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THE NEW COMBAT RULES
FOR
ROBOTECH AND MACROSS
Modified from Gromek and Lore's Macross Page
Updated April 27/98


HAND TO HAND BONUSES AND MECHA COMBAT
Let's clear something up, personal hand to hand combat and piloting a 40 ft. tall robot are completely different.  Thebonuses from Hand to hand combat training, basic, expert, martial arts, etc. ARE NOT applicable when piloting mecha.  When you're piloting you do not throw punches, you throw levers and push buttons.  Combat bonuses from other physical skills also do not apply when piloting mecha.

What bonuses do apply, are from a high Intelligence, high Physical Prowess, Mecha Combat Training and the two base attacks per melee (see below for base attacks).  Those are the only skills and attributes that give bonuses to piloting mecha.  You may think this to be unfair, but the rules apply to the bad guys as well!

Powered Armor suits such as the Cyclone are different, they have their own bonuses and those of the pilot.  Why?  Power Armor is Armor, it is worn and not piloted.

The Zentraedi Male and Female Power Armors do not get the hand to hand bonuses of the pilot.  Zentraedi P.A. is not normal P.A., the pilot sits in the main body (for the most part) and does not fully were the armor.

ATTACKS PER MELEE
All characters begin with a base of two attack/actions per melee, this is without any kind of hand to hand combat skills.  The attacks from hand to hand combat skills such as Martial Arts provide additional attacks per melee.  So for example a first level character with Boxing and Martial Arts will have a total of five attacks per 15 second melee combat round.
This works the same for people piloting mecha, their two base attacks are added with their mecha combat training, giving a first level VF pilot a total of four attacks per melee.

VOLLEYS
A volley is two or more shots/missiles fired at a target.  This also goes for multiple attackers that decide to assault the same target, their combined attacks count as a volley.

CALLED SHOTS
A called shot is a shot directed at an area other than the main body of the target. The shot is "called" by telling the GM where you want to shoot. A called shot only succeeds on a 12 or higher. Anything lower than 12 is a miss. Missed called shots seldom hit the main body; this only occurs if the main body is huge by comparison. Example: A mecha missing a particle beam turret on a Zentraedi destroyer will hit the destroyers main body.

OPTION FOR THOSE FOLLOWING THE CRITICAL HIT RULE (see below): A special called shot is called the called critical strike. This is an attack specifically meant to inflict        additional damage by aiming at a particularly vulnerable point on the mecha.  This strike only hits on an 18 or higher for main body shots, and 20 or higher for non-main body shots. A successful called critical strike inflicts one critical hit, not cumulative.

CRITICAL HITS
Proper critical hit rules are totally absent from the basic system of Palladium. So, I made up my own. Some people think my system of critical hits sucks, but what the hey, my group uses it and it works out fine. It certainly speeds up combat a lot fast whenever we're using it.
A mecha takes one critical hit whenever the following occurs:

1) The mecha is struck by a natural 20 attack.

2) A body component/limb has taken 1/2, it's M.D.C. in damage.

3) The damage of a single strike inflicts damage equal to or greater than 1/2 of the struck segment's MDC.  For example, a blast inflicting 50 or more damage to an Alpha's leg inflicts one critical hit.

4) A mecha's main body is reduced to 1/4 or less of its maximum MDC.

5) A mecha struck by a called critical strike takes one critical hit.

Ruling critical hits can be touchy. The GM must be both fair and logical. Woe to the player with a mischievous GM when it comes to criticals. I have found that the best way is to make a critical hit table for the main body of all mecha, since the main body is where most damage occurs. It works out pretty well since the main body is connected to every part of a mecha, and criticals there can affect everything. Critical hits on other mecha segments like arms, heads and weapons systems can be ruled out on the fly by the GM.
The critical hit table should be based on a 3d6, rolling a random number from 3 to 18. The weakest and most common critical hits should be in the 10, 11, 12 values, and the most severe critical hits are on the extremes, where there is less chance of them occurring. Here is my critical hit table. Feel free to make up your own critical hits.

3 - Roll 3 more critical hits, ignoring any 3's.

4 - If mecha is in flight, all engines shut down. In space, mecha cannot change velocity or direction. In an atmosphere, mecha crashes. If mecha is on the ground, lose all forms of locomotory propulsion. Mecha may not dodge. Mecha may not roll.

5 - Major systems overload. Reduce speed to 1/4. -2 to dodge and parry. Mecha may not roll with impact. All internal energy weapons cease functioning. Lose 10 AP's from maximum.

6 - Sensors lost. No bonuses to strike. -5 to initiative. -2 to dodge, parry and roll. Lose 5 AP's from maximum.

7 - Gyro damaged. -40% to all piloting rolls if in an atmosphere, -2 to dodge, parry and roll. -10% to all piloting rolls if in space, -1 to dodge, parry and roll.

8 - Strike inflicts double damage.

