<< Back to the AntiKevs Archive

Ammendments, Erratums, comments, ideas and other such for the Robotech RPG.

Part 1- Macross (Includes Books 1-3)

By Rick R. Mortis c. 1994-1998 and beyond!

[ FROM THE ARCHIVE ]

Part 1 of the AntiKevs by Rick R. Mortis, archived here word for word, spelling and all. These are Rick's corrections to the Robotech RPG. Our own RIFTS house rules are on the RDF Stat Patch page.

Table of Contents

Opening notes

General note on space propulsion:

The RPG's listing of top speeds in space is utter Bunk! In space, there are no top speeds, but there are rates of acceleration. Of course, now all I have to do is figure out rough acceleration rates and internal fuel supplies (henceforth delta-v capacity) and then how to apply them into the game... Bloody oath. Why not just go play Jovian Chrinicles instead. I dunno.. I suppose this means I really should get started on those Sillouette conversions one of these days (nags self to oblivion)

A General note about physical attacks:

I have chosen to up the rather low physical attack damages given by the RPG, and eliminate the stomp damage. I believe that if a mecha treads on something, the GM should arbitrarily decide the amount of damage done, or just reduce it to patê.

NEW SKILLS

Domestic Skills

Play Musical Insturment: The skill of playing a particular musical instument. Note that each specific instument is a seperate skill. For example, if a character wanted to play the harmonica, the xylophone and the accordian they would have to take the skill three different times. Base Skill: 40% + 5% per level of experience. The characters's skill is nice, but not of professional quality unless two skills are spent, in which case add a +20% bonus.

Piloting Skills

Pilot Space Fighter: The skill of operating the varous space combat aircraft, such as the RDF Lancer, the Southern Cross Pirate, Hornet and Corsair, or the REF Vulture and Vampire. The Zentraedi equivalent of this skill covers the Fighter Pod and Re-entry pod. Base Skill: 60% + 4% per level of experience. Note: This replaces the Pilot Lancer Space Fighter skill in the RPG Book.

Technical Skills

Art: The ability to draw, paint or do sculpture. Must be taken each time to select a different art form. Base Skill: 40% + 5% per level of experience.
Journalisim: The skill of Journalistic writing, editing and techniques for newspapers, magazines, radio and television. Base Skill: 40% + 5% per level of experience.
Language: Characters with a language skill can speak a language other then their own native tounge. Each known language must be purchased as a seperate skill. Base Skill: 50% + 5% per level of experience. The major languages of the Robotech world are English, French, Spanish, Russian, Chinese, Japanese and Zentraedi
Writing: the ability to write prose, poems and so on. Base Skill: 35% + 5%

RULES CHANGES AND NEW RULES

MECHA COMBAT

Weapon Links

Mecha with two of the same weapon can fire both of those weapons with only the one attack/action. Examples include the Exculiber's twin Particle Cannons or the Raider X's twin Laser Arms. The weapons are fired as a volley of missiles- they MUST be directed at the same target and use the same to-hit roll. Seperate missile launchers can not be linked together. Devised by Richard Speyer

Missile Dodging

The RPG Book states that volleys of more than three missiles cannot be dodged. This contradicts the footage where mecha are seen to dodge large lfights of missiles (most notably Max Sterling didging huge flights of missiles from Miriya's Femal Power Armour). I've been trying to work out this, and have come up with several suggestions. Please send me any more you have thought up.
1) All charactes can dodge a base of three missiles. However, characters with an exceptionally high PP (Physical Prowess) Atribute can dodge more missiles. For each point of PP above 16, the character can dodge one addtional missile. For Example, Max Sterling has a PP of 22, allowing him to dodge up to seven missiles at once.
2) All charactes can dodge a base of three missiles. Addtional missiles can be dodged based on the characters level of experience. For each level of experience above level 1, an addtional missile can be dodged. For Example, Max Sterling is a fifth level veritech pilot, allowing him to dodge up to seven missiles at once.
3) The amount of missiles that can be dodged depends on the characters dodge roll. For reach point the defender gets above the attacker's to-hit roll, an addtional missile is dodged. The remaining missiles still need to be dealt with or they will hit the target. For example: A Female Power Armour launches a vollley of nine missiles at a Veritech. The power armour pilot rolls a twelve (after modifiers) to hit. The Veritech pilot rolls a fifteen (after modifiers) to dodge. The Veritech has dodged Six of the missiles, leaving three incoming.
4) Any number of missiles can be dodged. However, for each missile over the third, there is a -1 peanalty to dodge. For example: A Female Power Armour launches a vollley of nine missiles at a Veritech. The veretech is -6 (!!) to dodge.
5) Any number of missiles can be dodged.

