Site hosted by Angelfire.com: Build your free website today!

Combat & Other Revisions

Over the years we've had alot of questions about what we see in Robotech, and Palladium in general. Here is my spin (and some other peoples spins) on these things.
Attacks Per Melee
According to Rifts RPG, TMNT, HU, and Nightspawn, all people automatically start out with two attacks per melee, gaining more attacks from boxing and HTH fighting skills. However in Robotech and N&SS it says nothing about this. I feel that NOT starting with two attacks per melee is for the better, considering how long combat would take in Robotech if you did have two attacks per melee. (For a level 1 Alpha pilot they'd start out with 7 Attacks per melee in their Alpha, OUCH!).

Modern Weapons Bursting

Okay, you're telling me that in order to do the damage for 2 blasts, a Fal-2 Automatic Pulse Laser rifle has to fire 10 shots (25% of its E-clip)?! That's just silly, Palladium bases their bursts of the payload of the weapon, while I feel that bursts should be based simply on the number of shots fired. The Netbook of Modern Firearms contains lots of great rules for bursts, aswell as cool modern day firearms. For the site go to Netbook of Modern Firearms, then find revised burst rules for stuff that makes ALOT more sense.

Laser Targeting
This is more of an errata. Alot of people think that the bonuses from Mecha Hand to Hand Training apply to long range combat strikes, sorry guys no. There's a reason they have laser targeting entries on ALL mecha, cause those aid in long range strikes. Laser Targeting gives a +2 to strike with ANY Long Range weapon (well except guided missiles, duh).

That's all I got for now, we all know I'll find more things to fix later on, and as always I'm open to feasible suggestions so drop me a line!


Home