Robotech 2nd Edition Rewrites: To better make sense to me.

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panzerfaust
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Robotech 2nd Edition Rewrites: To better make sense to me.

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Character Creation:

1. Replace the Fast Learner and Jack of Many Trades Special Aptitude bonuses With: Select ANY 4 Skills (+10%)

2. Replace the Charismatic/Charmer Special Aptitude and bonuses with: “Attractive and Charismatic”: Provides a +1D4+1 Bonus to both the M.A. and P.B. attributes.

3. Strongman Now Provides a +1D6+4 bonus to the P.S. attribute instead (slight increase).

4. Half Zentraedi Are Rolled Up IDENTICALLY to humans, but Have Augmented P.S., and can be enlarged using the same rules as Full Blooded Zentraedi to turn into giant-size. Note that Half bloods DO NOT receive the special R.C.C. bonuses that full blood Zentraedi do. Add S.D.C. and hit points together and turn into M.D.C. point for point and apply the same rules as full blood Zentraedi for Giant Sized P.S. and hand to hand damage.

5. Macross and Masters Saga Experience Tables:
-T.A.F., T.S.C., T.A.S.C. = Veritech Pilot Table

-A.T.A.C. = Battloid Ace Table

-T.C., C.D.U., C.D.F.C. = Fleet enlisted Crewman Table

-G.M.P. = Military Specialist & Technical Officer Table

-Clone Master: Same Table as G.M.P., Above

-Science Master: Same Table as G.M.P., Above

-Tirolian Legionnaire: Same Table as T.C., C.D.U., C.D.F.C., Above

-Muse: Same Table as T.C., C.D.U., C.D.F.C., Above

-Tirolian And Human Civilians: Same Table as T.C., C.D.U., C.D.F.C., Above


-Revised Zentraedi Stats (Other than the listed changes below rules, are otherwise, as is published):

Revised Zentraedi Attribute Stats:

Male Overlords (Same Height as High Lords when Micronized): Roll 10+ 1D8 for P.B., ALL others are as published.

Male High Lords: Roll 10+1D8 for P.B., ALL others are as published.

Male Warlords: Roll 10+ 1D8 for P.B., ALL others are as published.

Male Warrior Elite: Roll 10+ 1D8 for P.B., ALL others are as published.

Male Auxiliary Specialists: Roll 10+1D8 for P.B., ALL others are as published.

Female Overlords (Same Height as High Lords when Micronized): Roll: 12+1D6 for P.B., ALL others are as published.

Female High Lords: Roll 12+1D6 for P.B., ALL others are as published.

Revised Warrior Infantry Caste Stats:

Males:
I.Q. 8+1D6 (I.Q. and skill bonus percentages are halved when dealing with skills or concepts OUTSIDE of their R.C.C. skills and M.O.S.), M.E. 6+1D4, M.A. 4+1D8, P.S. 24+1D6, P.P. 15+1D6, P.E. 28+1D4, P.B. 10+1D8, Spd: 20+1D6

Females:
I.Q. 10+1D6 (I.Q. and skill bonus percentages are halved when dealing with skills or concepts OUTSIDE of their R.C.C. skills and M.O.S.), M.E. 8+1D4, M.A. 8+1D8, P.S. 20+1D6, P.P. 15+1D8, P.E. 24+1D4, P.B. 12+1D6, Spd: 24+1D6.

-S.D.C and Hit Points by Genetic Caste:

---- Overlord: S.D.C.: 6D6x10+40, Hit Points: = to P.E. x4.

---- High Lord: S.D.C.: 3D4x10+30, Hit Points: = to P.E. +1D6 per level of experience.

----Warlord: S.D.C.: 2D4x10+30, Hit Points: = to P.E. + 1D6 per level of experience.

---- Warrior Elite: S.D.C.: 2D4x10+20, Hit Points: = to P.E. + 1D6 per level of experience.

---- Warrior Infantry: S.D.C.: 2D4x10+10, Hit Points: = to P.E. + 1D6 per level of experience.

---- Auxiliary Specialist: S.D.C.:2D4x10, Hit Points: = to P.E. + 1D6 per level of experience.

-Physical M.D.C. for Zentraedi when GIANT/FULL SIZED:
Add S.D.C. & Hit points together and turn point per point into M.D.C. Points.

-Random Genetic Caste For Zentraedi Player Characters:
01-35 Warrior Infantry
36-55 Auxiliary Specialist
56-75 Warrior Elite
75-90 Warlord
90-00 High Lord

-Revised Zentraedi Skills:

1. I DO NOT USE the Pilot: Military: Zentraedi Ground Mecha Skill. INSTEAD, Use Pilot: Battloids Skill in place of it, and when the Zentraedi R.C.C. lists a specific model the character can pilot, instead make that the character's Mecha Pilot specialty as is standard for the Pilot: Battloids skill.

2. Post 1st Robotech War, add the following skills to the listed Zentraedi common skills:
Language: Other English (+20%)
Literacy: Other English (+20%)

3. The Zentraedi Warlord R.C.C. Starts AUTOMATICALLY with MECT: Glaug Officer’s Pod

-Revised Zentraedi Mecha:

1. Add 75 M.D.C. to the main body of the Regult Battle Pod (And Variants of).

2. Nousjadeul-Ger Powered Armor is ALSO used by Female Zentraedi, not just the males (It is a General Use Mecha) and the 32mm Plasma Machine Pistol has a range of 4,000 feet (1,200 meters).

-Zentraedi Mecha Refitted For Micronian/Human-Sized Crew:
(The Nousjadeul-Ger and Queadluun-Rau have Servos added to the Arms and Legs and a Cockpit Module placed in the Center torso)
Increase M.D.C.by Times 2 that of unmodified Zentraedi Mecha, for the Regult, Glaug, and Gnerl, and by Times 1.5 For the Nousjadeul-Ger and Queadluun-Rau; add a Reinforced Pilot's Compartment with 175 M.D.C. that can seat 1 Micronian size pilot plus up to 1 to 3 passengers and an cargo area that can hold/store 500 to 1500 pounds(226 to 675 kilograms) of cargo to the mecha.

-Revised Zentraedi Pilot's Flightsuit:
M.D.C. By Location:
Helmet - 35
Arms (2) - 20 each
Legs (2) - 25 each
Life Support/Sensor Interface Harness- 25
Gel Reinforcement Plates (7) - 35 each
Main Body - 50

Revised Robotech Masters Stats:

-Revised Bioroid Stats:
DOUBLE THE M.D.C. of ALL Locations on the Robotech Masters Bioroids except the HEAD which is increased by 50%.

1. Bioroid Drum Gun Pod (TPBGp-Mk. I Pulse Beam Gun Pod): Range is 4000 feet (1200 meters) and does 4D4+4 M.D. per a single shot, or 2D4x10+16 M.D. per a five pulse burst.

2. Bioroid Disc Gun Pod (Tr-PBGp-Mk. II Pulse Beam Gun Pod): Range is 6000 feet (1800 meters) and does 4D6+4 M.D. per a single shot, or 2D6x10+16 M.D. per a 5 round pulse burst.

