Robotech 2nd Edition Rewrites: To better make sense to me.
Posted: Tue Jul 20, 2010 3:35 am
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.....
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.....