Post by mike1975 on Nov 16, 2014 21:33:36 GMT
Robotech Tactics: A Quick Note
A quick clarification since this seems to be confusing to some, Flight, Aircraft, Hover and Afterburner.
Examples:
Units with Flight Only
Veritech in Battloid or Armored Veritech
Units with Hover and Flight
Helicopter or Veritech in Guardian Mode or Female Power Armor
Units with Aircraft, Flight, and Afterburner
Fighter Jets and Airplanes lie the Ghost and the Lancer II
Quick Summary:
Aircraft - has flight and CANNOT be attacked or attack in Hand to Hand
Flight - Ignores underlying terrain
Afterburner - Faster movement ie VT in Battoid VS in Fighter mode
Hover - Only provides defensive bonus
Deadly terrain is also considered things like the flue of a Volcano as the hot air can damage craft, an Irradiated area, and more. It's not just something like a really rocky surface. The terrain rules are oversimplified for my preferences but that is why aircraft may take damage if they end their movement in deadly terrain.
Flight and Movement in space is similar but NOT the same. Flight no longer avoids underlying terrain like Asteroids in space.
Robotech Tactics: FAQ
1. Line of Sight Page 11
Rules Read
Correction
When you wish to determine if one mecha has LOS to another, draw an imaginary straight line from the center of the acting mecha’s torso (or hull for nonhumanoid models) to ANY part of the target mecha’s torso (or hull for nonhumanoid models). The acting mecha has LOS to its target if that line is not blocked by anything other than mecha from the same squadron as the acting mecha. Note: the base and flight stand do not effect LOS.
2. The Action Phase Page 14
Rules Read
Correction
All events within a given step of an Activation happen in the order that they are performed by the acting player. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. Each Valkyrie attacks in any order desired by the attacking player, and any resulting losses among the Regults are taken off the board immediately as they are destroyed. Then the acting player can have the next Valkyrie attack in the order desired, by simply choosing which one fires next. The order in which they attack does not need to be determined ahead of time, but can be adapted to the situation as enemy figures are destroyed.
If the same squadron was in Close Formation all of the attacks would be considered simultaneous and are declared and then rolled at the same time. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. If all of the Valkyries are in Close Formation than the players declares the attacks for each Valkyrie before making any attack rolls, any resulting losses among the Regults are NOT taken off the board immediately as they are destroyed but after all the Valkyries have resolved their attack rolls.
3. Command Points and Movement Page 15
Rules Read
Correction #1
Finally, any mecha that successfully boosts its SPD must move a minimum distance equal to its own SPD since it is moving flat out. NOTE: If a mecha makes multiple attempts at boosting its speed and has paid the appropriate amount of Command Points and more rolls are successful than what is desired by the player then he may then ignore the results of any extra rolls. For Example: A VF-1A is the last unit in its squadron and the player wants to have it boost its SPD during its activation. Since the PIL is only a 2 the player decides to attempt to boost twice to increase his chances and pays 2 Command Points. The player rolls a 5 and a 6, achieving success both times. Since boosting his SPD twice would make the unit fly off the table the player chooses to ignore one result, he still has to pay 2 Command Points, and is allowed to boost his Valkyrie only one time taking it out of immediate danger but not out of the game.
Correction #2
If any Command Points were spent to boost the figure’s SPD during the Movement Step, the full amount of the boosted SPD must be moved (in inches) during the Afterburner movement according to the number of success roles used by the player. For Example: A VF-1A in Fighter mode opts to boost its SPD to 24 during the Movement Step, but only moves 14 inches, wasting part of the extra movement gained. Regardless of how much of its boosted SPD the VF-1A used during the Movement Step, the VF-1A must move the full 24 inches of its boosted SPD during the Resolution Step.
4. Aircraft Page 24
Correction/Modification
Aircraft– A mecha with the Aircraft ability may only make a single turn of up to 90 degrees to the left or the right before it begins its movement. The aircraft must them move in an absolutely straight line in the direction that its “nose” (the exact center of its front 180 degree arc) is pointing. The aircraft must move at least half its SPD in inches (up to its full SPD) during the Movement Step of its Activation, and it cannot be turned to face another direction while it is moving or after it has completed its movement.
An aircraft is never considered to be engaged in hand to hand combat and mecha are never considered engaged in hand to hand combat because they are in base to base contact with an aircraft. Only mecha with Flight or Leap can make hand to hand attacks on aircraft.
Aircraft without hand to hand attacks listed cannot Parry hand to hand attacks but may attempt to Dodge (paying one Command Point as normal).
