Você está na página 1de 15

EARTH MECHA Veritech Jet Fighters (Valkyrie)

Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Human 20 8 Yes 12 in. 4+ 6+

(Valkyrie Jet/Gerwalk/Battloid) Transformation Mode: Valkyrie Class: JET Weapons: Lasers/Missiles: Each Volley/Burst costs 1 Action Point Laser Bursts: GU-11 Gun Pod/High Powered Lasers Range 24 in - 2D6 Shots each @ Str. 6 Can only shoot in front 90 degree arc Missile Volleys: Long Range Missiles - Range 12 to 36 in. Each Volley = 1D6 +1 missiles (can fire up to 3 Volleys per Round) May Choose up to D3 Targets Mid Range Missiles - Range 3 to 18 in. 1D6 Each Volleys (3 Volleys per Round) May Choose up to D3 Targets Special Weapons: None Actions: Cost 1 Action Point each Chaff x4 per round Boost x1 per round After Burner x1 per round No dodge or Brace No Hand to Hand combat

Action Points: 4 standard Line of Sight: 90 / 36 in Radar: 360/ 24 in Cost Per Model: VF-1A - 200 pts +1 Action in HTH per round VF-1D - 200 pts 2 Person Capacity VF-1J - 250 pts +1 Action Point VF-1S - 300 pts (1 per Army) +2 Action Points Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point

32

EARTH MECHA Veritech Jet Fighters (Gerwalk)


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Human 20 8 Yes 9 in. 5+ 5+ 6+ Transformation Mode: Gerwalk Class: JET Weapons: Hand to Hand - Str 5 + 1D3 (within 2 inches) Lasers/Missiles: Each Volley/Burst costs 1 Action Point Laser Bursts: GU-11 Gun Pod - Range 24 in - 2D6 Str. 3 Head Lasers - Range 6 in VF-1A - 1D3 Str. 5 VF-1D - 2D3 Str. 3 VF-1J - 2D3 Str. 3 VF-1S - 4D3 Str. 3 Missile Volleys: Mid Range Missiles - Range 3 to 24 in. 4D3 Each Volley (4 Volleys per Round) May Choose up to 3 Targets Special Weapons: Combined Fire Ram Actions: Cost 1 Action Point each Chaff x2 per round Boost x2 per round Dodge x2 per round Brace Special Action Hold your Ground

(Valkyrie Jet/Gerwalk/Battloid) May Hover = 0 in. movement

Action Points: 4 standard Line of Sight: 180 / 36 in Radar: 360/ 24 in Cost Per Model: VF-1A - 200 pts +1 Action in HTH per round VF-1D - 200 pts 2 Person Capacity VF-1J - 250 pts +1 Action Point VF-1S - 300 pts (1 per Army) +2 Action Points Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point

33

EARTH MECHA Veritech Jet Fighters (BATTLOID)


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Human 20 8 Yes 6 in. 4+ 4+ 6+ Laser Bursts: GU-11 Gun Pod - Range 24 in 2D6 Shots each@ Str. 3 Head Lasers - Range 6 in VF-1A - 1D3 Str. 5 VF-1D - 2D3 Str. 3 VF-1J - 2D3 Str. 4 Transformation Mode: Battloid Class: BATTLOID Weapons: Hand To Hand - Str 6 + 1D6 (within 2 inches) Lasers/Missiles: Each Volley/Burst cost: 1 Action Point

(Valkyrie Jet/Gerwalk/Battloid)

Action Points: 4 standard Line of Sight: 180 / 36 in Radar: 360/ 24 in Cost Per Model: VF-1A - 200 pts +1 Action in HTH per round Missile Volleys: VF-1D - 200 pts 2 Person Capacity VF-1J - 250 pts +1 Action Point VF-1S - 300 pts (1 per Army) +2 Action Points Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point Special Weapons: Ram Sniper

Mid Range Missiles - Range 3 to 18 in. 1D3 Each Volley (4 Volleys per Round) May Choose up to 2 Targets

Actions: Cost 1 Action Point each Chaff x1 per round Boost x3 per round Dodge x3 per round Brace Special Action Hold your Ground

34

EARTH MECHA Battloid Gladiator


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Human 12 9 No 6 3+ 4+ 7+ Lasers/Missiles: Each Volley/Burst cost: 1 Action Point Laser Bursts: High Powered - Range 24 in - 2D6 Str. 5 Head Lasers - Range 6 in - 2D3 Str. 4 Missile Volleys: Mid Range Missiles - Range 3 to 24 in. 1D6 Each Volley (2 Volleys per Round) May Choose up to 2 Targets Special Weapons: Hand To Hand Ram (at +1 to Hit) Actions: Cost 1 Action Point each Chaff x1 per round Boost x1 per round Dodge x2 per round Brace x2 per round Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit (Unarmed) Strength 6 + 2D6 Damage each Hit (within 2 inches)

Action Points: 3 standard/+1 in HtoH Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 150 Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point

