Robotech BEvo

Anpu42

Mongoose
I have som of ther old Robotech Toys I had picked up to play BattleTroops with, they are all around 6" tall
I have a Spartin, Raider-X, and an Exalaber.
I was wondering what there stats would be.
 
Damn you, I got all excited for a moment there!

Ok, this is just a prediction, but I dont think many people have actually bothered doing this as of yet.
What will suggest is that perhaps you work them out yourselves.
The way I see it theres three avenues for you to explore.

1) Battle tech conversion. Well known fact that lll of the early Battletech mechs were ripped from old animes, and were used till Bandai hit them on the knuckles over it (Which makes a farse of the Battle tech vs Exosuit court case, how can you sue someone for stealing you designs when most of you designs were stollen in the first place :roll: ).
Fiddle with the stats a little, come up with a formulae, adjutst, play test etc etc. Not alot of fun by yourself but its sometimes the best way.

2) Robotech RPG. Paladium put out a pretty decent RPG on Robotech. This would have plenty of stats for you to pilfer :D Uh... I mean convert to Evo stats (Remeber you only really need a couple of them too).

3) Macross/Robotech referance sites. There are some very cool people out there, and these very cool people have worked out every concievable detail of everything from Destroids to Zentraedi officer pods. Take a look at the simmilar details for say a challenger Mk2 tank, get an idea of how Mongoose does so, and try yourself.

Not the most help Im affraid.
You could also just try using the Mekton Zeta rules which are very decent Giant Fighting Robot rules, use them as Forth for SST:Evo, Use Gurps Mecha, or a host of other solutions.
 
I am assuming you are working with the 1/100 models as the 1/72 are VERY expensive, though I think the toys are 1/72.

Just off the top of my head...
I'm a big fan of starting with something similar, and working from there.
For destroids, I would start from a tank. Similar movement rate for destroids etc.
From there...
I think they should be tougher, so a quick fix is to have a special rule of Super Tough where kill results do not insta-kill the model, but do not allow saves and may count as 2 failed saves, have to test if this double-wound is necessary. Bump the cost up by 200? Just guessing on a point value, but being un-instant killable is pretty cool.

Specific destroids
Excalibur (Tomahawk, Warhammer)
You can use the hip guns as the machine guns in BFE tanks.
For the Arms, Make it double a tank main gun +100 points
For the missiles, use the stats for the shadow missiles, +70 points(kind of like strapping a shadow to the destroid point-wise)
You might do something different for the shoulder missiles than the chest missiles, though for simply starting out, I'd use them all as the same.
Excalibur, As M1, but super tough, arm guns and missiles, 790

Raider-X (Defender, Rifleman)
Use stats from the T99, weaker body stats
For the arm guns, use The tunguska gun system *2, +100 Points
Raider X, AS T99 but with arm guns replacing all other guns and Super Tough 550-600 points(cost of original armaments offsets arm guns)

Spartan (Phalanx, Longbow)
Use stats from the T99, weaker body stats
Missile System - Missiles work as Shadow missiles, or tunguska AA missiles, +200 points
Spartan - As T99 but super tough, missiles replace all original armaments, 650-700 points(cost of original armaments offsets missiles)

Gladiator (Spartan, Archer)
Use Challenger as Base.
Add Super Tough
Add Missiles as Excalibur above.
Center Pod gun system counts as Challenger Weapons.
Gladiator, As Challenger, but add super tough, 695 points

Just some quick rules you can maybe play test?
 
I like most of that.
I think they should be tougher said:
As for the Super Tough I remember them just popping left and right during the series.
I will work os some Stats and Do some play Testing some time this month
 
What!?! No MAC IIs in here?

Though I suppose that would count as offboard artillery, eh?

A long while back I had a link to a page that had the stats for everything Robotech from the first series to the Macross II and Macross Plus. I'll be darned if I can find it though. I used it with GURPS Vehicles when I was hopped up on that system. If I find it (and it's still there) I'll post it.
 
Anpu42 said:
As for the Super Tough I remember them just popping left and right during the series.

That's because of the special Zentraedi Popping guns ;) Compared to other Evo stuff, they are super tough. I haven't thought about Zentraedi stats, but if doing RDF/Zentraedi battles, you could ignore the super tough idea, as they will be shooting each other full of holes, then exploding...a lot.
 
The mech rules i have written down was like tanks with tough etc, the only thing i added was with each hit, a crit roll of a 6, you roll on a d6 damage table, so a weapon could be destroyed or legs damaged etc..

I`m busy on aliens evo, and a evo dogfight game at the Mo..!!!
 
