[Game a Day 13] Robotech

HellHound

ENnies winner and NOT Scrappy Doo
I first discovered Robotech during Saturday morning cartoons. The Macross Saga captured the imaginations of both my brother and myself, even if it was a thinly veiled soap opera at heart. We followed the saga through to Northern Cross and then Mospeada (the Invid invasion), and then found the RPG from Palladium Games.

The Robotech RPG follows the same system as the Palladium RPG and just about every other RPG they’ve released (except for Recon possibly, and I have quite the Recon story for another thread). The big new item in Robotech was the introduction of Mega Damage (MDC) which acts as 100 ‘hit points’ (actually SDC) per point of MDC, and you cannot hurt an MDC item using SDC weapons (so a submachine gun or a long sword can never penetrate tank armor, no matter how long you hack at it). With that exception and a very tidy clean-up of the autofire weapons rules, Robotech basically runs like Teenage Mutant Ninja Turtes with huge-ass mecha, minus the teenagers, mutations, ninjas… and turtles. But with sweet mecha.

I’m not going to go into detail on the Robotech universe here, for those unfamiliar with these “giant robots”, I recommend the Wikipedia entry of regarding the series: http://en.wikipedia.org/wiki/Robotech

I played Robotech with three different gaming groups over the years. Most of these games were Macross-era games because that was the series with the most variety of mecha to choose from and a setting we were most familiar with. The first group was a bunch of my brother’s friends and my brother – because everyone wanted to be different, they generally played destroid pilots, each with a different destroid (the giant walking mechas, typical of the mecha genre). Our games were usually short, stuffed into a free hour or two, so were mostly quick “defend the fort” or “seek and destroy” missions that used the game as a giant robot combat system more than an RPG. We defended everything from protoculture production facilities, mine entrances and military bases to the United Nations HQ and the ruins of the CN Tower (after the destruction of Toronto in the TV series).

The other game I ran around the same era was a traditional post-war story in the setting after the return of the SDF-1 – dealing with people trying to rebuild in the ruins after the Zentreadi attacks, handling insurgencies, and running routine patrols. This game featured a primarily Veritech-piloting team (being the mecha that transform into jet fighters) so patrols were quick and the game felt more like the TV series. There was also a lot more role-playing in these games – handling interactions with the survivors, supporters and insurgents, as well as trying to talk Zentraedi survivors and refugees into accepting micronization to human size instead of a life of raiding human farms to try to procure enough food to feed a team of 20 50-foot tall giants.

Our final Macross game was the annual “too many people around the Robotech table” game hosted by my very close friend Darcy. These games would be launched whenever he was grounded (he wasn’t allowed out of the house, but he was still allowed to have friends over). The first game was about 16 players running a big expedition to capture a derelict Zentraedi space ship. Needless to say, the game didn’t involve much actual role-played interaction with NPCs, but there was a tonne of radio chatter between the various mecha on the team as we all role-played with each other and shot the heck out of various bad-guys. But we learned from that game – the next session, nearly a year later, had Darcy as GM again, but with Glenn and I (from of our core gaming group) as co-GMs who would run a third of the major combat scenes each. Effectively, we would break up a fight into three parts, and players would interact with the Game Master in charge with that part of the fighting on their turn. Of course, with such an ‘efficient’ setup, Darcy went all-out and we ran a game for 30 players who were leading a special operations team to find a Zentraedi stronghold in the Amazon. It worked fine for a while, but then Glenn and I got the clever idea of concentrating our fire instead of attacking one-on-one… 15 battlepods shooting at a single mecha make very short work of it.

Sometime around then, we were also involved in a few abortive Invid Invasion campaigns. This was the setting that Darcy enjoyed best because it was the TV series that introduced him to Robotech. However, there were always issues when the huge old-school Macross mecha turned out to have about the same damage capacity as the form-fitting transforming motorcycle body armor of the returning REF crews.

