Bad Robotech v007

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    By Bad Syntax

    Table of ContentsIntroduction................................................................................................................ 4Pieces and Tokens.......................................................................................................4

    Scale & Mechanics...................................................................................................... 4

    Unit Descri tions................................................................................................ ........ 4

    De loy!ent................................................................................................................ "

    Unit #ttributes..................................................................................................... ....... "

    $ea on #ttributes...................................................................................................... %

    a!e Turns....................................................................................................... ......... '

    Initiati(e Phase........................................................................................................ '#cti(ation Phase...................................................................................................... '

    Mo(e.............................................................................................................. )

    #c*uire........................................................................................................... )

    #ttack........................................................................................... ............... .. )

    Melee........................................................................................................... .. )

    Co!!and......................................................................................................)

    +nd Phase................................................................................................................ )

    Co!!and Points ......................................................................................... .............. . )

    Ski ................................................................................................................ ,

    Dod-e..................................................................................................... ....... ,

    S ot.................................................................................................... ........... ,

    Transfor! ...................................................................................................... ,

    Steal #cti(ation.............................................................................................. ,

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    et Into Co(er ..............................................................................................,

    Turn #round ................................................................................. ............... .. ,

    Shoot 0i! ..................................................................................................... ,

    Co(er 0i! ................................................................................................... /1

    Mo(e!ent and Terrain.............................................................................................. /1Conceal!ent......................................................................................................... /1

    Co(er..................................................................................................................... /1

    S eed 2i!it................................................................................................... ........ /1

    Mobility.................................................................................................................. /1

    $ater..................................................................................................................... //

    Buildin-s 3 uture5................................................................................................ ..... //

    Co!bat..................................................................................................................... //

    6an-ed #ttacks.............................................................................................. ....... //Dod-in-................................................................................................................. //

    Melee..................................................................................................................... //

    # lyin- Da!a-e.................................................................................................. /7

    S ecial Tactics.................................................................................................... ...... /7

    or!ations 8rin- at other for!ations.................................................................... /7

    2on- ran-e !issile 9all........................................................................................ . /7

    S ecial Units............................................................................................................. /7

    Bioroid 0o(er Sleds.................................................................................... ........... /7

    #l ha and Beta co!bination................................................................ .............. ... /:

    S ecial 6ules................................................................................................. ........... /:

    Critical Da!a-e 3 uture5...................................................................................... . /:

    0idden De loy!ent 3 uture5................................................................................. /:

    Sensors 3 uture5.................................................................................................... /:

    Trans ortin- Units 3 uture5.................................................................................... /:

    Missile Mo(e!ent.................................................................................................. /:

    6ando! 2aser;Missile Barra-es............................................................................. /:

    2ar-e s acecraft 3 uture5..................................................................................... . /:

    Unit Traits............................................................................................................... .. /"

    $ea on Traits....................................................................................................... .... /)

    Characters 3 UTU6+5................................................................................................ 7/

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    Introduction6obotech 6P Tactics is a lon- a9aited !iniatures -a!e for the 6obotech

    uni(erse. The -a!e 9as successfully funded fro! a as of the ti!e of this 9ritin-> the -a!e is still no9here to be seen. So!e

    sni ets of -a!e lay and rules ha(e been released> but I felt these 9ereinade*uate to !odel the 6obotech uni(erse so !any of us still lo(e after so lon-.

    This is !y (ersion> 9hich 9ill be !ore realis! biased and less 6P . I used nosources for thin-s like 9ea on ran-es or da!a-es> instead creatin- !y o9n basedon !y o9n ex eriences and the a earance and role of the units. So!e ideas ha(ebeen taken fro! so!e other -a!es I o9n> and so!e e(en ri ed fro! the 6P

    Tactics -a!e> but this (ersion of the rules are !y o9n> and stand alone.

    Pieces and Tokens There are nu!erous ite!s that are used in the -a!e to track thin-s.

    Co!!and tokens. These ha(e the faction lo-o on the!. They are laced9hen a leader does a co!!and action> and re!o(ed as the leader -i(es outorders and s ecial actions throu-h the turn.#ction tokens. These are u side?do9n co!!and tokens> and are used tosho9 actions used by a unit outside of their nor!al acti(ation. These arere!o(ed 9hen a unit starts its acti(ation> as it -i(es u that a!ount ofactions.Burst te! lates. These are used by (arious area e@ect 9ea ons. Missile Counter & Tar-ets. There are !any little airs of nu!bers. $hen a!issile or (olley is 8red> this nu!ber is laced on the !issile counter> thetar-et> and annotated on the !issile trackin- sheet.A #ST Markers These are s!all counters laced near a unit 9hen it has!o(ed at an extraordinary a!ount of s eed> !akin- it harder to hit. Theyare re!o(ed at the start of acti(ation> and for each !arker on a unit it is a ?/to the attacker s die rolls to hit.

    Scale & Mechanics The -a!e scale and ti!e durations 9ere done to allo9 units to still ha(e so!e

    !o(e!ent> but not necessarily be able to 8re across the board. #lso taken intoaccount 9as the turn len-th> 9hich if too lon- 9ould Eustify far too !any actionstakin- lace in a sin-le turn> and if too short 9ould re(ent the -a!e fro!ad(ancin- at an acce table rate.

    +ach turn re resents about // seconds of ti!e. +ach inch re resents about /%4 feet> or "1 !eters. +ach inch of !o(e!ent each turn re resents about /1! h> or /%k h. #ll die rolls use a sin-le % sided?die unless other9ise s eci8ed 6oundin- is al9ays done nor!ally 3." u > F." do9n5

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    Unit Descri tions There are a fe9 distinct ty es of units in the -a!e. So!eti!es the lines !ay

    be blurred bet9een Mecha and Gehicles 9hen it co!es to !aneu(erin- and 8rin-arcs> but in retty !uch e(ery case Mecha 9ill si! ly ha(e le-s. Infantry are a coreunit in any -a!e> and as a for!er infantry!an I felt the need to include the! here

    as 9ell. 0o9e(er> 8re o9er 9ise e(en the a9eso!e Cyclone si! ly doesn t ha(ethe 8re o9er of a sin-le battle od or destroid. or this reason infantry ty e unitsare s!aller and -rou ed into s*uads for co!bat. They are also ty ically (erydurable a-ainst non?area e@ect 9ea onry co! ared to other units.

    Mecha These re resent -iant 9alkers such as the Galkyrie or 6e-ult. Theyare hi-hly !aneu(erable and ca able of !o(in- throu-h nearly anythin-.

    They also tend to ha(e (ery -ood 8rin- arcs and are usually ca able of !eleeco!bat.

    Gehicles These are the units that !o(e around usin- tracks> 9heels> ho(er>or other si!ilar !obility ty es. This 9ould also include re-ular style aircraft.

    These units ty ically ha(e oor 8rin- arcs> and are not ca able of !eleeco!bat.

    Infantry These are the re-ular old -runts. They are ty ically slo9> but hi-hly(ersatile. In the !odern battle8eld their life s ans are !easured in seconds>but nothin- else can clear a buildin- 9ithout destroyin- it. They ha(e thebest 8rin- arcs and their !elee abilities are restricted to other infantry.

