mecha sheets v1.4 32-46
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EARTH MECHAVeritech
Jet Fighters Valkyrie)Race: Human
Structure Points: 20
Strength: 8
Transform: Yes
(Valkyrie Jet/Gerwalk/Battloid)
Movement:(inches) 12 in.
Hand To Hand: -
Ranged: 4+
Resolve: 6+
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
Transformation Mode: Valkyrie Class: JET
Weapons:
Lasers/Missiles: Each Volley/Burst costs 1 Action PointLaser 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 3Volleys 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
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EARTH MECHAVeritech
Jet Fighters Gerwalk)Race: Human
Structure Points: 20
Strength: 8
Transform: Yes
(Valkyrie Jet/Gerwalk/Battloid)
Movement:(inches) 9 in.
May Hover = 0 in. movement
Hand To Hand: 5+
Ranged: 5+
Resolve: 6+
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
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
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EARTH MECHAVeritech
Jet Fighters BATTLOID)Race: Human
Structure Points: 20
Strength: 8
Transform: Yes
(Valkyrie Jet/Gerwalk/Battloid)
Movement:(inches) 6 in.
Hand To Hand: 4+
Ranged: 4+
Resolve: 6+
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
Transformation Mode: Battloid Class: BATTLOID
Weapons:
Hand To Hand - Str 6 + 1D6
(within 2 inches)
Lasers/Missiles: Each Volley/Burst cost:
1 Action Point
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
Missile Volleys:
Mid Range Missiles - Range 3 to 18 in.
1D3 Each Volley (4 Volleys per Round)
May Choose up to 2 Targets
Special Weapons:
Ram
Sniper
Actions: Cost 1 Action Point each
Chaff x1 per round
Boost x3 per round
Dodge x3 per round
Brace
Special Action
Hold your Ground
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EARTH MECHABattloid
GladiatorRace: Human
Structure Points: 12
Strength: 9
Transform: No
Movement:(inches) 6
Hand To Hand: 3+
Ranged: 4+
Resolve: 7+
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
Class: BATTLOID
Weapons:
Hand to Hand - cost: 1 Action Point
Must engage enemy unit
(Unarmed) Strength 6 + 2D6 Damage each Hit
(within 2 inches)
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
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EARTH MECHABattloidrAIDER X
Race: Human
Structure Points: 12
Strength: 8
Transform: No
Movement:(inches) 6
Hand To Hand: 4+
Ranged: 3+
Resolve: 7+
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
Class: BATTLOID
Weapons:
Hand to Hand - cost: 1 Action Point
Must engage enemy unit
1D6 Damage - Strength 4 each Hit
(within 2 inches)
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
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EARTH MECHABattloidPhalanx
Race: Human
Structure Points: 12
Strength: 8
Transform: No
Movement:(inches) 6
Hand To Hand: 4+
Ranged: 4+
Resolve: 7+
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
Class: BATTLOID
Weapons:
Hand to Hand - cost: 1 Action Point
Must engage enemy unit
1D6 Damage - Strength 4 each Hit
within 2 inches)
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
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ZENTRAEDIMECHA
Tactical Battle PODRace: Zentraedi
Structure Points: 6
Strength: 8
Transform: No
Movement:(inches) 9
Hand To Hand: 5+
Ranged: 5+
Resolve: 8+
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
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
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ZENTRAEDIMECHA
Light Artillery Battle PODRace: Zentraedi
Structure Points: 6
Strength: 8
Transform: No
Movement:(inches) 9
Hand To Hand: 5+
Ranged: 5+
Resolve: 8+
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
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
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ZENTRAEDIMECHA
HEAVY Artillery Battle PODRace: Zentraedi
Structure Points: 6
Strength: 8
Transform: No
Movement:(inches) 9
Hand To Hand: 5+
Ranged: 5+
Resolve: 8+
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
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
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ZENTRAEDIMECHA
FIGHTER PODRace: Zentraedi
Structure Points: 6
Strength: 8
Transform: No
Movement:(inches) 12
Hand To Hand: -
Ranged: 5+
Resolve: 7+
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
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
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ZENTRAEDIMECHA
OFFICERS B TTLE PODRace: Zentraedi
Structure Points: 12
Strength: 9
Transform: No
Movement:(inches) 9
Hand To Hand: 4+
Ranged: 4+
Resolve: 7+
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
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
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
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ZENTRAEDIMECHA
FEMale Power ArmourRace: Zentraedi
Structure Points: 20
Strength: 8
Transform: No
Movement:(inches) 9
Hand To Hand: 4+
Ranged: 4+
Resolve: 7+
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
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
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BATTLE FIELD RulesThere are numerous locations that you can chooseto have your Robotech Battles. The locations are
limited by only your imagination. Within the Robo-
tech Universe, battles can be played in space, themoon, in the upper atmosphere of any number ofplanets, or even the crowded streets of Macross
City. Even in Macross City you can play in space as
well.. Terrain and structures can be your allies orbe your downfall because your Mecha can truly in-
teract with the terrain. With that in Mind we haveprovided a few locations and scenarios that you can
play as you create or recreate some of your favor-
ite Robotech Battles in space and planet side.
General Rules for the Battlefields In Space:
Terrain may may be located on an elevation 2 or 3
where elevation 1 does not contain any. Please
note the elevations of each piece of terrain.
Elevations of structures are not effected by
other Elevation Level Destruction rules.
Hold Your Ground in the Movement Phase does
not Cost an Action Point when Hovering and
Mecha will not fall.
The Table:
We would suggest playing Battles on a 4 foot by 6 foot surface. Because sometimes we cannot al-
ways get an ideal location to play, The battlefields can be applied to available playing areas as the
players see fit.
Deployment is within the Deploy-
ment AreaProvide 2D6 Pieces of Debris and/orterrain and Randomize their Loca-
tions 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 de-
stroyed or Disengaged.
BATTLEFIELD #1 - SPACE BATTLE
DEPLOYMENTAREA
DEPLOYMENTAREA
18
24-36
18
6
6
Elevation 3
Elevation 2
Elevation 1
Random Debris
Victory Conditions:
Battle Points Vs Battle Points.
Whoever remains = WINS
4feet
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BATTLE FIELDS
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BATTLE FIELDS
Deployment is within the Deploy-
ment Area at Elevation 1 (Ground)Provide 1D6 Pieces of Debris and/orBuildings and Randomize their Locations
(Any Elevation).
Debris, Structures or Buildings can be
degraded.
Impassable walls cannot be passed, de-
graded 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.
BATTLEFIELD #2 - DENIED SIDES
DEPLOYME
NTARE
A2
2424
-36
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
DEPLO
YMEN
TARE
A1
6
6
Elevation 3
Elevation 2
Elevation 1
24-36
24
Space Battle orWithin Gravity Battle
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BATTLE FIELDS
Deployment is within the 12 inch De-
ployment 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 anyother 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.
BATTLEFIELD #3 - Cityscape - Clear the streets
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 instreets are recommended.
Victory Conditions:
Whoever remains = WINS
Battle Points Vs Battle Points.
Tie is decided by Victory Points
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.
12inch
DEPLO
YMEN
TARE
A1(any
elevat
ion)
18 6
6
6
Elevation 3
Elevation 2
Elevation 1
4-6
feet
12
12inc
hDEPLO
YMEN
TARE
A2(any
elevat
ion)
12
612
4feet
46
Space Battle or Earth
Gravity Battle