a target and the range is over the missiles short range, a number is placed on the target. A corresponding number is placed on the ground between the attacker and defender, equal to the speed (short range) of the missile. Each turn the missile may turn up to 90 degrees, and move its short range towards the target with the same counter. Some missiles may turn more as noted in their abilities. The types of missiles, as well as their damage and any special abilities, are noted on the missile tracking sheet when in use.
Random Laser/Missile Barrages In many battles large spacecraft are firing huge amounts of weaponry around. It is inevitable that some of these shots hit mecha. For game purposes, if the scenario has random laser and missile barrages each square foot of the game board takes a single barrage marker each turn. Place the barrage marker in the center of each 1’ board section and then roll 3d6. The first die indicates direction, the 2nd die indicates the distance of the scatter. If the last die is a ‘1’ half the distance scattered, while if it is a 3-6 double the distance scattered. All units are allowed a free dodge against these barrages by rolling 7 or higher on 1d6+PIL. A successful dodge moves the unit out of range of the template. If a unit is not fast enough to move out of range of the blast template, no dodge will help it. Barrages do 16 damage.
Large spacecraft (Future) Many larger spacecraft, like the 3km long Zentraedi Flagship, is as long as a gaming table in map scale (about 60”), while in 1/285 scale most warships are FAR too large to represent in their entirety (over 30’ long for that same ship). In some cases, entire ships can be represented, like the 10” map scale length Zentraedi Salan Scout, or the 2 foot long SDF-1. Ships that fit on the table may be maneuvered slightly, but those that are too large can be partially represented by a side or chunk of the ship on the table. Regardless of the format used to represent the ships, partial or full, each two square inch area is treated as a unique element. These partial chunks can have multiple turrets on them, launch bays, mecha within them, and a total damage they can absorb. Some may also have a thrust they contribute to the unit, and all chunks of larger ships have a breach value. The breach value is the number of damage that needs to be done in order for a mecha to enter the hull of the target. There will be a lot more rules on all this later, and for now this section is simply a placeholder.
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Unit Traits o
Resistant: There are various kinds of armor that are highly resistant to particular kinds of incoming fire. Attack type can be types like laser, plasma, explosive, ballistic, ionic, and so forth. Units hit by those types of weapons take half damage, rounded up, that they normally would have.
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Afterburner: Units with the Afterburner trait may move again after all attacks have been performed. A single 90 degree turn is allowed before this movement takes place, but no attacks are allowed after. Units that move in this manner, gain 1 additional “FAST” token.
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Aircraft: Units with this trait must move at least half the speed they wish to go in a turn before they are allowed to turn. If a minimum speed is listed the unit cannot move less than that distance in a turn. This is explained in more details in the movement section of these rules. Units that move in this manner, gain 1 additional “FAST” token.
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Boost #: Some units have boosters that can only be used for a limited time. Boosters for a unit prevent any further turns, and will add the # to the speed of the unit. When boosters are used place a 1d6 near the unit with a ‘6’ facing up. Each turn boosters are used, reduce the number, and each turn they are not used, increase it. If the number is 6 again, remove the dice, however if the number reaches 1, the unit can no longer use boosters until they recharge.
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Bury: Invid only. Units with this trait may bury themselves into the ground and ambush enemy forces by coming out of the ground. While they are buried they do not count for command point purposes. The only thing that can make a buried Invid come out is detecting protoculture within 10”.
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Cumbersome: Cumbersome units are ungainly and difficult to control. They lose an action, and if they are reduced to 0 actions they can no longer move while firing.
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DEW #: Defensive Electronic Warfare. This system is used to alert allies of impending missile strikes and provide for some jamming against the missiles. The rating is the number of attempts each turn this system can provide a free dodge to allies within 12”. This points are renewed each turn.
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ECM #: Electronic Countermeasures. These are jammers that prevent command points from being used effectively. Each number represents an additional command point that must be expended each turn in order to use commands within that radius. The # is reduced by 1 each 12” from the unit with the EW. So, an EW 3 would require 3 command points be expended before any can be used at 12”, but only 1 out to 36”. Two of these systems in range of each other cancel out the opponents command point requirement on a 1:1 ratio. Alternatively a single target can be specified up to the maximum range of the 16
EW, and that single unit can have the full additional command point cost applied to it for it to use any command points. Any unit can still use a number of command points up to the number it generates however. This points are renewed each turn. o
Excellent Brawler: These units are way above average when it comes to melee combat, and gain a +2 to any hand to hand die rolls.