RDF MECHA

VERITECHS

VF-1 Veritech:

Kevin Sembedia has rather overstated the VF's MDC values. Remember, these mecha were primarily designed for aerial combat, not standing fights. It's MDC values should read as:

LocationM.D.C.
Head Mounted Laser(s) (1 to 4)15 each
Head45
Arms45 each
Hands20 each
Legs/Engine Thrusters100 each
GU-11 Gun Pod60
Main Body150
Re-enforced pilot compartment120
Retractable utility arms (3)3 each
Wings60 each
Tails (2)30 each

The Veritechs cannot reach the Mach 4 speed under normal circumstances. They can reach a maximum of mach 1.2 below 10km, 2.5 between 10-18 km Altitude, and mach 4 from 18-96km up (ceiling).
Atmospheric flight in Battloid mode is possible (Max does it all the time) at 196kph. The Guardian's flight speed is 500kph. Running speed is 192kph
The Veritechs do not have the Nose lasers listed! Instead they are pare of infra-red cameras. In all probability, the footage of Veritechs firing "nose lasers" was misdrawn and was meant to be them firing Head Lasers. (The episode where this is most notable is Wedding Bells which was "farmed out" and has very low-qulity animation)
All Veritechs can rotate 30° left or right at the waist.
The VT-1D has a full set of controls for both seats. This mecha’s name is actually a VF-1D.
The GU-11 can be used in all three modes.
The VF-1 carries 6 Medium-range (not short-range as the RPG lists) or 3 long range missiles per wing, for a total of 12 and 6 respectively.
The illustration of the cockpit on pg 43 shows the cockpit design of the veritechs from the Macross movie. The proper cockpit layout can be seen in the illustrations on page 17.

The VF-1 is capable of carrying bombs instead of wing missiles. The bombs are the equivalent of Short-Range missiles, usually fragmentation or high explosive.

Hand to Hand Combat

Punch: 2D6
Kick: 2D8
Guardian punch: 2D4
Body flip: 2D4 + target loses 1 attack/melee
Body Block/Tackle: 3D8 + Knockdown (Two attacks)

Super Veritech:

As per above Plus:

Kevin Sembedia seems to be under the impression that the Super Veritech is a completely different machine to the normal VF-1 Veritechs. It is not! It is merely a normal VF-1 (any type) outfitted with extra armour, weapons and boosters. Thus the improved weapon and speed values only apply while the armour is attached. If the Super-VF wants to re-enter the atmosphere, it must jettison the armour.
It's MDC values should read as:

LocationM.D.C.
Head Mounted Laser(s) (1 to 4)15 each
Head45
Arms45 each + 30 armour
Hands20 each
Legs/Engine Thrusters100 each + 40 armour
GU-11 Gun Pod60
Main Body150
Re-enforced pilot compartment120
Retractable utility arms (3)3 each
Wings60 each
Tails (2)30 each
Boosters/Missile Launchers120 each

The missiles in the booster pods are actually short range, and have a payload of 16 per pod, not 20. Each arm missile pod has three medium range missiles, not two.

Armoured Battloid

When equipped with the armour, the maximum running sped is 96kph.
The Shoulder pods carry 11 SRMs, not 12.

VF-1E Veritech

This rare Vertiech is a VF-1D with a Cats-eye Radar system on the rear. It functions with the same abilities as the Cat's-Eye system (see pg 70). The sensor has an MDC of 75.
The VF-1E can be converted to a Super Vertiech, but not an Armoured Battloid. An example of this plane was seen in Episode #27, and in the Firewalkers Comic.

DESTROIDS

Note About Destroids:

The Destroids do NOT have the detachable crew compartments seen in the Exculiber depiction.
Ignore the "also known as" under each Destroid. Optionally, a GM could (if preferred) use the Macross type numbers of each mecha. For example, the Exculiber would be an MBR-04 Mk IV Exculiber. (This particular GM Enjoys this option!)