    Ty ically these units are !ounted !ulti le !iniatures to a base as theyre resent a s*uad instead of indi(idual units. Infantry are also the only unitsca able of enterin- a buildin- 9ithout it cru!blin- do9n after9ards.

    De loy!entUnits in the -a!e de loy in for!ations. The nu!ber and ty e of for!ationsde end on the siHe of your ar!y 9ith li!itations ro(ided on the data cards.

    Unit #ttributesUnits ha(e (arious attributes to de8ne their ca abilities on the battle8eld. #ll

    of these 9ere esti!ated based on the art9ork> ublished stats> and !ost of all theca abilities in the cartoon.

    Cre9 This is the nu!ber of cre9 !e!bers on board the unit. +achadditional cre9 !e!ber allo9s a 9ea on syste! to 8re at a di@erent tar-et9ith a -unner bonus as they can focus on attackin-. 0o9e(er> the 8rstcre9!e!ber 3the ilot5 ty ically has a ilot enalty as the cre9!e!ber is!ore focused on dri(in-; ilotin- than 8-htin-.

    Class Units can be Mecha> Gehicle> or Infantry. Units 9ith !ulti le classesse arated by a ; are transfor!able> 9hich re*uires a co!!and oint tos9itch bet9een the !odes.

    #ctions The nu!ber of actions a unit can take each turn. These actions can-enerate co!!and oints> 8re 9ea ons> or erfor! so!e s ecial function.So!e units can si! ly do !ore 9ithin a turn than others. $hile !ost unitscan Eust do / action> so!e others !ay only be able to do 7 or !ore.

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    Mobility Mobile units al9ays ha(e so!e for! of !obility> and !any unitty es ha(e !ulti le ty es. There are nu!erous kinds of !obility> such aswalker >fight >wheeled > and so forth. # nu!ber after the !obility ty e is thes eed of the unit each turn. So!e units ha(e 7 nu!bers> se arated by a ;>9hich 9ould indicate a 9alkin- and runnin- or cruise and !axi!u! s eed.

    et other units !ay ha(e a nu!ber 9ith a dash in front> re resentin- a!ini!u! s eed that !ust be !o(ed 9hile in that !ode> 9hich ty icallya lies to aircraft 9ith stall s eeds.

    Pilotin- 3skill5 This re resents Eust ho9 -ood the ilot is 9hen it co!es toa(oidin- ene!y 8re and !aneu(erin- their unit as 9ell as 8-htin- in !elee.

    unnery 3skill5 This re resents ho9 -ood the unit is at shootin- 9ith its builtin 9ea onry. Missiles ha(e their o9n inte-ral -unnery skill re resentin- their-uidance syste!s.

    SiHe Just ho9 bi- the unit is. $hen units attack a tar-et> this is the nu!berthey !ust beat in order to -ain a hit> addin- their -unnery skill.

    Melee Da!a-e The a!ount of 0P da!a-e this unit does on a successful!elee attack. If this nu!ber is a 1 or a ?> the unit cannot artici ate in any

    !elee co!bat. 0it Points This re resents the o(erall tou-hness of a unit and Eust ho9 !uch

    da!a-e it takes before the unit is co! letely destroyed. Units are fullyfunctional until the last oint of da!a-e is taken unless o tional rules areused.

    2eadershi So!e units are leaders. 2eaders -ain this !any co!!andtokens each ti!e they s end a co!!and action. The (alue is ty ically 1 fornon?leaders and these units can al9ays use a sin-le co!!and oint> but canne(er -enerate one for another unit.

    $ea on #ttributes+ach indi(idual 9ea on 9ill ha(e a nu!ber of characteristics and abilitiesthat 9ill !ake it uni*ue and -i(e a layer an idea of its otential. The icture heresho9s a listin- of the To!aha9k destroid 9ea ons statistics fro! a unit card.

    Weapon System ClassArc

    SR LR

    DMG Attributes

    Mauser PBC?// ParticleBea! Particle %1

    /71 /7 Kx7L> Slo9> Mo

    T9in Colt M?), /7.'!! Ballistic /1 71 / K)1L> #I> Burst 7 T9in #stra T ?III;7"!!#C Ballistic 71 %1 :

    K71L> #I> Burst 7>#+ ."N

    T9in #stra T ?III;2?42aser 2aser 41 )1 7 #ccurate O/

    T9in #stra T ?III;/)1!!2

    +x losi(e /1 71 ) K/1L> #I> #+> ra-

    T9in #stra T ?III; la!er ire 7 % K/1L> #I

    erlikon #TM 2auncher Missiles%1

    /)1 /1

    K%L> PT/> #P> Golley/?7

    erlikon #TM 2auncher Missiles%1

    /)1 /1

    K%L> PT/> #P> Golley/?7

    Bofors Missile 2aunchers Missile s4 /1 ) K74L> Golley /?74

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    1 1

    +ach line re resents a sin-le 9ea on syste!. Units 9ill ty ically only 8re one9ea on syste! er acti(ation but !ay ha(e the o tion to 8re !ore. +ach 9ea onssyste! !ay re resent a (ariety of turrets and s!aller indi(idual 9ea ons. This issi! li8ed into one stat line for each syste!.

    The 9ea on syste! -i(es the na!e and or desi-nation for a 9ea on. Class is for the ty e of da!a-e it does> as so!e da!a-e is less or !ore

    e@ecti(e a-ainst so!e ty es of ar!or or could ha(e ran-e !ulti liers inso!e en(iron!ents. $ea on classes are

    ParticleBallistic2aser+x losi(e

    ireMissile 3ty ically +x losi(e5Disinte-rator

    #rc 9ould be the 8rin- arc> 9hile !ost 9ea ons are Q for Q ront > so!e ha(e!ore or less restricti(e arcs. #rcs are as follo9s> or see the te! late in theback of the book.

    3 ront5 R ront /)1 #rc 3 ixed? ront5 R ront ,1 #rc

    6S 36i-ht?Side5 R 6i-ht /)1 #rc2S 32eft?Side5 R 2eft /)1 #rc6 36ear5 R 6ear /)1 #rc

    6 3 ixed?6ear5 R 6ear ,1 #rc T 3Turret5 ? :%1 #rc70 37 0anded5 R Mecha only> sa!e as front arc

    60 36i-ht 0and5 or 20 32eft 0and5 R Sa!e as front arc The S6 and 26 stand for Short 6an-e and 2on- 6an-e. These ran-es are

    used to deter!ine e@ecti(e and !axi!u! ran-e for 9ea ons. If the letter sis listed before the short ran-e> it re resents the s eed each turn this!unition !o(es 3ty ically Eust for !issiles5> 9hile the lon- ran-e in thesecases is the nu!ber of turns the !issiles can y before bein- out of fuel.

    DM is the da!a-e the 9ea on does> in 0P> to the tar-et on a successful hit. This can often be !ulti lied by attributes such as Kx L or Burst .