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Fast: Units that are fast are allowed to double their regular movement, but any attacks taken would be at a -2 to hit. Units that move in this manner, gain 1 additional “FAST” token.
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Good Brawler: These units are better than usual in hand to hand, and gain a +1 to any hand to hand die rolls.
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Gunner: Units with gunners have a dedicated pilot and dedicated gunner, though both may take over either roll when necessary. Gunners increase the PIL rating of the unit, which is already shown on the card. In addition when the Gunner attacks a target it is done with a +1 to the GNR skill. A mecha with Gunner that is stationary could fire 3 times, once with the pilot with a +0, and twice with a gunner at +1. Gunner can have a rating associated with it, such as Gunner 3. When this is the case, each rating over 1 allows an additional weapon system be used with the same +1.
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Hands: This allows units to be more effective in hand to hand combat. Without hands, units are -3 to hit in melee combat and can never do more than their base melee damage.
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High [High Altitude]: Units with this trait can fly over 24,000 feet in altitude. When flying at this altitude, an additional movement is allowed with flight movement. In addition, 1 additional inch is required for the minimum speed. This is cumulative with Medium bonuses, which High is always assumed to have as well. No additional turning is allowed for the additional movement. Units that move in this manner, gain 1 additional “FAST” token.
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Horrible Brawler: These units are absolutely pathetic in melee combat, and are -2 to any hand to hand die rolls.
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Hover: Units with this ability are capable of standing still in mid-air and are not required, regardless of altitude, to have a minimum movement while flying.
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Jump #: Units with the Jump ability are able to move in a special mode. This mode lets them ignore any terrain up to the jump rating in inches, or half the rating (rounded up) in height.
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Life is Cheap: Units with Life is Cheap do not provide other players with victory points and may be targeted by friendly units at any time, without expending a command point.
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Maneuverable: Units that are maneuverable gain an extra action in the action phase, above and beyond any additional actions for crew.
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Medium [Medium Altitude]: Units with this trait can fly at 4,000 feet to 24,000 feet. This represents an altitude of 12” to 72” off the table. When flying at this altitude, an additional movement is allowed with flight movement. In addition, 1 additional inch is required for the minimum speed. No additional turning is allowed for the additional movement. Units that move in this manner, gain 1 additional “FAST” token.
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Melee: Units with this trait are exceptionally good in hand to hand. They gain a +2 to their hand to hand rolls.
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Non-Atmospheric: Units with the space trait cannot be used inside the atmosphere. Units with this trait are restricted to space based scenarios. All units with the flight ability can be used in space, though are at a -1 DF while doing so.
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OEW #: Offensive Electronic Warfare. These are jammers that prevent command points from being used effectively. Each number represents an additional command point that must be expended each turn in order to use commands against the target that was attacked. This takes the place of a normal attack and sensor LOS must exist.
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Orbital: Units with this trait can reach orbit on their own accord. While not a common event in a tabletop, it can be required in campaign play to engage targets in space. Having orbital also assumes they have High and also Medium, and a booster that pushes them into 2450 or more speed required for escape velocity on earth. If a unit has Orbital and a Booster, its final speed at high altitude is 6x the maximum high altitude speed. Units that move in this manner, gain 2 additional “FAST” tokens.
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Parry #: Units with this trait have large shields or arms specially designed to help protect themselves from enemy blows while in melee. The attacker reduces their attack roll by this number. However, if the attacker’s unmodified roll was a ‘6’, a parry cannot be used against it.
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Poor Brawler: These units aren’t so good in hand to hand, and suffer a -1 to any hand to hand die rolls.
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Poor Flyer: Units with this trait aren’t so good in the atmosphere. They can function, but are -1 to all piloting rolls and dodges while functioning within an atmosphere.
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Protoculture Scope: All invid mecha units have a specialized scope that gives them a +1 GUN bonus against other protoculture powered mecha. Only a few units are not powered by protoculture and they are listed as such on their stat cards. Units with Shadow Devices may nullify or ignore this advantage as the device blocks all protoculture emanations by these units rendering them invisible to the sensor. 18
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Quick: Units that are quick are unusually maneuverable. In the RPG these units are typically provided with an automatic-dodge. In RRT terms, quick units are allowed a single free dodge each turn while moving against any attack of any type or size. However, this free dodge is only available if the unit moved. If the unit is also fast, and used fast movement, it gains an additional “FAST” token.