Exculiber Mk IV

The Exculiber uses a TV-III Gun cluster, an earlier version of the TV-IV of the Gladiator. The only difference is that it uses a 25mm Autocannnon instead of a 32mm autocannon. The range, ammo, rate of fire are the same, but it does 2D4 damage for short bursts, 4D4 for long bursts, and 6D4 for full melee bursts.

The Exculiber does not have the leg missiles listed.

Hand to Hand Combat

Punch: 1D8
Kick: 3D6
Body Block/Tackle: 3D8 + Knockdown (Two attacks)

Gladiator

Restrained punch: 1D6 +4
Punch: 3D6
Full-Strength punch: 3D6 +4
Kick: 3D6
Throw: 2D4 + target loses 1 attack/melee
Body Block/Tackle: 3D8 + Knockdown (Two attacks)
Thump With Mace: Add 1D6+4 To Punch Damage.

MAC II

This mecha probably doesn't have the passenger capacity mentioned in the RPG.

Hand to Hand Combat

Punch: 4D6 (OUCH!)

Raidar X

Punch: 1D8
Body Block/Tackle: 3D8 + Knockdown (Two attacks)
Kick: 2D6

Spartan

The Spartan only requires one crew.

It does not have an AR. Remember, It's a Mega-Damage Structure!.

Hand to Hand Combat

Punch: 2D6 (-2 to hit penalty)
Body Block/Tackle: 3D8 + Knockdown (Two attacks)
Kick: 2D6

RDF SPACECRAFT

ARMD Space Platform

As a small note, the total amount of Armour Platforms constructed was at least ten, not the five stated. (this is based on the existance of an Armour-10 in the footage).

MDC Values:

LocationM.D.C.
Main Particle Cannons (5)300 each
Secondary Particle Cannons (6)150 each
Main Anti-Warship Missile Launchers (2)400 each
Medium Anti-Warship Missile Launchers (6)300 each
Decamissile Launchers (6)300 each
Anti-aircraft guns (24)100 each
Main communications deck800
Foredeck800
(1) Bidge500
(2) Main Body6000
(3) Main Engines (2)1000 each
(3) Secondary Engines (4)500 each
Flight Deck800

NOTES:

  1. Destroying the bridge will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-1 Veritech. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the front sensory array on top of the command tower will have the same effect, but the command staff will not be killed instantly.
  2. Depleting the MDC of the main body will completely obliterate the destroyer. Because of the lack of modern escape and survival systems it is highly unlikely that any of the crew would survive.
  3. Destroying the main engines will reduce maximum thrust by 35% each. Destroying the booster rockets will reduce max thrust by a further 10% each, and destroying the retro rockets will knock out the final 10% of thrust, leaving the destroyer dead in space.

Speed: The Platform is capable of a constant 0.1 g of acceleration, with 1 g available for 12 minutes. Secondary engines can move it at about 0.5 g for 12 minutes. No sublight drive.

Weapons:

  1. Five, Main Particle Cannons- Locations and firing arcs unchanged, however, the statistics are somewhat different.
    • PRIMARY PURPOSE: Assault/Defence
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 200,000km
    • DAMAGE: 1D4x1000 M.D. each
    • RATE OF FIRE: Once per every two melee rounds
    • PAYLOAD: Unlimited.
    • NOTES: This makes the ARMD platform somewhat more lethal than listed. These are similar to the guns used by the SDF-1.
  2. Six Secondary Particle Beam Cannons Mounted on the sides of the ship, three per side. These were omitted from the RPG.
    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defence
    • RANGE: 200,000km
    • DAMAGE: 1D6x50 M.D. each
    • RATE OF FIRE: Once per every two melee rounds
    • PAYLOAD: Unlimited.
  3. Main, Anti-Warship Missile Launchers- Unchanged
  4. Medium, Anti-Warship Missile Launchers- Unchanged
  5. Anti-Aircraft Laser Guns- The ARMD Platform is equipped with 24 AA Laser Guns, not the 48 the RPG lists.
    • PRIMARY PURPOSE: Anti-Mecha
    • SECONDARY PURPOSE: Anti-Missile
    • RANGE: 2.4 km
    • DAMAGE: 1D4x10 M.D.
    • RATE OF FIRE: Twice per melee
    • PAYLOAD: Effectively unlimited.
  6. Decamissile Launchers- The ARMD has six missile launchers spread across its body to provide close-in defence against smaller targets.
    • PRIMARY PURPOSE: Anti-Aircraft
    • SECONDARY PURPOSE: Anti-Warship
    • MISSILE TYPES: Any type of Long Range Missile can be used. Reflex missiles are commonly used to avoid hitting friendly aircraft.
    • RANGE: Varies
    • SPEED: Varies
    • DAMAGE: Varies
    • BLAST RADIUS: Varies
    • RATE OF FIRE: One at a time or in volleys of 2, 4, 6, 8 or 10
    • PAYLOAD: 250 missiles per launcher, for a total payload of 1500 missiles.

