Original Perfect Collection Rules written by Kenneth and David Olson.
Original Space Combat rules by Kitsune
Modifications written by Linwood Foster and Bernard White.
Definition / Justifcation: A module is defined as 1/3rd of a melee or 5 seconds. I chose 5 seconds because it is the general amount of time it takes most missiles to fly one mile, the average longest range of most combat. The module was designed to find a middle ground between the Palladium system and allowing a combatant to make all of their attacks in order of initiative roll.
Usage: The number of attacks per melee that a character possesses is divided evenly into each of the three modules, which make up a melee. Any remaining attacks are distributed to the modules evenly, with no more than one additional attack per module. Each module is a self-contained combat round. The initiative is rolled at the first module and re-rolled at the beginning of each melee round. Combat during each module begins with the character with the highest initiative. The character may then use any or all of their attacks for that module. In order to make defensive actions against later attacks during that module, at least one action should be saved for dodges or rolls. Eventhough a Dodge roll carries over for the entire module, a Roll defensive action is only versus a single attack. It is possible to roll against multiple attacks, but any actions beyond those saved for in the current module come out of the next module, with the possible side effect of leaving no actions in the next module. Action-less defensive rolls like parry, auto-dodge, and tilt dodge are performed as usual or as noted below. Combat proceeds according to initiative. Any unused attacks for that module are used at the end of the module in order of initiative.
Example: Player one has 5 attacks per melee and player two has 10. Therefore, player one has one initial attack per module, and his extra attacks are distributed into the first and second modules, making two each. Player two has three attacks per module, and his extra attack is distributed into the first module, for four total attacks in the first, and three in the other two.
Definition / Justifcation: Since Auto-Dodge does not use an action to do, it is considered to be a duck or weave, and cannot be used to avoid area effect weapons. In order to avoid the area of effect of a weapon, such as missiles, a full Dodge must be used. Autododges occur at the same time as an automatic parry. Therefore the character must decide whether or not he would like to use an autododge or an automatic parry.
Note: Auto-Dodge has a separate bonus from a full Dodge. Only bonuses from a high Physical Prowess and those designated as Autododge may be combined.
Example: A Cyclone enters into combat with a Royal Command Battloid. The RCB wins initiative and fires a plasma cannon at the Cyclone. The Cyclone decides to Auto-dodge and makes the roll. The Cyclone rider hasn't used an attack. The RCB pilot, seeing his plasma shot miss, decides to fire 3 plasma missiles at the Cyclone Rider for his next attack. Knowing that if he tries to auto-dodge he'll still get caught in the blast radius, uses an action and successfully dodges 40 feet away from the blast zone.
Definition/Justification: Over the years, our group has become increasingly frustrated with the way that palladium treats evasive action maneuvers. We have seen in the series many times where the characters maneuver TOWARDS a rapidly firing enemy target weaving and dodging all the way. This is not accounted for in standard Palladium rules. Another troublesome aspect of the standard evasive action rule is the "all or nothing" way that it is applied. A failed evasive action roll often means the death of the pilot. Also, it seems a little artificial that if based on the outcome of one piloting roll, ALL enemy attacks either hit (assuming the attackers roll above a 4) or miss. The following rules have been devised to correct these apparent flaws.
Usage: Evasive action is declared for two full modules, and must be declared before attacks are rolled. Penalties to the piloting skill roll are as follows:
The amount of the success or failure on the piloting skill roll determines the advantages that the pilot receives. Regardless of the amount of success or failure of the roll, the evading pilot is entitled to a free dodge attempt against EVERY attack against him. As a penalty, the pilot may not take ANY offensive action except maneuvering into position. Bonuses to dodge are based on the amount of success (or failure) of the roll:
All other modifications to the dodge bonus apply, such as attempts to dodge volleys of more than three missiles. The pilot's regular bonuses to dodge (in addition to the evasive bonus) apply as well. If the pilot (during evasive action) is entitled to a free autododge for some reason, the dodge bonus above also applies. Natural 20's rolled by enemies must still be dodged by a natural 20 however.