    The attributes section is a list of s ecial attributes that a ly to that 9ea onsyste!. Vu!bers 9ithin brackets> such as K)1L for the M?),> re resent thenu!ber of shots 9hich often don t e(en need tracked. or descri tions of the(arious attributes see that section.

    a!e Turnsa!es are layed out in a series of turns. Durin- each turn> layers

    alternate for!ations that !o(e and erfor! their actions. The e@ects of anyresultin- actions take e@ect i!!ediately> and actin- 8rst can be extre!elyi! ortant. +ach turn has three hases 9hich are detailed belo9.

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    Initiative PhaseDurin- this hase> both layers roll /d% and add the hi-hest leadershi ratin-

    of all forces they currently ha(e on the table. #ny ti!es on the 8rst turn -i(es theinitiati(e to the layer 9ith the !ost for!ations> 9hile ties in any other turn the9inner of initiati(e 9ould be the loser in the re(ious turn.

    Activation Phase+ach layer takes turn acti(atin- a sin-le for!ation. #ny leader units can be

    acti(ated any ti!e a for!ation is acti(ated. nce the layer acti(ates a unit anduses u their actions> the other layer can acti(ate a for!ation.

    If at any ti!e> one layer has 7x the nu!ber of for!ations as their o onent>they !ust acti(ate 7 for!ations instead. If they outnu!ber their o onent by :x>they !ust acti(ate : for!ations> and so forth. $hen !o(in- the last for!ation> allleaders !ust either ha(e !o(ed> or !o(e durin-> this ti!e. Da!a-e resultin- fro!actions s ent are i!!ediately resol(ed. If force # had " for!ations> and force Bhad : for!ations> and force # 9on initiati(e> the se*uence 9ould be #B##B##B.

    $hen a layer is set to acti(ate a for!ation> they can choose to ski thatacti(ation and let the o onent acti(ate a for!ation instead. +ach ski uses u aco!!and token.

    $hen a unit is acti(ated it !ay execute actions in any order. # unit !ayerfor! an action and then !o(e> !o(e then erfor! an action> or if -i(en enou-h

    actions !o(e> erfor! an action> and then !o(e a-ain. The only ti!e !o(e!entuses u an action is if a boost is used> or the unit decides to !o(e at !axi!u!s eed 3if listed5. The ty es of actions a unit !ay erfor! durin- their acti(ationare

    Moveo Mo(in- only uses u an action if the boost attribute is used> or the unit

    has a !axi!u! s eed and chooses to use it o(er e@ecti(e s eed. If aunit has !ore than / cre9> these abilities do not use an actionho9e(er. Units select a sin-le !o(e!ent !ode each turn and can!o(e u to the !axi!u! distance. Infantry and !echa can !o(e anydirection> (ehicles can !ake only t9o ,1 turns and !ust !o(estrai-ht after that. #ny unit 9ith a !ini!u! !o(e 3a ? before the

    !o(e5 !ust !o(e that !any inches or i!!ediately be destroyed.Units that are non?transfor!able can ick any sin-le !o(e!ent !odeeach turn.

    Acquireo # unit can ac*uire a tar-et> lockin- 9ea ons onto the! for increased

    accuracy. If no tar-et ac*uisition action is erfor!ed> there is a

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    enalty to hit the tar-et of ?/. $ith harder to hit tar-ets this usuallythe reli!inary action that hel s the hit chance.

    Attack o # unit can attack 9ith a sin-le 9ea on syste!. +ach additional cre9

    allo9s another 9ea on syste! 3V T the sa!e one5 to en-a-e thesa!e> or another tar-et. Durin- the attack s ecial 8rin- !odes areannounced before any to?hit or dod-es are rolled> or da!a-e a lied.

    Meleeo # unit can en-a-e another unit in !elee> 9hich uses an action. The

    tar-et !ust be in base to base contact at the ti!e this action is used.

    Commano Units 9ith a leadershi o(er 1 can use an action to -ain this !any

    leadershi oints. The oints can be -i(en to any unit acti(ated durin-the sa!e hase> or can be held and used durin- the o onents hase.

    +ach oint of leadershi -ains a token that is laced on the leader. These tokens are ke t until the next action hase> 9here they arediscarded or re-enerated. #t no ti!e can any unit ha(e !oreleadershi tokens on it than their 2+#D (alue.

    End Phasence both layers ha(e acti(ated all of their for!ations and leaders> the turn

    is co! lete.

    Co!!and PointsCo!!and oints re resent the VC s and oWcers> 9ho! ha(e !ore

    ex erience> tellin- their subordinates 9hat to do. So!e exa! les !ay be ATurnaround> the ene!y is behind you to A#ttack that -lau- no9 . Most units are notex erienced enou-h to -enerate Co!!and Points each turn> 9hile so!e eliteseasoned oWcers !ay -enerate !ulti le co!!and oints. $hen co!!and ointsare -enerated co!!and tokens are laced on the leader. #ny co!!and tokens ona unit at the start of its acti(ation are re!o(ed. This is a list of (arious uses forco!!and oints

    Skipo Units !ay ex end a co!!and oint to ski !o(in- a unit. Both sides

    could do this until their co!!and oints are ex ended.

    Do !eo # leader can ex end a co!!and oint on the!sel(es to dod-e

    inco!in- 8re> or s end it on any ele!ent 9ithin a for!ation they areattached to. This dod-e action can and is usually used 9hile thefor!ation or leader is not the acti(atin- unit to dod-e inco!in- 8refro! the currently acti(ated unit.

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    Spoto Units can use a co!!and oint 3ty ically this is the leader5 to s ot for

    indirect 8re.

    "rans#orm$o Many units in the -a!e ha(e di@erent !o(e!ent !odes. $hile

    leaders can use this action at any ti!e> for!ations !ust ha(e an orderin order to chan-e !o(e!ent !odes> as a Galkyrie for!ation can tha(e one -uy yin- around at /111! h in 8-hter !ode 9hile anotherslu-s it out in battloid !ode on the -round. This action 9ould also beused to tell a Bioroid for!ation to su!!on or dis!ount their ho(ersleds> Eoin an #l ha and Beta 8-hter 3they do not re*uire a oint tose arate5.

    Steal Activationo S endin- a co!!and oint allo9s a chance to steal an acti(ation out

    fro! an o onent. nly su erior leaders are successful seiHin- thisinitiati(e. $hen an o onent announces acti(ation of a for!ation> theatte! t to steal can take lace. The layer atte! tin- to steal theinitiati(e announces the for!ation !akin- the atte! t. Stealin- uses7 co!!and tokens> and both the for!ations !ust roll o@ as erinitiati(e> exce t any ties fail in stealin- the acti(ation fro! the other

    layer. +ach layer can ex end tokens B+ 6+ their die roll 39ith thelayer atte! tin- the theft announcin- 8rst5 co!!and tokens to assist

    in the roll> 9ith each co!!and token -i(in- a O/ to the die roll.

    Get Into Cover$o # co!!ander !ay ex end a co!!and oint to tell his for!ation to

    seek co(er. This hal(es the !o(e!ent of the unit> and can only bea lied to -round based !o(e!ent. The unit 9ould then -ain a O/ totheir defensi(e ro8le.