Aircraft:

Replace all SPC-II space cannons with SF-3A Lancer Space Fighters, then see the erratums...

Oberth-Class Space Destroyer

It appears that at some point, a rather bizarre accident occurred. The vehichle depicted is not a 9.9m Space Fighter, but rather a 350m Destroyer! The Oberth class ship was left out of the RPG book for some reason, but is clearly seen (and mentioned) in the series.

See the conversion of the Oberth for more details on this ship.

SDF-1

MDC Values should read as:

LocationM.D.C.
(1) Command Tower6000
Sensor Array1000
(2) Main Body30,000
Lower Arms/Carriers (2)4,000 each
Upper Arms/Railgun Mounts3,000 each
Legs (2)10,000 each
(3) Main Engines (6)8,000 each
(3) Secondary Engines (36)800 each
Small Airlocks (many)400 each
Large Airlocks (8)800 each
Reflex Cannon (Main Gun) (2)8,000 each
Railguns (4)1,500 each
Heavy Particle Beam Cannons (8)500 each
Light Particle Beam Cannon (1)500
Particle Beam Turrets (16)300 each
LR Missile Launchers (18)200 each
MR Missile Launchers (48)150 each
Pinpoint Barriers (4)4000

NOTES:

  1. Destroying the bridge will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-1 Veritech. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the front sensory array on top of the command tower will have the same effect, but the command staff will not be killed instantly.
  2. Depleting the MDC of the main body will completely shut down all of the ships systems. Nothing, including life support, the engines or gravity, will work.
  3. Destroying the main engines will reduce maximum thrust by 35% each. Destroying the booster rockets will leave the fortress dead in space.

Performance specs should read as: Can maintain 0.23g for 5 hours 6 minutes; capable of 1.1g for 38 minutes; and the emergency thrusters can propel the ship at 2.1g for 10.8 minutes. Sublight speed is .001 of light or about 200-300g

Weapons:

Replace the Weapons list in the RPG with:

  1. Reflex Cannon: The main cannon of the SDF-1. This incredibly powerful weapon is the most powerful in the RDF's inventory. Due to the damage caused by the loss of the fold system, the main gun can only be fired in the ship's Humanoid mode. The ship requires both beams to fire the gun; the loss of one (8,000 MD) means that the cannon will not fire.
    • PRIMARY PURPOSE: Heavy Assault
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 320,000 km by 2km wide. (Half range in atmosphere)
    • DAMAGE: Destroys EVERYTHING in its path, regardless of MDC and movement. The only way to avoid obliteration is to avoid being in the path of the beam! If used against a planet, the beam causes 4D6x1,000,000 MD (!), leaving only a radioactive crater 3D6x10 miles long and 4D6x100 feet deep. The resulting shockwave will also cause substantial damage to surrounding terrain for an additional 1D6x10 miles from the edge of the crater. (Note: A sufficiently strong force field can deflect/absorb the beam if necessary. Examples of such fields include multiple pinpoint barrier shields layered on top of each other. A force field must have AT LEAST 20,000 MDC capacity before it can resist a heavy particle beam of this magnitude.)
    • RATE OF FIRE: Once per 4 minutes (16 melees).
    • PAYLOAD: Effectively Unlimited.
  2. Eight, Main Particle Cannons- The SDF-1's secondary guns, used when the Main Gun is unable to fire or charging. One is located on the main body forwards of the bridge (chest in Humanoid mode), one is on the lower main hull (Lower back in humanoid mode), two on each main gun beam and one on the back of each engine block (back of the legs in humanoid mode.) Each gun has a 180 degree arc of fire.
    • PRIMARY PURPOSE: Assault/Defence
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 200,000km
    • DAMAGE: 1D4x1000 M.D. each
    • RATE OF FIRE: Twice per every melee round
    • PAYLOAD: Unlimited.
  3. One Secondary Particle Cannon- A tripple-barreled version of the SDF-1's secondary guns, mounted on the forward main hull (lower torso in Humanoid mode)
    • PRIMARY PURPOSE: Assault/Defence
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 200,000km
    • DAMAGE: 1D6x500 M.D.
    • RATE OF FIRE: Three times per every melee round
    • PAYLOAD: Unlimited.
  4. Sixteen Particle Cannon Turrets- Two are located on each shoulder, one on the top hull/chest, one on the lower hull/rear torso, 2 on each thigh, 1 on each secondary thruster/side torso, two on each main gun pod, and one on each lower leg. Each turret can rotate 360 degrees with a 180 degree arc of fire.
    • PRIMARY PURPOSE: Assault/Defence
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 200,000km
    • DAMAGE: 2D6x100 M.D. each
    • RATE OF FIRE: Twice per every melee round
    • PAYLOAD: Unlimited.
  5. Rail Cannons- Unchanged
  6. Long Range Missile launchers- Unchanged
  7. Medium Range missile Launchers- Unchanged
  8. Twelve Anti-Warship Missile Launchers These launchers are mounted on the sides and top of the ship in cruiser mode, and fire large, ICBM type missiles. These are similar to the launchers used on the ARMD platforms.
    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Anti-Warship
    • RANGE: 1,286km (Half in an atmosphere)
    • DAMAGE: 1D6x200 M.D. per missile
    • RATE OF FIRE: One at a time or in volleys of 3
    • PAYLOAD: 3 missiles and 9 relaods per launcher for a total of 144 missiles.
    • NOTES: Self guided, +3 to strike
  9. Pinpoint Barrier Defence System: The system generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 200 ft (61 m) in length and can absorb up to 5,000 MD in damage, which then regenerates within four seconds (2 melee rounds). The barriers can also be layered on top of each other to generate a field which provides 20,000 MDC and can even deflect Reflex Cannon beams (usually).
    While the pinpoint barrier is active, the SDF-1's main gun can not be fired. Ic can be used while the weapon is charging, but must be de-activated in the turn when the gun is fired. This leaves the ship vunerable for that round.
    The four barriers are controlled by operators in the command tower of the Battleship. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) main engines, (3) hangar bays, and (4) weapon systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against mecha attacking the ship to the VT pilots.
    • PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)
    • RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
    • DAMAGE CAPACITY: Can sustain up to 5,000 MD per round. Regenerates at a rate of 2,500 MD per melee round.
    • RADIUS: 200 ft (61 m)
    • DEFENSIVE MOVEMENT: Can move from one end of the ship to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at +7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
    • PAYLOAD: Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will loose power and not function.
    • NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the SDF-1, Zentraedi command warships, and Tirolian ships. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.
      • 01-15: Lucked out, system will be operational in 1D6 hours.
      • 16-30: Minor damage, system will require 4D6 hours to repair.
      • 31-45: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
      • 46-60: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
      • 61-75: Major damage, system will require 2D6x10 hours to repair.
      • 76-90: Minor damage, system will require 4D6 hours to repair.
      • 91-95: Lucked out, system will be operational in 1D6 hours.
      • 96-00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!

Carries 212 VF-1s, 587 destroids and 120 QF-3000E ghosts, several Lancer space fighters, 12 Shuttles and 35 Cats' Eye shuttles.

It should be noted that the illustration on page 108 of the SDF-1 in cruiser mode is very poorly drawn.

Promethius-class Aircraft Carrier

This ship has an overall hull MDC of 4,000

Daedelus-class Landing Ship

This ship has an overall hull MDC of 4,000

CONVENTIONAL RDF VEHCILES

Lancer Space Fighter and Lancer II Space Cannon

It's full name is a SF-3A Lancer. The picture shows the Oberth-class space destroyer.

