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Robotech: Attack on the SDF-1

Robotech: Attack on the SDF-1 Rulebook

Table of Contents

Table of Contents

  • Game Objective
    • Winning the Game
    • Losing the Game
  • Game Components
  • Key Game Concepts and Terms
  • Robotech Game Board
    • SDF-1 Cruiser Board
    • SDF-1 Danger Board
    • Hero Boards
  • Card Decks
  • Action Dice
  • Ability Points - AP
  • Research Points - RP
  • Tokens and Markers
  • Story Mode
    • Scenario Mode Setup
  • Sequence of Play / Playing an Episode
    • 1. Play Story Episode
    • 2. Upkeep
    • 3. Order Crew
    • 4. Play Heroes & Order Mecha
    • 5. Z-Assault Orders
    • 6. Clean Up
  • Example of a Typical Player Turn
  • Heroes
  • The SDF-1
  • Veritech & Destroid Mecha
  • Zentraedi Vessels
  • Combat Casualties
    • RDF Units
    • Zentraedi Vessels
    • Khyron and Miriya
  • Player Responsibilities
  • Card Clarifications
    • Z Cards
    • SDF-1 Cards
    • Tech Upgrades
    • Story Unlocks
    • Crew Cards
  • Hero Clarifications
  • Optional Game Mode: Escalation Mode
    • Escalation Mode Setup
    • Escalation Play Sequence

Game Objective

You play heroic characters of the venerable Super Dimension Fortress One, also known as the SDF-1. Players are thrown on a chaotic path as alien forces, known as the Zentraedi, attack without warning. You must defend the SDF-1 against continuous waves of Zentraedi attacks, unexpected disasters, and treachery. As a hero, you will be forced to battle vicious enemies, repair damage, and manage resources. Tough decisions and sacrifices will be required for you to reach home safely.

Winning the Game

If the Heroes can keep the SDF-1 from exploding or from being captured by the Zentraedi, and make it to the end of the Scenario, you win. Beware, there are many ways to lose, and the Zentraedi will not give up.

Losing the Game

There are several scenarios in which you can lose the game:

  • If the SDF-1 Bridge Area takes any damage.
  • If the SDF1's Reactors shut down.
  • If Macross City's population drops below 3.
  • If 4 or more of the Heroes go MIA.

Use all of your wit and resources to ensure that the SDF-1 reaches Earth safely and fights off the Zentraedi attackers.

Game Components

  • 1 Game Board
  • 1 SDF-1 in Cruiser Mode Board
  • 1 SDF-1 in Battle Mode Model
  • 1 SDF-1 Danger Board
  • 1 Robotech Rulebook
  • 1 Robotech Scenario Book
  • 14 Action Dice
  • 1 Z- Attack Invasion Deck (34 cards)
  • 1 Z-Attack Orders Deck (10 cards)
  • 1 SDF-1 Resources Deck (36 cards)
  • 1 SDF-1 Crew Orders Deck (32 cards)
  • 1 SDF-1 Mecha Orders Deck (32 cards)
  • 6 Hero Boards
  • 6 Hero Stand-Ups
  • 40 Red Damage Cubes
  • 5 Black Permanent Damage Cubes
  • 15 Ability / Research Tokens
  • 10 Evade / Jam Tokens
  • 15 Gun Down / Salvage
  • 10 +1 Tokens / Used Tokens
  • 3 Scout Tokens / Pinpoint Barrier Token
  • 1 Population Marker
  • 1 Science Marker
  • 1 Production Marker
  • 1 Gunner Marker
  • 15 Veritech Tokens
  • 10 Super Veritech Tokens
  • 15 Destroid Tokens

Key Game Concepts and Terms

  • Abilities: Each Hero has 2 unique Abilities. Abilities can be used at any time, as long as you have Ability Points - AP available to spend. Each Hero Ability can only be used once per turn.
  • Ability Points - AP: Ability Points form a pool and are used to activate Hero abilities.
  • Action Dice: Dice rolled by Players to determine the Hero's Actions. Action Dice outcomes are: Hit, Move, Instinct, and Ability.
  • Action Squares: These are the squares that are found in each SDF-1 Area. Once per Hero turn, they can be activated to gain an effect. See page xxx.
  • Active: Active describes an effect that persists over the Episode or until resolved. When an Active card come into play, place it off the side of the game board where indicated. Active Veritechs and Destroids are transferred and launched. Veritechs in the Hanger Square are not active.
  • Annihilated: When a Zentraedi Vessel takes two times its damage capacity, it becomes annihilated. Annihilated vessels are immediately removed from the board and do not get to return fire in the Zentraedi Orders Phase.
  • Assisting: Each Hero can assist another specific hero, as listed on each Hero board. To do this, one Action Dice result, after rolling, is transferred to the proper hero.
  • Areas: The board is divided into Areas: Inner Space Areas, Outer Space Areas, and SDF-1 Areas. Space Areas are labeled A1 - A6. SDF-1 Areas are labeled with a Station Name (Production, Science, Launch Bay, Macross City, Forward and Aft Reactors, Bridge). These Areas are where all game pieces are placed and where movement occurs.
  • Capital Ships: Zentraedi Cruisers and Flagship are considered Capital Ships.

Robotech Game Board

The Robotech game board is broken into play areas, spaces to place card decks, dice, and Tokens.

  • The SDF-1 Cruiser Board: The Cruiser Board sits in the center of the game board. After placement, all the Inner and Outer Areas of the rings should be visible, with the Cruiser Board in the center.
  • Inner and Outer Rings: Each Outer Area is marked with the letter A and a number. These numbers ascend in a counterclockwise manner. The Inner Areas share the same number as Outer. Vessels or Mecha can be placed in either Inner or Outer Areas, based on the associated number.
  • Card Spaces: There is a specific place for each card deck to be set, along with any discarded cards.
  • MIA: The MIA space is where Hero standups are placed when if one becomes knocked out during a game.
  • Resource Tracker: The Resource Tracker is where sacrificed dice are allocated and are used to activate Resource Cards.
  • Ability Points: The RDF symbol is where Ability Points are placed.
  • Research Points: The Beaker symbol is where Research Points are placed.
  • Tech Spaces: This indicates where to place purchased Tech Cards so they are easily tracked during the game.
  • Event Spaces: This indicates where to place Active Cards so they are easily tracked throughout the Episodes they are relevant.

SDF-1 Cruiser Board

The Cruiser Board sits in the center of the Game Board. The Cruiser Board dictates the position of the SDF-1 as it rotates on the Game Board. It is also where most of the Heroes are placed, and where damaged Guns are tracked. Newly constructed Mecha, Veritechs in the Hanger, and active Destroids are all placed on the Cruiser Board. The Cruiser board is broken into 7 Areas: Science, Forward Reactor, Rear Reactor, Launch Bay, Macross City, Production, and the Bridge.

The Cruiser Board also contains the 'Action Squares'. These are the named squares in each Area that can be enacted once per Hero turn. See more on Action Square on page xxx.

Each SDF-1 Area gains the associated Area number as it turns. This means that during one Episode of play Science could be associated with A1 and after the SDF-1 turns, Macross City could be associated with A1.

SDF-1 Danger Board

The SDF-1 Danger Board does 3 things:

  • Tracks Population: There are 2 types of Population: Macross City and Crew. Macross City indicates the total population on the SDF-1. Crew population comes from Macross City. Use the Macross City Marker to indicate the current Episode to Episode Population. This number can be distributed into Science, Production, Launch Bay, and Gunner populations.
  • Tracks Damage: As the SDF-1 takes damage, this damage is recorded using damage markers and placed into the SDF-1 Areas on the Danger Board. Damage is always recorded from the right to the left on the population trackers.
  • Tracks Reflex Cannon Heat: The Reflex Cannon can overheat when it fires. Track the heat as the Reflex Cannon is fired and cools.

Hero Boards

Hero Boards are the SDF-1 Characters that Players can choose to play. Hero Boards have the following attributes: [draft note printed in the rulebook: "Reminder that every hero has 1 free move?"]