Example: An alpha pilot is beset by 10 invid armored scouts. The pilot decides that he cannot face these foes (for whatever reason) and elects to take evasive action to attempt an escape. The pilot rolls a piloting skill roll at -25%, and succeeds by 27%. Therefore, the pilot receives a bonus of +9 (+4 for succeeding, and +5 for succeeding by 25-29%) to dodge all incoming attacks for the first two modules of the melee round. The pilot has not fully shaken his invid pursuers after the first module, and so he elects to attempt evasive action for the next two modules. He makes another piloting skill roll, but this time he fails by 15 percent. This means that he will have a penalty of -3 to dodge all attacks against him for the last module of this melee, and the first module of the next melee.
Definition / Justication: Palladium has not seriously addressed partial cover in its rules for robotech, so here I create my own.
Usage: If a player has partial cover (i.e. Partially hiding behind some obstacle) and the random hit locations indicate that the attack hit in an area that is covered, then the bullet will first strike the material behind which the player is hiding. Note this does not necessarily mean that the player takes no damage. This rule also may apply to mecha combat, particularly ground-based units, but is most applicable here.
Example: A soldier is hiding behind a concrete barricade, and is engaged in combat with two enemy troops. One of the opposing troops fires his sidearm at the partially covered soldier. The strike hits, but the hit location specifies the right leg, which is covered by the barricade. This means that the bullet strikes the barricade first, and then the soldier. If the enemy trooper had used armor piercing ammunition, he would likely still have damaged the soldier.
In space the range of the radio/radar is multiplied by 10.
Usage: Use the following chart for applying strike bonuses or penalties due to the distance to the target and the range of the weapon. Consult this table only for non-missile weapons and for unguided missiles. These bonuses also apply to the number at which the target is missed. This means that if a +1 bonus is applied here, an attack hits on a 7-20, but if a -1 penalty is applied, attacks only strike on 9-20.
Range |
Bonus to strike | Roll required to strike |
0-5% Point Blank | +1 |
7-20 |
6%-25% Short | +0 |
8-20 |
26-50% Medium | -1 |
9-20 |
51%-100% Long | -2 |
10-20 |
101-130% Maximum | -5 |
13-20 |
Example: A Vindicator pilot wants to fire his Destabilizer at an Invid armored scout that is 1500 ft away. The Destabilizer has a range of 5400 ft. With a quick calculation, it can be seen that this distance falls between 26 and 50% of the maximum range listed. This means that the invid is in "Medium Range". Therefore, a -1 penalty applies to the pilot's strike roll, and a roll of a 8 or below is considered a miss.
Definition / Justication: This is a modification of the Burst Rules as laid out in Rifts: Ultimate Edition.
Handguns, Rifles, and Submachine-Guns
Short Bursts: 3 rounds. Counts as one attack.
Single Target: Inflicts normal damage x2.
Spray: Inflicts normal damage for one round, hits 1D4-1 (minimum 1) targets.
Long Bursts: 6 rounds. Counts as two attacks.
Single Target: Inflicts normal damage x3.
Spray: Inflicts normal damage, hits 1D6 targets. Chance of hitting innocent bystanders is 50%.
Light Machine-Guns
Short Bursts: 12 rounds. Counts as one attack.
Single Target: Inflicts normal damage x4.
Spray: Inflicts normal damage for one round, hits 1D4-1 (minimum 1) targets.
Long Bursts: 36 rounds. Counts as three attacks.
Single Target: Inflicts normal damage x8.
Spray: Inflicts normal damage, hits 1D6 targets. Chance of hitting innocent bystanders is 50%.
Heavy Machine-Guns and Mini-Guns
Short Bursts: 30 rounds. Counts as one attack.
Single Target: Inflicts normal damage x8.
Spray: Inflicts normal damage for one round, hits 1D4-1 (minimum 1) targets. Chance of hitting innocent bystanders is 50%.