35

EARTH MECHA Battloid rAIDER X


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Human 12 8 No 6 4+ 3+ 7+ Lasers/Missiles: Each Volley/Burst cost: 1 Action Point Laser Bursts: High Powered - Range 36 in - 4D6 Str. 7 Missile Volleys: Mid Range Missiles - Range 3 to 24 in. 2D6 Each Volley (2 Volleys per Round) May Choose up to 2 Targets Special Weapons: Ram Actions: Cost 1 Action Point each Chaff x2 per round Boost x2 per round Dodge x1 per round Brace x1 per round Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit 1D6 Damage - Strength 4 each Hit (within 2 inches)

Action Points: 3 standard Line of Sight: 180 / 36 in Radar: 360/ 36 in Cost Per Model: 100 Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point

36

EARTH MECHA Battloid Phalanx


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Human 12 8 No 6 4+ 4+ 7+ Lasers/Missiles: Each Volley/Burst cost: 1 Action Point Laser Bursts: High Powered - Range 24 in - 1D6 Str. 5 Missile Volleys: Mid Range Missiles - Range 3 to 24 in. 3D6 Each Volley (2 Volleys per Round) May Choose up to 2 Targets Special Weapons: Ram Actions: Cost 1 Action Point each Chaff x2 per round Boost x2 per round Brace x2 per round Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit 1D6 Damage - Strength 4 each Hit within 2 inches)

Action Points: 3 standard Line of Sight: 180 / 36 in Radar: 360/ 24 in Cost Per Model: 100 Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point

37

ZENTRAEDI MECHA Tactical Battle POD


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Zentraedi 6 8 No 9 5+ 5+ 8+ Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit Stomp - 1D6 + Strength 6 each Hit within 2 inches) Lasers - Each Burst cost: 1 Action Point each High Powered - Range 6 to 24 in - 2D6 Str. 5 Hi/Low Lasers - Range 3 to 12 in - 1D6 Str. 4 Special Weapons: None Actions: Cost 1 Action Point each Chaff x1 per round Boost x2 per round Dodge x1 per round Special Action Hold your Ground

Action Points: 2 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 75 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point

38

ZENTRAEDI MECHA Light Artillery Battle POD


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Zentraedi 6 8 No 9 5+ 5+ 8+ Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit Stomp - 1D6 + Strength 6 each Hit (within 2 inches) Missiles - Each Volley cost: 1 Action Point Mid Range Missiles - Range 3 to 24 in. 2D6 Each Volley (2 Volleys per Round) May Choose up to 2 Targets Lasers - Each Burst cost: 1 Action Point each High Powered - Range 6 to 18 in - 2D6 Str. 5 Low Lasers - Range 3 to 12 in - 1D6 Str. 4 Special Weapons: None Actions: Cost 1 Action Point each Boost x2 per round Dodge x1 per round Special Action Hold your Ground

Action Points: 2 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 75 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point

39

ZENTRAEDI MECHA HEAVY Artillery Battle POD


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Zentraedi 6 8 No 9 5+ 5+ 8+ Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit Stomp - 1D6 + Strength 6 each Hit (within 2 inches) Missiles - Each Volley cost: 1 Action Point Long Range Missiles - Range 12 to 42 in. 2D6 Each Volley (2 Volleys per Round) May Choose up to 2 Targets Lasers - Each Burst cost: 1 Action Point each High Powered - Range 6 to 18 in - 2D6 Str. 5 Low Lasers - Range 3 to 12 in - 1D6 Str. 4 Special Weapons: None Actions: Cost 1 Action Point each Boost x2 per round Dodge x1 per round Special Action Hold your Ground

Action Points: 2 standard Line of Sight: 180 / 42 in Radar: 360/ 30 in Cost Per Model: 100 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point

40

ZENTRAEDI MECHA FIGHTER POD


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Zentraedi 6 8 No 12 5+ 7+ Class: Jet Weapons: Hand to Hand - None Missiles - Each Volley cost: 1 Action Point Long Range Missiles - Range 12 to 36 in. 1D6 Each Volley (2 Volleys per Round) Mid Range Missiles - Range 3 to 24 in. 2D6 Each Volley (2 Volleys per Round) May Choose up to 2 Targets Lasers - Each Burst cost: 1 Action Point each High Powered Laser- Range 18 in - 2D6 - Str. 5 Can only shoot in front 90 degree arc Special Weapons: None Actions: Cost 1 Action Point each Boost x3 per round After Burner x1 per round

Action Points: 3 standard Line of Sight: 90 / 36 in Radar: 360/ 36 in Cost Per Model: 75 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point

41

ZENTRAEDI MECHA OFFICERS BATTLE POD


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Zentraedi 12 9 No 9 4+ 4+ 7+ Special Weapons: Blast cannon - Range 36 in. 1 shot strength 6 + 2D6 Damage 1 Shot per round Actions: Cost 1 Action Point each Chaff x1 per round Boost x3 per round Dodge x2 per round Combined Fire Special Action Hold your Ground Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit Stomp - 1D6 Damage - Strength 6 each Hit (within 2 inches) Lasers - Each Burst cost: 1 Action Point each High Powered - Range 6 to 24 in - 2D6 Str. 6 Low Lasers - Range 6 in - 2D3 Str. 4

Action Points: 3 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 200 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point