  • Name: Hero's Name.
  • Rank: Used to determine Player turn order. A to F in order.
  • Orders: These are the responsibilities of each Hero and determine which SDF-1 functions, Tokens, or NPC (Veritech, Production, Science, and Gunners) they directly control. Also contains the Hero's starting location.
  • Abilities: A Hero's Ability can be executed at any time during the Episode as long as the correct amount of Ability Points are spent - as indicated by the [icon]. Each Ability can only be used once per turn.
  • Actions: Each Hero has a unique set of Actions that can be used when rolling the Action Dice.
    • Unique Movement: Each Hero has a unique movement value that is gained with a Move result is spent to gain extra movement.
  • Health: Each Hero has 3 health. When a Hero takes 3 wounds they are considered MIA and must remain there for a complete Episode.
  • Upgrade: Every Hero has an upgraded option. The Upgrade is a more powerful form of the Hero and is always a better option over the non-upgraded version. Rewards, Resource Cards, and Episode Situations can upgrade or downgrade Heroes.

Card Decks

Robotech: Attack on SDF-1 has five card decks.

  • Z-Attack Invasion Cards: Invasion Cards are used to place the SDF-1 in danger. Invasion cards are drawn and played based on a number specified by each Episode. Invasion Cards describe the number of Zentraedi Vessels to place on the board and negative effects that come into play.
  • Z-Attack Orders Cards: These cards are the AI of Zentraedi Vessels. They describe how the Zentraedi Vessels move and attack.
  • SDF-1 Resource Cards: Resource Cards are beneficial cards that can be employed any time by the SDF-1's Heroes. Some of these cards require spending Research Points or dice donated to the Resource Tracker. Additional Resource Cards are gained as rewards or from the Training Center Square.
  • SDF-1 Crew Orders Cards: The SDF-1 has a full crew compliment. Each turn, depending on how your population is set, you draw Crew Cards. Crew Cards help repair or maintain the SDF-1. They can also help destroy enemy vessels.
  • SDF-1 Mecha Orders Cards: Some Heroes have the ability to Order Mecha. These cards describe the options available to utilize Mecha. These cards also describe Scouting options.

Card Types: There are three different card types in the SDF-1 Resources and Z-Assault Invasion Decks.

  • Event: These cards are activated and resolved immediately. Once resolved, discard it.
  • Active: These cards continue throughout the Episode and some continue through different Episodes. Track these cards off the side of the Game Board until they resolve, then discard them.
  • Tech: Once a Tech card is brought into play, it remains there permanently. These cards provide a continuous benefit, or one that can be activated once per Episode.

Action Dice

Action Dice are red in color with white ink. These are the dice the you use to active your Hero's general actions. There are four possible results when you roll an action die. These tend to be different from Hero to Hero. You can find what each result does for your Hero on her board.

  • Target (x2): Targets represent your Hero's most standard function. The result tends to be simple and generally effective.
  • Move (x2): A Move result allows a hero to move spaces based on the value indicated on the Hero Board. This movement is in addition to your Hero's free move. It can also be used to activate an Action Square. A move result represents an auxiliary your Hero can perform.
  • Instinct (x1): An Instinct is a special action your hero has, as its result is rare. Usually you can do something very powerful with this result. If you choose to not use this result as an Instinct, the result can be changed to a Target.
  • Ability (x1): When the Ability result occurs you have 3 choices, you can choose to add one Ability Point to the AP Pool, use the Ability result immediately, or can choose to reroll the result.

Ability Points - AP

Ability Points are used by the SDF-1's Heroes to activate their unique Abilities. They can be spent at any time, even in other Heroes' turns. To use an Ability, either spend the appropriate amount from your rolled Action Dice, or pull from the Ability Pool.

Ability Points can be spent in the following ways:

  • Activate a Hero Ability at any time, once per turn.
  • 1 AP can be spent to reroll 1 Action Die. [draft note printed in the rulebook: "I think I want to get rid of this.... For simplicity..."]

Research Points - RP

Research Points are used by the SDF-1's Heroes to help purchase new and improved technology and unlocks. They can be spent at any time, but Story Unlocks are only available during the current Episode.

Tokens and Markers

Robotech: Attack on SDF-1 uses lots of different kinds of Tokens to play and help track the game. Here is a list of the Tokens and how they are used.

  • +1 / Used Token: +1 Tokens are used as visual markers to remind you about a benefit or action that is occurring. Use them to mark bonus crew population or ships that are taking additional effect. They can also be used generically as a reminder that something has or needs to occur. The Used Token is a visual marker reminding you that something has been used. Place the Used Tokens next to Veritechs that have been moved or Action Squares that have been activated.
  • Gun Down / Salvage Token: Use the Gun Down side to mark on the SDF-1 Cruiser Board the Rail Guns or Beam Cannons that are destroyed. While this damage will be marker on the SDF-1 Danger Board, the Token serves as a visual reminder to the other players that the Gun cannot be used. Salvage Tokens are placed in Areas where RDF Mecha may be destroyed. The Salvage Token allows the destroyed Mecha to be Placed in the Construction Square as soon as it is destroyed.
  • Evade / Jam Token: Evade works in two ways, it allows RDF Mecha to negate 1 damage inflicted upon them, or the Captain can use an evade Token to negate all Barrage damage from one Zentraedi Capital Ship. Place the Token on the Captain's Board or in the Area where the Veritechs are as a reminder. The Jam Token is used to mark Zentraedi Vessels that are Jammed. Place the Jam Token on the Jammed Vessels as a reminder.
  • Ability Point / Research Point: This Token has Ability on one side and Research on the other. See above.
  • Scout Tokens / Pin Point Barrier: The First Officer places Scout Tokens in Areas where the Heroes need support. See page xxx on Scouting. The Pinpoint Barrier Token is an SDF-1 Tech upgrade that can be used once per Episode. The Token serves as a reminder the benefit has been used.
  • RDF Mecha Tokens: This refers to Veritech, Super Veritech, and Destroid Tokens. On one side is the Active state of the Mecha and the other is used when under construction. After the Mecha is constructed, flip the Token and transfer the Mecha to its destination.
  • Zentraedi Vessel Tokens: This refers to Pods, Cruisers, and Flagships. One side of the Tokens shows the Vessel as undamaged, while the other depicts the Vessel in a destroyed state. Flip the Token when the Vessel becomes destroyed.

Story Mode

Robotech: Attack on SDF-1, allows you to take a journey based on the adventures found in the Robotech Television Series. The three scenarios included with the game each contain 5 Episodes. Each Episode is a turn where you get relive the events from the series. Fight Zentraedi, get captured, go on scouting missions, uncover new technology, and dogfight with Pods.

Scenario Mode Setup

Each scenario mode has different rules for setup and are described in the opening page for each specific Scenario. The following is the setup for the first Scenario: "From Pluto with Love".

  1. Decide Level of Difficulty

    • Easy: 4 Action Dice.
    • Normal: 3 Action Dice.
    • Hard: 2 Action Dice.
  2. Remove all the "x" cards from the Z-Attack Invasion Deck.

  3. Place the Game Board on the table and the SDF-1 Danger Board nearby.

  4. On the SDF-1 Danger Board, set you Macross City population to 5 with the Population Token.

  5. Place the SDF-1 Cruiser Mode Board in the middle of the game board with Forward Reactors and Science facing A1 and A6.

  6. Shuffle the Z- Attack Invasion Cards and remove the top 15 cards. Add to those 15 cards the "Minmei's Drama" and "Khyron's Fury" Invasion Cards. Shuffle the 17 cards together and place them on the Invasion Card deck, the place the entire deck on the Game Board.

  7. Give each Hero 2 SDF-1 Resource Cards.

  8. Shuffle the rest of the card decks and place them on the Game Board.

  9. Place 3 Ability Points on the board in the Ability Point pool area. Place 4 Veritech Tokens in the Launch Square of the Launch Bay Area. Distribute 3 Destroid Tokens in any SDF-1 Areas. Place 1 Veritech in a random Inner Area.

    • Only 1 Destroid or Veritech can ever be placed in the Bridge at a time.
  10. Players choose from the initial 6 Starting Heroes:

    • Captain - Henry Gloval

Sequence of Play / Playing an Episode

  • Activate Resource Cards: At any time during a turn, your held Resource cards can be used or purchased. To activate these cards, RP and dice allocated to the Tracker must be spent.