Long Bursts: 60 rounds. Counts as three attacks.
Single Target: Inflicts normal damage x16.
Spray: Inflicts normal damage, hits 1D6 targets. Chance of hitting innocent bystanders is 50%.
Definition / Justication: In an attempt to speed up combat, eliminate the dodge rolls for Smart Missiles.
Usage: Instead of having rolls for missiles to dodge, have the defense roll against a base of 10 to strike the missiles. A smart missile has +4 to dodge which would increase the strike roll to 14 to strike the missile. A brilliant missile has +6 to dodge which would increase strike roll to 16 to strike the missile. This rule only applies to smart and brilliant missiles; normal missiles (which don't try to dodge) would only require an 8 to strike.
Definition / Justication: I think that the rules needed to "call a shot" on a specific location needs some improvement. In addition to the range argument laid down above, almost no consideration is taken for the size of the location that the attacker is attempting to strike. The rules that follow address these issues.
Usage: For making called shots against any mecha-sized target, use the following tables. The target must be within short range for a called shot to be made. Please note that if the target is in point-blank range, a +1 bonus to strike is applied, and this modifies the threshold numbers required to strike (see range rules above). If the "called shot" misses, but the roll is still high enough to be a hit (See chart below), then roll for a random hit location. There are also some terms used in the tables which need to be defined:
In addition, the required strike rolls listed below are for natural and modified rolls. This means that the lower of the two numbers is used when consulting the table below.
Type of location | Penalty to strike | Roll required to hit target randomly | Roll required to hit location desired |
Servo | -1 | 9-12 | 13-20 |
Location | -2 | 10-13 | 14-20 |
Instrument | -3 | 11-14 | 15-20 |
Example: The Vindicator pilot in the previous example wants to fire his destabilizer at the sensor eye (classified as an instrument) of an invid shock trooper that is at point blank range. A called shot is allowable since the target is within short range, so the pilot rolls to strike. The natural roll is a 14, but adding the strike bonuses of the pilot and mecha (+2) yields a total roll of 13 after subtracting the strike penalty shown in the table above. Since distance affects the natural and modified rolls required, the point-blank range of the target makes the natural roll a 15 and the modified roll a 14. This means that the pilot has not struck the desired location because even though the natural roll was high enough, the modified roll was not. If the Vindicator pilot's strike bonus was one point higher, he would have hit the desired location. Since his roll was still high enough to hit, he rolls on the random hit chart.
Special Note: When attacking a ship with a mecha or something smaller, you have to aim your shot for a large location or call the shot for a smaller. Like shooting the bridge or engines versus the main body, or the main hanger doors versus the hanger section. Otherwise, you have to roll random locations for your hit.
Description / Justification: Tilt dodges are described in more detail in the skills description of all Robotech RPG books, but simply put, a tilt dodge allows the character to dodge without using an attack by making a piloting skill check. Rules are laid out in the Palladium books, but they are inadequate. The most glaring concept is that there are no modifiers to this maneuver due to the attack roll being dodged. The rules that follow further expand upon Palladium’s.
Usage:
Example: An alpha fighter is in fighter mode, and has been attacked by an Invid Shock Trooper. The strike roll is 9. The pilot decides to attempt a tilt dodge knowing that he will receive a –2 penalty to strike for all subsequent attacks this module and the next; However, he will not use up an attack. The penalty to the pilot’s skill check is then calculated as: (9-4)*5% or a -25% penalty. If the pilot’s Pilot Alpha skill is 75%, he must then roll a 50 or below on percentile dice to tilt dodge.
Description / Justification: Due to issues we had with the 4 or missiles can't be dodged rule, especially since we see many characters in Robotech dodging multiple missiles, we decided to modify it.
Usage: At first level a pilot can dodge 4 missiles. For every level the character gains in experience they can dodge one more missile. This said, a level 6 mecha pilot can dodge 9 missiles. If that same 6th level character is attacked by 10 missiles they can still roll to dodge, if successful 9 of the missiles lose track of the target, but one will still hit.