    "urn Aroun $o If a unit that has not acti(ated yet this turn is attacked> a co!!ander

    !ay ex end a co!!and token to ha(e the unit turn to face theirattacker.

    Shoot %im$o $hen units are locked in !elee 8re> ty ically allies 9ill not shoot into

    the Melee. +x endin- a co!!and oint orders the troo s to take thechance> and 8re into the !elee at the ene!y. There is a ?/ to theinco!in- 8re> and if a Q/ is rolled the ally takes the hit instead.

    Cover %im$o +x endin- a co!!and token on a unit allo9s that unit to co(er an

    adEacent unit 9ith anti?!issile 8re until the units s lit a art. #ny areae@ect 9ea onry that hits the escorted tar-et 9ill al9ays hit the escortas 9ell.

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    Mo(e!ent and Terrain Terrain in this -a!e has four se arate attributes. These attributes are

    conceal!ent> co(er> !obility> and a s eed li!it. #ll of these attributes are de8nedbelo9.

    Concealment Conceal!ent re resents the diWculty in ac*uirin- your tar-et throu-h theterrain. 0ea(y forests !ay hide a Galkyrie> 9hile Conceal!ent is a nu!ber>ty ically 1> that is an addition er inch 3or er X inches if de8ned at start of lay5 ofterrain that is added to all to?hit rolls.

    Cover Co(er is the a!ount of rotection ro(ided er inch 3or er X inches ifde8ned at start of lay5 of terrain that reduces da!a-e by this a!ount. If theco(er is ?/ er inch> each inch of terrain reduces inco!in- da!a-e by /

    oint. So!e ty es of terrain !ay ro(ide no co(er> only conceal!ent> as any8re that can 8nd a tar-et is barely a@ected by the inter(enin- terrain.

    Speed Limit So!e terrain !ay i! ose so!e li!its on Eust ho9 fast thin-s can !o(e

    throu-h the!. # tank !ay be able to dri(e throu-h so!e hea(y trees> knockin-the! do9n> but it 9on t be able to do that at full s eed 9ithout takin- so!e seriousda!a-e to itself. S eed li!its do not a ly to !echa 3unless in a (ehicle like !ode>like 8-hter5 or infantry> Eust (ehicles. or each oint the s eed li!it is exceeded theunit takes a sin-le oint of da!a-e.

    Mobility +ach kind of terrain can ha(e li!itations on the !obility. This is listed as a

    descri tion rather than a at (alue. # "1 tall !echa !ay ha(e no roble!s9alkin- throu-h a s9a! > but an ) tall Cyclone could be seriously i! aired> and are-ular (ehicle !ay beco!e bo--ed do9n e(ery fe9 feet. Mobility is usually listedas Ty e; > 9here the ty e 9ould be a !obility ty e 3like 9heeled> ho(er> 9alker>etc5 and the is the a!ount of inches of !o(e!ent it takes for each inch of!o(e!ent throu-h the terrain. If no !obility is listed> it is / er inch of terrain forall !o(e!ent !odes.

    0ere are so!e terrain ty es> but feel free to create your o9n or !odify thesecharts to suit your terrain.

    "errain

    "ype

    Concealm

    ent Cover

    Spee

    Limit MobilityClear ? ? ?2i-ht$oods / er 4N / er 4N 40ea(y$oods / er 7N / er 7N 76ubble / er %N / er /N / :N 3Gehicle5Dee Sand ? ? ? 7N 3#ll Ty es5

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    Water$ater is a s ecial kind of terrain that really should be treated as a co! letely

    se arate en(iron!ent. #ircraft and ho(er !o(e!ent !ay si! ly treat 9ater asclear terrain. Until !ore ad(anced rules are introduced> 9ater has the follo9in-e@ects

    ? nly !echa can enter? Mobility is /1 3this 9ould be adEusted in ad(anced rules5? Units can only en-a-e adEacent tar-ets under9ater? Ballistic;!issile ty e 9ea ons do not 9ork under9ater> only ener-y 9ea ons? $ea on ran-es 9ould all be (ery di@erent> and 9ould be listed in ad(anced

    rules

    Buildin-s 3 uture5Battles in Buildin-s 9ill be co(ered in the future. or no9 Eust i-nore the!> or

    assi-n a nu!ber of hits if you 9ant to be able to destroy the!. #ttacks 9ouldauto!atically hit the!.

    Co!batRanged Attacks

    To erfor! a ran-ed attack> roll /d% and add the attacker s -unneryfactor. If this nu!ber e*uals or exceeds the siHe of the tar-et> it is hit. If theran-e is o(er the short ran-e band> and 9ithin the lon- ran-e band> a ?/ isa lied to the roll. Missiles 9ith an Qs in the short ran-e band can onlyen-a-e tar-ets 9ithin that ran-e> and the lon- ran-e band is i-nored 3this isa s ecial rule5. #lso subtract the nu!ber on any s eed tokens by the tar-etunit> as 9ell as takin- into account any actions the unit took before its attack.

    Dodging$hen a unit is hit> it can choose to dod-e. This 9ould use u an action

    for the units next acti(ation. # dod-e is /d% added to the ilotin- skill> 9hichif it exceeds the attackers roll> the inco!in- hit 9as co! letely dod-ed.0o9e(er> if the roll 9as the sa!e> the unit rolled 9ith the unch> and takesonly half da!a-e. nce a unit is out of actions> they are no lon-er able todod-e inco!in- 8re. If tryin- to dod-e an attack co!in- fro! the side> a ?/is a lied> and if co!in- fro! the rear> a ?7 is a lied to the dod-e die roll. Ifthe defender is bein- attacked fro! the sa!e for!ation> but in a di@erentarc> a ?/ is a lied to their dod-e roll.

    Melee To !ake a hand to hand attack> an attackin- unit only needs to !o(e

    into base to base contact 9ith the ene!y unit that it 9ishes to attack 3durin-the Mo(e!ent Ste 5> then it !ay !ake hand to hand attacks a-ainst the unitin base to base contact.

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    $hen 8-htin- in hand to hand> both units roll a /d% addin- theirilotin- skill. The hi-her roll 9ins the hand to hand and in icts their !elee

    da!a-e on the loser. Ties are inconclusi(e and neither unit takes anyda!a-e. If a unit does not ha(e the Hands trait> it is a ?: to this roll. If the9inner roll is 7x or hi-her the loser s roll> double da!a-e is in icted. If a unitdoes not ha(e the Hands trait> it cannot do !ore than its standard da!a-e inhand to hand 9ith its cu!berso!e strikes.

    +ach additional attacker -ains a O/ to their attack roll> 9hile thedefender uses their sin-le roll for all o onents. or attacks a-ainst ano onent s back side> a O7 is added to the attacker s die roll. or attacksa-ainst the side of a unit> a O/ is added to the attacker s die roll.

    Vo ally can 8re into hand to hand co!bats unless a co!!and oint iss ent to order that unit. +(en 9hen the co!!and oint is s ent a ?/ to hit isa lied> and any roll 3natural or !odi8er5 of a Q/ hits the ally instead. Thereis a sin-le other exce tion that does not re*uire a co!!and oint be used>and that is for units 9ith the Temper trait> 9hich are allo9ed to 8re into !eleebut 9ill hit their o9n troo s on a natural or !odi8ed / to :.