9 - Minor systems overload. High voltage feedback. All mecha operators take 1d10 hit points of damage. -2 to initiative.

10 - One missile launcher system ceases functioning. If no launcher available, lose 2 weapons systems at random.

11 - Internal weapons malfunction. Lose 1-2 weapons systems at random.

12 - Minor systems overload. Combat computer damaged. -1 to strike. Missile launching takes 10 AP's per volley.

13 - Sensors damaged. -2 to strike. Missiles may not lock.

14 - Vernier malfunction. -40% to all piloting rolls if in space. -2 to dodge, parry and roll. -10% to all piloting rolls in an atmosphere if mecha is not aerodynamic. -1 to dodge, parry and roll.

15 - Strike inflicts triple damage.

16 - Major systems overload. Reduce speed to 1/4. Missiles cannot fire. Computer and sensors shut down. Lose all strike and initiative bonuses. Limb mechanics cease functioning (cannot use hand-held weapons or hand actions). Lose 10 AP's from maximum.

17 - Missile firing feedback. All remaining missiles explode. If no missile launchers, all weapons overload and each inflict 1d8x10 additional damage.

18 - Mecha explodes.

NOTE: In the unlikely even that a critical hit is rolled and is no longer applicable (Example: Rolling a 10 on an Invid Trooper.), The mecha takes an additional 1d6x10 damage. In the event that a mecha receives 5 critical hits or more in one melee round, the mecha will shut down, regardless of the location of those critical hits.

MISSILES
It is assumed that all missiles in Robotech and Macross are guided, that is to say, they will actively seek out the intended target in an attempt to deal it massive bodily harm at the cost of its own life. Anyway, there are many kinds of guidance systems, but in these basic rules, we assume that the miracle of Robotechnology has incorporated all of the most advanced guidance systems into a missile, even those as tiny as mini-missiles.

Striking With Missiles
Missiles, due to their advanced guidance systems lock solidly onto a target, and will never miss. Did you read that right? Yes, they never miss. A guided missile will always hit its target, as long as that target does not evade. On a natural roll of 1, the missiles do fire, but their targeting computers are not locked onto a target, and just fly off away.   The advanced guidance systems of modern day missiles give them a +3 to strike, and an additional +2 from the weapon systems skill, for a total of +5.

The cost of firing missile volleys is changed. It is assumed that all launchers on a mecha that fire the same type of missile are linked to one firing computer.  Attacking with missiles is made by rolling 1d20 and adding any strike bonuses the missile has, usually +3, and the weapon system skill bonus of +2. This is the number the opponent has to roll against should he attempt to dodge. Each volley contains 5 missiles each, or any remaining fraction thereof.

MISSILE DEFENCE
Now, we come to the sensitive topic of missile defense. The most dangerous method is still the sacrifice limbs maneuver.  A much safer method is to evade the volley. The mecha must attempt to tilit-dodge each missile or shot separately.  This assumes that the dodging mecha can fly. A non-flight capable mecha  may only tilt-dodge up to a single volley of five. All other missiles will automatically hit. This is the one reason why ground mecha are more heavily armored and should have sophisticated anti-missile defenses.

Shooting Missiles
Those not willing to take the risk of tilt dodging may attempt to shoot down missiles with their weapons. Because of the speed at which missiles travel, only a maximum of 2 action/attacks may be spent in such an attempt. The mecha must then make a strike roll higher than the missile volley.  Each successful hit destroys two missile. Every missile destroyed in this fashion destroys two other missiles in the volley due to the explosion.  This results in a greater chance of missiles getting through and striking a target.

It is more effective to shoot down a missile volley with one's own missile volley. Missiles automatically strike other missiles (They don't dodge, remember?) You may fire two kinds of defensive volleys: guard and counter. Guard volleys can destroy four missiles for each missile you use. Counter volleys destroy only two missile each, but any excess missiles you fire will continue onward and attempt to strike the enemy mecha.

Sacrifice Limbs
A mecha unable to escape a missile strike has one last resort to save its main body, the sacrifice limbs maneuver. In such an emergency, the mecha may opt to hold its arms over its body to protect it against the missiles. This is technically a form of blocking. No roll is required, nor are action/attacks consumed. Missiles will distribute damage over the arms as a whole; add all MDC of hands, forearms, and shoulders, including shields, if any. Only when all the totalled MDC is depleted do the remaining missiles strike the main body. It is assumed that the arms are held in such a way as to protect the head as well as the main body, shielding it from the blast radius.

Missile Outrun
Some mecha can reach speeds which make them faster than missiles, enabling them to outrun them. Examples of this are veritechss in jet mode, flight capable battloids and some power armor. The intention of outrunning a missile volley must be chosen as an option when asked what defensive measures the defender will take. To do this, the defender burns 2 actions/attacks trying to speed away, and makes a piloting roll at a penalty of 25%. If the roll is failed by 1/2, the entire missile volley hits. If the roll is failed by 1/4, half the missile volley hits.  Any subsequent volleys following the first also miss. In addition, the unit is +2 to dodge any subsequent attacks that melee, and enemy units must make a piloting roll at -15% to keep the unit in sight and in range. The down side of outrunning is that the unit cannot attack anymore that melee, but may act defensively.  The next melee, the unit rolls initiative with a penalty of -5.  Any mecha outrunning missiles is considered to have disengaged (see below).