3. Tr-LR-H Laser Assault Rifle: Does 3D6 +2 M.D. per a single shot, or 1D6x10 M.D. per three round burst.

4. Tr-LLR Mk. I Legionnaire Assault Rifle: Does 2D6+2 M.D. per a single shot, or 6D6+6 M.D. per a three round burst.

5. Tr-ISG Mk. I Ion Blaster Gun: Does 2D6 M.D. per a single shot, or 6D6 M.D. per a three round burst.

-Revised Legionnaire Flight Suit:
Weight: 4 lbs.
M.D.C. by Location:
Helmet - 20
Arms (2) - 15 each
Legs (2) - 20 each
Gel Reinforcement Plates (8) - 12 each
Main Body – 30

-Revised Legionnaire Combat Armor:
Weight:
Tr-LCA-L (Light): 8 lbs
Tr-LCA-H (Heavy): 16 lbs
Prowl/Physical Skills Penalties:
Tr-LCA-L (Light): -10%
Tr-LCA-H (Heavy): -15%
M.D.C. By Location:
Tr-LCA-L (Light)
Helmet – 70
Arms – 30
Legs – 44
Main Body – 76
Tr-LCA—H (Heavy)
Helmet -90
Arms – 44
Legs – 64
Main Body - 100

-Revised Bioroid Terminator Combat Armor:
Note: This is a light Power Armor.
Has an Augmented P.S. of 42
M.D.C. by Location:
Head - 80
Arms (2) - 60 each
Legs (2) - 80 each
Main Body: Long Coat/Camouflage Cloak - 160
Main Body: Underlying Armor/Suit - 80

-SKILL NOTES:
1. Bioroids are operated using the Pilot: Battloids skill, and where Pilot: Bioroid is listed in O.C.C. skills it is instead their Mecha Pilot Specialty (which covers ALL Bioroids).

2. Post 2nd Robotech War, add the following skills to the listed Tirolian common skills:
Language: Other English (+20%)
Literacy: Other English (+20%)

3. Pilot: Bioroid Grav Sled (New Skill!): Skill and Proficiency in operating the Anti-gravity sleds used with Tirolian Bioroids. Base Skill: 55%+5% per a level of Experience.

4. The Tirolian Legionnaire: Bioroid Terminator M.O.S. can also operate Battloids/Bioroids (+15%), and their mecha pilot specialty is the Bioroid Terminator Combat Armor/Power Armor.

-Revised Macross/UEDF Stats:

Revised Destroids and Valkyries:

1. Destroids have a 25 Year Duration Nuclear Fusion Power Supplies, also, 100 M.D.C. to the Main Body of the Defender, Monster, and Phalanx Destroids, and triple the payload of all weapons in the TZ-IV gun clusters mounted on the Spartan and Tomahawk Destroids.

2. VF-1 Valkyries Have 15 Year Duration Nuclear Fusion Power Supplies And Unlimited Range.

3. Destroids' and Valkyries' reactors are HYDROGEN fueled, and they both have on-board equipment to process hydrogen from ordinary water.

4. MBR-04-Mk. VI Tomahawk CAN be operated effectively by a single pilot, but two crew are normal/standard. Triple the Payload of the GAU-20A1 .50 Caliber Machineguns. The HPC-155 Heavy Particle Accelerator Cannons on the Tomahawk Destroid do 2D6x10+20 M.D.(4D6x10+40 for a fire linked double blast).

5. ADR-04-Mk. X Defender: Triple the Payload of the M-996 78mm Anti-Aircraft Auto-Cannons.

6. ADR-04-Mk. X Defender and SDR-04-Mk. XII Phalanx: These destroids can use the legs of the MBR-04-MK. VI Tomahawk, adding 8 Mini-Missiles.

7. The GU-11A1 (Upgraded model of the GU-11 Gun Pod) uses 250 round ventral, conformal, clip magazines: The VF-1 Valkyrie Carries 4 Spare clips, and the Spartan Destroid Carries 6 spare clips.

-Revised UEDF Pilot's Suit:
Weight: 10 Pounds.
M.D.C. by Location:
Helmet - 20
Arms (2) - 10 each
Legs (2) - 15 each
Life Support Harness - 10
Gel Reinforcement Plates (8) - 8 each
Main Body - 25

-Revised CHR-1 Hazardous Environment Suit/Combat Armor:
Prowl/Physical Skills Penalty: -25% and -20% to Speed.
Weight: 30 Pounds (13.5 Kilograms)
M.D.C. By Location:
Helmet - 45
Arms (2)- 35 each
Legs (2) - 45 each
Main Body - 85

-Revised UEDF Weapons:

1. Machine Pistol: Can also fire M.D. HEAP rounds that do 1D4 M.D. per single shot or 4D4 M.D. per a 5 round burst.

2. M-21 Assault Rifle: The Standard 5.56mm rounds used by the M-21 doe 4D6 S.D.C. per a single shot or 1D4x10 S.D.C. per a 5 round burst, the M.D. 5.56mm SLAP ammo doe 4D6 M.D. on a 5 round burst.

3. M-223 Light Machine-Gun: Does 1D6 M.D. on a single shot and 5D6+6 M.D. per a 10 round burst of M.D. 5.56mm SLAP Ammo.

4. M-225 Medium Machine Gun: A single round of M.D. 7.62mm SLAP Ammo does 2D4 M.D., burst Damage is 1D4x10+8 M.D. per a 10 round burst.

5. M3A2M Heavy Machinegun: The .50 BMG SLAP rounds do 2D8 M.D. per single round all other stats unchanged.

6. M227 Heavy Machinegun: The 14.5mm LEAP rounds do 2D12 M.D. per single round all other stats unchanged.

-Skill Notes for the Macross Masters Eras:

A. Common Skills: ALL Humans in the Macross and Masters’ Saga Eras Get the following common skills:
Language: Native (+2%)
Literacy: Native (+4%)
Math: Basic (+2%)
Computer Operation (+4%)
Pilot: Automobile (+10%)

B. Battloid Ace O.C.C.: Replace W.P. Energy Pistol & W.P. Energy Rifle with W.P. Rifle and W.P. Heavy Military Weapons, and remove Pilot: Ground Veritechs from O.C.C. skills.

C. Enlisted Crewman or Infantry O.C.C.: Remove W.P. Energy Rifle & Pilot: Ground Veritechs from O.C.C. skills and Mecha Pilot Specialties and Mecha Elite Combat Training skills from all M.O.S. skill packages for this O.C.C.

D. Military Specialist O.C.C.: Replace W.P. Energy Rifle with W.P. Heavy Military Weapons, and remove Piloting and Mecha Elite Combat Training skills for Ground Veritechs from this O.C.C.’s M.O.S. Skill Packages.

E. Technical Officer O.C.C.: Replace W.P. Energy Pistol & W.P. Energy Rifle with W.P. Rifle and W.P. Heavy Military Weapons.

F. Veritech Pilot O.C.C.: Replace W.P. Energy Pistol & W.P. Energy Rifle with W.P. Rifle and W.P. Heavy Military Weapons, and replace the Mecha Pilot Specialties and Mecha Elite Combat Training skills with that for the VF-1 Valkyrie. The Veritech Alpha Fighter Pilot M.O.S. is now the Veritech Combat Pilot M.O.S. and the Veritech Beta Pilot M.O.S. is now the Veritech Ground Attack Pilot M.O.S.

Civilian O.C.C.: May select 2 new O.C.C. Skills from ANY category, plus 2 new Secondary Skills at levels 3, 6, 9, 12, and 15.

