mecha sheets v1.4 32-46

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  • 8/12/2019 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

    32

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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

    33

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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

    34

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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

    35

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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

    37

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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

    39

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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

    40

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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

    41

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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

    43

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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

    44

    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

    45

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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