1. Play Story Episode

  • Read the Overview: Each Episode has a general overview of what is happening each turn. Be sure to read it out loud so all players can hear it.
  • Play the Situation: Each Episode has two Situations. Situations comprise of both good and bad things for the SDF-1 and her crew. Read the instructions and apply the situation for better or worse.
  • Review and Setup Objectives: Each Episode has two objectives that may be met. Completing Objectives is optional, but many come with added Zentraedi Vessels or factors which affect the SDF-1; be sure to play these aspects of the Objectives. Review the Objectives to know the rewards you get for completing them.
  • Draw & Play Z-Attack Invasion Cards: Each Episode describes how many Invasion Cards are played. Draw the proper number indicated. Next, one card at a time, apply each one's effect and place Zentraedi Vessels as described.

2. Upkeep

  • Set Population: Determine your current Macross City population. Then for every population point available, you can place 1 Set Token on Production, Science, Launch Bay, and / or Gunners.

    • Gunners automatically gain +1 population for every 2 Macross City Population you have. If Macross City has a population of 5, then you get 2 free Gunners. You may spend additional population to increase Gunners above automatic base.

    Example: If you have an available population of 6, then you could place two tokens on Production and Science, one on Launch Bay and one additional on Gunners.

  • Transfer Mecha: Move Veritechs and Destroids that are under construction. Veritechs must be deployed to the Hanger Square in the Launch Bay. Destroids can be activated to any SDF-1 Area. Only one Mecha can ever be in the Bridge at a time.

  • Replace Your Hero: You may choose to play another available Hero during this time. After the first turn of a Scenario, you may choose to exchange your currently played Hero for another. Only four Heroes can ever be played at a time. Remember to verify the Duties of your new Hero, and be aware of the Duties lost when giving up your previous Hero. You may end up with Heroes that do not match the Duties you need to execute for the turn. When a Hero is replaced, take his standup off the game board and place the new one in her starting location. Even though replaced Heroes are not on the board, they will still retain any damage they have sustained.

3. Order Crew

  • Hero Orders: Each Hero Orders a certain population of the SDF-1. Review your Hero to see which population you have control over. Hero Orders occur in the same sequence as Hero Turns do. If a Hero is MIA or has been exchanged, then you may miss out on some Orders.
    • A: Science - The Captain: The Captain Orders Science. For each population point allocated to Science, the Captain may draw one SDF-1 Crew Orders Card. Read from the listed results under the "Science" section of the Crew Card. Choose ONE option from the Science section to apply.
    • B: Gunners - The First Officer: The First Officer Orders Gunners. For each population point allocated to Gunners, the First Officer may draw one SDF-1 Crew Orders Card. Read from the list of results under the "Gunner" section of the Crew Card. Choose ONE option from the Gunner section to apply. Remember, that for every 2 points of population in Macross City you get one free Gunner.
    • C: Production - Operations: Operations Orders Production. For each population point allocated to Production, Operations may draw one SDF-1 Crew Orders Card. Draw as many Crew Cards as you have Production. Read from the list of results under the "Production" section of the Crew Card. Choose ONE option from the Production section to apply.
    • D: Launch Bay - Any Hero: For each point of population allocated to Launch Bay, 1 Veritech is launched. When launched, a Veritech is moved from the Hanger square into the Launch Bay SDF-1 Area. Once launched, the Veritech is ready to receive Orders. Any Hero may launch the Veritechs.

4. Play Heroes & Order Mecha

  • Turn Order: Heroes take turns in order of rank from A to F, with A going first.

  • Roll Action Dice: When your turn comes up, before anything else, roll your Action Dice and evaluate the results.

  • Play Dice Results: Review your results and decide how to use each die result. You also get one free move each turn to move your Hero. You may use this free move at any time during your turn. Based on your action dice results, take action that best support your team and the SDF-1.

  • Moving: Each Hero gains 1 point of free movement that can be used anytime during your turn. If you want your Hero to move further, you may spend a Move result on an Action Die to gain the movement listed.

    Example: Claudia wants to move further so she spends a Move result and can move +2 spaces.

  • Assisting: A Hero may only Assist another if it fall under her Auxiliary Orders. Read your Hero Board to determine who can be assisted. Once you determine who you can assist, you may provide that Hero with one of your rolled die results. Only 1 die can be given each Episode through assisting.

  • Resource Tracker: To complete or activate some Resource Cards, you must sacrifice dice to the Resource Tracker on the Game Board. Once dice have been placed on the Tracker, they may be spent at any time to activate Resource Cards. To spend an allocated die, just declare that you are using the die to activate a card and remove the die from the Tracker

  • Action Squares: Each Hero may utilize the benefit of each Action Square one time an Episode. There is one Action Square in each SDF-1 Area, except for the Bridge. You may sacrifice one point of movement, including your free move to gain the benefit from the Square. Each Hero may only activate each Square one time during an Episode.

5. Z-Assault Orders

  • Compulsory Action: Draw one Z-Assualt Orders Card for the Episode. This one card will instruct you how Zentraedi Vessels move and attack. There are eight distinct actions that dictate how Zentraedi Vessels operate.
    • Advance - Pods: Pods move toward the SDF-1, inward one space per instance.
    • Attack - Pods: Pods cause 1 damage to the Area they are in. Mecha re targeted first, then the SDF-1.
    • Barrage - Capital Ships: The ships inflict 1 damage to the SDF-1 per instance.
    • Defend - Capital Ships: The ships inflict 1 damage to Veritechs in the same Area per instance.
    • Disengage - Pods: Pods disengage from RDF Mecha and are free to Advance or Rotate.
    • Pod Launch - Flagships: Flagships add additional Pods to the Area it resides in.
    • Ram - Cruisers: Cruisers that Ram, move into an Inner Area and inflict damage to the SDF-1. When Ramming occurs, all armor in the SDF-1 affected loses all armor and takes 1 structure damage. This damage cannot be spread out when the SDF-1 is in Battle Mode.
    • Rotate - All Vessels: The Vessel swings clockwise or counterclockwise to adjacent Areas one space per instance.
  • Vessel Symbols: Each type of Zentraedi Vessel has a related symbol. The symbol lets you know how to move specific Zentraedi Vessels. Draw the Vessels randomly from the Zentraedi Vessel Bag and place them on the board. This helps create more balanced play as some of the Orders are powerful.

6. Clean Up

  • Finish Story Elements: Be sure to have gone through and checked that you have completed this turn's story Episode.
  • Remove Destroyed Vessels: Remove any remaining destroyed Zentraedi vessels that still may be on the board.
  • Remove Markers: Jam, Evade, or "+1" Tokens being used to mark a benefit need to be removed from the board as well, unless otherwise noted.

Example of a Typical Player Turn

  1. Roll Action Dice: Before anything else, roll 3 Action Dice and inspect your results.
  2. Use Your Action Dice: Decide how to use the Action Dice results, possible outcomes are:
    • Target: A Target can be used to cause damage to Zentraedi Vessels or repair the SDF-1 depending on what Hero you are playing.
    • Move: This can be used to move a number of spaces equal to the value listed, use an Action, or activate an Action Square.
    • Instinct: This can be used for a unique Character trait. It allows for a wide range of effects that include massive damage, firing special weapons, mecha construction, or science based effects.
    • Ability: This allows you to either add 1 Ability Point to the AP Pool, or reroll the Action Die. If you reroll, you must accept the result.
  3. Activate Abilities: You can choose to activate any of your Abilities by spending Ability Points from the Pool.
  4. Assist: You can choose to give another Hero one Action Die result as long as the Hero you are sending the Action Die to is listed under your Hero's Auxiliary Orders.
  5. Free Move: All Heroes gain one Free Move during their turn.
  6. Allocate Resources: You may choose to place any or all Action Dice on the Resource Tracker until it is filled. Dice may not be allocated to occupied spaces on the Tracker.

Example: The Hero "Operations - Claudia Grant" rolls Target, Move, and Instinct. She is in Production, and uses the Instinct result to Construct 2 Veritechs while there. Next, she uses her Move result to repair 2 armor and chooses to place her Target result on the Resource Tracker to help activate SDF-1 Resource Cards. Then, she uses her free move to move to activate the Construction Square in Production and she constructs one Veritech. She also chooses to spend one Ability point to activate her "Fix Anything" Ability and repair two armor in the Launch Bay.