-ASC Modifications:

1. ALL ASC Mecha, Combat Vehicles and Body Armor are Laser Resistant (Lasers do HALF Damage).

2. Increase the M.D.C. of ALL Giant ASC Battloids ,VHR-2 Myrmidon and Logan (Not Power Armor) by times 1.20.

3. Logan and Ajax Aerospace Veritechs: The Logan’s EP- 20mm Laser Gun Pod does 2D4x10 M.D. and The Ajax’s IWS-40 40mm Ion Pulse Weapon Pod does 2D6x10 M.D. and has a range of 4,000 feet (1,219 meters).

4. Spartas Veritech Hover Tank and Myrmidon Veritech Hover Recon Vehicle: The Transport Mode speed is 175 mph (280 kmh) for the Myrmidon. The Transport Mode speed is 150 mph (240 kmh) for the Spartas. The P-BeamCannon on the A1 and A3model Spartas does 4D6x10+20 M.D. The EU-11 Does 2D12 M.D. on a single shot and 2D6x10 M.D. on a 5 round burst; Range is 6000 feet (1800 meters).

5. ASC Battloids: The EU-10 Gun Pod does 2D8 M.D. per a single shot and 2D4x10 M.D. per a 5 round burst; Range is 6000 feet (1800 meters) , and the EU-12 Gun Pod does 4D6 M.D. per a single shot and 2D6x10M.D. per a 5 round burst; Range is 4000 feet (1200 meters).

6. ASC Power Armor: The M-35 Kodiak .50 caliber Assault Rifle (Used by the Basilisk) Does 2D8 M.D. per a single shot, 1D4x10 M.D. per a 10 round burst, and 1D8x10 M.D. per a 20 round burst; Range is 4000 feet (1200 meters).

7. ALL Fusion Powered ASC Mecha and Vehicles have unlimited range and the following operational life spans for their power supplies (these reactors are HYDROGEN fueled) - ASC Power Armor and Veritechs: 10 years, ASC Battloids and Non-Transformable Aircraft: 20 years, they also have the onboard equipment to process hydrogen from ordinary water.

8. M-35 “Ferret” .45 Semi-Automatic Pistol: The LEAP Rounds used by the M-35 do 1D6 M.D. per shot (has more explosives in a bigger bullet).

9. M-33 “Tayra” 4.5mm Caseless Semi-Automatic Pistol: IGNORE the dangerous flaws listed for this weapon.

10. M-25 “Wolverine” Assault Rifle: Has a 45 round magazine. The 7.62mm SLAP Ammo does 4D8 M.D. per a 5 round burst. The standard 7.62mm rounds used by the M-25 do 5D6 S.D.C. on a single shot or 1D6X10 S.D.C. per a 5 round burst, the Grenades used by the M-25 Assault Rifle Do 5D6 M.D. to a 10 foot (3 m) diameter.

11. Skill Notes: Pilot: Battloids is the skill used for piloting the ASC Power Armors. Where the skill Pilot: ASC Battloids and Pilot: ASC Power Armor is listed in M.O.S. and O.C.C. description, instead replace with Pilot: Battloids and make those the character's Mecha Pilot Specialty (ASC Battloids OR ASC Power Armor as listed in the O.C.C./M.O.S. Listing).

12. Revised ASC MOSs:

A. Battloid Pilot MOS: ADD MECT: 2 Battloids of Choice (Choose a Mecha pilot Specialty for one of these).

B. Mechanized Infantry MOS: ADD Pilot: Battloid (+20%) and MECT for BOTH the ASC Power Armors AND Battloids (Choose a Mecha pilot Specialty for one of these).

C. Air Cavalry MOS: ADD MECT: Valkyrie to the listed M.O.S. Skills.

D. Aerospace Veritech Pilot MOS: ADD MECT: Valkyrie to the listed M.O.S. Skills.

13. Modifications to the ASC OCCS:

A. Tactical Air force O.C.C.: ADD Combat Flying (See Macross Sourcebook) and W.P. Energy Pistol to O.C.C. Skills.

B. Tactical Armored Space Corps O.C.C.: ADD Combat Flying (See Macross Sourcebook) and W.P. Energy Pistol to O.C.C. Skills.

C. Tactical Space Corps O.C.C.: ADD Land Navigation (+4%), Sensory Equipment (+10%), W.P. Energy Pistol, and W.P. Heavy Mega-Damage to O.C.C. skills.

D. Alpha Tactical Armored Corps O.C.C.: ADD Sensory Equipment (+25%), W.P. Hand guns, And W.P. Rifles to O.C.C. skills.

E. Tactical Corps O.C.C.: ADD Land Navigation (+4%), First Aid (+10%), and Sensory Equipment (+10%), W.P. Rifle and W.P. Heavy Military to O.C.C. Skills.

F. Civil Defense Unit O.C.C.: ADD Land Navigation (+4%), Sensory Equipment (+10%)%), W.P. Hand guns, and W.P. Rifle to O.C.C. Skills.

G. Civil Defense Flying Corps O.C.C.: ADD Aerobatics Skill (See Macross Sourcebook), Navigation (+10%), Sensory Equipment (+20%), W.P. Rifle and W.P. Heavy Military to O.C.C. Skills

H. Global Military Police O.C.C.: ADD Land Navigation (+4%), First Aid (+10%), and Sensory Equipment (+10%), W.P. Rifles, W.P. Energy Pistols, and W.P. Energy Rifles to O.C.C.


-UEEF Modifications:

1. ALL giant UEEF mecha that use hand-held Gun Pods can carry/store 6 Spare magazines for them.

2. Multiply the M.D.C. of all Silverback models by 1.20

3. The FAL-2 Pulse Laser Rifle can also use a conventional E-clip with 40 single shots or 14 pulse bursts.

4. The H-260 Valiant Laser Assault Rifle: Does 3D6 M.D. per a single shot, or 1D4x10+10 M.D. per a 3 round burst. Has a Protoculture E-Clip with a 480 single shot, and a 160 burst payload. Can also use a standard E-Clip, with a 48 single shot, or a 16 burst payload.

5. Gallant H-90 Modular Energy Weapon System: Has a Protoculture E-Clip that has a payload of 2,000 S.D.C. blasts, 600 Single M.D. Pistol blasts, and 300 single M.D. rifle blasts, and Can also Use a Standard E-clip that has a payload of 200 S.D.C. blasts, 60 Single M.D. Pistol blasts, and 30 single M.D. rifle blasts.

6. M-30 Wolf Modular Energy Weapon System: Both the pistol and rifle configurations fire burst in burst fire mode as a 3 shot burst. Has a Protoculture E-Clip with a payload of 1,500 S.D.C. blasts, 480 M.D. pistol blasts, and 240 M.D. rifle blasts, and Can also use a standard E-Clip with a payload of 150 S.D.C. blasts, 48 M.D. pistol blasts, and 24 M.D. rifle blasts.

7. The M-46 Submachine-Gun uses 9mm Parabellum caliber ammunition.

8. EP-40 Ion Pulse Pistol: Can also use a Standard E-Clip that has an 11 blast payload.

9. EP-37 60mm Pulse Beam Rifle: Has a 200 blast payload Protoculture E-Clip and can also use a Standard E-Clip that has a 20 blast payload.