The final resort when a missile volley strikes is rolling with the impact. This cannot be done with heavy warheads, they have just too much of an impact to roll with. A successful roll with impact reduces damage by half.
All striking missiles are assumed to have struck the main body. After rolling for damage, take into account the missile's blast radius, and allocate half damage to all adjacent portions.

Missiles which are fired with no chosen target are said to have been wild fired. Wildfired missiles choose targets at random. It is up to the GM to decide how to select targets for wildfired missiles.

SPECAIL MANEUVERS,
CONDITIONS & PENALTIES

TILT DODGE
A tilt dodge is used to evade individual shots, usually those in a volley,  with less loss of attack/actions.  For example, a volley of 5 missiles is launched from an artillery pod at a VF.  The defender decides to try to Tilt dodge each of the five missiles.  The first attempted tilt invokes a -1 penalty to strike, and the penalty increases by 1 for every additional 2 tilt dodges attempted. The defender also uses 1 attack/action, for every 3 tilt dodges preformed.  Each tilt dodge requires a piloting roll at -20%.

TAILING
This is a technique of following a mecha and remaining behind it in flight. The primary advantage of tailing is that the tailing mecha can fire freely at the defending unit, without much worry of the mecha retaliating.
Tailing is achieved through a contest of piloting. The mechas involved spend one Action/attack, regardless of whether the tail succeeds or not . A successful tail allows the tailing mecha to remain behind the target, pummeling it at will with all the might it can muster, at an additional +4 to strike.

A tailed unit always has initiative in the next round, if it survived. The tailed unit may now attempt to fight back, using missiles or any weaponry directed to the rear arc. Using rear weaponry is inconvenient, and unless a gunner is operating that weaponry, the pilot has a -4 to strike.  The pilot can also try to spin the mecha around 180 degrees to face the tailing unit, and deal with it face to face, this requires a piloting roll with a penalty of 15%.

SHADOWING
This is the technique of tailing another mecha without being seen.  This is identical to tailing, but with a -30% penalty.  If successful, the shadower is not detected by the target, and may have a free attack on the tailed mecha with a +4 to strike, and it is an automatic critical strike.  A pilot can elect to prolong a shadow tailing by making two piloting rolls per melee  -25% to try to stay the targets sensor blind spots.

ENGAGING AND DISENGAGING
Disengaging is an action which represents a mecha having no specified or intentional targets. Viable targets still occupy the combat computer's memory, but sensors are not providing any detailed information. Sensors must be engaged to a specific target (skill roll) to obtain detailed information. Disengaged mecha which target another are said to have engaged that mecha. Engagement is normally necessary to fire missiles, unless they're wildfired.

EVASIVE MANEUVERS
Evasive maneuvers must be declared at the beginning of a combat round, and requires a piloting roll with a -20% to succeed if in jet mode, -15% in gerwalk, and -12% in Battloid.  The unit also foregoes any attacks that melee, but can of course still use defensive tactics. The unit must announce evasive maneuvers at the start of the melee. If successful, the unit gains an additional +3 to dodge in fighter mode, +4 in guardian, or +5 in battloid.

THE SUDDEN STOP
The sudden stop is a dangerous maneuver that is possible only for sturdy units --- which means most Robotech units are applicable.  This move can only be engaged if the unit is being tailed by an enemy. In game terms, this usually means that the unit failed its piloting roll and the enemy succeeded past the melee. This maneuver can turn the tables on the enemy unit. The unit possess some form of powerful reverse thrust, to simulate a sudden stop --- veritechs switching to guardian mode can do this effectively. The unit then makes a piloting roll at -25%. As the unit puts on the brakes, enemy units will usually fly by without being able to slow down in time, and the friendly unit can use as many Actions/attacks as it wants to in shooting down the opposition with a +2 to strike.

The opponents, if they survived such a surprise barrage, can use their remaining Acctions/attacks to attack the friendly unit if they make a piloting roll at -15%. A failed sudden stop brings upon an additional -3 to dodge, and -3 on initiative the next melee.

There are other additional factors to consider in a sudden stop. The first is that this maneuver can only be attempted in high speed combat. This means any speed at Mach 1 and over in an atmosphere. In space, the speed must be Mach 4 or higher. The second factor is that it is usually only attempted when there is more than one opponent. If there is only one, and the stopping unit fails the piloting roll, the chasing unit must also make a piloting roll at -30%. If the enemy unit, too, fails, then it will have collided with the friendly unit, resulting in massive damage to both parties.

Questions Comments or Rules ideas?

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