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RPC: The reinforced pilot compartment allows the crew to survive after a unit has had all of its damage circles removed, unless that unit took enough damage to equal the amount of damage total it originally had, in which case the crew dies as well. A unit with a total of 5 circles would have a crew that survived if it took 9 damage, but 10 or more would kill the crew. This only has an effect in campaign games, which may be dealt with in the future.
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Shadow Device: Shadow devices give a unit a -1 for enemies to hit it while active. They also have the effect of negating the bonus of a protoculture scope. This ability is lost if the unit loses more than half of its MDC in battle.
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Shield #: Units with this trait are designed with a protective shield. This is almost exactly like a parry, but any damage prevented is absorbed by the shield instead.
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Temper: Some leaders are just really hot-headed. These guys are so anxious to kill that sometimes their own allies can get in the way. They are allowed to fire into hand to hand without command points (or notification of the ally being defended) being expended, though at a far greater possibility of shooting their own ally.
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Weakness: Some units have glaring weaknesses or weak points in their armor. These units can have called shots made against these weak areas, which are shots with a -2 modifier to hit. Any success on these called shots utterly destroys the vehicle. An example would be a small Cyclone shooting a shot into the eye of an Invid trooper to kill it outright.
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Accurate: Weapons with this trait receive a +1 to their to-hit roll.
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[Ammo Type]: Some weapons can fire multiple types of ammunition. Weapons with this ability aren’t separate weapons, but the same weapon as listed but fired in an alternate mode. An example would be the 5 types of ammo that the 400mm Howitzers on a M.A.C. II monster can fire. This ability is usually located under the weapon type column. If there is a [#] in the ability area, it represents the number of ammo, but is not typically important during the length of most games.
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[x#]: These are actually multiple weapons grouped into a single weapon. The damage inflicted to the target can be multiplied by the rating, or the weapon could be used to fire on another target. Any ammo listed is per 1 weapon.
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AA or Anti-Aircraft: Weapon systems with this capability can fire at aircraft with no penalty. If there is a number present, it is a bonus to hit flying units.
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AE or Area Effect: Some weapons do damage to an area, but the area is very small and not worthy of a template. These weapons gain a +2 to hit their target, and gain the anti-infantry or AI ability. If they do not beat their target roll by 2 or more, they do half damage.
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AG#: Anti-Ground weapon. Any unit with this attribute has double the modifier while firing at fast moving targets like aircraft. If a number is present, it is a bonus to hit ground units.
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AI or Anti-Infantry: These weapons are more effective vs small infantry and can do their full damage where normal types of weapons only do a single damage to them. All explosive, plasma, and fire based weapons always have this trait.
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AMS#: Anti-Missile Systems. These are systems that are effective against incoming missiles. While all weapons can be used with a -2 to hit, some weapons are simply better at shooting down incoming missiles than others. These weapons have this attribute, and not only suffer no modifier to the to-hit roll when attacking incoming missiles, but if there is a number present it is a positive modifier to the 1d6 roll when engaging incoming missiles. Medium range missiles are always a -2 to hit, and long range are always a -4 to hit, in addition to any other modifiers, including AMS, as these missiles are larger and require more firepower to destroy. Missiles of any type can always offset missiles of any other type. If an incoming volley of 3 missiles is targeted by 3 missiles, they are always intercepted and destroyed.
A command point can be used to allow an Anti-Missile System to protect an allied unit in base to base contact. When this command point is spent, any units in base to base contact that are specified as defending can use their AMS in defense of any other targets.
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Annihilate: Some weapons, like the synchronization cannons, simply destroy every single thing in their line of fire. There are no exceptions, all damage is destroyed, though dodges can still take place.
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Anti-Planet: These weapons are a -20 to hit unless the unit size is -10 or less.
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Anti-Ship: These weapons are -10 to hit unless the unit size is 0 or less.
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AP #: Armor Piercing. When the to-hit roll is made, if the natural roll is this number or higher (6 if no number listed), the target takes double damage and a critical hit.
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Auto #: This weapon can be fired at any viable target, or missile if it has AMS, without expending any actions. The rating is the number of actions it can take.