Heroes

  • Orders: Each Hero is given duties and generally these duties are unique to each Hero. Duties include overseeing SDF-1 crew, operating SDF-1 systems, or piloting Veritechs.

    Auxiliary Orders: Each Hero has a defined starting area. This is the Area she starts in at the beginning of the game or where she comes in to replace another Hero. This also describes which Hero your Hero may Assist.

  • Abilities: Hero Abilities represent special actions that the Hero can perform. Even Heroes with the same position will have different Abilities. Abilities are activated when Ability Points are spent. Abilities can be activated at any time, even during other Heroes' turns.

  • Actions: Actions make the core capabilities of the Hero. Abilities are primarily defined by position, but each Hero has unique twists. Be sure to review the differences in Heroes when choosing during the Upkeep Phase.

  • Replacing: You or any player can choose to exchange his Hero for another available one. The choice must be made during Upkeep. When a Hero comes into the game, place her on her starting area, as described in her Auxiliary Orders. When a Hero is replaced, remove her Token from the game board, but be sure to keep any damage sustained with her. However, any damage a Hero sustains, remains on that Hero.

  • Upgrade: Robotech: Attack on SDF-1 has 6 Heroes, each has an upgrade state. As the Heroes adventure in Story Mode, upgrades unlock; some temporary and some are permanent. Damage follows the Hero, even after upgrading; remember to keep Damage Tokens on wounded Heroes.

  • Healing: Heroes do not heal or remove damage automatically. There are several ways in which a Hero can be healed:

The SDF-1

  • Areas: The SDF-1 is comprised of seven areas, each with a unique purpose and consequence for taking damage:

    • Forward Reactor & Aft Reactor - Green: Located on the Port and Starboard sides of the ship respectively, the Reactors are what power the SDF-1. If they take too much damage the SDF-1's power systems will go offline and she will be defenseless.
      • Action Square - Reflex Furnace: Cool the Reflex Cannon by 2 points.
      • Action Square - Training Center: Gain one SDF-1 Resource Card.
    • Science - Blue: Science helps the SDF-1 gain research, heal Heroes, jam Zentraedi vessels, and cool the reflex cannon. As Science becomes damaged, it will be unable to support the SDF-1 with these benefits.
      • Action Square - Lab: Gain one Research Point.
    • Macross City - Orange: Macross City supplies the SDF-1 with labor and military force. As it becomes damaged, SDF-1's crew will deplete.
      • Action Square - Hospital: Heal one damage.
    • Production - Purple: Production is where RDF mecha are constructed, and where engineers are supplied. If Production becomes heavily damaged, the SDF-1 will not be able to repair itself or build more mecha.
      • Action Square - Construction: Construct one Mecha.
    • Launch Bay - Yellow: The Launch Bay is where Veritechs take off from. If the Launch Bay becomes heavily damaged, Veritech may not be able to vanguard against enemy vessels.

Veritech & Destroid Mecha

  • Hero Veritechs: Any Hero listed with "Pilot Veritech" under his Orders, is considered to pilot a Veritech. He is considered to be in his Veritech at all times, including moving through SDF-1 Areas. The only Heroes that can move into space areas, are those with Veritechs.

  • Non-Hero Mecha: Non-Hero Veritechs are Ordered by the Wing Leader, Captain, Ace Pilot, and Stunt Pilot. The more of these Heroes that are being played, the more Veritechs that can be Ordered.

    Both Heroes piloting Veritechs and Non-Hero Veritechs count as Veritechs. If a rule applies to Veritechs it applied to both Hero and Non-Hero types. Otherwise, the rule will specifically state Hero or Non-Hero units are affected.

    All Destroids are considered to be non-Hero and are only Ordered by Operations.

  • Transfer & Launch: Hero Veritechs never need to transfer or launch, but non-Hero Veritechs do both. After a Veritech has been constructed, in your next Upkeep, move all Constructed Veritechs to the "Launch Square" in the Launch Bay area. A total number of Veritechs, as set by the Launch Bay population will launch. Once Veritech have been launched, they never need to launched again.

    Be sure to keep un-launched Veritech on the Launch Square.

    Destroids never need to be launched, and may be placed into any SDF-1 Area when transferring.

  • Moving and Attacking: Veritechs may move into Space Areas after Launching. Destroids must always remain in SDF-1 Areas. Mecha move and attack via Orders. Each Order Card has one or two options that describe how the Mecha operates. Reveal one Order card at a time. Choose one Order (if two are present, some cards only have one Order) and use the order to move and inflict damage with one Mecha. Once a Mecha has inflicted damage, it may not continue moving. An Ordered Mecha does not have to move the complete distance indicated on the card.

    A Hero applies one Mecha Order Card per Mecha. If the Hero can Order 4 Mecha and only 2 are active, then you may only draw 2 Mecha Orders Cards. The same Mecha may be ordered by two different Heroes, but a Hero may not Order the same Mecha twice in an Episode.

Zentraedi Vessels

All Zentraedi Vessels act via set Orders by one card in the Z-Assault Orders Phase. The following rules explain the procedure for moving and attacking with Zentraedi Vessels.

  • Placement: Zentraedi Vessels are always placed in Outer Areas, unless otherwise specified. Many Vessels have a specified Area they are placed in, but some are placed randomly. To randomly place a unit, roll 1d6; the result indicates the Area where the Vessels start in.

    When Vessels are placed onto the Game Board, draw them from the Zentraedi Vessel Bag to ensure a random mix of each type of Vessel during placement. Having a random spread of vessels - sometimes more or less - is how the game is designed to play. Placing too many one type can create an unintended game experience.

  • Zentraedi Vessels: There are 3 types of Zentraedi Vessels:

    • Pods: Pods are small one-man piloted attack craft. Their job is to rush toward the SDF-1 and reach the Bridge.
    • Cruisers: Cruisers are smaller Zentraedi Capital Ships. Their job is to rip armor away and damage SDF-1 areas, thus reducing its capabilities to continue fighting. They are also tasked with surrounding the SDF-1.
    • Flagship: Flagship have the duty of pouring immense fire into the SDF-1 at specific locations. These capital ships are very hard to kill.
  • Z-Assualt Orders: Zentraedi Vessels move and attack via Orders received through a randomly drawn Z-Assault Orders Card. Orders are performed in sequence on the Orders Card from top to bottom, starting with Pods.

    • Vessel Symbols: Each Vessel Token has an Orders Symbol. There are three symbols for Pods, two for Cruisers, and one for Flagships.

    • Orders Procedure: Follow each line of the Orders Card in sequence, enacting each Order Symbol from left to right. Pods will Advance or Rotate unless they become Engaged with RDF Mecha - see page xxx.

Combat Casualties

RDF Units

  • RDF Mecha: When RDF Mecha take damage they become destroyed. It takes 1 damage to destroy a Mecha. Once damage has been allocated to a Mecha, remove it from the board immediately.

  • Hero Pilots: Heroes piloting Veritechs can have damage allocated as described above. However, all damage must be allotted for. This means you cannot place two hits on a Non-Hero Veritech when a Hero is in the Area as well. When allocating damage is it must be distributed evenly, with extra damage taken on Heroes in the area.

    Example 1: There are 2 non-Hero and 1 Hero Veritech in an Area. They take 4 damage. Both non-Hero Veritechs are destroyed which leaves 2 damage to account for. The Hero then takes 1 damage, as only one damage can be allocated to a Hero per Episode Phase - see page xxx.

    Example 2: There are 2 non-Hero and 1 Hero Veritech in an area. They take 2 damage. In this case, you can choose how the damage is distributed. If you like, you make take 1 damage on the Hero to save one of the Veritechs.

Zentraedi Vessels

When Zentraedi Vessels take damage two things may happen:

  • Destroyed: The Vessel is destroyed, but can fight on until the end of the turn before being removed. A destroyed Vessel's Token is flipped to the destroyed side. This indicates that the Vessel can still take Orders during the Z-Assault Orders Phase, but must be removed at the end of the turn.