10. M-25 “Wolverine” Assault Rifle: Has a 45 round magazine. The 7.62mm SLAP Ammo does 4D8 M.D. per a 5 round burst. The standard 7.62mm rounds used by the M-25 do 5D6 S.D.C. on a single shot or 1D6X10 S.D.C. per a 5 round burst, the Grenades used by the M-25 Assault Rifle do 5D6 M.D. to a 10 foot (3 m) diameter.

11. EU-13 80mm Pulse Beam Cannon (Used by the Alpha): Does 4D8+2 M.D. per a single shot and 2D4x10+10 per a 5 round burst and is Non-Protoculture powered. All other stats are unchanged.

12. HPC-40 Particle Cannon (used by the Bioroid Interceptor): Does 2D4x10 +16 M.D. Range is 6000 feet (1,828 m) and has a 100 Blast Protoculture E-Clip.

13. EU-12 Heavy Particle Cannon (Used by the Condor Battloid): Does 2D6x10 +20 M.D. Has a range of 4000 feet (1,220 m) and is Non-Protoculture Powered.

14. Revised Core Book OCCs:

A. Battloid Ace: Add a (+10%) bonus to the O.C.C. Pilot: Ground Veritechs Skill, also Fighter Pilot M.O.S. is now known simply as the Combat Pilot M.O.S.- Replace Pilot: Jet Fighter (+10%) and Pilot: Two of choice (+10%) with Pilot: Three of Choice (+10%).

B. Enlisted Fleet Crewman or Infantry: Has a +10% to the Pilot: Ground Veritechs skill, and may take MECT for ANY Ground Veritech with O.C.C. Related skills and ADD Land Navigation (+4%), and Sensory Equipment (+10%) to O.C.C. Skills.

C. Veritech Fighter Pilot: Has a +10% to the Veritech Pilot O.C.C.s Pilot Veritechs skill. ADD the Combat Flying (Skill is found in the Macross Sourcebook) to the Veritech Fighter Pilot O.C.C.’s O.C.C. skill list.

D. Technical Officer: Add a +10% BONUS to any Pilot Skills selected as OCC Related Skills and ADD Land Navigation (+4%) to O.C.C. Skills.


Armor Piercing M.D. Explosive Pistol and Sub-Machinegun Rounds: These do 1d4 M.D. (for the smaller calibers) OR 1d6 M.D. (for the larger calibers), Double Damage from a standard Short Burst (Three bullets/rounds fired) or Triple Damage for a Long Burst (Six bullets/rounds fired) from an automatic weapon like a Submachine-Gun and cost 500% MORE than standard rounds.

Armor Piercing M.D. Explosive Rifle Rounds: These do 1d6 M.D. for the smaller rounds (like 5.56x45mm NATO or 5.45x39mm Soviet) OR 2d4 M.D. for the larger rounds (like 7.62x51mm NATO, 7.62x54mmR Russian or 7.62x39mm Soviet), Double Damage from a standard Short Burst (Three bullets/rounds fired) or Triple Damage for a Long Burst (Six bullets/rounds fired) from an automatic weapon like Assault Rifle or One Round x5 Damage per a burst of 20 Rounds from Machineguns and cost 500% MORE than Standard rounds.

Armor Piercing M.D. Explosive Heavy Machinegun Rounds: These do 2d8 M.D. for the smaller rounds (like .50 BMG or 12.7mm Soviet) OR 2d12 M.D. for the larger rounds (14.5mm Soviet,) One Round x5 Damage from a standard Short Burst of 10 rounds or One Round x10 Damage per a Long Burst of 20 Rounds from Machineguns and cost 500% MORE than Standard rounds.

M.D. Shotgun Shells: 12 Gauge is the Most Commonly Made, But They ALSO Come in the 20 Gauge (Most Popular With People of Smaller Stature) and 10 Gauge Varieties: Range: 600 feet (183 meters) - for full-length shotguns, and 500 feet (152 meters) - for sawed-off shotguns for APRAS rounds. M.D. Explosive Buckshot Pellets do 2D4 M.D. (1D6 M.D for 20 gauge, 2D6 M.D. for 10 gauge): +1 to strike with Buckshot and the blast sprays a 3 feet (1 meter) area with, lethal, explosive pellets; Explosive: Fragmentary Shells do 2D6 M.D. (1D6 M.D for 20 gauge, 3D6 M.D. for 10 gauge) to a 20 foot (6.1 meter) blast radius; Explosive: Plasma Shell does 3D6 M.D. (2D6 M.D for 20 gauge, 4D6 M.D. for 10 gauge) to a 12 foot (4 meter) blast radius; APRAS (Armor Piercing Rocket-Assisted Slugs) do 3D6 M.D. (2D6 M.D for 20 gauge, 4D6 M.D. for 10 gauge). Double Damage for a Double Barreled blast or three round Short Burst (For Double-Barreled and Automatic shotguns respectively).

M.D. 40mm NATO Pattern and 30mm Soviet Pattern M.D. Grenade Launcher Grenades (Range: 1,200 feet for Rifle Mounted or Man-Portable Grenade Launchers, and 2,400 feet for the larger, heavier, Automatic Grenade Launchers ): AP/F (Anti-Personnel Fragmentation): Does 4D6 M.D. to a 12 foot (3.6 meter) blast area; 2D6x10 M.D. and Double blast radius when fired from a Automatic Grenade Launcher in a 6 round burst, HEAP (High-Explosive Armor Piercing): Does 6D6 M.D. to a 3 foot (0.9 meter) blast area; 3D6x10 M.D. and Double blast radius when fired from a Automatic Grenade Launcher in a 6 round burst.

M.D. Retooled Old Style 20th Century Heavy Weapons Rules:
Missile Launchers/Bazookas/LAWs/Recoilless Rifles, Artillery Cannons, and Mortars: Divide the Blast Radius by 1/2. Damage is as follows - divide the S.D.C. damage the weapon inflicts by 1/20th (For converted S.D.C., or Low quality purpose-made M.D. Ammo) or 1/10th (For Good quality purpose-made M.D. Ammo). I.E. a TOW Missile Launcher firing TOW II HEAT missiles now inflicts 1D6x10 M.D. (for low quality new-made or converted S.D.C. missiles) or 3D4x10 M.D. (for good quality new-made missiles). Range is unchanged.

M.D.C. Retrofitted, 20th Century Style Vehicles:
M.D.C. Retrofitted, 20th Century Style Vehicles:
This is covered on Page 96 of Rifts Mercenaries but I have repeated (and heavily re-worded, toned down and rewrote for Robotech, so there should be no copyright issues) it here for those who DON'T have access to it.....