    Applying DamageDa!a-e is a lied by si! ly crossin- o@ da!a-e circles e*ual to the

    total a!ount of da!a-e taken. $hen there are no !ore circles left> the unit isdestroyed.

    S ecial TacticsFormations ring at other !ormations

    $hen one for!ation 8res at another for!ation no ac*uisition isre*uired> and a O/ is a lied to all attack rolls. 0o9e(er tar-ets cannot be chosen>and each attack roll that sur asses the lo9est defense roll is rando!ly laced on aleader or unit 9ithin that for!ation for allocation of da!a-e.

    Long range missile "all or!ations can all link to-ether to (olley 8re !asses of !issiles

    to9ards a tar-et area. This hel s re(ent the ene!y fro! dod-in-> and creates ahu-e 9all of destruction in front of the!. To erfor! this a for!ation !ust 8re atleast 4 !issiles fro! e(ery unit 9ithin it. Place a strin- or ta e !easure at one

    oint of the table> and !easure out a nu!ber of !issiles;4 in inches in any direction3line of si-ht to the oint !ust exist5. +(ery unit 9ith a base 9ithin ." of either sideof the strin-> are attacked by /d%;7 !issiles assu!in- an attack roll of ). S!art!issiles C#V be used in this role.

    S ecial Units#ioroid $over Sleds

    Bioroid ho(er sleds are used by Bioroids to -et to the battle *uicker>and 8-ht as a !obile force. #s a Bioroid enters co!bat they often Eu! ri-ht

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    o@ the sleds> 9hich are autono!ous and y o@> to be recalled later as theBioroid needs it. In -a!e lay> any Bioroid ridin- on a ho(er sled can> at any

    oint in their !o(e 9hile at lo9 altitude> si! ly dro o@ the sled and beco!ea -round tar-et. The sled si! ly ies o@ and is i-nored for -a!e ur oses.If the Bioroid needs the sled to return> at the start of any !o(e the Bioroidcan recall the sled 9hich is instantly a(ailable for the Bioroid to use durin-that !o(e!ent hase. # sled cannot be !ounted and dis!ounted durin- thesa!e turn. Bioroids in battle ha(e a sin-le card 9ith a count of Bioroid sledsthat are a(ailable in the -a!e. #t no oint can !ore Bioroids be usin- theho(er sleds than are a(ailable. If the sled is destroyed 9hile the Bioroid isridin- it> the Bioroid dis!ounts 3or is destroyed if not at lo9 altitude5 and thesled is !arked o@ the sled trackin- sheet. $hile !ounted> a Sled is hit on a/d% roll of "O> 9hile a /?4 9ould indicate the Bioroid takin- the hit instead.

    Alpha and #eta combination The #l ha and Beta co!bination> or 2e-ios> is a !er-in- of t9o(eritech 8-hters into a sin-le orbital hea(y latfor!. The 2e-ios co!bination can

    se arate at any ti!e durin- its !o(e 9ith no action cost. Dockin- back to-ethertakes a full turn> 9ith neither unit turnin- or usin- anythin- but nor!al i-ht s eed3no boost> (ery fast> etc5. The #l ha can be in any !ode and -ain the ad(anta-esof those !odes> 9hile the Beta can only use 8-hter and -uardian !odes.Mo(e!ent is al9ays done as the Beta !ode> re-ardless of the !ode the #l ha is in.

    S ecial 6ulesCritical Damage

    n the unit da!a-e te! late there are little stars in so!e of thecircles. If one of these circles are hit> roll on the critical hit table belo9 to see 9hatha ens

    / Y 6ando! !obility ty e destroyed

    7 Y 6ando! 9ea on syste! destroyed 3if !ulti le> Eust / is destroyed5

    : Y Sensors destroyed> ?7 to all UV checks

    4 Y Mobility da!a-ed> ?7 to all PI2 checks

    " Y Co!!unications destroyed> cannot recei(e co!!and oints

    % Y Po9er lant hit> unit destroyed I-nore if this 9as the 8rst critical.$idden Deployment %F&t&re'

    This 9ill co(er hidden de loy!ent> ty ically used by in(id.

    Sensors %F&t&re'So!e si! listic sensor rules to inter!in-le 9ith !issile 8re and

    s ottin-.

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    (ransporting )nits %F&t&re'Si! le rules for carryin- other units and !ountin-;dis!ountin- of

    the!. #lso a da!a-e table if the carryin- unit destroyed.

    Missile Movement

    $hen usin- ad(anced rules !any !issiles ha(e a !uch lon-er ran-e>ho9e(er they !ust tra(el to the tar-et. $hen usin- these rules> 9hen a !issile is8red at a tar-et and the ran-e is o(er the !issiles short ran-e> a nu!ber is lacedon the tar-et. # corres ondin- nu!ber is laced on the -round bet9een theattacker and defender> e*ual to the s eed 3short ran-e5 of the !issile. +ach turnthe !issile !ay turn u to ,1 de-rees> and !o(e its short ran-e to9ards the tar-et9ith the sa!e counter. So!e !issiles !ay turn !ore as noted in their abilities.

    The ty es of !issiles> as 9ell as their da!a-e and any s ecial abilities> are noted onthe !issile trackin- sheet 9hen in use.

    Random Laser*Missile #arragesIn !any battles lar-e s acecraft are 8rin- hu-e a!ounts of 9ea onry

    around. It is ine(itable that so!e of these shots hit !echa. or -a!e ur oses> ifthe scenario has rando! laser and !issile barra-es each s*uare foot of the -a!eboard takes a sin-le barra-e !arker each turn. Place the barra-e !arker in thecenter of each / board section and then roll :d%. The 8rst die indicates direction>the 7 nd die indicates the distance of the scatter. If the last die is a Q/ half thedistance scattered> 9hile if it is a :?% double the distance scattered. #ll units areallo9ed a free dod-e a-ainst these barra-es by rollin- ' or hi-her on /d%OPI2. #successful dod-e !o(es the unit out of ran-e of the te! late. If a unit is not fastenou-h to !o(e out of ran-e of the blast te! late> no dod-e 9ill hel it. Barra-esdo /% da!a-e.

    Large spacecra!t %F&t&re'Many lar-er s acecraft> like the :k! lon- entraedi la-shi > is as lon-as a -a!in- table in !a scale 3about %1 5> 9hile in /;7)" scale !ost 9arshi s are

    #6 too lar-e to re resent in their entirety 3o(er :1 lon- for that sa!e shi 5. Inso!e cases> entire shi s can be re resented> like the /1 !a scale len-th

    entraedi Salan Scout> or the 7 foot lon- SD ?/. Shi s that 8t on the table !ay be!aneu(ered sli-htly> but those that are too lar-e can be artially re resented by aside or chunk of the shi on the table. 6e-ardless of the for!at used to re resentthe shi s> artial or full> each t9o s*uare inch area is treated as a uni*ue ele!ent.