Aircraft with hand to hand attacks can roll to Parry a hand to hand strike as normal without paying a Command Point BUT are not allowed a chance to Dodge the attack in addition to the Parry attempt.
All aircraft also have the Flight special ability. Please note that not all mecha with the Flight ability have the aircraft ability. Aircraft are representative of fixed wing planes, while other figures with Flight only are more like helicopters or flying battloids that can hover or move in any direction easily.
5. Blast and Anti-Missile Page 27
Rules Read
Correction/Modification
Weapon systems with the Blast ability cause huge explosions that have the chance of damaging not only the target figure or location, but also other figures or structures nearby. When a figure makes a Blast attack, the roll to Strike is made as normal to see if it hits its intended target. Direct fire weapons such as the cannons on the Monster can be targeted to hit any spot or location at a DF of 5. Missiles with the Blast trait must be fired at a terrain feature such as a tree or building (something over ¾ inches tall) or at a unit such as an enemy mecha and the blast template is centered over the target. Missiles with the Blast trait cannot normally be targeted at a specific spot such as a corner of a building or spot on the ground. Missiles with the Indirect Fire and Blast traits can be targeted at a specific spot at a DF of 5.
6. Blast and Scatter/Shielding Page 27
Rules Read
Correction
If the attacking figure fails to Strike its target during the Roll to Strike step, place the template (a six-sided star with points equally spaced around its outer edge) centered over the target with the direction marked 1 pointing in a straight line away from the firing figure. Roll a D6 to determine which direction the template will scatter, as per the directions indicated on top of the template. Then roll another 2D6 and move the center (the whole in the middle) of the Blast template a number of inches in the indicated direction equal to the result rolled. A Blast cannot scatter a longer distance than the maximum range of the weapon system used. A Blast also cannot scatter more than half the range between attacker and target. Note: Mecha that are in Close Formation cannot shield other Mecha from attacks by weapons with the Blast trait.
7. Blast and Anti-Missile Page 27 (Optional)
Rules Read
Correction/Modification??
Now determine which figure (if any) are struck and damaged as outlined above for when a Blast attack hits, based on the new location of the Blast template. Any figures on the new location can attempt to Dodge, but must equal or exceed the original Strike roll for the Blast attack. Note: Both friendly and enemy figures can be hit and damaged by the scattered Blast attack. Also take note that Blast attacks hit a defined area. If a blast attack hits a unit on the ground and units with Flight are within the blast the mecha with flight under the marker get a free dodge attempt IF they have no used Anti-Missile to attempt to shoot down the missile. The opposite will also be in effect. If the blast was targeted at one or more Aircraft or other flying units then any land based units incapable of flight may be too far below the target mecha above them to be affected by the blast and will get a free dodge attempt if they do not use Anti-Missile to try to shoot down the missile.
8. VEF-1 and Accurate Page 37
The missiles on the VEF-1 are highly advanced Reflex missiles and always have a +1 to strike. Change the Accurate trait to Smart Missile. Even when the unit has moved the missiles may be fired with a +1 to their strike rolls. Add trait to the base game.
9. Skirmish Rules Corrections Page 82
Rules Read
Correction/Modification
Skirmish games use the Standard Scenarios and are intended to be played with small forces. The set up for a skirmish game is performed in the normal way outlined earlier in these rules, except for the forces used. First both players will choose a total points value for the units they wish to use for the game. This is typically somewhere between 50 and 100 points and usually never more than 200. Instead of Core Force Cards combined with Support and Special Cards, each player simply chooses any number of Support Cards or Special Cards totaling up to his point total and uses those mecha. Note: Faction Cards are not used in Skirmish games. Mecha with the Life is Cheap special ability do not have that ability in skirmish games. Mecha that normally have the Life is Cheap trait will only generate one command point for every 3 units in a skirmish game, rounding up. Zentraedi infantry only generate one Command Point for every 4 infantry, rounding up. Some sample skirmish squadrons that could face off against each other are:
1 VF-1S VS. 3 Nousjadeul-Ger
2 VF-1As VS. 6 Regults
2 Tomahawks VS. 3 Gnerls
10. Attacking inanimate objects
Mecha can attack buildings or other destructible objects with Hand to Hand attacks as long as the base of the mecha is in contact with the structure.
