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Robotech 2nd Ed Rule Mods

1. Combat procedures outline rules for determining hits, critical hits, and damage calculations against different target types in mecha combat. Damage is pooled and can exceed armor thresholds, resulting in additional damage. 2. Critical hits are determined by specific modifiers and checks based on the damage taken. Larger targets like capital ships roll for critical hits each time damage exceeds their main body threshold. 3. Called shots allow damage to be applied directly to targeted areas, with specific effects based on what is destroyed on the mecha. Weapon types and targets determine the appropriate damage calculation.
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100% found this document useful (1 vote)
85 views2 pages

Robotech 2nd Ed Rule Mods

1. Combat procedures outline rules for determining hits, critical hits, and damage calculations against different target types in mecha combat. Damage is pooled and can exceed armor thresholds, resulting in additional damage. 2. Critical hits are determined by specific modifiers and checks based on the damage taken. Larger targets like capital ships roll for critical hits each time damage exceeds their main body threshold. 3. Called shots allow damage to be applied directly to targeted areas, with specific effects based on what is destroyed on the mecha. Weapon types and targets determine the appropriate damage calculation.
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Combat Procedure

1. To hit number base – See Base values on bonuses chart.


a. Direct fire weapons lose their targeting bonuses if beyond listed effective range.

2. Missile volleys – The maximum number of missiles that can be launched against a single target is
equal to the number launchers. Some systems can launch enormous numbers of missiles in a
volley however they must target multiple craft

3. Critical check – Pilots make a pilot skill roll to avoid a critical (apply a the listed modifier for
every column for which the damage exceeded the threshold. Use the appropriate modifier for
whether or not the mecha has a reinforced pilot’s compartment)
a. S/M/L Rng missiles may have their damage pooled in the following manner – If more
than one missile hits in a volley roll the damage for one missile and then ad 1d6x10 for
each additional missile that hit.

4. Damage calculation – Large craft (dropships/capital ships/naval vessels etc) – All damage is
pooled, each time the damage total exceeds the main body MDC value of the ship, roll a critical
hit. (vessels who have entries for front, middle and aft sections total these values for
determination of the main body MDC critical hit determination threshold.

5. Called Shots – Damage is applied directly to the targeted area and may be pooled. If the damage
exceeds the MDC for that area the targeted part follow the rules as to the specific effects of
destroying that particular part of the mecha as listed in the individual mecha descriptions.

6. Mecha mounted weapons vs personel – Targets take 3d6 SDC if damage meets their armour
damage threshold as well as an additional 3d6 for every column by which the damage exceeded
the threshold.
7. Personal weapons combat:
a. Versus armoured personnel: only weapons capable of inflicting MDC may damage
armoured personnel
b. Single shot damage calculation – Target takes 3d6 damage plus 1d6 per column by
which the damage exceeds the target threshold
c. Burst damage - Target takes 1d6 damage plus 1d6 per column by which the damage
exceeds the target threshold
d. Critical hits bypass armour and apply damage directly to hit points.
e. Unarmoured personal are killed when hit by MDC weapons of any kind.
f. ASC Power Armour and Cyclones are a hybrid of personal armour and mecha. If the
armour threshold in met or exceeded by a mecha weapon the pilot takes3d6 damage plus
1d6 per column by which the damage exceeds the target threshold. If the armour
threshold in met or exceeded by a mecha weapon the pilot takes1d6 damage plus 1d6 per
column by which the damage exceeds the target threshold. The pilot must also save vs
critical as per para 3.

8. Any weapon whose primary purpose is designate anti-personal is considered to be a personal


weapon for damage purposes.
9. Only weapons that have a designation of anti-missile may in fact shoot down missiles

10. Lasers and Plasma weapons are considered “increased threat” weapons scoring critical hits on
rolls of 18-20
11. Miscellaneous rules:
a. Weapon Annotation (optional) – Primary and Secondary purpose.
i. A weapon engaging a target which can be categorized as being within its primary
purpose benefits from all to hit bonuses
ii. A weapon engaging a target which can be categorized as being within it
secondary purpose benefits from only the pilots MECT to hit bonuses ( the pilot
loses the bonuses from combat computer, command and control variants ect.
iii. A weapon system attacking a target for which it has no designated purpose
receives no to hit bonuses what so ever.
iv. The annotations under purpose, assault and defence indicate that weapon system
may engage all target types as primary purpose targets.

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