  • Annihilated: The Vessel is destroyed with such force it is immediately removed from the board. To annihilate a Vessel, it must take 2 times its damage capacity.

  • Pods - 1 Damage Capacity: Pods are destroyed when 1 damage is taken and annihilated when 2 damage is taken.

  • Cruisers - 4 Damage Capacity: Cruisers are destroyed when 4 damage is taken and annihilated when 8 damage is taken.

  • Flagship - 6 Damage Capacity: Flagship are destroyed when 6 damage is taken and annihilated when 12 damage is taken.

  • Overkill Damage: Overkill damage happens when Vessels in an area take more damage than units available. The extra damage then gets distributed again on destroyed vessels until they are are all annihilated.

    Example 1: There are 4 Pods in an area. The Pods take 6 damage. All 4 Pods are destroyed and the 2 Overkill damage is used to annihilate 2 of the Pods.

    Example 2: There are 2 Cruisers in an area. They take 9 damage. The damage is enough to destroy both vessels but the Overkill is not enough to annihilate one.

  • Special Damage: Heroes have Abilities and Actions that may cause damage to occur in non-standard ways. The same follows for played cards. Follow the instructions on the Hero board or Card as written.

Khyron and Miriya

Khyron and Miriya Villains are special characters that may come into play based on story elements or Z-Assault Invasion Cards. Each acts with Orders from a randomly drawn Pod and and enters play with 4 Pods. Khyron and Miriya cannot be targeted until all Pods in the Area with them are destroyed.

Each Pod in an Area with the Villain ignores its own Orders Symbol and uses the Villain's instead.

  • Khyron: Khyron always causes 1 additional damage to the Area he stops his movement in.
  • Miriya: Miriya always Disengages before taking any other Orders, but she or Pods in her Area never enter the Bridge. If their move would normally take them into the Bridge, continue the move as normal into the next SDF-1 Area or across the SDF-1.

Player Responsibilities

Robotech: Attack on SDF-1 has several aspects that require accounting. It helps for players to share the responsibility of game aspects to help keep the game moving along. Each Player should consider the following tasks:

  • Manage the Danger Board: The Danger Board is one of the most important game aspects, as it records the damage the SDF-1 takes and how the populations are set. One player, familiar with the game, should take on tracking the Danger Board.
  • Manage the Tokens: Veritechs, Destroids, Ability Points, and Zentraedi Vessels all need to be placed and taken off the board. Someone managing the Tokens really helps support the game.
  • Track the Sequence of Play: During Story Mode play, there are several steps that need to be completed in a procedural fashion. Having someone read and track the play phase really helps keep the game moving, and helps from skipping steps.
  • Play the Cards: In Story Mode, Cards need to be drawn every turn, and on some turns Active or Tech cards need to be managed. Tracking what is in play and what needs to be drawn helps keep the game moving along.

Card Clarifications

Some rules on the Cards may be difficult to understand. If you have a question regarding a card rule, please refer here.

Z Cards

  • Assassin Strikes: A total of 3 damage is caused to Heroes in the Bridge. If there is only 1 Hero there, she will take all 3 damage and go MIA. Otherwise, the damage can be spread across multiple Heroes there.
  • Battlepod Swarm: Treat all annihilated Pods as destroyed this turn.
  • Cruiser Barrage: All Cruisers Barrage for 1 additional instance.
  • Launch Bay Explosion: Veritechs in the Launch Square, awaiting to launch, cannot be launched. Already launched Veritechs in the Launch Bay are unaffected.
  • Xenos Sympathizers: Change any 2 mecha in 1 area into Pods. If there are not 2 Mecha in 1 area then change any 2 mecha into Pods.

SDF-1 Cards

  • Asteroid Field: The SDF-1 takes 3 damage that you can distribute in any way, including armor. Zentraedi vessels also take 3 damage that you can distribute in any way. Feel free to place all damage on 1 Flagship or annihilate 1 Pod and destroy another.
  • Bolster Crew: Gain +2 Crew that can be applied in any way to Science, Production, or Gunners. This bonus can exceed the population maximums set on the SDF-1 Damager Board Charts.
  • Early Detection: The bonus +2 move can be used in any way during your turn. It can be used between other actions.
  • Flanking Maneuver: The Evade Tokens are only used against damage taken from Zentraedi vessels.
  • Instinctual Focus: A total of 2 Action Dice results can be changed to Instinct. Any Hero can convert 1 or 2 dice.
  • Mini-Missile Barrage: This comes into play when combat has started.
  • Offensive Formation: The bonus grated applies to Non-Hero Veritech Attack Dice. Hero Veritechs add to this bonus, but gain no benefit.
  • Slingshot Action: This card allows Zentraedi vessels to be moved to an adjacent area to the right or left. Vessels may not be moved inward or outward. All vessels in the area are moved, including Flagship.

Tech Upgrades

  • Cannister Rounds: This allows Rail Guns to annihilate 1 Pod instead of damaging Capital Ships. As long as there is a Pod that a Rail Gun can target, you may choose to annihilate 1 Pod instead of damaging a Capital Ship.
  • Long Ranged Missiles: Choose 1 area with Veritechs. All Veritechs in that area can damage Zentraedi Vessels in adjacent areas. Roll Action and Attack Dice normally, and damage can be applied to vessels in adjacent areas.
  • Partial Shield Barrier: This works like the Pin Point Barrier Unlock, see below, but only provides 4 Evade Tokens. Once all the Tokens have been used, place the card at the bottom of the Tech Upgrade deak. It can be drawn again.

Story Unlocks

  • Pinpoint Barrier System: Once a round, one damage from space can be negated. Once this has been unlocked, it is active for the rest of the game in this manner. It can negate damage caused by Cards like Asteroid Field, Kamikaze, and Meteor Storm as well as damage from Zentraedi vessels in inner and outer areas.
  • Super Veritechs - SV: Once this card has been unlocked, the benefit only applies to newly constructed Veritechs. Veritechs must go through the construction process to gain the SV benefit.

Crew Cards

  • Science
    • Cool x Reflex Heat: The marker on the Reflex Cannon Overload Chart is reduced by the value indicated. In the case of 1d6 cooling, roll a die and subtract the result from the Chart.
    • Jam: Jam renders a Zentraedi Vessel unable to move or shoot for the remainder of the turn. Jammed vessels are still targeted and damaged as normal.
  • Production
    • Repair 2 Armor: Any 2 armor can be repaired. They do not need to be in the same area.
    • Veritech 1 Evade: An Evade Token is granted to the Wing Leader. He can spend it to negate 1 damage to a Veritech taken from enemy fire. He can use it for himself as well.
  • Gunners
    • 2 Hits: The Gunners score a total of 2 hits to any area with an operational Gun. The hits are distributed as normal.
    • Beam Cannon 1 Hit to Outer Area: An operational beam cannon can inflict 1 damage a Pod in an outer or inner area.

Hero Clarifications

Some rules on the Hero Boards may be difficult to understand. If you have a question regarding how to use a Hero, please refer here.

  • Ace Pilot & Veteran Pilot - Max Sterling

    • Move: In Max's area, any damage done to Pods by Veritech allow the damage to be increased. The increase in damage annihilates the Pod. Even if Max fails to roll a Target, track the Move results, as other Veritech - Non-Hero and Hero alike - can benefit from this result.
  • Captain - Henry Gloval or Lisa Hayes

    The Captain use his movement to move himself and the SDF-1. He can use his free move to move across the SDF-1, or to "twist" the SDF-1 itself. Additional movement gained from rolling Action Dice or Cards can be used in the same manner.

    Without the Captain being actively played, the SDF-1 cannot "twist," Evade, fire Rail Guns, Fire the Reflex Cannon, or transform into Battle Mode.

  • Mentor - Roy Fokker

    • Target: When Roy rolls a Target, he is helping the SDF-1 identify and attack targets. When Roy helps like this, there must be a Beam Cannon or Rail Gun available to attack. Only targets that the SDF-1's Guns can effect are targeted.
  • Skull Leader - Roy Fokker

    • Move: When Roy roll's a move you allow all Veritech - Hero and Non-Hero - in one area to move +1 space. This includes includes Roy as well.
    • Instinct: Roy inflicts 2 damage to a Zentraedi vessel. The damage can be applied to a Pod - annihilating it, or to a Cruiser- destroying it. It can be applied to a Flagship - inflicting 2 damage.