11. Hand to Hand Attacks with Elevation Differences
If the model wishes to attack another mecha that is either above or below the attacking mecha the mecha must be able to reach the other mecha. If a mecha is elevated above another the base must be at or below the level of the torso or body of the target mecha in order to allow the mecha to kick, power kick, or stomp on the target mecha. If the mecha is at a lower elevation the mecha can punch or power punch the target mecha IF the torso or body of the attacking mecha is at or above the level of the base of the target mecha. In no way can mecha be considered engaged in either of these situations.
12. Do models have to be posed in the fashion they are molded in? If deviations are allowed are there any limitations?
13. Gravity Scenario Rule
Light Gravity
Under the effects of light gravity, all mecha without either the Aircraft, Vehicle, or Flight abilities, except those with the Cumbersome Ability, gain the Leap special ability for the duration of that battle. Mecha that have Leap or Flight special ability may multiply their SPD attribute by 1.5 for the duration of that battle.
(In essence Destroids and similar stuff gain Leap while Veritech in Battoild, Male Power Armor and Female Power Armor get 1.5 time their SPD while Battlepods multiply their SPD by 1.5 while retaining Leap)
Heavy Gravity
Under the effects of heavy gravity, like a gravity mine, all the mecha have their SPD reduced by half (to a minimum SPD of 1). Mecha that do not have the Aircraft or Vehicle special ability but have the Flight special ability lose it but gain the Leap ability, while those with the Hover or Leap ability lose it for the duration of the battle. Mecha with the Aircraft special ability reduce their SPD by half (to a minimum of 3, if the result is less than 3 cannot operate in Heavy Gravity).
Light Gravity
Vehicle = Unchanged
Aircraft 1.5x Normal
Veritech in Battloid SPD 7.5 and Flight
Veritech in Guardian SPD 15 and Flight
Veritech in Fighter SPD 18 plus Flight and Afterburner
Tomahawk SPD 5 and Leap
Battlepod SPD 7.5 and Leap
Glaug SPD 10.5 and Leap
Male Power Armor SPD 7.5 and Flight
Female Power Armor SPD 18 Flight
Heavy Gravity
Vehicle = 1/2 Normal
Aircraft 1/2 Normal
Veritech in Battloid SPD 2.5 and Leap
Veritech in Guardian SPD 5 and Leap
Veritech in Fighter SPD 6 plus Afterburner
Tomahawk SPD 2.5
Battlepod SPD 5
Glaug SPD 7
Male Power Armor SPD 2.5 and Leap
Female Power Armor SPD 6 and LeapShock Attacks Vs Aircraft and Vehicles
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
14. Shock Batons Vs Aircraft and Vehicles
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Aircraft that have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute and make their full Afterburner move as normal. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase or for the Afterburner step of their movement until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Vehicle struck with a Shock Baton will not be able to move. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated.
15. Vehicles (Hand to Hand Change and Vehicle Addition)
To make a hand to hand attack, an attacking mecha only needs to move into base to base contact with the enemy mecha that it wishes to attack (during the Movement Step), then it may make hand to hand attacks against the figure in base to base contact.
Please note that close formation cannot be utilized during hand to hand combat attacks, by the attacker or defender.
Engaged in Hand to Hand Combat – Once a mecha is in base to base contact with an enemy figure, the two are considered to be engaged in hand to hand combat unless one of the two mecha has the Vehicle or Aircraft traits. If Engaged they cannot attack with weapons systems at all. Additionally, engaged figures cannot be attacked by other figures with weapon systems.
If either figure wishes to move out of base to base contact, then, its player must pay one Command Point to do so. The exceptions are Aircraft are Never engaged in Hand to Hand and mecha attacking vehicles can choose to engage in Hand to Hand combat or not. Note: A figure may move, or change facing, as long as it doesn’t move out of base to base contact with the figure that it is engaged with. If a figure is in base to base contact with multiple enemy figures, it costs one Command Point for each enemy figure in base to base contact with it to be able to move out of hand to hand combat.
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Vehicles: Vehicles are mecha that drive on wheels, tracks, hover sleds or a variety of other methods. They often have the Cumbersome trait. They cannot engage mecha in Hand to Hand combat but can only perform a Body Block or Ram attack as normal by moving into base to base contact with another mecah. IF a vehicle attacked a mecha the mecha they attack may choose to engage the attacking vehicle in Hand to Hand at the time of being attacked. Mecha engaged in Hand to Hand with vehicles are not required to pay a Command Point when disengaging from Hand to Hand combat with a vehicle.
Stats for Convoy Vehicle
MDC 6
SPD 4
PIL 1
GUN 1
DF 6
Cumbersome
Base 30mm?