Ok, groan time here folks. The Lancer Space fighter is actually the Lancer space cannon. There is NO unmanned lancer space cannon drone. Use the Stats for the Lancer II space cannon drone, but it has a pilot's compartment (50 MDC)
It can carry six Medium-Range missiles.

Space Shuttle

This vessel's type is a SC-27 Star Goose.

Falcon II Jet Fighter

This plane is also referred to as a Z-9A Peregrine and also as a F-24G Dragon II. Which name the GM choses to use is up to them.

The Wing missiles are medium range. The Falcon's weapons include a pair of wing root-mounted 25mm cannons. They fire simultaneously.

LTV Adventurer II

Name is actually an AV-15 Avenger II.

Delete the weapon systems and replace them with:

  1. Wing-Mounted Bomb Racks. Each wing has four pylons, each carrying 5 bombs, for a total of 40 bombs (20 per wing). They are the equivalent of Short-Range missiles, usualy fragmentation or high explosive.
    • Purpose: Ground Assault.
    • Mega-Damage: Varies
    • Rate of Fire: One at a time, or in volleys of 5, 10, 15 or 20.
    • Payload: 20 bombs per wing for a maximum of 40
    • Note: The Bombs are -4 to strike against a stationary ground target, -6 against a moving ground target, and -10 to strike a small or fast moving ground target.
  2. Fuselage Bomb Bay. The Avenger also has an internal bomb bay. The bombs are the equivalent of Short-Range missiles, usually fragmentation or high explosive.
    • Purpose: Ground Assault.
    • Mega-Damage: Varies
    • Rate of Fire: One at a time, or in volleys of 2, 3, 4 or 5.
    • Payload: 20 bombs
    • Note: The Bombs are -4 to strike against a stationary ground target, -6 against a moving ground target, and -10 to strike a small or fast moving ground target.
  3. Fuselage Missiles. There is a Medium Range missile on each side of the fuselage
    • Purpose: Assault.
    • Missile Type: Any type of MRM can be used.
    • Range: Depends on missile type
    • Mega-Damage: Depends on missile type
    • Rate of Fire: One at a time, or in volleys of 2
    • Payload: 2 missiles
  4. Optional Wing Missiles. In place of the bombs, the Avenger can carry Short-range missiles.
    • Purpose: Assault.
    • Missile Type: Any type of SRM can be used.
    • Range: Depends on missile type
    • Mega-Damage: Depends on missile type
    • Rate of Fire: One at a time, or in volleys of 3 or 6
    • Payload: 12 missiles per wing, 24 total.

QF-3000E Ghost

This aircraft can carry short or medium range missiles.

UF-14J Interceptor

This plane is also referred to as a MiG-35 Karboyan and also as a A-15 Exocutioner. Which name the GM choses to use is up to them.
Maximum speed is mach 2.2 at 15km, and mach 1.1 at sea level.
The Plane carries missiles on two hardpoints under each wing and another four under the fuselage.

Cat's Eye Recon

This vessel's type is an ES-11A Cat's Eye.

Fan Jet

There is No way that it can take that much damage. Closer would be: Main body 750 SDC, Wings 350 each, Fan 350. Remember, it's SDC.

Commanchero

Each missile pod carries 10 missiles, not nine, for a total of 60 missiles, not 54.

Howard LH 2000

Convert all its MDC into equivalent amounts of SDC (Remember 1 MDC = 100 SDC)

EC-33 AWACS

This aircraft weighs 100 tons, not 100,000 tons

Glamour VC-33 "Mom's Kitchen"

This aircraft weighs 83 tons, not 83,000 tons

E.B.S.I.S. AIRCRAFT

The Stats in the RDF manual for EBSIS aircraft were quite inaccurate, and should be disregarded.

Land Rover

The vehicle depicted in the book is actually a special space-use jeep, rather than a conventional ground vehicle. The two vehicles probably have similar, if not identical stats.

WEAPONS

RDF Laser Pistol

This is actually a Rocket Launcher! I would recommend using the same stats as a LAW for the time being, but it has a "clip" of three shots.

RDF Laser Rifle

This is actually a conventional (projectile) assault rifle. I would recommend using the stats of the M-16A1 for the time being.