Optional Game Mode: Escalation Mode

As an alternate to Story Mode, you can defend the SDF-1 from wave after wave of Zentraedi attacks. Escalation mode is a simpler form of the game that removes many of the story elements. You play until the SDF-1 is destroyed. Count how many turns you last, and try to beat your best.

Escalation Mode Setup

  1. Place the Game Board, the SDF-1 Danger Board, and the SDF-1 Cruiser Mode Board out as typical. See Story Mode Setup Above.
  2. Use the Population Marker to set Macross City population to 7.
  3. Gain 3 Ability Points. Place 5 Veritech on the Launch Square in the Launch Bay, and 3 Destroids in any SDF-1 Area. A maximum of 1 non-Hero Mecha can be placed in the Bridge.
  4. Deal 2 SDF-1 Resource Cards to each Hero.
  5. Choose any 4 Heroes. There are no starting restrictions.
  6. Roll on the Escalation Chart to determine starting Zentraedi vessels.

Basic Rules: Follow these rules to play Escalation Mode.

  • Z Cards: Z Cards are not played.
  • SDF-1 Cards: SDF-1 Cards are not played
  • Story Unlocks: Story Unlocks are also not used.
  • Finite Mecha Pool: You only have access to a total of 15 Veritechs and 15 Destroids. Keep track, as once they run out more cannot be constructed.
  • Tech Upgrade Cards: Tech Cards are played as normal.
  • Heroes: All Hero Abilities, movement, and Actions are played as normal.
  • Battle Mode: Battle Mode still costs 3 Ability Points to transform into, but you have access to Battle Mode from the start of Escalation mode.
  • Losing the Game: The game is still lost in the standard ways.
  • Zentraedi Maximums: There can never be more Zentraedi Vessels on the board than Tokens provided in the game.

Escalation Play Sequence

  1. Upkeep
  2. Roll 2d6 on the Escalation Chart and place Zentraedi Units.
  3. Order Crew
  4. Play Heroes and Order Mecha
  5. Order Zentraedi
  6. Clean Up

Escalation Chart: Roll 2d6 and place the number of vessels indicated under the rolled result. (Where a table cell lists several lines, each line is a separate group of that vessel type, as printed.)

2d6 resultPodsCruisersFlagship
241
341
43 - inner area; 3 - inner area
5411
61; 1; 1
742
84 - inner area; 4; 4
  • 30 Battlepod Tokens
  • 6 Cruiser Tokens
  • 4 Flagship Tokens
  • 2 Khyron / Miriya Tokens
  • 1 Zentraedi Vessel Bag
  • 4 Quick Reference Cards
  • 4 Character Cards - Khyron, Minmei, Miriya, and Ben
  • Destroyed: When a mecha or vessel takes its capacity in damage it is destroyed. Zentraedi vessels still take their turn when destroyed, and are removed at the end of the turn. Veritechs, Destroids, and Pods have 1 Damage Capacity. Zentraedi Cruisers have 4, and Flagships have 6.
  • Engaged: When Pods move up, they must attack and destroy RDF mecha before being allowed to move on. Pods Engage one to one with mecha.
  • Episodes: The standard game follows the course of scenarios each with 5 Episodes. Each Episode equates to one game turn. Each Episode is made up of; Situation, Upkeep, Crew Orders, Hero Orders, Zentraedi Orders, and clean up.
  • Evade: Evade is activated through a token. It allows a Veritech to avoid 1 damage or allows the SDF-1 to negate 1 incoming barrage.
  • Event: Events are quickly resolved card actions. Events are immediately resolved and the card that caused the Event is discarded.
  • Free Move: All Heroes have 1 Free Move. This Free Move can be used anytime in the turn. Hero Pilots must use their free move before using their Action Dice to inflict damage.
  • Heroes: Players choose to play a Hero at the beginning of the game. A maximum of 4 Heroes are played at one time, regardless of the total number of player participating. New Heroes can be selected during Upkeep and will replace one of the existing Heroes on the board.
  • Gunners: Gunners operate the SDF-1's Guns. They are part of the SDF-1's crew and you always get 1 Gunner population free for every 2 Macross City population you have.
  • Jam: Vessels that are Jammed take no action during for the Episode.
  • Leaderless: Leaderless happens when a Hero that typically orders crew goes missing. If the Captain is not being played for the Episode, he cannot order Science.
  • Overkill: Overkill occurs in an area where more damage has been inflicted than needed destroy all Zentraedi vessels. The extra damage can be used to annihilate vessels in the area.
  • Mecha: Veritechs, Super Veritechs, and Destroids are all considered mecha.
  • MIA: A Hero will go to the MIA square on the board if they take 3 damage or an Episode's Situation places them there. A Hero that is moved to MIA must remain there for 1 full Episode. After, he is placed in the Hospital square at full health.
  • Pod: This Zentraedi Vessel is also known as a Battlepod and is their standard small invasion craft.
  • Population: Population is the total amount of crew available residing in Macross City, and what can be allocated to Science, Production, Gunners, and the Launch Bay. If Population falls below 3, the game is lost.
  • Random: Anytime the term 'Random' is used, it means that one or more D6 are rolled to determine the location where something occurs.
  • RDF: Stands for "Robotech Defense Force." RDF units, crew, and mecha are controlled by the players.
  • Research Points - RP: When Events are completed, Research Points are given. RP's are placed in the RP Pool on the board. RP's can be spent on Episode Unlocks and Tech Upgrades at any time.
  • Resource Tracker: The Resource Tracker is found on the Game Board. Players can place unused Action Dice on the tracker to spend later to active Events or Tech.
  • Sacrifice: This refers to removing a die result from the game to get another benefit.
  • Situation: Each Episode will have an mandatory Situation that will need to be resolved. This cannot be skipped.
  • Space Areas: Inner and outer areas are considered Space Areas. SDF-1 Areas are not considered space areas.
  • Tech: Tech is new technology used to upgrade the SDF-1. Tech is found in SDF-1 Resource Cards and can be purchased with RP and dice placed on the Event Tracker. Tech Cards are permanent, and are placed off the Game Board where indicated.
  • Vessel: This refers to Zentraedi space ships: Pods, Cruisers, and Flagship.
  • Khyron / Miriya Tokens: One side depicts Khyron and the other Miriya. These are special event Tokens that are used when these villains are revealed in the game.
  • Damage Markers: There are two types of damage markers: red and black. Red markers indicate temporary or repairable damage. Black Markers indicate permanent or un-repairable damage. Use these markers to track damage to Heroes, SDF-1 Areas, and Zentraedi Vessels.
  • Hero Standups: These represent the Heroes' positions on the Game Board. Find the Hero Standup that represents the Hero you are playing and place it on her starting position during setup.
  • Population Markers: This refers to total Population, Science Crew, Production Crew, and Gunner Crew. Use these markers on the SDF-1 Danger Board to track population and crew.
  • First Officer - Lisa Hayes
  • Operations - Claudia Grant
  • Wing Leader - Roy Fokker
  • You can choose randomly or pick in order starting with the oldest player.

    • 1 Player Game: Choose 4 Heroes
    • 2 Player game: Each Player chooses 2 Heroes.
    • 3 Player game: 1 Player chooses 2 Heroes, remaining Players choose 1 Hero each.
    • 4 Player game: Each Player chooses 1 Hero.
    • Construction - Production: Construct one Veritech or Destroid.
    • Hanger - Launch Bay: Launch one Veritech.
    • Hospital - Macross City: Upon activation, your Hero heals one damage.
    • Lab - Science: Gain one Research Point.
    • Reflex Furnace - Forward Reactor: Cool the Reflex Reactor by 2 points.
    • Training Facility - Rear Reactor: Draw one Resource Card.
  • Order Mecha and Scouts: Many Heroes have the ability to Order Mecha. The total number of Mecha that can be Ordered is described under each Hero's Order section of their character board. For every Mecha that can be Ordered, draw one Mecha Orders Card and choose one option under the appropriate section. If you can Order Veritechs, then choose one option under Veritechs.