    These artial chunks can ha(e !ulti le turrets on the!> launch bays> !echa 9ithinthe!> and a total da!a-e they can absorb. So!e !ay also ha(e a thrust they

    contribute to the unit> and all chunks of lar-er shi s ha(e a breach (alue. Thebreach (alue is the nu!ber of da!a-e that needs to be done in order for a !echato enter the hull of the tar-et. There 9ill be a lot !ore rules on all this later> and forno9 this section is si! ly a laceholder.

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    Unit Traits

    o Resistant There are (arious kinds of ar!or that are hi-hly

    resistant to articular kinds of inco!in- 8re. #ttack ty e can be ty es like laser>las!a> ex losi(e> ballistic> ionic> and so forth. Units hit by those ty es of9ea ons take half da!a-e> rounded u > that they nor!ally 9ould ha(e.

    o A terburner Units 9ith the #fterburner trait !ay !o(e a-ain after all attacksha(e been erfor!ed. # sin-le ,1 de-ree turn is allo9ed before this !o(e!enttakes lace> but no attacks are allo9ed after. Units that !o(e in this !anner>-ain / additional A #ST token.

    o Aircra t Units 9ith this trait !ust !o(e at least half the s eed they 9ish to -o ina turn before they are allo9ed to turn. If a !ini!u! s eed is listed the unitcannot !o(e less than that distance in a turn. This is ex lained in !ore details

    in the !o(e!ent section of these rules. Units that !o(e in this !anner> -ain /additional A #ST token.

    o Boost # So!e units ha(e boosters that can only be used for a li!ited ti!e.Boosters for a unit re(ent any further turns> and 9ill add the to the s eed ofthe unit. $hen boosters are used lace a /d% near the unit 9ith a Q% facin- u .+ach turn boosters are used> reduce the nu!ber> and each turn they are notused> increase it. If the nu!ber is % a-ain> re!o(e the dice> ho9e(er if thenu!ber reaches /> the unit can no lon-er use boosters until they rechar-e.

    o Bury In(id only. Units 9ith this trait !ay bury the!sel(es into the -round anda!bush ene!y forces by co!in- out of the -round. $hile they are buried theydo not count for co!!and oint ur oses. The only thin- that can !ake aburied In(id co!e out is detectin- rotoculture 9ithin /1 .

    o !umbersome Cu!berso!e units are un-ainly and diWcult to control. They losean action> and if they are reduced to 1 actions they can no lon-er !o(e 9hile8rin-.

    o " $ # Defensi(e +lectronic $arfare. This syste! is used to alert allies ofi! endin- !issile strikes and ro(ide for so!e Ea!!in- a-ainst the !issiles.

    The ratin- is the nu!ber of atte! ts each turn this syste! can ro(ide a freedod-e to allies 9ithin /7 . This oints are rene9ed each turn.

    o !% # +lectronic Counter!easures. These are Ea!!ers that re(ent co!!andoints fro! bein- used e@ecti(ely. +ach nu!ber re resents an additional

    co!!and oint that !ust be ex ended each turn in order to use co!!ands9ithin that radius. The is reduced by / each /7 fro! the unit 9ith the +$.So> an +$ : 9ould re*uire : co!!and oints be ex ended before any can beused at /7 > but only / out to :% . T9o of these syste!s in ran-e of each othercancel out the o onents co!!and oint re*uire!ent on a / / ratio.#lternati(ely a sin-le tar-et can be s eci8ed u to the !axi!u! ran-e of the

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    +$> and that sin-le unit can ha(e the full additional co!!and oint cost a liedto it for it to use any co!!and oints. #ny unit can still use a nu!ber ofco!!and oints u to the nu!ber it -enerates ho9e(er. This oints arerene9ed each turn.

    o &cellent Brawler These units are 9ay abo(e a(era-e 9hen it co!es to !eleeco!bat> and -ain a O7 to any hand to hand die rolls.

    o 'ast Units that are fast are allo9ed to double their re-ular !o(e!ent> but anyattacks taken 9ould be at a ?7 to hit. Units that !o(e in this !anner> -ain /additional A #ST token.

    o (ood Brawler These units are better than usual in hand to hand> and -ain a O/to any hand to hand die rolls.

    o (unner Units 9ith -unners ha(e a dedicated ilot and dedicated -unner> thou-hboth !ay take o(er either roll 9hen necessary. unners increase the PI2 ratin-of the unit> 9hich is already sho9n on the card. In addition 9hen the unnerattacks a tar-et it is done 9ith a O/ to the V6 skill. # !echa 9ith unner thatis stationary could 8re : ti!es> once 9ith the ilot 9ith a O1> and t9ice 9ith a-unner at O/. unner can ha(e a ratin- associated 9ith it> such as unner :.$hen this is the case> each ratin- o(er / allo9s an additional 9ea on syste! beused 9ith the sa!e O/.

    o Hands This allo9s units to be !ore e@ecti(e in hand to hand co!bat. $ithouthands> units are ?: to hit in !elee co!bat and can ne(er do !ore than theirbase !elee da!a-e.

    o High )High Altitude* Units 9ith this trait can y o(er 74>111 feet in altitude.

    $hen yin- at this altitude> an additional !o(e!ent is allo9ed 9ith i-ht!o(e!ent. In addition> / additional inch is re*uired for the !ini!u! s eed. This is cu!ulati(e 9ith Mediu! bonuses> 9hich 0i-h is al9ays assu!ed to ha(eas 9ell. Vo additional turnin- is allo9ed for the additional !o(e!ent. Units that!o(e in this !anner> -ain / additional A #ST token.

    o Horrible Brawler These units are absolutely athetic in !elee co!bat> and are?7 to any hand to hand die rolls.

    o Ho+er Units 9ith this ability are ca able of standin- still in !id?air and are notre*uired> re-ardless of altitude> to ha(e a !ini!u! !o(e!ent 9hile yin-.

    o ,ump # Units 9ith the Ju! ability are able to !o(e in a s ecial !ode. This!ode lets the! i-nore any terrain u to the Eu! ratin- in inches> or half theratin- 3rounded u 5 in hei-ht.

    o -i e is !heap Units 9ith 2ife is Chea do not ro(ide other layers 9ith (ictoryoints and !ay be tar-eted by friendly units at any ti!e> 9ithout ex endin- a

    co!!and oint.