Definition / Justication: This will be a series of notes on using various pieces of equipment that most mecha are equiped with.
Usage:
Chaff/Flare decoys: Chaff/Flare decoys can be used to confuse enemy missiles volleys so that the PC can dodge the volley. Chaff decoys confuse radar images to divert radar-guided missiles, while flare decoys provide a brilliant infrared image to try and draw heat seeking missiles away. Since it is impossible for a player to know what type of missile is being used against them, one chaff and one flare must be dispensed to attempt to jam an incoming missile volley. Subtract -3 from the modified dice roll for dumb missiles (those with strike bonuses of +2 or less), -2 from the modified dice from for standard missiles (+3 to strike), or -1 from the modified dice roll from intelligent missiles (+4 or greater to strike). If the modified dice roll falls below 5 then the decoys are effective and the missile(s) will miss their intended target. Each pair of decoys will allow the PC to dodge one additional missile above the max number they can normally dodge. A character can launch as many decoys as they have actions remaining in the round. i.e.: The character normally has 7 actions per round. During the second module he would have 5 actions remaining. As such, he can only launch 5 decoys if he is fired on.
Jamming Missiles: If a PC has the Electronic Countermeasures (ECM) skill they can jam the guidance of a volley of missiles by making a successful percentile roll. The ECM will subtract -5 from the dice roll for dumb missiles (+2 to strike bonus or less), -3 from standard missiles (+3 to strike), -1 from intelligent missiles (+4 to strike or greater). If the final total for the roll falls under 5, then the volley misses. The use of ECM takes up one melee action/attack and it must be in a vehicle that has ECM systems. A dedicated ECM aircraft can also jam all missiles targeting allied on aircraft within a particular radius. Penalties from ECM and Flares/Claff are not cumulative.
Weapon Systems skill: In some cases the skill Weapon Systems can be used to lock onto a target to increase the strike roll on the PC’s next attack or be used to strike multiple targets when using missiles. The character gains a bonus of +2 to strike even if missiles are used. The use of Weapon Systems takes up one melee action/attack. A failed roll means that the attack receives no strike bonus what so ever (straight dice roll).
Definition / Justication: Phase World ships and fighters use a variation of the Contra Graviton Drive for sublight, inertia-less movement inside of a solar system. While outside of the gravity shadow of a planet, these inertia-less drives allow a vehicle to reach a percentage of the speed of light in seconds without the crew of the vessel feeling any effects of gravity. Once a vehicle enters the gravity shadow of a planet, or a large moon, it must slow even further or risk having the drives ripped apart. However, even with this reduction in speed, the crew aboard the vehicle does not feel the effects of gravity. For the purposes of the Robotech\Phase World Campaign, we are using a variation of Kitsune's Inertia-less Combat Rules.
Usage: The Mach numbers in the stats of Phase World vessels have two uses. The first usage is as the top speed for when a vessel is in the gravity shadow of a planet or moon. For most average sized planets, this gravity shadow is roughly 1 to 5 light seconds, while for gas giants it tends be in excess of 30 light seconds. The second usage is to derive their inertia-less sublight speed. Use the starship's top speed in Mach speed and simply convert that into percentage of light.
To convert the speed of starships to miles / kilometers per second, simply multiply that speed by the percentage of light of their speed (for example: Warshield cruiser has a top speed of 8.5% of light. This breaks down to 15,834.0 miles per second or 25,482.3 kilometers per second.) For comparative purposes, the best thing is to calculate the distance traveled per melee round (15 seconds) and simply multiply by 15 to calculate this. (For the Warshield, this would be 237,510 miles or 382,234.5 kilometers.) On the web, there is a shareware program available called master converter which makes conversions easier.
Conventional (Manuevering) Drives:
Mach 1 = 760 mph/1,225 kph
Distance in 1 min = 13 miles
Distance in 1 round = 3.25 miles
Distance per module = 1 mile
Time to travel 1 light-second @ Mach 10 = 246.4 hours or 10.3 days
Sublight (CG-Drives) Drives:
Lightspeed = 1c = 186,282 miles/second (~300,000 kilometers/second).