Excalibur (Tomahawk, Warhammer)
Points: 690+ [?]
Material
 Two Arm Mounted Partial Projection Cannons
 Two Waist Mounted Weapon Pods
 Twin Chest Missile Launchers
 Shoulder Missile Launcher
Statistics
Size: 7 [BattleTech Tonnage/10]
Move: 8”
Close Combat: 4x1d0
Target: 8+
Armor: 2+
Kill: 12+
Two Arm Mounted Partial Projection Cannons
 Range: 72”
 Damage: 1d10+4
Two Waist Mounted Weapon Pods
 Range: 30”
 Damage: 3d6
Twin Chest Missile Launchers
 Range: 40”
 Damage: 1d10+3
Shoulder Missile Launcher
 Range: 96”
 Damage: 1d10+4
-Weapons & Special Rules
Particle Projection Cannons: The Excalibur carries a Large Partial Projection Cannon in each arm. They may only fired into the Excalibur’s forward facing. This weapon causes a –4 penalty to Armor rolls. If a model of Size 3 or greater is within the Fire Zone, you may opt to roll this weapon’s Damage Dice against that model allocate normally. You may only fire each of these Weapons once a Turn, once for Each PPC. You may Fire both of them at the Same Target as 1 Shoot Action. [Based on the M256 Main gun of the M1A2 Abrams]
Waist Gun Pods This weapon causes a –1 penalty to Armor rolls. You may only fire each of these Weapon Systems once a turn; they may create their own separate Fire Zone. You may Fire both of them at the Same Target as 1 Shoot Action. In addition, it may be used as an AA weapon. Every Damage Dice this weapon rolls will count as two for the purposes of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose two actions from Suppression, rather than just one. [Based on the Chain Gun of the Challenger MBT]
Chest Missile Launchers: These Multi Shot Missile Pods hold a large number of Missiles. They may only fired into the Excalibur’s forward facing. This weapon causes a –4 penalty to Armor rolls, and will roll extra Damage Dice but only D6 with no penalty to Armor rolls) against every model within 2” of the centre of the model its . 1st Damage Dice is allocated to - these extra models need not be in Line of Sight. It may only be . red once per turn, and never as a reaction. If a model of Size 3 or greater is within the Fire Zone, you may opt to roll this weapon’s Damage Dice against that model, rather than allocate normally. Once Per Game per launcher you may fire the equivalent to a Heavy Artillery Barrage. Once this has been done that Launcher Cannot be used any more. Based on the CKEM Missiles from the Shadow]
Shoulder Missile Launcher: This weapon causes a –3 penalty to Armor rolls, and will roll extra Damage Dice (but only D6 with no penalty to Armor rolls) against every model within 1” of the centre of the model its first Damage Dice is allocated to – these extra models need not be in Line of Sight. It may only be fired once per turn, and never as a reaction. If a model of Size 3 or greater is within the Fire Zone, you may opt to roll this weapon’s Damage Dice against that model, rather than allocate normally. Six shot system. [This is Based on the Hellfire Missile System]

Armored: The Excalibur will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armor score of 3+ to the Side or Rear facings. The Excalibur may never make any reactions except to Shoot with Weapon Pods. It will also ignore the effects of smoke (see main rulebook).
Tough: The Abrams will ignore the 1st 7 failed Armor rolls. An attack that rolls its Kill Score will destroy it as normal.
[BattleTech Tonnage/10]
Intelligence Feeds: Any army with at least one of these units may re-roll its dice for set up and deployment.
 
Not bad(and makes me wish I could find some original small battletech models). Wish somebody would figure out way to introduce HEAT to this concept. Then I might very well be sold on the idea :D

Battletech fun, rules bit clunky for large scale actions.

Add heat and you are almost done...Don't mind little book-keeping so thinking hat on...
 
You'ere bette roff not mixing stats from Robotech/Macross and BattleTech though, as the mecha had very different weapons loadouts and roles between the two settings. www.robotechreferenceguide.com has a wealth of stats for the original mecha.

The site with RPG stats for the Macross mecha not covered by the original Robotech and Macross II RPGs is www.steelfalcon.com.
 
Heat is very Easy. I am also working making rules for the ClickyTech Mechs.
1] Any time you take more than One Shoot Action in a Turn you gain a point of Heat.
2] Each Point of Heat is Subtracted subtrated from your Movement Score and To Hit Rolls.
3] Each Turn you take Colling Action you cool 1+ Points of Heat, based on the "Heat Sinks you Have"
 
I've been working on a similar Battletech mod, the 25mm Elementals make superb power armor and Armorcast still make the Mad Cat, Vulture & Atlas. If you look about on ebay you'll find a large selection of the model kits in roughly the right scale.
 
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