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New Rules for the Macross II RPG



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Speed-Assisted Physical Attack

In Macross II and other anime featuring mecha, we occasionally see robots using velocity from running, ground movement systems and even jets to add power to their punches and kicks. Sometimes, a desperate mecha pilot will use his or her entire machine as a weapon, ramming an enemy often at the cost of the pilot's own life.

Even in combat involving standard vehicles, we see cars getting run-ups for ram attacks, or riders of bikes using the velocity of their vehicles to add damage to a strike with a melee weapon (the opening combat sequence in Akira is a good example). The old tradition of jousting applies this principle also. However, rules for such a manoeuvre do not appear in the Macross II R.P.G.

The rules below assume that a device is physically attacking another object of similar structure (i.e. M.D.C. mecha vs. M.D.C. vehicle, or S.D.C. vehicle vs. S.D.C. person). They can be applied to when a Mega-Damage device is physically attacking an S.D.C. object, although it's likely the S.D.C. structure will be pulped regardless.

Relative Velocity

The speed-assisted physical attack relies on the attacker's relative velocity (speed and direction of movement when compared to another body, the target in this case) being greater than that of the defender.

If both robots or vehicles are charging straight at each other, the relative velocity is equal to their speeds added together.

If the defending robot or vehicle is moving laterally to the attacking one (i.e. the attacking vehicle is attempting a T-bone ram), the relative velocity is equal to the attacker's speed.

If the defending robot or vehicle is fleeing from the attacking one, the relative velocity is equal to the attacker's speed minus the defender's speed.

Once the relative velocity has been determined, consult the table below to determine the damage multiplier.

Death From Above

"Death From Above" is a thruster-leaping manoeuvre that can only be attempted when within a gravity field. The attacker uses his or her mecha's jump jets to gain altitude, then cuts the jets off, letting the mecha fall straight on top of the target. This is a tricky manoeuvre to perform, as the target can easily dodge the attacking mecha; successful Death From Above manoeuvres rely on the target being unaware of the attacker.

Relative Velocity Damage Multiplier
Jet-assisted Leap straight up x2
Jet-assisted Leap across x4
Jet-assisted Leap up and across x3
Death From Above (result of two kick damage rolls) x2
0-20 mph x1
21-60 mph x1.5
61-120 mph x2
121-250 mph x5
251-500 mph x10
500-1000 mph x15
1001+ mph x20

Damage to the Attacker

Sometimes, the relative velocity can be so great that an attacker actually takes damage from the impact of its fist, foot or surface against the target.

  • For all speed assisted attacks where the relative velocity is less than 60 mph, the attacker takes no damage.
  • For all speed assisted attacks where the relative velocity is between 60 and 500 mph, the attacker takes half the damage applied to the target to the limb or part of the mecha that delivers the blow.
  • For all speed assisted attacks where the relative velocity is more than 500 mph, the attacker takes the full damage applied to the target to the limb or part of the mecha that delivers the blow.
  • Death From Above attacks automatically apply one-third of the damage applied to the target to each foot of the attacking mecha. If the feet are wrecked (or the mecha has no separate Foot MDC), the remaining damage is applied to each leg.

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This page © Copyright 2004, Rob Farquhar