.10 lightspeed = .1c = 18,628 miles/second (~30,000 kilometers/second).
.20 lightspeed = .2c = 37,256 miles/second (~60,000 kilometers/second).
Distance in 1 round @ .1c = 279,420 miles or 1.5 light-seconds.
Distance per module @ .1c = 93,140 miles or .5 light-seconds
CG/P/R-Drive: Jump Travel
Short Jump: Any distance less than one light year. Must make Space Navigation check (40%) or miss target by 4D6x10000 miles (roll 1D12 for direction). If you have Ship-to-Ship Combat skill, add +5% per level to the Space Navigation check.
Long Jump: Must make Space Navigation check or miss target by 1D6 light years per every 10 light years traveled.
Cannot be activated within 1 light-second (186,000 miles) of a planet.
Fold Drives: Jump Travel
Takes 2D6 minutes to charge the fold drive.
Variable time for travel, the further away the destination, the longer the trip. A couple hundred miles could take several minutes, across a solar system up to an hour, or hundreds of light years away in a dozen or more days.
Even if the Space Navigation check succeeds, there is a 15% chance of a faulty space fold. If a mis-fold occurs, roll on the following chart:
Manueverability
Time to turn 180 degrees = 1D4 rounds (per 500ft of length) - 1 round for every +1 Dodge bonus in space.
Example: A Black Eagle has a maximum speed of Mach 16 in the Phase World Source Book. This means that the starfighter would have a top speed of 16% of light under inertia-less drive, and Mach 16 when using its Manuevering drives. A Warshield cruiser has a listed speed of Mach 8.5 in the Phase World Source Book. This means that the starship would have a top speed of 8.5% of light in the inertia-less system.
Additional Notes: Running starships at maximum sub-light speed for extended periods can be extremely hard on the systems. For every eight hours of operation at maximum speed, the ship's engineers have to make an engineering roll (starship engineering in most cases). If the roll fails then the ship is limited to half of maximum speed. This then becomes the maximum speed and if the crew attempts to maintain that speed for over eight hours, they must roll an engineering roll with similar results if the roll is failed. If three rolls are failed then the drive is assumed to have failed completely and will take several days to repair. In order to repair a damaged drive, the ship's crew will require 2 to 8 days (2D4) to repair and may require additional parts. As long as a ship travels at half of maximum or less, engineering rolls are not required.
Robotech Fighters, Mutants in Orbit Ships, and Rifts Earth Vessels use a different set of rules. Unless upgraded with Phase World style engines, the fighters acceleration in G should be equal to the fighters' top atmospheric speed in Mach. If they are dropped by a starship traveling at high sub-light speed, they will immediately drop into normal space and normally be unable to be effective. See Inertia based system for more details on them.
Definition / Justication: Eventhough starships use inertia-less drives, they still require time to accelerate. This is due to the fact that the drive field requires a bit of time to be brought up to full power. This also means that a starship completely turning around will require several minutes in some cases.
Definition / Justication: Since starship speeds have been greatly increased, the distance away from a planet must be increased in order for the ship to not be able to jump instantly. Since the strongest gravity source in a solar system is normally the star, distances are measured from the star. These figures are based on a star that is the size of Sol (our sun). In order to modify the distance from the celestial object for the actual mass of the celestial object, you simply multiply the celestial objects mass in Sol masses by the distances. This means that White and Blue Giant class stars would have very large areas that a ship must clear before going FTL and outer gas giants would still have a relatively large distance that a ship must travel away from before entering FTL (Although less then a star). The distances are calculated by taking the largest distance that the drive requires, dividing that number by 1000 and that is the distance in light minutes. A light minute is a convenient distance to express longer distances. The distance from the Earth to Sol is approximately 8 light minutes.