Vehicles can be (Relatively Easily) can be transformed into M.D.C. vehicles, so that an equivalent of 1/10 to 1/2 their original S.D.C. is now in M.D.C. points (Turrets, for vehicles that have them, can be fitted with up to half the M.D.C. of the Main Body (Wheels for wheeled vehicles have 2 M.D.C. for motor cycles, 5 M.D.C. for cars and small trucks, 15 M.D.C. for large trucks, and 20 to 30 M.D.C. for wheeled military vehicles. Treads for tracked vehicles have around between from 35 to 70 M.D.C.). They can also be powered though electrical, nuclear, or protoculture means, rather than liquid hydrocarbon fuel, though this may be a waste depending on how flimsy the vehicle is after it's M.D.C. conversion. The original weapons may remain (loaded with M.D.C. ammo), or replaced with modern M.D. weapons such as auto-cannons, rail guns, mini-missile and missile launchers, and energy weapons.
Also see the Vehicle Armorer skill in Robotech the Shadow Chronicles for more information.....
Last edited by panzerfaust on Fri Jul 30, 2010 9:48 am, edited 4 times in total.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by avollant »

Pretty impressive! Now, could you tell us what prompt you to do suc a massive re-write?
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

avollant wrote:Pretty impressive! Now, could you tell us what prompt you to do suc a massive re-write?


mainly the usual palladium scaling troubles with the M.D.C. of Items... I really don't mind it in rifts so much, but in robotech it bugs me to no end, others were fixing stuff that was too powerful, or just din't make sense to me.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

Marduke23 wrote:
panzerfaust wrote:
avollant wrote:Pretty impressive! Now, could you tell us what prompt you to do suc a massive re-write?


mainly the usual palladium scaling troubles with the M.D.C. of Items... I really don't mind it in rifts so much, but in robotech it bugs me to no end, others were fixing stuff that was too powerful, or just din't make sense to me.


Look at Macross II Sourcebook about overpowered. It has a disclamer on the 1st page that says that these mecha/vehicles are WAY to powerful for the Rifts universe at that time. It might not be now.

If all comes to worse about overpowered find the stats for the old ones in the Palladium Fantasy RPG (I think it in book 2 the old ones 1st ed). One of the elder gods was about 90,000 SDC which is converted over to 90,000 MDC, or about the same as a Zentraedi Scout Ship at that time. Be scared it cast magic!


it's not just i made stuff less powerful, i racheted up the stuff i feel should be more powerful too.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by jedi078 »

Join one of my PbP games to see my re-writes.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by Arnie100 »

This one was simple for me...

Military Specialist O.C.C.

Rank: Any (You're gonna have entire special ops units/Marine Infantry divisions comprised solely of OFFICERS!?)
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

Arnie100 wrote:This one was simple for me...

Military Specialist O.C.C.

Rank: Any (You're gonna have entire special ops units/Marine Infantry divisions comprised solely of OFFICERS!?)


:lol: I already do that...
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by Aku-Arkaine »

The rank thing on the Military Specialist O.C.C. was by far one of the most annoying lacks of common sense I saw in the book when I first bought it.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

Aku-Arkaine wrote:The rank thing on the Military Specialist O.C.C. was by far one of the most annoying lacks of common sense I saw in the book when I first bought it.


One of the things that bugged me to no end about palladium's handling of the "Enemy" mecha, is how pitifully armored, compared to even human power armor, the masters and zent mecha were, while i agree to a certain extent on the zents (just not to the same degree), i see nothing wrong with the masters being BOTH agile and heavily armored. I also think the ASC got the shaft... Again.. I feel large mecha should be fairly well armored, the pint size, human sized Power armors less so. But, knowing how long it takes me to stat out a full char complete with background, I favor PC survivability.... This is not to say I won't give a character doing something stupid and idiotic whats comming to him/her.... just that i feel since pally chars are hard to make, well played ones should stand a chance of surviving to the end of the campain arc.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by keir451 »

Here's one for you. In the Shadow Chronicles book the Ikazuchi no longer has 196 destroids of varying type it now has ONLY 96 destroids of TWO types. And tho' it still has the 3,000 cyclones we don't know the specific number of each type, where as the Sentinels book gave the exact types to go w/ the numbers.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

keir451 wrote:Here's one for you. In the Shadow Chronicles book the Ikazuchi no longer has 196 destroids of varying type it now has ONLY 96 destroids of TWO types. And tho' it still has the 3,000 cyclones we don't know the specific number of each type, where as the Sentinels book gave the exact types to go w/ the numbers.


Shrugs... Personally I ignore the YUNEVERSE listings of starships and go with the 1st edition listings, or use the many fine fan stats of stuff like the ASC craft.... but this is in part because i play the 1st Edition setting and world as listed by and large in the first edition RPG, but uses 2nd edition rules and stats and items.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by ShadowLogan »

panzerfaust wrote:
Aku-Arkaine wrote:The rank thing on the Military Specialist O.C.C. was by far one of the most annoying lacks of common sense I saw in the book when I first bought it.


One of the things that bugged me to no end about palladium's handling of the "Enemy" mecha, is how pitifully armored, compared to even human power armor, the masters and zent mecha were, while i agree to a certain extent on the zents (just not to the same degree), i see nothing wrong with the masters being BOTH agile and heavily armored. I also think the ASC got the shaft... Again.. I feel large mecha should be fairly well armored, the pint size, human sized Power armors less so. But, knowing how long it takes me to stat out a full char complete with background, I favor PC survivability.... This is not to say I won't give a character doing something stupid and idiotic whats comming to him/her.... just that i feel since pally chars are hard to make, well played ones should stand a chance of surviving to the end of the campain arc.


I agree about the scaling issue, but that has been around for awhile with the MDC system. Personally I prefer the lower values for enemy mecha as it speeds up combat (can offset with numbers). The values are not too wacky as long as one stays within the same range (ie person vs person or mecha vs mecha, etc), but when one goes outside the range...

In Fleets of the 3Galaxies there is a passage that suggests there may be some internal damage tiers to the MDC system (at minimum for phase world line) that just have not been stated (if starfighters can't destroy targets with so much MDC, its logical that there are other examples of this).

I am not sure about the ASC getting the short end as far as efficiency goes (ratio of MDC per kg). By category they typically fall into the same range as other eras for hardware, though PA and Body Armor they suffer compared to the REF. The Logan and AGAC are more efficient than the REF or RDF VFs.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

ShadowLogan wrote:
I agree about the scaling issue, but that has been around for awhile with the MDC system. Personally I prefer the lower values for enemy mecha as it speeds up combat (can offset with numbers). The values are not too wacky as long as one stays within the same range (ie person vs person or mecha vs mecha, etc), but when one goes outside the range...

In Fleets of the 3Galaxies there is a passage that suggests there may be some internal damage tiers to the MDC system (at minimum for phase world line) that just have not been stated (if starfighters can't destroy targets with so much MDC, its logical that there are other examples of this).

I am not sure about the ASC getting the short end as far as efficiency goes (ratio of MDC per kg). By category they typically fall into the same range as other eras for hardware, though PA and Body Armor they suffer compared to the REF. The Logan and AGAC are more efficient than the REF or RDF VFs.


Really, other the the Masters Mecha (Which I feel, as the Masters' personal forces, should be really tough and a reason why the ASC had such a hard time dealing with: I don't feel the master's would of skimped as much on there in house troops so much) I really onlt increeased one Enemy mecha by a bit (in it's stock, in universe, least my game's, configuration before micronian technicians modify it for their sized folks) is the regult, by 75 M.D.C., by human standards (specially with my M.D.C.. boosts for certain human mecha above, very light still. The invid work pretty well how they are, as is (bugs are easy to squish individully, but dangerous in swarms.. I've pictured the zents having the same trouble with invid, as humans had with large numbers of zents).
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by Rabid Southern Cross Fan »

panzerfaust wrote:Personally I ignore the YUNEVERSE listings of starships and go with the 1st edition listings, or use the many fine fan stats of stuff like the ASC craft.... but this is in part because i play the 1st Edition setting and world as listed by and large in the first edition RPG, but uses 2nd edition rules and stats and items.