Robotech Tactics FAQ v2.02 PUB.docx (906.66 KB)
A quick clarification since this seems to be confusing to some, Flight, Aircraft, Hover and Afterburner.
Examples:
Units with Flight Only
Veritech in Battloid or Armored Veritech
Units with Hover and Flight
Helicopter or Veritech in Guardian Mode or Female Power Armor
Units with Aircraft, Flight, and Afterburner
Fighter Jets and Airplanes lie the Ghost and the Lancer II
Quick Summary:
Aircraft - has flight and CANNOT be attacked or attack in Hand to Hand
Flight - Ignores underlying terrain
Afterburner - Faster movement ie VT in Battoid VS in Fighter mode
Hover - Only provides defensive bonus
Deadly terrain is also considered things like the flue of a Volcano as the hot air can damage craft, an Irradiated area, and more. It's not just something like a really rocky surface. The terrain rules are oversimplified for my preferences but that is why aircraft may take damage if they end their movement in deadly terrain.
Flight and Movement in space is similar but NOT the same. Flight no longer avoids underlying terrain like Asteroids in space.
Robotech Tactics: FAQ
1. Line of Sight Page 11
Rules Read
Correction
When you wish to determine if one mecha has LOS to another, draw an imaginary straight line from the center of the acting mecha’s torso (or hull for nonhumanoid models) to ANY part of the target mecha’s torso (or hull for nonhumanoid models). The acting mecha has LOS to its target if that line is not blocked by anything other than mecha from the same squadron as the acting mecha. Note: the base and flight stand do not effect LOS.
2. The Action Phase Page 14
Rules Read
Correction
All events within a given step of an Activation happen in the order that they are performed by the acting player. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. Each Valkyrie attacks in any order desired by the attacking player, and any resulting losses among the Regults are taken off the board immediately as they are destroyed. Then the acting player can have the next Valkyrie attack in the order desired, by simply choosing which one fires next. The order in which they attack does not need to be determined ahead of time, but can be adapted to the situation as enemy figures are destroyed.
If the same squadron was in Close Formation all of the attacks would be considered simultaneous and are declared and then rolled at the same time. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. If all of the Valkyries are in Close Formation than the players declares the attacks for each Valkyrie before making any attack rolls, any resulting losses among the Regults are NOT taken off the board immediately as they are destroyed but after all the Valkyries have resolved their attack rolls.
3. Command Points and Movement Page 15
Rules Read
Correction #1
Finally, any mecha that successfully boosts its SPD must move a minimum distance equal to its own SPD since it is moving flat out. NOTE: If a mecha makes multiple attempts at boosting its speed and has paid the appropriate amount of Command Points and more rolls are successful than what is desired by the player then he may then ignore the results of any extra rolls. For Example: A VF-1A is the last unit in its squadron and the player wants to have it boost its SPD during its activation. Since the PIL is only a 2 the player decides to attempt to boost twice to increase his chances and pays 2 Command Points. The player rolls a 5 and a 6, achieving success both times. Since boosting his SPD twice would make the unit fly off the table the player chooses to ignore one result, he still has to pay 2 Command Points, and is allowed to boost his Valkyrie only one time taking it out of immediate danger but not out of the game.
Correction #2
If any Command Points were spent to boost the figure’s SPD during the Movement Step, the full amount of the boosted SPD must be moved (in inches) during the Afterburner movement according to the number of success roles used by the player. For Example: A VF-1A in Fighter mode opts to boost its SPD to 24 during the Movement Step, but only moves 14 inches, wasting part of the extra movement gained. Regardless of how much of its boosted SPD the VF-1A used during the Movement Step, the VF-1A must move the full 24 inches of its boosted SPD during the Resolution Step.
4. Aircraft Page 24
Correction/Modification
Aircraft– A mecha with the Aircraft ability may only make a single turn of up to 90 degrees to the left or the right before it begins its movement. The aircraft must them move in an absolutely straight line in the direction that its “nose” (the exact center of its front 180 degree arc) is pointing. The aircraft must move at least half its SPD in inches (up to its full SPD) during the Movement Step of its Activation, and it cannot be turned to face another direction while it is moving or after it has completed its movement.
An aircraft is never considered to be engaged in hand to hand combat and mecha are never considered engaged in hand to hand combat because they are in base to base contact with an aircraft. Only mecha with Flight or Leap can make hand to hand attacks on aircraft.
Aircraft without hand to hand attacks listed cannot Parry hand to hand attacks but may attempt to Dodge (paying one Command Point as normal).