Usage:
Phase Drives:
Instead of Phase Drives being effected by the atmosphere of a planet, they are effected by gravity. If a ship tries to activate its P-drive too far inside the gravity of an celestial object it will be ripped apart. When using an FTL engine with a star the size of Sol, the ship must be at least 20 light minutes away from the star. A Jupiter-sized planet has a gravity shadow of 30 light seconds, while an Earth-sized planet has a gravity shadow of 5 light seconds.
Contra-Gravitonic Drives:
The distances for a CG-Drive is increased the same way that it is for P-Drives. This means that instead of 20 thousand miles (In the Phase World book, the distance is written as 10,000 miles but it states that double is safer so I am using the larger figure) the distance is 20 light minutes. A Jupiter-sized planet has a gravity shadow of 30 light seconds, while an Earth-sized planet has a gravity shadow of 5 light seconds.
Rift Jump Drives:
Instead of it simply being the gravity and ley lines of the planet, it is the gravity and ley lines of the entire system. The distance needed for the engine to be used is based on the magic in the system. A system that has very low magic only requires 5 light minutes and a system with a great amount of magic will require 50 light minutes before being able to activate the R-Drive.
Spacegate Jump Systems:
These systems are the only exception to the distances for the FTL propulsion systems. This is because they work on a completely different principle. The spacegates may be near a planet without interfering with their ability to be used.
Definition / Justication: This is a method to give starships a set number of attacks so that it doesn't take forever to their actions. This will be a method to give you a total number of actions that a starship can take per round. Individual weapons can then fire weapons based on their rates of fire, up to the total number of actions the ship has.
Usage:
Example: The CAF Warshield would have 11 actions per round. 1 action for the Main Laser, 8 actions for the secondary turret weapons (24 total), and 2 actions for the missile turrets (14 total). The REF Arabian would have 8 actions per round. 7 actions for the secondary turret weapons (21 total), and 1 action for the missile bays (4 total).
Additional Notes: Firing weapons and dodging uses actions, as well as launching fighters and raising shields. However, if a shield system is already active and just needs to be reinforced (like variable shields), that reinforcement takes place as a parry (with the requisite roll) and does not take up an action. A ship can launch 1 fighter from all of its launch bays for 1 action.
Example: The Arabian has two launch bays. It can launch 2 fighters at the same time for 1 action.
Definition / Justication: The ranges written in the Phase World are far shorter that those written for capital scale weapons for Robotech and Macross RPG's. Most science fiction as well have much greater weapon ranges. While many science fiction programs show ships seeming to be very close together that is an illusion for the viewers. In a Babylon 5 episode they had a group of White Stars craft attack a group of Earth Force Destroyers. While the ranges appeared to only be a few thousand meters. The ranges that were stated were in the range of 10,000 km. To equal out Phase World Starship weapon ranges, all weapons ranges are increased. In addition, Rail guns are assumed to fire their projectiles at incredible speeds and do not propose a problem for the ships firing them. Missiles fly at incredible velocities and starships engage each other light second apart with missile. When a missile reaches the end of its range, it drops into normal space and most are set to self destruct. Missiles cannot be used effectively beyond their powered range.
Usage:
Heavy Weapons Systems:
This includes all weapons on capital scale starships or very large runner sized starships that do 1D4x1000 M.D.C. or greater. The ranges of the weapons are changed as follows: Use the weapon's space range as the weapon's range in an atmosphere. For space range, take the weapon's listed space range and multiply that by 1000 to get its new space range.
Example: A Warshield Cruiser's main battery has a range of 10 miles in an atmosphere and 100 miles in space. The modified ranges would be that the weapon has a range of 100 miles in an atmosphere and 100,000 miles in space.
Medium Weapons Systems:
This includes all weapons on capital scale starships or very large runner sized starships that do 1D4x100 M.D.C. or greater. The ranges of the weapons are changed as follows: Use the weapon's space range as the weapon's range in an atmosphere. For space range, take the weapon's listed space range and multiply that by 100 to get its new space range.