42

ZENTRAEDI MECHA FEMale Power Armour


Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Zentraedi 20 8 No 9 4+ 4+ 7+ Class: BATTLOID Weapons: Hand to Hand - cost: 1 Action Point Must engage enemy unit 1D6 Damage + Strength 6 each Hit (within 2 inches) Lasers - Each Burst cost: 1 Action Point each High Powered - Range 6 to 24 in - 2D6 Str. 6 Low Lasers - Range 3 in - 2D3 Str. 4 Missiles - Each Volley cost: 1 Action Point Mid Range Missiles - Range 3 to 24 in. 1D6 Each Volley (4 Volleys per Round) May Choose up to 4 Targets Special Weapons: Death Bloom- Range 12 in. Actions: Cost 1 Action Point each Chaff x2 per round Boost x3 per round Dodge x2 per round Combined Fire After Burner x1 per round Special Action Hold your Ground

Action Points: 4 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 300 (1 per Army) Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point

43

BATTLE FIELD Rules


There are numerous locations that you can choose General Rules for the Battlefields In Space: to have your Robotech Battles. The locations are Terrain may may be located on an elevation 2 or 3 limited by only your imagination. Within the Robowhere elevation 1 does not contain any. Please tech Universe, battles can be played in space, the note the elevations of each piece of terrain. moon, in the upper atmosphere of any number of Elevations of structures are not effected by planets, or even the crowded streets of Macross other Elevation Level Destruction rules. City. Even in Macross City you can play in space as well.. Terrain and structures can be your allies or Hold Your Ground in the Movement Phase does be your downfall because your Mecha can truly innot Cost an Action Point when Hovering and teract with the terrain. With that in Mind we have Mecha will not fall. provided a few locations and scenarios that you can play as you create or recreate some of your favorite Robotech Battles in space and planet side.

The Table: We would suggest playing Battles on a 4 foot by 6 foot surface. Because sometimes we cannot always get an ideal location to play, The battlefields can be applied to available playing areas as the players see fit.

BATTLE FIELDS
Deployment is within the Deployment Area Provide 2D6 Pieces of Debris and/or terrain and Randomize their Locations and Elevations. Debris cant be moved or degraded. Goal - Destroy or Disengage your enemy. Disengaged units = 1/2 Victory Points. Game Lasts until one side is destroyed or Disengaged. Random Debris
DEP LOY MEN T AR EA

BATTLEFIELD #1 - SPACE BATTLE


4 fe et

Elevation 3 6

DEP

LOY

MEN T

ARE

Elevation 2 6 Elevation 1

18
-3 4 6

Victory Conditions: Battle Points Vs Battle Points. Whoever remains = WINS

18

44

BATTLE FIELDS
BATTLEFIELD #2 - DENIED SIDES
Elevation 3 Space Battle or Within Gravity Battle 6 Elevation 2 6 Elevation 1
A ARE NT E OYM EPL 2

DE

PLO

T EN YM

E AR

A1

-3 4

24 24
Deployment is within the Deployment Area at Elevation 1 (Ground) Provide 1D6 Pieces of Debris and/or Buildings and Randomize their Locations (Any Elevation). Debris, Structures or Buildings can be degraded. Impassable walls cannot be passed, degraded and/or disembarked through. Goal - Destroy, Disengage or Survive your enemy for 6 turns. Disengaged units = 1/2 Victory Points. Game Lasts until one side is destroyed or Disengaged.

6 -3 4

Sides That Cannot be passed 1D3 Sides are Impassable Determine sides before Deployment Zones are determined. Impassible sides are at all elevations

Victory Conditions: Battle Points Vs Battle Points. Whoever remains = WINS Tie is decided by Victory Points

45

BATTLE FIELDS
BATTLEFIELD #3 - Cityscape - Clear the streets
2D6 Buildings Elevations - 1 to 3 (1D3 each) Cannot Land on top of a Structure of Elevation 3 Up to 12 x 12 size structures. May be played on any Sized table.

4 fe et
le n) tio a v

12

h inc

DE

O PL

T EN M Y

E AR

ye an ( 1

12

h inc

DE

O PL

T EN M Y

AR

EA

e ny (a

le

) ion t va

Elevation 3 6 Elevation 2 6 Elevation 1

12

6 4-

fe

et

Space Battle or Earth Gravity Battle

18

12

12

City Streets/pathways: 6 to 12 inch wide 1 to 2 Streets on the short side of the table 1D3 +1 Streets are located along the Long Side. May be laid out in any combination. Turns and breaks in streets are recommended.

Deployment is within the 12 inch Deployment Area. Provide 1D3 Pieces of Debris with the Buildings and Randomize their Locations (Any Elevation). Debris, Structures or Buildings can be downgraded - destroyed. Any building may be replaced with any other type of Terrain. (Trees, ruins, water feature, swamp, ect, ect.) Goal - Destroy, Disengage or Survive your enemy. Disengaged units = 1/2 Victory Points. Game Lasts until one side is destroyed or Disengaged.

Victory Conditions: Whoever remains = WINS Battle Points Vs Battle Points. Tie is decided by Victory Points

46

Você também pode gostar