THE ZENTRAEDI

The "Also known as" names refer to their Zentraedi names.

Zentraedi Armour

There are actually two forms of Zentraedi armour; a light and heavy type. If the heavy armor has a M.D.C of 25, then a value of 15 M.D.C. for the light armour is recommended. The heavy armour is worn by the pilots of the Battle Pods, while the light armour is worn by the pilots of the Male Power Armour, Fighter pods and Theatre scout. The Female Power Armour pilots wear an unarmoured flightsuit.

Battle Pods (General)

Hand to Hand Combat

Kick: 3D4
Body Block/Tackle: 2D8 + Knockdown (Two attacks)

Heavy Artillery Pod

As above, but also change the missiles to Long Range.

Officer's Pod

The Officer's Pod's missiles launch from somewhere in it's forward main body.

Hand to Hand Combat

Punch: 3D4
Kick: 3D4
Body Block/Tackle: 3D8 + Knockdown (Two attacks)

Officer's Pod Armoured Vehcile

The force felid listed does not exist. Most likely, the "felid" seen in the series was a shockwave from the atmospheric re-entry. There is no indication that Force Fields are a part of Zentraedi technology.
The Armoured Vehicle also carries 48 short range missiles.

Male Power Armour

The Male power armour weights 34.7 tons (Whether this includes the pilot is unknown). the pilot only is found in the torso and legs, and not the arms and head.
Contrary to the RPG’s claims, the Male Power Armour is able to fly, with a maximum speed of 750 kph.
The Particle cannon is uses the same statistics as the large particle cannon on the Officer's Pod.

Hand to Hand Combat

Punch: 3D4
Kick: 3D4
Body flip: 2D4 + target loses 1 attack/melee
Body Block/Tackle: 3D8 + Knockdown (Two attacks)

Female Power Armour

Maximum speed is mach 2.
The missiles can fire up to 21 missiles per launcher at one time, giving a maximum volley of 84 (!) missiles in one attack/action.

It cannot use the laser pistol.

Punch: 3D4
Kick: 2D8
Body flip: 2D4 + target loses 1 attack/melee
Body Block/Tackle: 3D8 + Knockdown (Two attacks)

Fighter Pod

The force felid listed does not exist. See the Officer's Pod Armoured Vehcile for the rationale.

I would recommend, based on some available data, making the following changes to the Fighter Pod's missiles.

Re-Entry Pod

The pod weighs 1200 tons, and can carry 75 battle pods.

Theatre Scout

It's human name is a Cyclops scout, and it's Zentraedi name is a Queale-Quale theatre Scout.
It weighs 1200 tons, not 340.

ZENTRAEDI SHIPS

General

Performance specs should read as: Can maintain 0.23g for 5 hours 6 minutes; capable of 1.1g for 38 minutes; and the emergency thrusters can propel a Zentraedi vessel at 2.1g for 10.8 minutes. Sublight speed is .001 of light or about 200-300g
For "Heavy Particle Beam Cannon" read "Reflex Cannon". Contrary to the RPG's claims, very few of the Zentraedi ships carry them.
All ships have a number of "Torpedo Tubes". These are fixed forwards, and fire Long Range Missiles at the rate of one per tube per round. However, tube-launched missiles have a 50% longer range and higher speed than normal, and only fire forwards. Zentraedi ships do not have the RPG's "Forward light lasers"
Deck plans for the Thurvel Salan and Salan Scout can be found In the Macross II deck plans.

Zentraedi Flagship (Nupetiet-Vergnitzs)

Dimensions should read as:

Length: 4010m
Height: 600m
Width: 620m
Mass: 170,000,000 metric tons.

Weapons should read as:

Note also the corrected spelling of the Zentraedi name.

Zentraedi Command Ship (Queadol Magdomillia)

The Main Hull has a total MDC of 200,000. If the forward third of Bow ship is destroyed while the bow ship is attached, the Main Hull remains fully functional. Destruction of the bow ship does, however, eliminate the weapons located there. Destruction of the main ship's hull causes the normal effect.
Dimensions should read as: (Bow Ship/Main Hull/Overall)

Length: 1377m/1764m/2700m
Height: 550m/740m/740m
Width: 550m/800m/800m
Mass: 18,000,000 tons/82,300,000 tons/100,300,000 tons

Weapons should read as: (Bow Ship/Main Hull/Total)

Zentraedi Landing Ship (Quiltra Queodel)

Dimensions should read as:

Length: 3000m
Height: 660m
Width: 680m
Mass: 150,000,000 metric tons.