Aircraft with hand to hand attacks can roll to Parry a hand to hand strike as normal without paying a Command Point BUT are not allowed a chance to Dodge the attack in addition to the Parry attempt.
All aircraft also have the Flight special ability. Please note that not all mecha with the Flight ability have the aircraft ability. Aircraft are representative of fixed wing planes, while other figures with Flight only are more like helicopters or flying battloids that can hover or move in any direction easily.
5. Blast and Anti-Missile Page 27
Rules Read
Correction/Modification
Weapon systems with the Blast ability cause huge explosions that have the chance of damaging not only the target figure or location, but also other figures or structures nearby. When a figure makes a Blast attack, the roll to Strike is made as normal to see if it hits its intended target. Direct fire weapons such as the cannons on the Monster can be targeted to hit any spot or location at a DF of 5. Missiles with the Blast trait must be fired at a terrain feature such as a tree or building (something over ¾ inches tall) or at a unit such as an enemy mecha and the blast template is centered over the target. Missiles with the Blast trait cannot normally be targeted at a specific spot such as a corner of a building or spot on the ground. Missiles with the Indirect Fire and Blast traits can be targeted at a specific spot at a DF of 5.
6. Blast and Scatter/Shielding Page 27
Rules Read
Correction
If the attacking figure fails to Strike its target during the Roll to Strike step, place the template (a six-sided star with points equally spaced around its outer edge) centered over the target with the direction marked 1 pointing in a straight line away from the firing figure. Roll a D6 to determine which direction the template will scatter, as per the directions indicated on top of the template. Then roll another 2D6 and move the center (the whole in the middle) of the Blast template a number of inches in the indicated direction equal to the result rolled. A Blast cannot scatter a longer distance than the maximum range of the weapon system used. A Blast also cannot scatter more than half the range between attacker and target. Note: Mecha that are in Close Formation cannot shield other Mecha from attacks by weapons with the Blast trait.
7. Blast and Anti-Missile Page 27 (Optional)
Rules Read
Correction/Modification??
Now determine which figure (if any) are struck and damaged as outlined above for when a Blast attack hits, based on the new location of the Blast template. Any figures on the new location can attempt to Dodge, but must equal or exceed the original Strike roll for the Blast attack. Note: Both friendly and enemy figures can be hit and damaged by the scattered Blast attack. Also take note that Blast attacks hit a defined area. If a blast attack hits a unit on the ground and units with Flight are within the blast the mecha with flight under the marker get a free dodge attempt IF they have no used Anti-Missile to attempt to shoot down the missile. The opposite will also be in effect. If the blast was targeted at one or more Aircraft or other flying units then any land based units incapable of flight may be too far below the target mecha above them to be affected by the blast and will get a free dodge attempt if they do not use Anti-Missile to try to shoot down the missile.
8. VEF-1 and Accurate Page 37
The missiles on the VEF-1 are highly advanced Reflex missiles and always have a +1 to strike. Change the Accurate trait to Smart Missile. Even when the unit has moved the missiles may be fired with a +1 to their strike rolls. Add trait to the base game.
9. Skirmish Rules Corrections Page 82
Rules Read
Correction/Modification
Skirmish games use the Standard Scenarios and are intended to be played with small forces. The set up for a skirmish game is performed in the normal way outlined earlier in these rules, except for the forces used. First both players will choose a total points value for the units they wish to use for the game. This is typically somewhere between 50 and 100 points and usually never more than 200. Instead of Core Force Cards combined with Support and Special Cards, each player simply chooses any number of Support Cards or Special Cards totaling up to his point total and uses those mecha. Note: Faction Cards are not used in Skirmish games. Mecha with the Life is Cheap special ability do not have that ability in skirmish games. Mecha that normally have the Life is Cheap trait will only generate one command point for every 3 units in a skirmish game, rounding up. Zentraedi infantry only generate one Command Point for every 4 infantry, rounding up. Some sample skirmish squadrons that could face off against each other are:
1 VF-1S VS. 3 Nousjadeul-Ger
2 VF-1As VS. 6 Regults
2 Tomahawks VS. 3 Gnerls
10. Attacking inanimate objects
Mecha can attack buildings or other destructible objects with Hand to Hand attacks as long as the base of the mecha is in contact with the structure.
11. Hand to Hand Attacks with Elevation Differences
If the model wishes to attack another mecha that is either above or below the attacking mecha the mecha must be able to reach the other mecha. If a mecha is elevated above another the base must be at or below the level of the torso or body of the target mecha in order to allow the mecha to kick, power kick, or stomp on the target mecha. If the mecha is at a lower elevation the mecha can punch or power punch the target mecha IF the torso or body of the attacking mecha is at or above the level of the base of the target mecha. In no way can mecha be considered engaged in either of these situations.