This is basically why I decided to go with my own Alternate Robotech setting and switch to the D6 System. I like KS and the Palladium gang, but with all the gobbledeegook that has come along from the Yune changes just simply made Robotech way too patchwork for me. Since I don't have to justify things as being purely based on the Tv series, I can get away with a great deal more than I could if I simply twisted what was and wasn't shown. That and the D6 Scale System is far better at cinematic combat than that of Palladium's (granted, its far more lethal too....but character creation is basically a snap).

The nice thing is, as others like Anjay and myself have said before, is that there are tons of vehicles, mecha, small arms and so on and so forth that litter Southern Cross, Mospeada (production and pre-production) and the various comic books from years past that a resourceful Game Master will have plenty to work with without resorting to cribbing from other universes (especially that of SDF Macross). Like you said, the fan stats sometimes are more insightful and better stated out than what has been published (the ranges for spaceship weaponry now is basically nonsensical).
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by ShadowLogan »

[quote="panzerfaust
Really, other the the Masters Mecha (Which I feel, as the Masters' personal forces, should be really tough and a reason why the ASC had such a hard time dealing with: I don't feel the master's would of skimped as much on there in house troops so much) I really onlt increeased one Enemy mecha by a bit (in it's stock, in universe, least my game's, configuration before micronian technicians modify it for their sized folks) is the regult, by 75 M.D.C., by human standards (specially with my M.D.C.. boosts for certain human mecha above, very light still. The invid work pretty well how they are, as is (bugs are easy to squish individully, but dangerous in swarms.. I've pictured the zents having the same trouble with invid, as humans had with large numbers of zents).[/quote]
I only looked at the RDF/REF/ASC in regard to efficiency since the aliens in RT where intentionally made to be less "heroic" (to go with the show) in the amount of damage they could take so their efficiency would suffer.

I did recently look at the aliens in RT, and the Masters are more efficient than the Zentreadi (atleast just looking at Bioroids vs PA/Regult/Glaug). Though it is not necessarily as apparent looking at just the MDC.

One of the things I do not like about the new Edition is the MDC increase for alot of hardware from the orginal edition. It might not be so bad if the weapons kept pace to keep the same feel from the show, but they have not.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

ShadowLogan wrote:
panzerfaust wrote:Really, other the the Masters Mecha (Which I feel, as the Masters' personal forces, should be really tough and a reason why the ASC had such a hard time dealing with: I don't feel the master's would of skimped as much on there in house troops so much) I really onlt increeased one Enemy mecha by a bit (in it's stock, in universe, least my game's, configuration before micronian technicians modify it for their sized folks) is the regult, by 75 M.D.C., by human standards (specially with my M.D.C.. boosts for certain human mecha above, very light still. The invid work pretty well how they are, as is (bugs are easy to squish individully, but dangerous in swarms.. I've pictured the zents having the same trouble with invid, as humans had with large numbers of zents).

I only looked at the RDF/REF/ASC in regard to efficiency since the aliens in RT where intentionally made to be less "heroic" (to go with the show) in the amount of damage they could take so their efficiency would suffer.

I did recently look at the aliens in RT, and the Masters are more efficient than the Zentreadi (atleast just looking at Bioroids vs PA/Regult/Glaug). Though it is not necessarily as apparent looking at just the MDC.

One of the things I do not like about the new Edition is the MDC increase for alot of hardware from the orginal edition. It might not be so bad if the weapons kept pace to keep the same feel from the show, but they have not.



I agree to a large degree, which is why i've boosted weapon damages for a lota stuff rather then scale back armor just game the spartas, myrmidon, and ASC mecha gun pods another go over. On the otherhand some folks like playing zents and tirolians, complete with those groups' gear so I want to acomidate them so their PCs aren't instana vaped. Really in the series the earth mecha seem no less prone to insta-kills then the alien mecha. I just chalk it to anime asthetics.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by Tiree »

panzerfaust wrote:I agree to a large degree, which is why i've boosted weapon damages for a lota stuff rather then scale back armor just game the spartas, myrmidon, and ASC mecha gun pods another go over. On the otherhand some folks like playing zents and tirolians, complete with those groups' gear so I want to acomidate them so their PCs aren't instana vaped. Really in the series the earth mecha seem no less prone to insta-kills then the alien mecha. I just chalk it to anime asthetics.
:-?

That means you can lower the MDC ratio down on all the Mecha. Personally I like the idea of providing a universal damage protection to characters that would affect them outside, inside both armor, mecha and vehicles.

Then of course removing this extra protection from Mooks, thus allowing one shot wonder kills against NPC's but several hits to kill a Player and Named NPC's
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by neuronphaser »

Tiree wrote:Then of course removing this extra protection from Mooks, thus allowing one shot wonder kills against NPC's but several hits to kill a Player and Named NPC's


That's a really good way to look at it. Does anyone have any actual "Mook" rules that they use, or is mostly just played by ear?

I prefer a longer, tactical combat scenario in general, so I don't mind the uneven increase in MDC vs. weapon damage, but some nice mook rules would be cool (you know, something a bit more complex and fun than "one-shot one-kill").
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by panzerfaust »

Tiree wrote:
panzerfaust wrote:I agree to a large degree, which is why i've boosted weapon damages for a lota stuff rather then scale back armor just game the spartas, myrmidon, and ASC mecha gun pods another go over. On the otherhand some folks like playing zents and tirolians, complete with those groups' gear so I want to acomidate them so their PCs aren't instana vaped. Really in the series the earth mecha seem no less prone to insta-kills then the alien mecha. I just chalk it to anime asthetics.
:-?

That means you can lower the MDC ratio down on all the Mecha. Personally I like the idea of providing a universal damage protection to characters that would affect them outside, inside both armor, mecha and vehicles.

Then of course removing this extra protection from Mooks, thus allowing one shot wonder kills against NPC's but several hits to kill a Player and Named NPC's



I look at the seris as a docudrama really and, not exactly, how things when down..... the insta-kills in the series were filmed to make the heroes look more "Heroic", when really it took more then one shot to put down an enemy mecha.... Theres really no easy way to sove the problem so I took what i though was the simplest approch. :|
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by ShadowLogan »

panzerfaust wrote:I agree to a large degree, which is why i've boosted weapon damages for a lota stuff rather then scale back armor just game the spartas, myrmidon, and ASC mecha gun pods another go over. On the otherhand some folks like playing zents and tirolians, complete with those groups' gear so I want to acomidate them so their PCs aren't instana vaped. Really in the series the earth mecha seem no less prone to insta-kills then the alien mecha. I just chalk it to anime asthetics.

In instances where PCs are playing the aliens I can see increasing the MDC for their protection and justifying it as plot shields. But for the background/fodder I think it's just easier to reduce the MDC by a flat amount across the board or based on category. I am not overly inclined to case by case adjustments in houserules and prefer broad strokes.

panzerfaust wrote:I look at the seris as a docudrama really and, not exactly, how things when down..... the insta-kills in the series were filmed to make the heroes look more "Heroic", when really it took more then one shot to put down an enemy mecha.... Theres really no easy way to sove the problem so I took what i though was the simplest approch.

Well one could also take the view that the "hero" had plot shields that allowed them to take more damage than normal.