Light Weapons Systems:
This includes all of the lighter weapons on capital ships not described as anti-fighter or anti-missile, and all energy weapons on star fighters and other small ships that do more than 3D6x10 M.D. They are treated very similarly to the larger scale weapons. Use the weapon's space range as the weapon's range in an atmosphere. For space range, take the weapon's listed space range and multiply that by 10 to get its new space range.
Example: The rail gun on a SF-69 Scorpion Star Fighter has an atmospheric range of 8 miles and a space range of 16 miles. The range will become 16 miles in an atmosphere, and 160 miles in space.
Point Defense Weapons Systems:
This includes: all weapons on capital ships described as anti-fighter or anti-missile, all energy weapons on star fighters and other small ships that do 2D6x10 M.D. or less, and weapons of space robots and power armors. Use the weapon's space range as the weapon's range in an atmosphere. For space range, take the weapons listed space range and double it.
Example: The Gravity Autocannon on a Proctor Interceptor has a range of 5 miles in space. The range will become 5 miles in an atmosphere, and 10 miles in space.
Cruise Missiles:
Missile range is 1000 miles in an atmosphere and 500,000 miles ( 800,000 km/ 2.7 light seconds) in space. Missile has a top speed of Mach 5 in an atmosphere and in space has a top speed of 5% of the speed of light + the speed of its launching platform.
Long Range Missiles:
Missile range is 1800 miles (2880 km) in an atmosphere and 900,000 miles (1,440,000 km/ 3 light seconds) in space. Missile has a top speed of Mach 4 in an atmosphere and in space has a top speed of 4% of the speed of light + the speed of its launching platform.
Medium Range Missiles:
Missile range is 80 miles (130 km) in an atmosphere and 20,000 miles (32,000 km/0.11 light seconds) in space. Missile has a top speed of Mach 3 in an atmosphere and in space has a top speed of 3% of the speed of light + the speed of its launching platform.
Short Range Missiles:
Missile range is 5 miles (8 km) in an atmosphere and 500 miles (800 km) in space. Missile has a top speed of Mach 2 in an atmosphere and in space has a top speed of 2% of the speed of light + the speed of its launching platform.
Mini-Missiles:
Missile range is 1 mile (1.6 km) in an atmosphere and 10 miles (16 km) in space. Missile has a top speed of Mach 1 in an atmosphere and in space has a top speed of 1% of the speed of light + the speed of its launching platform.
When launched from a moving platform in space, missiles gain the benefit of adding their speed to the speed of the launching platform.
Example: Cruise Missiles launched from a Katana Fighter moving at maximum speed would have a final speed of 19% C. More than fast enough to overtake and catch most Phase World ships short of the UFO Attack Ship. However, missiles launched from a non-moving launch platform, or one not capable of sublight speeds (like most Robotech/Macross fighters), move at their flight speed only. Making it impossible to hit any sublight or non-stationary target, unless it is moving at less than the missile's top speed.
Additional Notes: In many cases, Robotech and Macross Capital scale weapons are not adjusted. This still gives them a small range superiority over similar Phase World weapons. The only case where capital scale weapons should be adjusted is when their ranges would be ridiculously short compared to other weapons. A good example of this is the Macross Cannon. The main gun has a range of 20,000 miles (32,000 km) and the secondary cannon has a range of 16 miles (25.6 km.) These ranges simply do not work well together. All capital scale weapons with extremely short ranges should be modified the same way as Rifts capital scale weapons. Robotech: Sentinels also states that lighter energy weapons are increased from 75% to 100% in space. Lighter weapons in Robotech and Macross are instead increased by eight times in space as compared to their listed ranges. This also applies to Rifts Earth vehicles in space and Mutants in Orbit vehicle weapons. Mutants in Orbit capital scale weapons are not modified as Phase World capital scale weapons.
In Phase World, there are a few weapons that break from the standard rules for Phase World weapons. These are Micro missiles and grenades. These weapons have two times the aimed range and micro-missiles travel at twice their mach speed in Gs for acceleration.