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Real Life Weapons in Robotech
With the turns technology has begun making these days, especially in the field of weapons, it's possible to see things in Robotech that we never thought of before.
Those of you in the military, or those who simply have far to much free time on their hands, know exactly what I'm talking about. The recent discovery of compact silicion explosives (fun!), new tank sniper rifles (also known as AMR's), and a revolution in the field combat weapons for our everyday infantry, all of this and more has incredible potential. So here is where I encorporate a few well known and not-so-well known weapons for practical use in Robotech.
Infantry Sidearms
With M.D. energy weapons, alot of people don't see the use in normal sidearms in Robotech. Admittedly, energy weapons are nice, but when you get into Invid Invasion, energy clips are very hard to come by. And, after the fall of the UEG in Southern Cross, along with the pre-M.D. energy weapon period in the RDF, these items become rarer and more expensive. So, by using advanced explosives technology, Military R&D has been able to come up with M.D. ammunition for standard firearms. The only draw backs of these rounds are that they can only be prepared for the heavier range of ammunition (.44 cal or greater), and are not suitable for submachineguns that acceed 700 rounds per minute. These rounds do 1d4 M.D. per round. The cost of these rounds is %150 greater than that of a normal round.

Infantry Rifles
The same philosophy applying to sidearms doubly applies to rifles. Automatic rifles armed with explosive rounds have proven to be just as effective as energy weapons, and of course, more cost effective. All explosive rifle rounds do 1d6 M.D. per round, and cost %200 greater than that of a normal round. This includes rifle rounds used in machineguns (5.56mm and 7.62mm).

Infantry Machineguns
Now when it comes to seriously heavy weapons, like .50 caliber machineguns, you get to a higher range of damage for explosive rounds .50 cal BMG does 3d4 M.D. per round, and the even larger .55 Boys does 2d8 M.D.

Grenades
Grenades, whether rifle mounted or used in launchers, are very useful and easy to come by mega damage explosives. 40mm Grenades, like those used with M203 grenade launchers, do around 3d6-4d6 M.D., with a compact blast diameter of about 1-2 meters. These explosives cost about 30-50 credits apiece, but of course are not available to the general public.

LAWs & Anti-Tank Weapons
LAWs & Anti-Tank rockets as a rule should be allowed the same damages and ranges as Mini-Missiles, the statistics of course varying with different models. Note that only the RL-2 is able to fire plasma rockets.

Anti-Material Rifles
In the Global Civil War, tank wars were not uncommon. So developement of a field infantry 'tank sniper', was developed. Huge rifles, fire huge bullets (+14mm, bigger than .50 cal) that can punch through over an inch of steel at 1km! These rifles have become immensively useful against humans wearing M.D. Body Armour, and do their listed damage (see Netbook of Modern Firearms for details on AMRs and damages) to the person WEARING THE BODY ARMOUR, punching right through to damage the wearer. Against Mecha, the 14mmx114m Bloc does 2d6+3 M.D., the 14mmx200mm AMR does 3d6+2 M.D., and these rounds aren't even heavy explosives! The heavy explosive rounds do 50% more damage! Note that AMR's are -6 to strike with no bonuses without W.P. Heavy, and then no bonuses are received until level 3 (+3 to strike, +1 wild as standard).