This ship carries 20 torpedo tubes

Zentraedi Destroyer (Thervel Salan)

Dimensions should read as:

Length: 2300m
Height: 410m
Width: 880m
Mass: 39,500,000 metric tons.

Weapons should read as:

Zentraedi Gunship/Monitor

This is the ship used by Khyron in episode #36, which was needlessly omitted from the RPG book. See the conversion of this ship for more details on this ship.

Zentraedi Scout

Dimensions should read as:

Length: 500m
Height: 170m
Width: 355m
Mass: 3,800,000 metric tons.

This ship carries 10 torpedo tubes.

Contrary to the RPG's listing, it does posses Auxiliary engines and a radio interference network.

ZENTRAEDI CHARACTER CREATION

A few corrections:

Firstly full-sized Zentraedi are approximately seven times normal size- so a 6 foot tall Joe Average 'trod is 42 feet tall when full (normal) size. That's 12.8 meters tall. Weight is multiplied by 150 not 100- a 80 kilo Zentraedi now weighs 12 tons!
Secondly, for random-rolling Zentraedi character type, the following table gives a much more accurate breakdown of the Zentraedi race:

01-85: Male Soldier
86-95: Female officer
95-00: Male officer

This obvously removes the Male High Command officer from the PC's grasp!
All females have Caucasian skin colours. Why? dunno.
Oh, and Zentraedi have two names. First & Last.

NPCs

Lisa Hayes

Should be (at least) PB 12

Ben Dixon

Ben is PP 12 and PE 22, NOT THE OTHER WAY AROUND! Therefore his hit points are 40, not 30

Lynn Kyle

Kyle has a MA of 24, not 25. (Obviously. If anyone can figure out the Statistical Probablility of rolling 25 on Four six-sided dice, please tell me!)

Zentraedi Characters

The only flaws with these guys are their height, and absence of last names. (Full Height/Micronised Height)

Dolza: 24.4 m (80ft)/NA
Breetai Tul: 17m (56ft)/2.44m (8ft)
Exadore Formo: 9.6m (31ft 6in)/1.37m (4ft 6in)
Khyron Kravshera: 13.2m (43ft 4in)/1.87m (6ft 2in)
Miriya Parino (Sterling)*: 12.5m (40ft 10in)/1.78m (5ft 10in)
Azonia Lamiz: 12.8m (42ft)/1.82m (6ft)

*PB at least 17!

Contributors:

Daniel George who made the AntiKevs what they are today.... (Grins)

Dr Sinn for putting up with the AntiKevs on his page for so many years. (And all the hate-mail that came with them.)

Stan "Basara" Bundy for some feedback, alternate opinions, badgering and taking the **** out of Pete McSporrin.

The Robotech Technical Files, by Peter Walker and Pieter Thomassen, with Rob Morgenstern for much of the technical info used in these AntiKevs.

Richard Speyer, for getting the AntiKevs started and providing a handy field test.

And especially the demented (and I mean that in the nicest way possible guys) Macross test group: Field Marshall Dr Sinn I, Cool Hand Jake, Somen "Ash" Mordock, Crusher Tan, Sniper, William 1st Class Will "I think I’m Max" Sterling, Dead Head (must get your address) and Phillip’s Destroid Pilot. (The best PC name I've ever seen!)

You are all stoats.

[ Back to Top ]
Robotech® is a registered trademark of Harmony Gold USA, Inc. The Robotech Role-Playing Game is the property of Palladium Books Inc. The AntiKevs are unofficial fan errata by Rick R. Mortis.

[ A NOTE FROM 2026 ]

Thanks, Rick, for years of keeping the Robotech RPG honest.

Visit Rick's original page »
(Archived at OoCities.org, mirrored from GeoCities in 2009.)

<< Back to the AntiKevs Archive
Best viewed with Netscape Navigator 1.1 at 640x480.
Exit the time machine » back to 2026