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Beam #: These weapons fire intense beams that do a given amount of damage. All targets in a straight line are hit and damage is reduced until each target is destroyed, or the beam rating is depleted.
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Blast #: Weapons with the blast trait hit all of their targets within circle with a radius size equal to the rating. Any unit completely covered by the template, ally or enemy, is hit and suffers full damage. Any unit with any part of their template under the template takes half damage. If units are only half covered, a dodge is allowed.
When the attack roll is unsuccessful the player rolls a D6 and looks at the arrows on top of the blast marker. This is the direction in which the blast will shift. Another D6 is rolled and divided by 2 to determine how far the blast moved from its original target location. Markers are placed with the #1 being directly in line away from the mecha shooting the weapon with the blast trait.
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Bombs: Weapons with this trait may be used as the unit passes over enemy targets. The only requirement is that the line of movement of the unit during the turn crosses directly over the spot the unit decides to attack regardless of if the target is still in line of sight or not at the end of its movement.
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Burst #: Some weapons don’t just shoot a single shot, but dozens or even hundreds of projectiles with each pull of the trigger. Ammo listed would be in bursts. When damage from burst fire weapons is applied, the MDC is multiplied by the burst rating for the total damage done. Alternatively, each reduction in the burst rating announced during the attack allows a +1 to the gunnery to hit roll. Burst fire weapons automatically include the AI or anti-infantry trait. If no burst rating is listed, there is no additional damage done, but a +1 to gunnery rolls is applied.
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Destabilize: These weapons were made specifically to destroy Invid energy shields. While engaging the shields, they can only shoot out to 1” and automatically hit, and use both actions for a stationary target. However, they can also be fired normally against Invid mecha, being treated as a called shot against them (it disrupts the biomechanical systems within the mecha).
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Frag: Fragmentation. This unit does half damage to non-infantry targets.
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IF [Indirect Fire]: Weapons with the indirect fire trait may fire at targets that are in range without requiring a line of sight to the target. If the target chooses to dodge fire from this weapon, they gain a +1 to their dodge roll.
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Missile: Missile weapons typically have longer ranges than other weapons but a susceptible to being shot down or dodged. A target that is hit by a volley of 4 or more missiles cannot dodge the attacks. A missile salvo can always be used to completely destroy any incoming missile salvo. Missiles statistics are fixed on all units and are color coded to match their entry in the weapon table. Each block 21
of colors represents a single missile/weapon system. Each row of missile types represent the maximum possible volley size at a single target using the system. o
OPT#: This item is an optional mount. Units can only carry 1 of each optional mount type, where the # is the type. If no number is specific the unit can carry just a single optional mount.
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Pylons #: Some extremely rare units carry multiple missile types in a single weapon system which is noted on cards, but more commonly are units with multiple missile loadouts possible. An example of this would be a standard VF-1 Valkyrie, which has 6 pylons. Each of these pylons could carry 3 volleys of 5 MLOP, 1 volley of 3 SRM, 1 volley of 3 MRM, or a single LRM. Any combination could be carried, but they must be symmetrical. If a unit has pylons only one missile type can be carried on each pylon. Other missile types should be crossed out before game play is started.
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Residual #: Weapons with this ability leave their template in place and will do the rating in damage to any unit passing through the template (on ground level) for the rest of the game.
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Slow: Some weapons simply do not fire very often. Weapons with this ability can never fire more than 1 shot per turn, under any circumstances.
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Very Slow: Some weapons are even slower to fire, and can only fire once every other turn. They also include the Slow trait.
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MoF (Move or Fire): Move or Fire weapons cannot be used if the unit moved at all. This may be due to the inaccuracy while moving, a huge amount of power required to engage the weapon, or even systems that must be used to stabilize the unit before fire.
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Characters (FUTURE) Some soldiers are just far better at combat. Historically this has been estimated at about 1 per 25 soldiers in battle that are just better suited for warfare. In game purposes, any character can have special abilities added. These special abilities are simply counters indicating the ability that are placed on the unit card. These abilities can be mixed and matched, but no unit can have over 3 special abilities (though a single unit on the table is allowed 4). The special abilities will be listed at a later time.
MISSILE TRACKING TABLE Missile ID
Dam age
S pe ed 23
Enduran ce
Fuel Usage
N ot e s
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