Hi, I heard that the Cartoon Network is going to be playing Robotech, and that
got me to wondering. Has anyone done a Robotech conversion for Full Thrust?
> Hi,
This has been discussed on the list before. The consensus was that there is no
way to balance the millions of Zentroni battlecruisers against 1 supership and
some flights of fighters from a single planet. If played to win, the Zentroni
would always win.
Still, it would be interesting to see stats for the
Zentroni battlecruisers and the SDF-1.
> At 23:15 1/10/98, Chad Lubrecht wrote:
Pity they couldn't just show Macross on its own...
> got me to wondering. Has anyone done a Robotech conversion for Full
A guy at my gaming store back home wrote up mecha rules for FT. I don't have
them ready at hand, but as I recall mecha just turned into a different fighter
type... nothing to really distinguish them in combat.
IMO, something as small as mecha wouldn't really make a difference at the
large scale covered by FT. Possibly the Destroids could be counted as lots of
little PDAFs (or C batteries if one was being generous.)
A question: what would the transforming cababilities of the SDF Macross cost?
And what effect would they have? If within 1" of an enemy, could the humanoid
form of the ship attempt a 'boot to the head' maneuver?:)
-A question: what would the transforming cababilities of the SDF
-Macross
-cost? And what effect would they have? If within 1" of an enemy, could
-the
-humanoid form of the ship attempt a 'boot to the head' maneuver? :)
Let's see: you have to go dead in space, not use your weapons, for what
seemed like a LONG time. Maybe you should get disadvantage points? ;->=
What was Zaphod's comment about 'plus 100 pts for style, but...'
The_Beast
> A question: what would the transforming cababilities of the SDF
Someone posted rules for convertable fighters long ago. Unfortunatly, I did
not save them. So here is my memory impaired rememberance of the rules:
SDF Fighters: Fighter Mode: As Intercepter Guardian Mode: 8" Movement.
Otherwise standard fighter Battleoid Mode: 4" Movement. 360 degree arc of fire
as standard fighter. If in base to base contact with a ship, it may make a
special attack.
Each fighter group must note what mode it will be in during that turn. All
fighter in a group must be in the
same mode. If they change modes, they are at -1 when
they fire.
Fighters in Battleoid mode that touch bases with a ship may land on that ship.
While on the ship, they may attack the ship as an Attack Fighter (even if the
ship is screened). Also they are attacked as if they are Heavy Fighters. Also,
any attack that misses them will do 1 point of damage to the ship they are on.
I forgot what the cost was. About 18 points per fighter group.
Zentroni Battlepods: As Heavy Fighters Zentoni Femaile Battle Armor: As
Intercepters. If in base to base contact with a ship, it may attack the ship
as a standard fighter.
> On Sun, 11 Jan 1998, Jim 'Jiji' Foster wrote:
> A guy at my gaming store back home wrote up mecha rules for FT. I
Actually the mecha played a significant role, especially if you check out the
original Japanese series and Movie. In the movie, Valkries armed with
with the proton torpedoes - 4-6 per mecha with a single mecha able to
disable a Zentradei Destroyer. Multiply this by the hundred or so
Valkries on board that that in itself is significant. The Mac-II's were
armed with 40cm cannon capable of disabling a destroyer or damaging a cruiser
with a single salvo. Multiply this by the 30 carried on the Macross times
however many salvoes they got off. Then add the missiles,
rail guns and lasers, not counting the main gun and the SDF-1 could put
out serious punishment.
Stats for these would be something like a fighter squadron equipped with
pulse torpedoes - 4-6 per fighter. MAC II's would have 4 C batts per
mecha and the SDF would have 10-12 octuple and deca missile launchers
with a couple of reloads each, 4 or 8 class 3 railguns, Dozens of B batts and
4 or 8 A batts, A nova cannon and a reflex shield as well as the three point
defense shields.
In a pinch I figure the SDF-1 could take out 30-40 Zentraedi cruisers
and if you got lucky with the the Nova cannon maybe 100.
--Binhan
> At 02:56 PM 1/11/98 -0800, you wrote:
That may have been me; my Robotech rules were:
Mecha rules:
Fighters, ADAF, PDAF, and C batteries (operating in PD mode) can target Mecha
exactly as per standard fighters. Command Armor gives Mecha the same
advantages as Heavy Fighters.
Transforming: Switching from one form to another takes 1 turn, during which
the mech has a maximum speed of 10. While transforming, mecha cannot attack,
although they can defend if attacked as per the rules for fighters attacked
with
spent endurance (MT 11): on a roll of 1-2, they suffer the attack from
the
enemy but may not return fire at all, 3-4 they manage to evade the enemy
and continue on course, 5-6 they may engage in dogfighting as normal.
Transformable mecha have three forms in which to chose from:
Fighter Mode: In this form, the mech looks like an advanced fighter plane,
and behaves exactly as per standard fighters (FT 16-17).
Guardian Mode: Halfway between Fighter and Battloid modes, the Guardian gains
the speed of the fighter with the agility of the Battloid to give the group
the abilities of an interceptor group. Movement speed is 10.
Battloid Mode: The traditional humanoid robot form, Battloid Mode gives the
group the ability to behave as if they had an Ace. While in Battloid mode,
movement is slowed to 8 instead of 12, but otherwise the group behaves as if
they were in standard fighters. While in this mode, Battloids can engage in
boarding party actions. Each Battloid that ends its turn within 2" of an enemy
ship may attempt to board the ship. On a roll of 3 or better on a d6, the
Battloid has made it
aboard and can fight as if it was a 4-man boarding Team (MT 7). If the
Battloid fails the roll, it is assumed that the pilot couldn't find a large
enough entrance for his mech and must remain outside for the remainder of the
turn. Battloids can attempt to destroy any one system on board a ship; The
attacker must roll a d6. If he rolls lower or equal to half the amount of
Battloids involved in the attack (rounded down), he succeeds, and the system
is downed as if hit by a Needle beam attack. Battloids attempting such an
attack cannot otherwise attack during that turn. Battloids cannot take over a
ship or serve as a prize crew; they can only attack its crew and systems.
While serving in boarding actions, Battloids do not expend endurance points.
Defending ships may use their own Mechs for internal defense; each
group acts as 6 defense factors (with each Battloid operating as a 4-man
defensive team). A ship can commit all of its mecha groups to internal
defense, but can only move them from the hangar bays to the hallways as fast
as it launch them normally (1 group per turn for normal craft, 2 for
carriers). However, this does not count against the number of mechs the ship
can launch. For example, a carrier can launch 2 mecha groups AND divert two
groups to internal defense.
Take care,