That's the only way I see the Cyclone/Power Armor & Body Armor having the values they do (in Rifts and Robotech). Looking at the efficiencies of MDC/kg I think Power Armor type platforms typically recieve a x10 bonus. Body Armor looks to work out the same way. Several other platform types might also fall in this category.

There are very few one-shot-kill weapons in RAW (ignoring missile volleys) for 2E, 1E does have more (and some of them are full burst settings).

neuronphaser wrote:That's a really good way to look at it. Does anyone have any actual "Mook" rules that they use, or is mostly just played by ear?

Probably not what you are looking for, but we use a NPC vs NPC rule of does it destroy it's target or not on a dice roll. Less record keeping that way.

Looking at Rifts I think the best way would be to divide all MDC by 10 for the listed value for the smaller scale stuff and maybe 5 for the larger stuff (though I would put any creature under the smaller stuff). For 2E RT I think dividing by 2 works out best for the aliens, not sure about the human stuff. 1E RT really doesn't need adjustment except in certain matchups and appears to change by a generation basis.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by neuronphaser »

Rather than start my own thread, I figured I'd dump all my notes/revisions here as well, just so's people can match 'em up to the OP and see what's what. I tried a (slightly) different approach that's mostly just errata, but also includes a few minor tweaks to bring the Mecha in line with one another by Generation (i.e. Alphas have auto-dodge capability now, like the Macross Veritechs).

Let me know what you think, and if there's any major inconsistencies with the OP, let's find out why!

ROBOTECH: THE SHADOW CHRONICLES (Deluxe HC)

p. 12 - added to the "Limitations:" paragraph at the end: ", and #4 (note) for more rules info."

- Under "Protoculture Optics:" changed to "walls and up to 300 feet (91.5 m) underground!"

p. 13 - Under "Protoculture Targeting System" the Ranges entry was changed to 2000 feet (610 m).

p. 39 - The Wraith's +4 to dodge has become a +4 to auto-dodge

p. 50 - Fast Learner/Jack of Many Trades was changed to "Select ANY 4 skills (+10%)."

p. 56 - Military Specialist OCC: rank changed to "Any."

p. 62 - Veritech Pilot OCC: added Combat Flying (Macross Saga p. 236) to the list of OCC Skills.

p. 71 - MECT for the Alpha has had the +4 dodge bonus in flight changed to a +4 auto-dodge bonus in flight

p. 74 - MECT bonus to dodge in flight changed to +4 to auto-dodge in flight and +6 to auto-dodge when Stealth System is engaged

p. 81 - Wing Mounted Hardpoints (6): Payload entry changed to "Six medium-range missiles" (deleted "short-range") and removed the line from the Penalties and Modifiers section starting with, "Furthermore, multi-missile pods create drag..."

p. 82 - MECT bonus to dodge in flight is now a +3 to auto-dodge in flight and +5 to auto-dodge when Shadow Stealth System is engaged.

p. 89 - The External Ordnance Hardpoints (4) for the SF/A-5 Conbat has had its payload clarified, adding the following sentence after the period: "This can be 1 medium-range missile, 2 short-range missiles, or one MLOP w/ 8 mini-missiles per hardpoint."

p. 102 - The EP-40 Ion Pulse Pistol has had its Payload increased to 110 blasts instead of 80.

p. 109 - The Silverbacks' AAC-11 has had the following text removed from the Rate of Fire section: ", but bursts only get half the usual strike bonus and cannot be used for precision shooting (no Called Shot with a burst)."

p. 119 - Top of second column, added "Up to 8 Horizon-Ts can be carried." for the Ikazuchi.

p. 120 - Expanded the Mega-Damage entry for the HPC-SC240 for clarification, adding: "2d4x100 for a double blast, 3d4x100 for a triple blast."

p. 129 - M-25 Wolverine's MDC of the weapon itself is 25 MDC.

p. 130 - M-30 Wolf MDC of the weapon itself is 20 MDC.

- M-37 Weasel SDC damage increased to 5d6; Payload increased to 18 rounds.

p. 131 - All missile speeds removed. Simply assume they are faster than the mecha they are being fired at/from so as to be a potential threat.

p. 132 - Simply noted that CBR-5 armor is pictured on page 56 for the Military Specialist OCC.

p. 140 - M.A. of more than 30 provides skill bonuses changed to the following skills: "Detect Concealment, Barter" and then whatever else is listed.

p. 152 - Followed everyone else's lead on the Experience Tables and did the following:
Battloid Ace also includes ATAC
Fleet Enlisted Crewman also includes TC, CDU, CDFC, Legionnaire, Muse, Civilian, Tirolian Civilian, Zent Warrior Infantry
Military Specialist/Technical Officer includes GMP, Clone Master, Science Master, Zentraedi High Lord, Zent Warlord, Zent Warrior Elite, Zent Auxiliary Specialist
Veritech Pilot also includes TAF, TSC, and TASC

p. 154 - Noted by Foot Strikes that Hand to Hand skill training is necessary to perform any of these strikes (as listed in each HTH skill description)

p. 155 - Saving Throws for Psionics have been defined as such: Master Psychics include the Invid Regess, Invid Princes and Princesses; Major/Minor Psychics include Invid Commander/Overlord, Tirolian High Masters and Tirolian Muses.

p. 163 - Under the "Missile Volleys" section, I removed the paragraph near the end numbered 3 (starts: "3. If the MDC of a missile is not completely depleted...").

p. 172 - I added a note for clarity that the Secondary Skill list is found on page 149.

- Added the Seduction Skill (20% +3%) to Espionage Skills

p. 173 - Next to Mecha: Pilot Battloids I also noted that it's the same rules for Mecha: Pilot ASC Power Armor (but obviously includes those types of Mecha rather than Battloids), as this skill is mentioned in the Masters Saga book but not expanded upon.

p. 179 - Added the Seduction Skill (Base Skill: 20% +3% per level of experience). Also, Seduction gets a bonus of +1% per point of M.A. over 20 and +1% per 2 points of P.B. over 17.

p. 185 - Outdoorsmanship bonuses to other skills: removed "Fasting" and replaced with "Hunting."

p. 187 - Next to Mecha: Pilot Battloids I also noted that it's the same rules for Mecha: Pilot ASC Power Armor (but obviously includes those types of Mecha rather than Battloids), as this skill is mentioned in the Masters Saga book but not expanded upon.

p. 195 - Under the bonuses for the Hunting skill, I changed Imitate Voices & Sounds to "Tracking (people)" and removed the text immediately after the "Cook" skill (starting "...game animals...").

- Under Skin & Prepare Animal Hides, I changed the bonus to the Leather Working skill to "Wilderness Survival" instead.



THE MACROSS SAGA SOURCEBOOK

p. 20 - Fast Learner/Jack of Many Trades was changed to "Select ANY 4 skills (+10%)."

p. 56 - Under "3. Tactical Computer System" in the 2nd paragraph I changed it to read "...all other Valkyries in the squadron (up to 24)" to jive with later text.

p. 69 - For the LAC-20 for the VF-1R I noted at the end of the "Rate of Fire" entry that it uses one melee attack of the pilot's "only when taking manual control."

p. 71 - The VF-1S sensor package can identify and track "up to 200 targets" not 144.

p. 131 - The RL-1 should be doing 1d4x10 MD from HEAP rounds, not "1dx410 MD."