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    o %aneu+erable Units that are !aneu(erable -ain an extra action in the actionhase> abo(e and beyond any additional actions for cre9.

    o %edium )%edium Altitude* Units 9ith this trait can y at 4>111 feet to 74>111feet. This re resents an altitude of /7 to '7 o@ the table. $hen yin- at thisaltitude> an additional !o(e!ent is allo9ed 9ith i-ht !o(e!ent. In addition> /additional inch is re*uired for the !ini!u! s eed. Vo additional turnin- isallo9ed for the additional !o(e!ent. Units that !o(e in this !anner> -ain /additional A #ST token.

    o %elee Units 9ith this trait are exce tionally -ood in hand to hand. They -ain aO7 to their hand to hand rolls.

    o .on/Atmospheric Units 9ith the s ace trait cannot be used inside theat!os here. Units 9ith this trait are restricted to s ace based scenarios. #llunits 9ith the i-ht ability can be used in s ace> thou-h are at a ?/ D 9hiledoin- so.

    o 0 $ # @ensi(e +lectronic $arfare. These are Ea!!ers that re(entco!!and oints fro! bein- used e@ecti(ely. +ach nu!ber re resents anadditional co!!and oint that !ust be ex ended each turn in order to useco!!ands a-ainst the tar-et that 9as attacked. This takes the lace of anor!al attack and sensor 2 S !ust exist.

    o 0rbital Units 9ith this trait can reach orbit on their o9n accord. $hile not aco!!on e(ent in a tableto > it can be re*uired in ca! ai-n lay to en-a-etar-ets in s ace. 0a(in- orbital also assu!es they ha(e 0i-h and also Mediu!>and a booster that ushes the! into 74"1 or !ore s eed re*uired for esca e(elocity on earth. If a unit has rbital and a Booster> its 8nal s eed at hi-h

    altitude is %x the !axi!u! hi-h altitude s eed. Units that !o(e in this !anner>-ain 7 additional A #ST tokens.

    o 1arry # Units 9ith this trait ha(e lar-e shields or ar!s s ecially desi-ned tohel rotect the!sel(es fro! ene!y blo9s 9hile in !elee. The attackerreduces their attack roll by this nu!ber. 0o9e(er> if the attacker s un!odi8edroll 9as a Q% > a arry cannot be used a-ainst it.

    o 1oor Brawler These units aren t so -ood in hand to hand> and su@er a ?/ to anyhand to hand die rolls.

    o 1oor 'lyer Units 9ith this trait aren t so -ood in the at!os here. They can

    function> but are ?/ to all ilotin- rolls and dod-es 9hile functionin- 9ithin anat!os here.

    o 1rotoculture 2cope #ll in(id !echa units ha(e a s ecialiHed sco e that -i(esthe! a O/ UV bonus a-ainst other rotoculture o9ered !echa. nly a fe9units are not o9ered by rotoculture and they are listed as such on their statcards. Units 9ith Shado9 De(ices !ay nullify or i-nore this ad(anta-e as thede(ice blocks all rotoculture e!anations by these units renderin- the! in(isibleto the sensor.

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    o 3uick Units that are *uick are unusually !aneu(erable. In the 6P these unitsare ty ically ro(ided 9ith an auto!atic?dod-e. In 66T ter!s> *uick units areallo9ed a sin-le free dod-e each turn 9hile !o(in- a-ainst any attack of anyty e or siHe. 0o9e(er> this free dod-e is only a(ailable if the unit !o(ed. If theunit is also fast> and used fast !o(e!ent> it -ains an additional A #ST token.

    o R1! The reinforced ilot co! art!ent allo9s the cre9 to sur(i(e after a unithas had all of its da!a-e circles re!o(ed> unless that unit took enou-h da!a-eto e*ual the a!ount of da!a-e total it ori-inally had> in 9hich case the cre9dies as 9ell. # unit 9ith a total of " circles 9ould ha(e a cre9 that sur(i(ed if ittook , da!a-e> but /1 or !ore 9ould kill the cre9. This only has an e@ect inca! ai-n -a!es> 9hich !ay be dealt 9ith in the future.

    o 2hadow "e+ice Shado9 de(ices -i(e a unit a ?/ for ene!ies to hit it 9hileacti(e. They also ha(e the e@ect of ne-atin- the bonus of a rotoculture sco e.

    This ability is lost if the unit loses !ore than half of its MDC in battle.

    o 2hield # Units 9ith this trait are desi-ned 9ith a rotecti(e shield. This isal!ost exactly like a arry> but any da!a-e re(ented is absorbed by the shieldinstead.

    o Temper So!e leaders are Eust really hot?headed. These -uys are so anxious tokill that so!eti!es their o9n allies can -et in the 9ay. They are allo9ed to 8reinto hand to hand 9ithout co!!and oints 3or noti8cation of the ally bein-defended5 bein- ex ended> thou-h at a far -reater ossibility of shootin- theiro9n ally.

    o $eakness So!e units ha(e -larin- 9eaknesses or 9eak oints in their ar!or. These units can ha(e called shots !ade a-ainst these 9eak areas> 9hich areshots 9ith a ?7 !odi8er to hit. #ny success on these called shots utterlydestroys the (ehicle. #n exa! le 9ould be a s!all Cyclone shootin- a shot intothe eye of an In(id troo er to kill it outri-ht.

    $ea on Traits

    o Accurate $ea ons 9ith this trait recei(e a O/ to their to?hit roll.

    o )Ammo Type* So!e 9ea ons can 8re !ulti le ty es of a!!unition. $ea ons

    9ith this ability aren t se arate 9ea ons> but the sa!e 9ea on as listed but8red in an alternate !ode. #n exa! le 9ould be the " ty es of a!!o that the411!! 0o9itHers on a M.#.C. II !onster can 8re. This ability is usually locatedunder the 9ea on ty e colu!n. If there is a K L in the ability area> it re resentsthe nu!ber of a!!o> but is not ty ically i! ortant durin- the len-th of !ost-a!es.

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    o )* These are actually !ulti le 9ea ons -rou ed into a sin-le 9ea on. Theda!a-e in icted to the tar-et can be !ulti lied by the ratin-> or the 9ea oncould be used to 8re on another tar-et. #ny a!!o listed is er / 9ea on.

    o AA or Anti/Aircra t $ea on syste!s 9ith this ca ability can 8re at aircraft 9ithno enalty. If there is a nu!ber resent> it is a bonus to hit yin- units.

    o A or Area 4ect So!e 9ea ons do da!a-e to an area> but the area is (erys!all and not 9orthy of a te! late. These 9ea ons -ain a O7 to hit their tar-et>and -ain the anti?infantry or #I ability. If they do not beat their tar-et roll by 7 or!ore> they do half da!a-e.

    o A(# #nti? round 9ea on. #ny unit 9ith this attribute has double the !odi8er9hile 8rin- at fast !o(in- tar-ets like aircraft. If a nu!ber is resent> it is abonus to hit -round units.

    o A5 or Anti/5n antry These 9ea ons are !ore e@ecti(e (s s!all infantry and cando their full da!a-e 9here nor!al ty es of 9ea ons only do a sin-le da!a-e tothe!. #ll ex losi(e> las!a> and 8re based 9ea ons al9ays ha(e this trait.

    o A%2# #nti?Missile Syste!s. These are syste!s that are e@ecti(e a-ainstinco!in- !issiles. $hile all 9ea ons can be used 9ith a ?7 to hit> so!e9ea ons are si! ly better at shootin- do9n inco!in- !issiles than others.

    These 9ea ons ha(e this attribute> and not only su@er no !odi8er to the to?hitroll 9hen attackin- inco!in- !issiles> but if there is a nu!ber resent it is a

    ositi(e !odi8er to the /d% roll 9hen en-a-in- inco!in- !issiles.

