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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

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 attackers 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)

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 doesnt 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

[x2], Slow, MoF


[80], AI, Burst 2
[20], AI, Burst 2,
AE .5"

Laser
Explosi
ve
Fire

FF

40

80

Accurate +1

FF
FF

Missile

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

DM
G
12
1

10
10
8

Attributes

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 dont 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.
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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

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 NCOs 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 cant
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 wont 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"

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 attackers 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 losers 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
opponents back side, a +2 is added to the attackers die roll. For attacks
against the side of a unit, a +1 is added to the attackers 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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15

Unit Traits
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<Attack Type> 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.

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.

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.

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.

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.

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.

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.

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
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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.

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.

Good Brawler: These units are better than usual in hand to hand, and gain a +1
to any hand to hand die rolls.

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.

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.

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.

Horrible Brawler: These units are absolutely pathetic in melee combat, and are
-2 to any hand to hand die rolls.

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.

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.

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.

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.

Melee: Units with this trait are exceptionally good in hand to hand. They gain a
+2 to their hand to hand rolls.

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.

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.

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.

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 attackers unmodified
roll was a 6, a parry cannot be used against it.

Poor Brawler: These units arent so good in hand to hand, and suffer a -1 to any
hand to hand die rolls.

Poor Flyer: Units with this trait arent so good in the atmosphere. They can
function, but are -1 to all piloting rolls and dodges while functioning within an
atmosphere.

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.
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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.

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.

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.

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.

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.

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.

Weapon Traits
o

Accurate: Weapons with this trait receive a +1 to their to-hit roll.

[Ammo Type]: Some weapons can fire multiple types of ammunition. Weapons
with this ability arent 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.

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.

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.

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.

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.

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. <p>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.<p>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.

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.

Anti-Planet: These weapons are a -20 to hit unless the unit size is -10 or less.

Anti-Ship: These weapons are -10 to hit unless the unit size is 0 or less.

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.

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.

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. <p>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.

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.

Burst #: Some weapons dont 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.

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).

Frag: Fragmentation. This unit does half damage to non-infantry targets.

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.

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
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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.

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.

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.

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.

Very Slow: Some weapons are even slower to fire, and can only fire once every
other turn. They also include the Slow trait.

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

24

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