Revised
Light Artillery Pod
Stats
Format by Cyclone, info gathered
and modified from
The Robotech Role-Playing Game
and the Robotech Technical Files.
Weapon Systems:
1) Duel PB-10 Particle Beam Cannons
Primary Purpose: Assault.
Range: 4000 feet.
Mega-Damage: 1D4x10 M.D. per cannon.
A duel shot does 2D4x10 M.D.
Rate of Fire: Same as listed in the RPG
book.
Payload: Effectivly unlimited.
2) Top Mounted Medium Range Missile launchers:
Primary Purpose: Assault.
Range: Varies by missile type, usually
40 miles (64.3km).
Mega-Damage: Varies by missile type, usually
2D4x10 M.D.
Rate of Fire: Can fire in vollies from
2, 4, 6, 8, or 12.
Payload: 12 High Explosive, Medium Range
missiles per launcher, for a total of 24.
3) AC-L Auto Cannons:
Primary Purpose: Anti-personnel.
Range: 2000 feet.
Mega-Damage: 1D4 M.D. per cannon.
A duel burst does 2D4 M.D. long burst is 2D4 M.D. (4D4 M.D.duel),
full melee burst is 4D4 M.D. (6D6 M.D. duel).
Rate of Fire: Can fire a short, long,
or full melee burst.
Payload: 480 rounds per cannon.
short burst uses 6 rounds, long burst uses 12, and a full melee burst uses
24.
Revised
Heavy Artillery Pod
Stats
Format by Cyclone, info gathered
and modified from
The Robotech Role-Playing Game
and the Robotech Technical Files.
Weapon Systems:
1) Duel PB-10 Particle Beam Cannons
Primary Purpose: Assault.
Range: 4000 feet.
Mega-Damage: 1D4x10 M.D. per cannon.
A duel shot does 2D4x10 M.D.
Rate of Fire: Same as listed in the RPG
book.
Payload: Effectivly unlimited.
2) Top Mounted Long Range Missile launchers:
Primary Purpose: Assault.
Range: Varies by missile type.
Mega-Damage: Varies by missile type, usually
3D4x10 M.D. for Fragmentation, or 4D6x10 M.D. for Reflex Multi-Warhead.
Rate of Fire: Can fire one at a time or
in volleys of 2.
Payload: 2 Long Range missiles per launcher,
for a total of 4.
3) AC-L Auto Cannons:
Primary Purpose: Anti-personnel.
Range: 2000 feet.
Mega-Damage: 1D4 M.D. per cannon.
A duel burst does 2D4 M.D. long burst is 2D4 M.D. (4D4 M.D.duel),
full melee burst is 4D4 M.D. (6D6 M.D. duel).
Rate of Fire: Can fire a short, long,
or full melee burst.
Payload: 480 rounds per cannon.
short burst uses 6 rounds, long burst uses 12, and a full melee burst uses
24.
COMBAT BONUSES FOR BATTLE POD TRAINING:
BASIC BATTLE POD COMBAT TRAINING
(All battle pod pilots can pilot all types
of pods at the basic level)
Basic training for non-pilot military personnel.
Add one additional action/attack at levels three,
nine, and fifteen.
+1 to strike.
+1 to roll with a punch or fall with an impact,
reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance
of knocking an opponent down, causing him to loose initiative and one attack
that melee round.
ADVANCED BATTLE POD COMBAT TRAINING
Advanced training for military pilots and mecha
specialists.
1 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three,
six, eleven, and fifteen.
+1 to strike
+1 to dodge
+3 to roll with a punch or fall with an impact,
reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance
of knocking an opponent down, causing him to loose initiative and one attack
that melee round.
DAMAGE:
Kick: 4D4 M.D.
Leap Kick: 4D6 M.D.
Body Block/Tackle: 2D4 M.D.
Stomp: 2D4 M.D. (only effective against small
objects)