    Mediu! ran-e !issiles are al9ays a ?7 to hit> and lon- ran-e areal9ays a ?4 to hit> in addition to any other !odi8ers> includin- #MS> as these!issiles are lar-er and re*uire !ore 8re o9er to destroy. F ZMissiles of anyty e can al9ays o@set !issiles of any other ty e. If an inco!in- (olley of :!issiles is tar-eted by : !issiles> they are al9ays interce ted anddestroyed.F Z# co!!and oint can be used to allo9 an #nti?Missile Syste!to rotect an allied unit in base to base contact. $hen this co!!and oint iss ent> any units in base to base contact that are s eci8ed as defendin- canuse their #MS in defense of any other tar-ets.

    o Annihilate So!e 9ea ons> like the synchroniHation cannons> si! ly destroye(ery sin-le thin- in their line of 8re. There are no exce tions> all da!a-e isdestroyed> thou-h dod-es can still take lace.

    o Anti/1lanet These 9ea ons are a ?71 to hit unless the unit siHe is ?/1 or less.

    o Anti/2hip These 9ea ons are ?/1 to hit unless the unit siHe is 1 or less.

    o A1 # #r!or Piercin-. $hen the to?hit roll is !ade> if the natural roll is thisnu!ber or hi-her 3% if no nu!ber listed5> the tar-et takes double da!a-e and acritical hit.

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    o Auto # This 9ea on can be 8red at any (iable tar-et> or !issile if it has #MS>9ithout ex endin- any actions. The ratin- is the nu!ber of actions it can take.

    o Beam # These 9ea ons 8re intense bea!s that do a -i(en a!ount of da!a-e.#ll tar-ets in a strai-ht line are hit and da!a-e is reduced until each tar-et isdestroyed> or the bea! ratin- is de leted.

    o Blast # $ea ons 9ith the blast trait hit all of their tar-ets 9ithin circle 9ith aradius siHe e*ual to the ratin-. #ny unit co! letely co(ered by the te! late>ally or ene!y> is hit and su@ers full da!a-e. #ny unit 9ith any art of theirte! late under the te! late takes half da!a-e. If units are only half co(ered> adod-e is allo9ed. F Z$hen the attack roll is unsuccessful the layer rolls a D%and looks at the arro9s on to of the blast !arker. This is the direction in 9hichthe blast 9ill shift. #nother D% is rolled and di(ided by 7 to deter!ine ho9 farthe blast !o(ed fro! its ori-inal tar-et location. Markers are laced 9ith the /bein- directly in line a9ay fro! the !echa shootin- the 9ea on 9ith the blasttrait.

    o Bombs $ea ons 9ith this trait !ay be used as the unit asses o(er ene!ytar-ets. The only re*uire!ent is that the line of !o(e!ent of the unit durin- theturn crosses directly o(er the s ot the unit decides to attack re-ardless of if thetar-et is still in line of si-ht or not at the end of its !o(e!ent.

    o Burst # So!e 9ea ons don t Eust shoot a sin-le shot> but doHens or e(enhundreds of roEectiles 9ith each ull of the tri--er. #!!o listed 9ould be inbursts. $hen da!a-e fro! burst 8re 9ea ons is a lied> the MDC is !ulti liedby the burst ratin- for the total da!a-e done. #lternati(ely> each reduction inthe burst ratin- announced durin- the attack allo9s a O/ to the -unnery to hitroll. Burst 8re 9ea ons auto!atically include the #I or anti?infantry trait. If no

    burst ratin- is listed> there is no additional da!a-e done> but a O/ to -unneryrolls is a lied.

    o "estabili6e These 9ea ons 9ere !ade s eci8cally to destroy In(id ener-yshields. $hile en-a-in- the shields> they can only shoot out to / andauto!atically hit> and use both actions for a stationary tar-et. 0o9e(er> theycan also be 8red nor!ally a-ainst In(id !echa> bein- treated as a called shota-ainst the! 3it disru ts the bio!echanical syste!s 9ithin the !echa5.

    o 'rag ra-!entation. This unit does half da!a-e to non?infantry tar-ets.

    o 5' )5ndirect 'ire* $ea ons 9ith the indirect 8re trait !ay 8re at tar-ets that are

    in ran-e 9ithout re*uirin- a line of si-ht to the tar-et. If the tar-et chooses todod-e 8re fro! this 9ea on> they -ain a O/ to their dod-e roll.

    o %issile Missile 9ea ons ty ically ha(e lon-er ran-es than other 9ea ons but asusce tible to bein- shot do9n or dod-ed. # tar-et that is hit by a (olley of 4 or!ore !issiles cannot dod-e the attacks. # !issile sal(o can al9ays be used toco! letely destroy any inco!in- !issile sal(o. Missiles statistics are 8xed on allunits and are color coded to !atch their entry in the 9ea on table. +ach block

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    of colors re resents a sin-le !issile;9ea on syste!. +ach ro9 of !issile ty esre resent the !axi!u! ossible (olley siHe at a sin-le tar-et usin- the syste!.

    o 01T# This ite! is an o tional !ount. Units can only carry / of each o tional!ount ty e> 9here the is the ty e. If no nu!ber is s eci8c the unit can carry

    Eust a sin-le o tional !ount.

    o 1ylons # So!e extre!ely rare units carry !ulti le !issile ty es in a sin-le9ea on syste! 9hich is noted on cards> but !ore co!!only are units 9ith!ulti le !issile loadouts ossible. #n exa! le of this 9ould be a standard G ?/Galkyrie> 9hich has % ylons. +ach of these ylons could carry : (olleys of "M2 P> / (olley of : S6M> / (olley of : M6M> or a sin-le 26M. #ny co!binationcould be carried> but they !ust be sy!!etrical. If a unit has ylons only one!issile ty e can be carried on each ylon. ther !issile ty es should be crossedout before -a!e lay is started.

    o Residual # $ea ons 9ith this ability lea(e their te! late in lace and 9ill dothe ratin- in da!a-e to any unit assin- throu-h the te! late 3on -round le(el5for the rest of the -a!e.

    o 2low So!e 9ea ons si! ly do not 8re (ery often. $ea ons 9ith this ability canne(er 8re !ore than / shot er turn> under any circu!stances.

    o 7ery 2low So!e 9ea ons are e(en slo9er to 8re> and can only 8re once e(eryother turn. They also include the 2low trait.

    o %o' 8%o+e or 'ire9 Mo(e or ire 9ea ons cannot be used if the unit !o(ed atall. This !ay be due to the inaccuracy 9hile !o(in-> a hu-e a!ount of o9erre*uired to en-a-e the 9ea on> or e(en syste!s that !ust be used to stabiliHethe unit before 8re.

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    Characters 3 UTU6+5So!e soldiers are Eust far better at co!bat. 0istorically this has been

    esti!ated at about / er 7" soldiers in battle that are Eust better suited for 9arfare.In -a!e ur oses> any character can ha(e s ecial abilities added. These s ecial

    abilities are si! ly counters indicatin- the ability that are laced on the unit card. These abilities can be !ixed and !atched> but no unit can ha(e o(er : s ecialabilities 3thou-h a sin-le unit on the table is allo9ed 45. The s ecial abilities 9ill belisted at a later ti!e.

    MISSIL& "RAC'I(G "A)L&

    MissileID

    Dama!e

    Spee

    &n urance

    *uel+sa!e

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    74