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Robotech RPG Tactics

Robotech RPG Tactics Rulebook

Table of Contents

Table of Contents

  • 1. General Rules
  • 2. Command Points
  • 3. Acronyms
  • 4. Turn Sequence
  • 5. Combat Modifiers
  • 6. Line of Sight
  • 7. Command Phase
  • 8. Action Phase

1. General Rules

  • a. Mecha activate in Squadrons, opponents alternate activation until all Squadrons have activated
  • b. Measuring distances can be done at any time, measure the closest points between two miniature's bases
  • c. Unless otherwise noted, always round up to the nearest whole number (movement to nearest half inch)
  • d. Can only ever re-roll a die once, even if multiple abilities allow you to re-roll
  • e. A natural 6 is always a success, while a natural 1 is always a failure
  • f. Can change facing at any point while moving (before, during, and after)
  • g. Final facing matters

2. Command Points

  • a. Command Points are spent for various abilities and additional actions
  • b. Refresh pool of Command Points during the Command Phase of each turn
  • c. Left-over Command Points from previous turn do not carry over and are lost
  • d. Common list of Command Point usage:
    • Stealing the Activation, or preventing its theft
    • Attempt to Boost a Mecha's SPD
    • Move out of base to base contact with an enemy Mecha. 1 Command Point per enemy Mecha
    • Allow additional weapon system attacks, no limit but only once per weapon system
    • Attempt to Dodge OR attempt to shoot down Missiles (one or the other)
    • Roll with the Impact
    • Others, like Power Punch, per the appropriate ability or rule description

3. Acronyms

  • a. Speed – SPD
  • b. Piloting – PIL
  • c. Gunnery – GN
  • d. Defense – DF
  • e. Range – RG
  • f. Mega-Damage – MD
  • g. Mega-Damage Capacity – MDC
  • h. Physical – PH
  • i. Hand to Hand – H2H
  • j. Line of Sight – LoS
  • k. Command Point – CP

4. Turn Sequence

  • a. Command Phase
  • b. Action Phase

5. Combat Modifiers

  • a. Ranged Combat (all modifiers cumulative unless otherwise noted in the rules):
    • Cover (-1 to Strike for Soft Cover, -2 to Strike for Hard Cover; not cumulative, highest modifier used)
    • Close Formation (+1 to Strike for each Mecha within 2 inches of another in the same Squad (limited to those with GN less than the # of Mecha in Close Formation); must attack simultaneously; Close Formation allows Mecha to divide incoming damage)
    • Back Strike (+1 to Strike if in Target's Rear 180° arc)
    • Crossfire (+1 to Strike if Mecha from same Squad in both Front and Rear arc of target; must attack simultaneously)
  • b. Hand to Hand Combat:
    • Outnumbered (+1 to Strike for each other friendly Mecha engaged with the target)
    • Back Strike (+1 to Strike if in Target's Rear 180° arc)

6. Line of Sight

  • a. Line drawn from center of one Mecha's torso/hull to center of another Mecha's torso/hull
  • b. Mecha do block LoS, except Mecha in the same squadron
  • c. If 25% or more of the target is blocked from LoS, target has cover

7. Command Phase

  • a. Refill Command Pool – Gather # of Command Points = [# of Mecha remaining + sum of all Leadership]
  • b. Determine Initiative – 2d6 roll, tie to player w/ higher Leadership. Winner picks who activates a squad first
  • c. Pre-Action Effects – Poor Visibility rules, special scenario rules, Zentraedi Reinforcements, etc.

8. Action Phase

  • a. Step 1: Activate a squadron (cannot have activated already this round)
    • Pass the initiative – if less squads than opponent, can pass the Initiative once
    • Steal the initiative – 1 Command Point, 6 on a d6, cannot steal twice in a row
    • Block Initiative theft – 1 Command Point, 6 on a d6 (only after a successful steal)
  • b. Step 2: Move each Mecha in the activated squad
    • Normal movement only (special movement such as Afterburners happens in later Step)
    • Rough terrain halves movement
    • Spend Command Points to move further, before ANY Mecha in the squad move
      • Can spend more than 1 CP, up to the Mecha's PIL
      • Each CP point allows a die roll, [1d6 + PIL] ≥ [Target # 6 or Mecha's SPD, whichever is lower]
      • Each success allows Mecha to move its SPD again
      • Mecha must move, at minimum, its base SPD when boosting its movement
  • c. Step 3: Resolve combat with each Mecha in the activated squad
    • Choose a weapon system
      • Unless otherwise noted, can only attack with each weapon system once per turn
      • Spend Command Points to attack with additional weapon systems
      • Additional H2H attacks can be repeated, unless otherwise noted under each H2H attack
  • Choose a target within range and LoS
    • Unless otherwise noted, can only attack one target with each weapon system
    • Blast and Volley weapons are examples of exceptions
  • Roll to Strike
    • Ranged Combat: [1d6 + GN ± modifiers] ≥ [Target's DF]
    • Hand to Hand Combat: [1d6 + Attacker's PIL ± modifiers] > [1d6 + Target's PIL]
    • Each missile in a volley gets its own Roll to Strike
    • Blast weapons only Roll to Strike once, all others caught in Blast template may attempt to Dodge
  • Target may attempt to Dodge
    • 1 Command Point per weapon system
    • [1d6 + Target's PIL] ≥ [the Roll to Strike], all Mega-Damage dodged
    • Cannot Dodge H2H attacks, already built into the opposed roll
  • Target may attempt to shoot down missiles
    • Can either attempt to Dodge or shoot down missiles, not both
    • 1 CP per attempt, only 1 attempt per missile or volley of missiles. No CP with an anti-missile system
    • Roll 1d6, target number 6 (5+ for anti-missile systems, 4+ for missile-based anti-missile systems)
    • Success shoots down all missiles/volleys at target Mecha only (other volleys will still hit other targets unless they Dodge or shoot them down)
  • Target may Roll with the Impact
    • First, target may split the MD with another Mecha in Close Formation (once/weapon system), no CP
    • Then, target (and whoever the damage was split with) may spend 1 CP (each) to reduce the MD in half (rounded down, 1 minimum)
  • Taking Damage
    • Target(s) suffer the final Mega-Damage of the weapon system
    • If all the target's MDC is gone, remove target from the board
  • d. Step 4: Resolution Step
    • Primarily a bookkeeping step
    • Some special abilities, like Afterburner, occur in this step