    • Veritechs: Veritechs are only able to move and inflict damage through a Mecha Orders Card. Veritechs are space fighters, and as such they are allowed to move into and through Space Areas.

      A Veritech may only take Orders once it has left the Hanger. Veritechs do not need to move out of the Launch Bay area, but only out of the Launch Square to be considered launched / active. Once a Veritech is active, it does not need to be launched ever again.

      Draw one Mecha Orders Card for each Veritech you can order, up to the total number of active Veritechs on the board. Choose one option in the hexagon to apply to a single Veritech. Do this for each card drawn, however a Veritech can only be ordered once per Hero turn.

    • Destroids: Destroids are only able to move and inflict damage through a Mecha Orders Card. Destroids are ground-based robots, and as such they are not allowed to move into Space Areas.

      Once a Destroid is transferred to an SDF-1 Area it can take Orders. Destroids do not need to be launched.

      Draw one Mecha Orders Card for each Destroid you can order, up to the total number of active Destroids on the board. Choose one option in the hexagon to apply to a single Veritech. Do this for each card drawn, however a Veritech can only be ordered once per Hero turn.

    • Scouts: Scouts scan the Areas around the SDF-1. For each Scout Order, place one Scout Token in any Area on the Game Board. After the Tokens have been placed, draw 1 Mecha Orders Card for each Token. Then choose to apply one Scout option to the Area with either Scout Token resides.

    • Pods: Circle, Triangle, and Square
    • Cruisers: "X" and "Y"
    • Flagships: Shield
  • Order Mecha: If the Hero commands Veritechs or Destroids, draw Mecha Orders cards and use them to move and attack with.
    • SDF-1 Resource Cards: Several Resource cards have the ability to heal Heroes.
    • Crew Cards - Science: Crew Cards drawn for Science have the chance to offer healing to Heroes.
    • Hospital: The Hospital square is located in the Macross City Area of the SDF-1. A Hero can spend a point of movement, including her free move, to heal one point of damage in the Hospital per Episode.
  • Damage & MIA: All Heroes have 3 damage capacity. If a Hero takes 3 damage, she will be removed from the play area of the board and placed in the MIA square. Heroes in MIA remain there for one complete turn or a Resource Card is played. When your Hero comes out of MIA, she gains full health and is placed in the Hospital - Macross City Area.

    • Action Square - Hanger: Launch one Veritech.
  • Bridge - Red: The Bridge is where all the command decisions on the SDF-1 occur. If the Bridge becomes damaged in any way, you lose the game.
  • SDF-1 Damage: The SDF-1 has three types of damage capacity for each area:

    • Armor: Each area has 2 to 3 armor points. The armor protects the area from structure damage and is easier to repair than structure. Armor only helps defend the SDF-1 from damage from space areas. Once Pods reach SDF-1 areas, they damage the Area they are in directly.
    • Structure: Each SDF-1 area has 4-6 points of structure plus guns which also count as structure. Once all the structure in an area has been depleted, damage to that area will flow into the next area.
    • Guns: All SDF-1 areas, except the Bridge, have guns. Guns take one structure worth of damage to take down. You can choose to place damage on a Gun instead of taking structure damage to the area. Guns are brought back up with one structure worth of repair. Guns may be permanently damaged, in which case they can never be repaired.
  • Reduced Function: As the SDF-1 takes structural damage to Areas, those areas become less able to provide support. Mark damaged areas on the SDF-1 Danger Board using Damage and Gun Down Tokens. Damage Tokens cover the highest values on the right, and as damage progresses will continue filling boxes leftward. Gun Down Tokens are placed on the SDF-1 Cruiser Mode Board to help remind players where guns are damaged.

    This persists until all the area's structure is filled. As Damage Markers are added, they will push the Set tokens back to the right. Even if Macross City has a high and undamaged population, heavily damaged areas may only be able to accept 1 or even zero population, rendering that area useless.

    Example 1: Macross City has a population of 5. The Area takes six damage. Makers are used to cover both guns, and then applied to the Area covering the 8, 7, 6, and 5 boxes. This means that unless repaired, Macross City may only produce four population this turn.

    Example 2: Science is undamaged. A Z-Assault Invasion Card is drawn that causes the Area to take 2 damage. Damage Markers are used to cover the 4 and 3 boxes. This means Science may only produce a maximum of two Crew Orders Cards.

  • Permanent Damage & Follow Through Damage: If an SDF-1 area is completely depleted of structure, the area will take permanent damage. Use a Permanent Damage Marker to exchange the farthest right Damage Token, pushing the rest of the Markers down one space.

    When an SDF-1 area is completely damaged/ covered in Damage Markers, the next point of damage to that Area does two things. The first is one existing damage is upgraded to permanent. The next is one damage to applied to the next adjacent Area closest to the Bridge, or the Bridge. This is known as follow through damage. The SDF-1's area is so damaged that the shot flies through and causes damage to the next area.

  • The Bridge: The Bridge only has one structure point. If it takes any damage, the SDF-1 is lost to the Zentraedi and the game ends. This happens two ways. The first is from follow through damage, from the Launch Bay or Production. The next is a Pod reaches the Bridge and inflicts one damage.

  • The Reactors: Each Reactor area has its own Armor and Beam Cannon, but both Reactors share one pool of structure. As they become damaged, the SDF-1 loses capability. If all Reactor structure is lost the Reactors go offline and the SDF-1 drifts helplessly. Track the damage to the Reactors on the "SDF-1 Danger Board." Before that happen, the SDF-1's function becomes limited.

    • 1-2 Reactor Damage: There are no penalties.
    • 3-4 Reactor Damage: The SDF-1 cannot use the Captain's Evade tokens, and may only turn a maximum of 1 time per Episode.
    • 5 Reactor Damage: In addition to the penalty above, all of the SDF-1's guns cease to function.
    • 6 Reactor Damage: The SDF-1's Reactors shut down. The battle fortress is vulnerable to the enemy and the game is lost.
  • The SDF-1 Aft Areas: The SDF-1 is more vulnerable to the center and aft areas. If an areas becomes compromised, the next shot of damage follows through into the Bridge and incapacitates the ship.

  • Heroes in Areas: If a Hero is in an Area of the SDF-1 that takes damage, the Hero also takes one damage. Be sure to move your Heroes out of SDF-1 Areas that you anticipate will take damage. Pilot Heroes take damage when damage is inflicted on the area they are in and it is assigned to them. Unless otherwise specified by a rule, a Hero can only take one damage per Episode in Easy and Normal modes or play. In Hard Mode, a Hero takes one damage per instance.

  • Evade: The Captain gains Evate Tokens that can be used to negate incoming damage to the SDF-1. These Evade Tokens can only be used to negate Zentraedi Capital Ships Barrage. One Token will evade all Barrage from a single Capital Ship.

  • SDF-1 Crew: For each point of population set in Production, Science, and Gunners, one Crew Card can be drawn. This assumes that the managing Hero is being played. Crew are assumed to be all over the SDF-1 and therefore can affect any area of the SDF-1. While Heroes may need to be in a certain area to be effective, Crew are always considered to be in all areas.

    When a Crew Card is drawn, there may be multiple choices for each type. Choose one option and apply it.

  • SDF-1 Attacking: The SDF-1 has three types of Guns:

    • Beam Cannons: Beam Cannons are located in all SDF-1 areas, except the Bridge. Beam Cannons can only target and damage Zentraedi Pods and have a standard range of Inner Areas only. Beam Cannons cannot target Pods that are inside SDF-1 areas. SDF-1 Cards and Hero Actions may allow Beam Cannons to shoot into Outer Areas.

    • Rail Guns: Macross City and Production each have a Rail Gun. Rail Guns can target Inner and Outer Areas, but can only target Zentraedi Capital Ships. Each Rail Gun has a firing arc indicated on the SDF-1 Board, but can only target their own areas and the adjacent forward areas.

    • Reflex Cannon: The Reflex cannon is the SDF-1's main weapon. It can only be fired by the Captain with an Instinct result on an Action die.

