Mecha Random Hit Locations

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Peacebringer
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Mecha Random Hit Locations

Unread post by Peacebringer »

Since there are only a handful of mecha for Robotech, has anyone created random to-hit tables for each mecha? Simply hitting the Main-Body unless a called shot is OK, but random locations would be better!
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jaymz
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Re: Mecha Random Hit Locations

Unread post by jaymz »

I use my own "generic" hit tables.

Robot vehicles

Right Arm 1-3

Right Leg 4-6

Main Body 7-14

Left Leg 15-17

Left Arm 18-20

Any other Location is a called shot. This includes Wings on flying units that have them.


Power Armour

Right Arm 1-3

Right Leg 4-6

Main Body 7-14

Left Leg 15-17

Left Arm 18-20

Any other Location is a called shot. This includes Wings on flying units that have them.


Vehicles

Tracks/Wheels 1-5

Main Body 6-15

Primary Weapon/Turret 16-20

Any other Location is a called shot.


Traditional Aircraft

Tail/Engines 1-4

Right Wing 5-8

Main body 9-14

Left Wing 15-18

Nose/Cockpit 19-20

Any other Location is a called shot.


Non-Traditional Aircraft (Sky Cycles, Sky King, Rocket bikes)

Stabilizers (Tailfins, Winglets, etc) 1-3

Main Body 4-15

Engines 16-20

Any other Location is a called shot.
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slade the sniper
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Re: Mecha Random Hit Locations

Unread post by slade the sniper »

There are charts in the old RDF Manual.

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Peacebringer
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Re: Mecha Random Hit Locations

Unread post by Peacebringer »

Jaymz: simple, but then again, I like more detail. I like the small-locations to be random as well.

STS: I'll have to check the manual; I don't have it with me here.

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Re: Mecha Random Hit Locations

Unread post by jaymz »

The small locations should be called shots. It's not logical for them to be random since in most cases they're relatively protected by main locations.
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Peacebringer
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Re: Mecha Random Hit Locations

Unread post by Peacebringer »

jaymz wrote:The small locations should be called shots. It's not logical for them to be random since in most cases they're relatively protected by main locations.


I'm still looking for my Robotech Manuel. I like the idea of random hit-locations vs. called shots for smaller-locations. It's just many games have turned into this over-used quote, "Called-shot, cockpit".
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Re: Mecha Random Hit Locations

Unread post by jaymz »

That is why there are penalties to do such things. Needing a 15 (at least by the older rules) to hit a cockpit when you only have a bonus of 2-4 (seeing as PP is not applicable to ranged combat) is not that easy to make. Less than a 50% chance to do so in fact and many "heads" have the same MDC as legs.....I take out legs. Can't move? Can't fight for long either since I can then just move out of LOS and you can't follow.

Not to mention Palladium Combat takes long enough as it is, adding in detailed random hit locations will just draw it out longer.
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Re: Mecha Random Hit Locations

Unread post by drewkitty ~..~ »

There are random hit tables for the Macross Era Mecha in the RDF Manual (RT 1st ed book 2)
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Re: Mecha Random Hit Locations

Unread post by glitterboy2098 »

i think Jaymz's approach is the best one. there is enough variations in locations between mecha that you can;t get too detailed. some mecha lack arms, other have upper and lower arm entries, some mecha have a bunch of guns sticking out, some don't. some have wings, some don't. your best bet is to use a general chart for a humanoid, and then improvise. have upper and lower arms? if you get an arm hit, do a 50/50 roll or an odd/even to determine upper or lower. you can do much the same with things like large gun barrels, wings, etc.

and i agree, smaller features should not be on the charts, especially ones that have penalties to called shots. if it suits the GM's story needs you can just fudge the roll.
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