My camera had died on me before I could finish posting pictures to my last entry so here's a few shots showing the clean up work I have to do to each of the Regults before I can get on with the painting. There's six seperate screw holes that need patching and a good portion of them also have either a dented head or a large gap under the top laser dome.
For the filler I used Epoxy Sculpt. Once cured it has a nice ceramic like feel and takes to scraping and sanding incredibly well. It also can hold a razor like edge which is great for making sharp edged details like the filled in area on the side of the hips.
Here's a shot of the upgraded base size, the left base is the older 50mm Privateer Press Base, the right one is the new 60mm Base from Proxie Models. The size differance isn't all that noticable head on but when viewed from the side it's more prominant as you can see the wider more dramatic stance in the legs.
I started roughing out some graphic concepts for the rules PDF. I'm trying to get something together that looks sleek and isn't too busy. The first two are ideas for unit sheets, the later pages would be page layouts for the rules. These are still in the very rough stage, once I am happy with the layout I'll do a more finalized design.The stats are not accurate yet, they are just there as a placeholder for playtesting, final stats and points will be corrected on the final cards.
The rules themself are fairly simple. I've further revised the MSIA rules that Greg was using for his game he posted on the TMP forum. Basically it was an opposed dice system deveolped for Mobile Suit Gundam battles, which was refitted for Robotech. The combat system share some base simularity with Monsterpocalypse and according to one of my friends there are simular elements in the Spartan Game systems for Dystopian Wars and Firestorm Armada. I've never personally played those games so I don't know for certain.
The most basic version plays out a bit like this: On a D6 Dice roll a result of 1-3 is a failure. 4-6 being a sucess, a natural 6 counts as two sucesses instead of just one. So if you are shooting at your opponent you use the weapon rating plus your pilots skill vs the enemies armor plus pilot skill. For each sucess you have beyond the defenders total you apply one point of damage to that mech. If the defender gets as many or more sucesses then they take no damage.
For example a Veritech is shooting at a Zentraedi pod. The Veritech's gun is 3D6 plus 1D6 for the pilot, he rolls 4 dice. The Zentraedi pod has 1D6 of armor and 1D6 for the pilot the defender rolls 2D6. The attacker gets lucky and rolls 3 sucesses, the defender rolls one sucess. The Zentraedi pod takes two points of damage. Hit locations are determined by another roll and that player marks off two damage boxes.
Overall I thought the adapted MSIA system is pretty solid. A couple areas that jumped out at me were the potential to just spam missles into auto kills even against the best ace pilots. The missile fractracide rules help but don't entirely balance it out, particuarly when dealing with the female power armor. I'm altering how missile salvos work so that a cluster is fired rather than individual missile or massive 100+ missile swarms. Rarely in the series do you ever see them fire a single missile, most times they drop a pylon from each wing in a salvo.
I tweaked the damage and critcal damage systems a bit. Damage now mark off from the right to the left side. Internal systems occupy the left most boxes. From normal hits empty boxes representing armor and protected structure have to be chewed through first.
When making a to hit roll a 6 still counts as two hits, but it's not considered a critical. If a six is rolled when determining the damage location that is considered to be a critical hit and allows you one of two options, that player may choose what location gets hit or they may apply damage starting with the left most armor boxes.
The inner workings of Veritech/Valkyries are much more complex than other mechs due to their transformation systems. The transformation system is represented by the T mark within the damage boxes. It's very easy for them to recieve damage that doesn't cripple the mech but would prevent them from transforming.
Other damaged systems remain functioning (but at reduced capactity) until all of their boxes are removed. For example Each mech has a M box in their legs representing their movement system for that leg. If the box is removed than the Mech's movement is halved as a result of internal damage.
The ability to jump or hover is handled in a simular fashion, if the veritech loses a J box in one of it's legs all of it's jumping, hover and flight stats are reduced in half. If both boxes are destroyed the Mech is no longer able to make use of those forms of movement. Additionally if they are actively hovering or flying the loss of both jet thrusters will cause it to crash.
Weapons systems in each location occupy a single box marked with a W. All weapons in that location are considered to occupy the same damage box. For example the VF-1J has two light lasers in it's head if the W box is removed both of those lasers are considered destroyed. The Regult has a total of 4 lasers in it's Torso, if that box is removed then all 4 lasers are considered destroyed.
Standard ammunition has been removed completely, there was too much book-keeping with having to track shots. Additionally most Mechs have energy weapons so it's a bit redudant. The only ammunition that is now tracked are volleys of missiles. Missiles are now always fired in salvos, for Valkyries a wing pylon holds three missiles and is considered to be one salvo. Below the weapon listing is a box representing the wing pylon, which is checked off as the salvo is fired. Zentraedi Mech's have lauchers that fire multiple missles at once, a given salvo can represent anywhere from as few as 2 up to 15 or more missiles.
The Quedluun used to be able to fire a whopping 128 missiles in a single salvo, that is no longer the case. Additionally I felt that the strength of those missiles were mis-represented. They are considered swarm mini-missiles not proper guided missiles so under the old rules they did far too much damage on an individual basis. Make no mistake it is still a very deadly missile carrier under the modified rules, it's just been tweaked to bring it better into balance with the capacties of other Mechs.