      Before the shot happens, but after it has been declared, roll 2d6 on the "Reflex Cannon Overload" Chart on the "SDF-1 Danger Board." If an 11 or 12 is rolled, the Reflex Cannon does not fire. Most results cause structure damage to random SDF-1 areas. Resolve the damage immediately. Roll 2d6 each time the Reflex Cannon is fired.

      If the shot fires as intended, all friendly and enemy vessels in both the facing Inner and Outer areas are annihilated.

      The Reflex Cannon can only be fired in Battle Mode, which the Captain must transform into costing three Ability Points.

  • SDF-1 Movement: The Captain of the SDF-1 can use his free movement to turn or twist the SDF-1 one area / "notch". Action Dice Move results, by the Captain allow the SDF-1 to turn additional instances; one space per result.

    As the SDF-1 turns, all Mecha, Vessels, and Heroes inside it turn with it.

  • Battle Mode: The Captain of the SDF-1 can spend three Ability Points to transform the SDF-1 from Cruiser Mode to Battle Mode. Battle Mode offers several key advantages:

    • 1: The Reflex Cannon can only be fired in Battle Mode.

    • 2: All damage caused from Space Areas to the SDF-1's front facing arc can be distributed in any way across the front arc Areas: Forward Reactor, Science, and Production. This allows you to keep damage off heavily damaged SDF-1 areas by moving it to less damaged areas.

    • 3: The firing arc for Beam Cannons and Rail Guns is massively increased. This means as long as you have one operational Beam Cannon and or Rail Gun within the front arc, you can target any enemy Vessel in the front arc.

    • Vulnerable Areas: The major drawback is the SDF-1 is vulnerable to rear Areas. These Area are the Aft Reactor, Macross City, and Launch Bay. Damage taken to those Areas is applied normally.

    • Transforming & Moving: When the SDF-1 transforms from Cruiser Mode to Battle Mode, the Battle Mode template must be placed facing the Forward Reactor area.

      Once transformed, the SDF-1 retains its free move, the the Captain must use rolled move results to turn the SDF-1 additional instances. As it rotates, the Cruiser Mode Board (underneath) rotates as well. - Turn the Cruiser Mode Board underneath to turn the Battle Mode template. - Be sure to keep them together until the transformation ends.

      All action inside the SDF-1 still uses the Cruiser Mode board. You may have to pick up the Battle Mode board momentarily to move pieces or Tokens underneath. After you are done, just place the Battle Mode board back on top.

      The SDF-1 automatically changes back to Cruiser Mode at the end of the Turn.

    • Super Veritechs: This Veritech variant is rare and only created in special circumstances. Super Veritech can use both orders listed on a Mecha Orders Cards. Add the two Orders together to gain the total movement and damage inflicted. However, if only one Order is on the card, the Super Veritech may not double it.
  • Special Movement: Some Heroes may be able to grant Mecha extra movement through use of Abilities, Actions or Resource Cards. Apply this movement whenever you like.

  • Destroyed: Non-Hero Mecha have one damage capacity each. For every point of damage inflicted by the enemy, one RDF Mecha is destroyed.

  • Targeting: As RDF Mecha inflict damage to an Area, you may choose to allocate that damage in any way to Zentraedi Vessels.

    Example: There are 2 Pods and 1 Cruiser in an Area. Veritechs in that Area inflict 2 damage, and can therefore allocate 2 damage to Zentraedi vessels. This means that both damage can be used to destroy both Pods, inflict 2 damage to the Cruiser, or annihilate 1 Pod.

  • Engaging: Pods will always Advance or Rotate, but will not move past Veritech or Destroids. One Pod will always hold movement to attack RDF Mecha in the same Area. If there are 4 Pods in an Outer Area with 2 Veritech, 2 Pods will move into the adjacent Inner Area, while the other 2 Pods Engage with the Veritechs. Engaging works the same inside SDF-1 Areas.

    On the Game Board, move the Engaged Pods and Mecha, off to one side of the Area. This makes it easy to tell which Pods are Engaged and which are free to Advance, Rotate, or Target the SDF-1.

    Destroyed Pods always Engage with Mecha before undamaged Pods move up. See Combat Casualties on page xxx, below for more details.

    Zentraedi Capital Ships are never Engaged. They are always free to Rotate when the Order is received.

  • Pods: Pods have two types of Orders, Movement Orders and Target Orders. Pods will always move when Ordered, until they become Engaged with RDF Mecha. Once Engaged, a Pod can only Disengage and Target. A Pod will always Target otherwise, unless Jammed.

    • Advance: Pods move toward the SDF-1 when the Advance Icon appears on the Orders Card. If a number "2" is on the advance, the Pod moves two spaces inward. When Pods reach the SDF-1, if they are not met with resistance, they will move from one SDF-1 Area to the next. If a Pod Advances into Science, it will then Advance into Macross City, then to the Bridge.
    • Attack: When a Pod Attacks, it inflicts 1 damage to the Area. Players determine how the damage is distributed in that Area. Pods always Attack Engaged RDF Mecha first, and only will Attack the SDF-1 subsequently. If Pods are in an Inner Area, they will damage the SDF-1's armor and if all armor in that Area has been lost the damage will be taken on structure. Once inside the SDF-1, damage is caused directly to that Area's structure.
    • Disengage: Pods that are Engaged with RDF Mech typically cannot leave the Area, until the RDF units are destroyed. However, Disengage, allows a Pod to break the Engagement and take additional Orders.
    • Rotate: Rotate is similar to Advance, but allows the Vessel to move spaces around the SDF-1. Vessels will Rotate clockwise or counterclockwise in the same Area ring on the Game Board: Outer, Inner, or SDF-1.
  • Cruisers

    • Barrage: When a Zentraedi Capital Ship Barrages, it causes damage to the SDF-1 Area of the same Area number. If 3x Barrage is indicated on the Orders Card, the SDF-1 will take 3 damage.
    • Defend: Defend allows a Capital Ship to defend itself from Veritech in its Area. If 2x Defend is indicated, then the Capital Ship inflicts 2 damage on Veritechs in the same Area.
    • Ram: Zentraedi Cruisers have the unique ability to Ram. Ramming causes all armor in an SDF-1 Area to be lost and also inflicts 1 structure damage. When the Cruiser Rams, Advance it into the next Area so it is adjacent to the SDF-1. This is where the ram occurs. The Cruiser will stay in this Area until the beginning of the next Z-Assault Orders Phase begins, and then it moves back to the adjacent Outer Area. When the SDF-1 is in Battle Mode and is Rammed from the forward arc, the damage is taken to the Rammed Area and cannot be distributed as damage normally can when in Battle Mode. See page xxx.
    • Rotate: Rotate is similar to Advance, but allows the Vessel to move spaces around the SDF-1. Vessels will Rotate clockwise or counterclockwise in the same Area ring on the Game Board: Outer, Inner, or SDF-1.
  • Flagships

    • Barrage: When a Zentraedi Capital Ship Barrages, it causes damage to the SDF-1 Area of the same Area number. If 3x Barrage is indicated on the Orders Card, the SDF-1 will take 3 damage.
    • Defend: Defend allows a Capital Ship to defend itself from Veritech in its Area. If 2x Defend is indicated, then the Capital Ship inflicts 2 damage on Veritechs in the same Area.
    • Pod Launch: Flagships have the unique ability to launch Pods. When Flagships receive their Orders, they will Pods based on the value indicated. These Pods appear in the same Area as the Flagship that launched them and will take Orders in the next Episode.
    • Rotate: Rotate is similar to Advance, but allows the Vessel to move spaces around the SDF-1. Vessels will Rotate clockwise or counterclockwise in the same Area ring on the Game Board: Outer, Inner, or SDF-1.
  • Example: On Max's Board, it states that he can annihilate a Pod. As soon as it is rolled, resolve the action and remove a Pod from the board.

  • Stunt Pilot - Rick Hunter

    • Daredevil: Rick can move after applying damage in an area. Use his Action Dice and free move as if he is not restricted by the standard combat rules.
  • Vermillion Leader - Rick Hunter

    • Never Say Die: Rick allows destroyed Non-Hero Veritechs in 1 area to roll again at the end of the turn. This allows them to inflict further damage to Zentraedi vessels before they are removed from the board.
  • 94; 411
    10421
    114 - SDF-1 area2; 11
    124; 41; 12