12. Do models have to be posed in the fashion they are molded in? If deviations are allowed are there any limitations?
13. Gravity Scenario Rule
Light Gravity
Under the effects of light gravity, all mecha without either the Aircraft, Vehicle, or Flight abilities, except those with the Cumbersome Ability, gain the Leap special ability for the duration of that battle. Mecha that have Leap or Flight special ability may multiply their SPD attribute by 1.5 for the duration of that battle.
(In essence Destroids and similar stuff gain Leap while Veritech in Battoild, Male Power Armor and Female Power Armor get 1.5 time their SPD while Battlepods multiply their SPD by 1.5 while retaining Leap)
Heavy Gravity
Under the effects of heavy gravity, like a gravity mine, all the mecha have their SPD reduced by half (to a minimum SPD of 1). Mecha that do not have the Aircraft or Vehicle special ability but have the Flight special ability lose it but gain the Leap ability, while those with the Hover or Leap ability lose it for the duration of the battle. Mecha with the Aircraft special ability reduce their SPD by half (to a minimum of 3, if the result is less than 3 cannot operate in Heavy Gravity).
Light Gravity
Vehicle = Unchanged
Aircraft 1.5x Normal
Veritech in Battloid SPD 7.5 and Flight
Veritech in Guardian SPD 15 and Flight
Veritech in Fighter SPD 18 plus Flight and Afterburner
Tomahawk SPD 5 and Leap
Battlepod SPD 7.5 and Leap
Glaug SPD 10.5 and Leap
Male Power Armor SPD 7.5 and Flight
Female Power Armor SPD 18 Flight
Heavy Gravity
Vehicle = 1/2 Normal
Aircraft 1/2 Normal
Veritech in Battloid SPD 2.5 and Leap
Veritech in Guardian SPD 5 and Leap
Veritech in Fighter SPD 6 plus Afterburner
Tomahawk SPD 2.5
Battlepod SPD 5
Glaug SPD 7
Male Power Armor SPD 2.5 and Leap
Female Power Armor SPD 6 and LeapShock Attacks Vs Aircraft and Vehicles
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
14. Shock Batons Vs Aircraft and Vehicles
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Aircraft that have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute and make their full Afterburner move as normal. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase or for the Afterburner step of their movement until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Vehicle struck with a Shock Baton will not be able to move. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated.
15. Vehicles (Hand to Hand Change and Vehicle Addition)
To make a hand to hand attack, an attacking mecha only needs to move into base to base contact with the enemy mecha that it wishes to attack (during the Movement Step), then it may make hand to hand attacks against the figure in base to base contact.
Please note that close formation cannot be utilized during hand to hand combat attacks, by the attacker or defender.
Engaged in Hand to Hand Combat – Once a mecha is in base to base contact with an enemy figure, the two are considered to be engaged in hand to hand combat unless one of the two mecha has the Vehicle or Aircraft traits. If Engaged they cannot attack with weapons systems at all. Additionally, engaged figures cannot be attacked by other figures with weapon systems.
If either figure wishes to move out of base to base contact, then, its player must pay one Command Point to do so. The exceptions are Aircraft are Never engaged in Hand to Hand and mecha attacking vehicles can choose to engage in Hand to Hand combat or not. Note: A figure may move, or change facing, as long as it doesn’t move out of base to base contact with the figure that it is engaged with. If a figure is in base to base contact with multiple enemy figures, it costs one Command Point for each enemy figure in base to base contact with it to be able to move out of hand to hand combat.
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Vehicles: Vehicles are mecha that drive on wheels, tracks, hover sleds or a variety of other methods. They often have the Cumbersome trait. They cannot engage mecha in Hand to Hand combat but can only perform a Body Block or Ram attack as normal by moving into base to base contact with another mecah. IF a vehicle attacked a mecha the mecha they attack may choose to engage the attacking vehicle in Hand to Hand at the time of being attacked. Mecha engaged in Hand to Hand with vehicles are not required to pay a Command Point when disengaging from Hand to Hand combat with a vehicle.
Stats for Convoy Vehicle
MDC 6
SPD 4
PIL 1
GUN 1
DF 6
Cumbersome
Base 30mm?
Robotech Tactics FAQ v2.02 PUB.docx (906.66 KB)