Our final forays into the game was a joint venture to create an REF-based setting that was fairly balanced between the eras of mecha that had to jointly defend and rebuild earth in the aftermath of the Invid invasion. We reduced the damage capacity of the cyclone body armor, increased the damage dealing power of the older mecha weapons, and actually launched the “return of the masters” campaign published around the end of the Robotech license from Palladium games at the time. But it never really went beyond character generation and a love for the giant robot bloodsport of Mecha-SuDai introduced in that mega-module.

My final dabbling with Robotech was a few years later, when I converted all the mecha from the various incarnations of the game and setting into mecha for the MECHA! Wargame. I enjoyed MECHA! Because it was a very simple mecha combat game – not as ornate and complex as Battletech, not built around a supposed RPG like Robotech, and not as oversimplified as the new Battletech Clix games.

When I think Giant Robots, I think of Macross.
 

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I love Robotech with a passion. I never saw the cartoon as a kid. Instead, I found the series through the novels in the early 90s. I blew through the entire series and walked into a hobby store one day and found videos of the cartoon. Eventually, I owned the cartoons and the RPG books, although I never had the chance to play it.

Luckily, Harmony-Gold will release a sequel to the Invid Invasion this year Robotech: The Shadow Chronicles.

Also, I have recently come to love the Mobile Suit Gundam universe (Universal Century) and I will even run a one shot of it.
 

I still fondly remember our first Robotech adventure.

We had a mish-mash of Robotech mecha (VF-1A, Hover Tank, AJACS Attack Copter, and a Mac-II we nicknamed "the Big Mac") and we were attacking an invasion fleet. The GM decided he'd use the second largest Zentraedi war cruiser there was. The Big Mac launched all its cannon fire at the hull, eventually breaching it. Those of us who could fly went in, and we commissioned a bunch of other AJACS to chopper in the Mac and the Tank. The GM randomly rolled which deck was breached... and he came up with "The Bridge". :p

We rejoiced in our luck, and began tearing down the halls killing everything we could in oder to take out the command centre. A pair of female power armors launched all their missiles at the Hover Tank, destroying his arm shields and rendering the tank useless. That was fine, though, because he THEN got out of his Tank, pulled out his 1d6 MD pistol, strapped on his 50 MDC body armor and joined us in the final charge. We slaughtered the command deck, took down the vessel, and saved the day.

I still really really really REALY love the concept of Cyclones, and have coined the phrase "No campaign should go without a Cyclone". The Invid Invasion is my favourite setting, as it includes any mecha you like as well as the scrounging and scraping for ammo and supplies.

I've often considered running Robotech using d20 rules, but never got around to it. ;)
 

I never saw the series or read the novels. But the game used the same system as all the other Palladium stuff for the most part and that was of interest to me. But I didn't play the game till the mid 90's when I ran into someone who new the series. The books were a little light on real info for people not familiar with the show.

We had a blast. We started at the beginning with the SDF-1 taking off and all chaos happening. We were the Hammerheads, a small squadron or wing or whatever its called of Veritech fighters. We had great fun with the action packed finding the bad guys missions. We also took are combined quarters and turned it into a place like the Swamp from MASH. I played Cowboy, that was my call sign. I used spare parts to make mechanical Bull. We were like Top Gun at times. It was a real blast.

The system from I've heard was not always like the series, but we made it our own game. We dove into it and were consumed by the game. That doesn't happen a lot. It was the right gam, run by the right GM with the right players at the right time.
 

My one experience with the Robotech rules was when we tried to implement them into a RIFTS game we were (trying) to run. If I recall correctly, the SDF-1 had about as much MDC as a typical Glitter Boy, and most of the mechs were seriously under-equipped in comparison to RIFTS robots, so the book kind of just got kicked underneath the bed.
 

Another game I owned for years, but never got to play. Saw the series, and wondered for years what they were talking about at the end: Protoculture is flowers? But I knew that it was three different series mashed together, so that that bit of nonsense had to have a reasonable explanation somewhere along the line. (As I expected, two entirely different things from two of the series were thrown together to give the series a theme.)
 

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