Simple Robotech Conversions

1 posts ยท Apr 13 1997

From: Eric Fialkowski <ericski@m...>

Date: Sun, 13 Apr 1997 16:06:37 -0400

Subject: Simple Robotech Conversions

OK, here are some SIMPLE, quick and dirty, conversions for Robotech. I
made the stats for the SDF-1 based off the model and Palladium's(tm)
RPG. There are some other stats for the ships on the web but I haven't used
them for conversions.

Robotech to Full Thrust Conversions: I tried to make these conversions with as
little changes as possible to the base rules as possible. Where necesary, I
changed the rules that are already in place rather than make a new one.

Weapon Changes: Beam Weapons: Can fire into the aft arc. Still limited to only
three arcs, though, and
   all arcs must be adjacent (ie no Port/Starboard combos).
Nova Cannon: Has two modes of fire: beam and spread. In beam mode, destroys
any target in direct line with ship. Does 2d6 damage to any ship within 1" of
this line. In spread mode, operates line in the book BUT does an extra 2d6
damage at all ranges. Pulse Torpedoes: These change to be swarms of missiles.
They do not have to be in the forward arc and they still only have one arc.
Fighters: These are not only fighters but various mecha and transformable
vehicle. I didn't really see any need for a new type of "mecha" weapon. People
who want these can use James Butler's mecha rules. Shields:
  These represent the pin-point barrier system.  If three shield systems
are
available, they can be put into full-barrier mode which stops ALL damage
up to 30 points, at which it explodes with a damage template like a Nova
Cannon, and the shield are automatically knocked out as if by a threshold roll
failure.

New Weapons: Battloid Transformation Cost: ship mass * 10
  Mass: ship mass / 10
Main change is in weapon arcs. Front arc becomes 9 o'clock to 3 o'clock, aft
arc is from 5 o'clock to 7 o'clock, port arc is from 7 o'clock to 10:30
o'clock, and the starboard arc is from 1:30 o'clock to 5 o'clock. All of
thrust can be used for turning, but only half can be used for changing
velocity. Most be declared in the orders phase. No thrust changes can be made,
and no weapon attacks can be made. Shields still operate, though.

Minmei Cost: 100 Mass: 0 Can be used once every battle and is the only attack
that can be made that turn. Each enemy ship rolls 1d6 and the value is the
number of turns that
  it can't do ANYTHING.  This roll should be modified by -1 for each
previous battle that the ship was exposed to the dreaded Minmei attack. NOTE:
this weapon requires a symbol on the ship display but it is only ever knocked
out of commission on a "6". A failure means that the Minmei weapon is unable
to get to her fans or a microphone for the attack to work.

Ships:
SDF-1
mass: 350 Thrust: 4 FTL: tug (unrepairable threshold hit on this location)
Weapons: 4 FPS Class A Batteries 2 APS Class A Batteries 1 FPA Class A Battery
1 FSA Class A Battery 11 PDAF 3 Level 1 Screen 4 Standard Fighter Group
(Various mecha) 1 F Pulse Torpedo Tube 1 S Pulse Torpedo Tube 1 P Pulse
Torpedo Tube 1 A Pulse Torpedo Tube
1  Spinal-Mount Nova Cannon
2 Fast Fighter Group (Super veritechs) 2 Torpedo Fighter Group (Armored
veritechs) 4 F Class 3 Railguns Battloid Transformation Minmei

Notes: In Battloid mode may ram any ship it wants by using the Daedilus
manuever. Shields are used to stop all damage SDF would receive from the ram.
They will NOT protect from any other attack. Due to the fact it is carrying a
small
city inside the hull, the SDF-1 has a damage control rating of 18.  This
is reduced by 2 for ever row of damage that it sustains. Another advantage to
this is that any fighters lost in a battle are automatically replaced between
battles.

Still to come: ARMD space platforms. Zentraedi ships.
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