THE MASTERS SAGA SOURCEBOOK

Note: All ASC mecha/vehicles/power armor are laser resistant (1/2 damage from lasers); all MD personal body armor is slightly-less-laser resistant (3/4 damage from lasers, or -25% damage [however you wanna look at it]).

p. 33 - Fast Learner/Jack of Many Trades was changed to "Select ANY 4 skills (+10%)."

p. 56 - TC Navy Division Special Forces: changed Pilot: Boat to read "Pilot: all boats" and removed "Pilot: Warships & Patrol Boats" to designate that they get each of the boat-related piloting skills from The Shadow Chronicles with the same bonus %.

p. 72 - The Guerilla Warfare Specialist has had the Sniper skill added, and is now the "Guerilla Warfare / Sniper Specialist," allowing that MOS to work when indicated for either choice.

p. 88 - LLW-20 can be fired in Fighter mode as well.

p. 89 - The Wing Mounted Hardpoints can be loaded with the following loadouts: 1 medium-range missile in each hardpoint (for a total of 4), or hung on both hardpoints per wing 6 MRM cluster bombs (total of 12), a short-range missile rack w/ 12 SRMs (total of 24), or a mini-missile MLOP with 24 rockets (48 total).

p. 94 - Triple-barreled ion cannon can fire in both Tank AND Battloid modes.

p. 95 - Under "Speed" there should be a Hover Speed in Tank Mode of 45 mph (70 kph).

p. 97 - The HPW-125A1 is actually a 220mm weapon.

- The MIW-20 Triple Barreled Ion Pulse Cannon can fire in both Tank AND Battloid modes.

p. 99 - The VHR-2 / -2A1 Myrmidon is actually not what's pictured on the following page (p. 100). You can find a pic online (http://images.yuku.com/image/jpeg/e1315 ... f5bccf.jpg) by searching for "robotech myrmidon battloid" and ignoring the Spartas pix that come up.

p. 155 - The Sylphid has 4 Pulse Lasers (not 2) and 4 Hardpoints (not 2). It's flying speed at 50,000 feet is 3295 mph (5272 km) or Mach 4.3 to escape atmosphere. In space, it's speed is 5920 mph (9472 km) or Mach 8 in orbit.

p. 156 - Two of the LPWS-12s are ventrally mounted. A quadruple blast takes one melee action and does 4d4x2 MD. Double the Payload.

- The four fuselage hardpoints (not 2!) can mount a loadout as described, or one MLOP w/8 mini-missiles on each hardpoint (total of 32 mini-missiles).

p. 157 - The Falcon II has four fuselage hardpoints worth 35 MDC each.

p. 158 - The Falcon II's four hardpoints can mount the same loadout as the Sylphid (p. 156).

- The AHR-15 Phantom has a single fuselage hardpoint worth 35 MDC. It can carry a single Medium-range Missile.

p. 162 - The Tristar Class Super Dimensional Cruiser has a Thruster Array with four hardpoints (so it's 2,500 MDC each). The Forward Hull Section (1/3) is worth 10,000 MDC, the Midships (1/3) worth 10,000 MDC, and the Aft Hull (1/3) worth 15,000 MDC. The Hull per 40 feet (12.2 m) Area listing should also be increased to 100 MDC.

p. 165 - The SC-32 Roc/EC-32 Raven has its Main Body MDC of 250 replaced with the following: Forward Hull (1/3) 250 MDC, Midships (1/3) 250 MDC, and Aft Hull (1/3) 300 MDC.

p. 167 - The AS-14 Pegasus has its Main Body MDC of 220 replaced with the following: Forward Hull (1/3) 220 MDC, Midships (1/3) 220 MDC, and Aft Hull (1/3) 280 MDC.

p. 169 - The SC-37 Phoenix has its Main Body MDC of 120 replaced with the following: Forward Hull (1/3) 150 MDC, Midships (1/3) 150 MDC, and Aft Hull (1/3) 180 MDC.

p. 176 - The M-37 Weasel: remove the "Note: The Weasel has strong recoil..." section entirely.

p. 177 - M-33 Tayra: remove the sentence starting "The Tayra is accurate, but the caseless ammunition tends to jam..." entirely. Remove the "Penalty:" section entirely.

p. 180 - LLC-8: also used by the CDU extensively.

p. 181 - IPC-12: also used by the ATAC extensively.

p. 184 - M-25 Wolverine: does 4d6 MD on a five round burst for SLAP rounds, and the 25mm grenades do damage to a 10 foot (3 m) radius.

p. 192 - The Tactical Jump Pack is the same jump pack used by the Recon Patrol division (it just has a slightly different design).

p. 216 - The Bioroid Terminator MOS package for the Tirolian Legionnaire should have the Pilot: Bioroid (+15%) skill added with a specialty in the Bioroid Terminator.

p. 218 - The Tirolian Muse "Song of War" adds "+1d4+6 SDC (fights through the pain)" rather than to an unknown stat.

p. 223 - Remove the mention of the Bioroid Terminator from the Bioroid Disc Gun Pod entry (#14).

p. 226 - The Blue Bioroid Soldier can fly in space at 100 mph (160 km). Double their jumping distance with a thruster-assisted leap.

p. 228 - The Upgraded Blue Bioroid can fly in space at 120 mph (192 km). Double their jumping distance with a thruster-assisted leap.

p. 230-231 - The Green Bioroid Officer can fly in atmosphere at 80 mph (128 km); x4 in space. Double their jumping distance with a thruster-assisted leap.

p. 232 - The Red Bioroid Commander can fly in atmosphere at 100 mph (160 km); x4 in space. Double their jumping distance with a thruster-assisted leap.

p. 235 - The Upgraded Red Bioroid Commander can fly in atmosphere at 122 mph (195.2 km); x4 in space. Double their jumping distance with a thruster-assisted leap.

p. 237-238 - The Bioroid Scout can fly in space at 120 mph (192 km). Double their jumping distance with a thruster-assisted leap.

p. 241 - The Triumvirate Bioroid Invid Fighter can fly in atmosphere at 130 mph (208 km); x4 in space. Double their jumping distance with a thruster-assisted leap.

p. 244 - The Searchlight Drones statistics are: Height 22 feet (7 m), Width 8 feet (2.8 m), Length 11 feet (3.9 m).

p. 255-256 - The Roil-Tiluvo Class Tirolian Assault Dropship has 6 TrLC-L Laser Cannons (not 4). These extra two face the rear firing arc, and thus don't change the damage listings for the forward-facing ones. These rear-facing lasers do 4d6 MD for a single blast, 1d4x10 MD for a dual blast at the same target.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by Arnie100 »

Woah!! :eek: That's a LOT of stuff there!!
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by neuronphaser »

Arnie100 wrote:Woah!! :eek: That's a LOT of stuff there!!


It is a Palladium game ;-)

Be aware that a good portion of it truly is errata, too. Sometimes that means as little as a "it says 1dx410 M.D. but means to say 1d4X10 M.D." but others are nitpicks and stuff based on the shows animation, or a lack of info in the books.

For instance, a number of the Masters Saga Sourcebook changes were just adding jump jets (and flight in some cases) to the Bioroids. Because it had to be added to each Bioroid model, it takes up a lot of space, but is actually just a simple fix.

Anyway, that's all.
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Re: Robotech 2nd Edition Rewrites: To better make sense to me.

Unread post by Arnie100 »

neuronphaser wrote:It is a Palladium game ;-)


That is SO true! ;-)
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