Ammendments, Erratums, comments, ideas and other such for the Robotech RPG.
Part 2- Southern Cross (Book 1-4)
By Rick R. Mortis c. 1994-1998 and beyond!
Table of Contents
Opening Notes
This is the second book of the new-look AntiKevs. This is not a stand-alone erratum slip- it will need the Macross edtion of the AntiKevs to be fully functional. This edtion covers book four of the Robotech RPG: The Southern Cross. And hoooo boooooy, did Kev-Boy make a pigs ear out of this one. But enough of the opening notes... on with the show!
OCCs
Global Millitary Police OCC
OCC Skills: Add Pilot Hovercycle (+10%)
Standard Issue Equipment: Add: GMP Vibroblade (for officers only).
Authourised Clearance Upon Assignment: Remove Mulit-Purpose Battloid and Security Robot. Add: Golem Robot, Monocle Battloid, Hargun battlesuit, Flagga Hoverplatform and LR-30 Laser Rifle.
Tactical Corps OCC
TC Characters with the Pilot MOS Can learn to use AJACS mecha. This is the Only OCC aside from the TASC that can learn to do such.
OCC Skills: Remove: Hand to Hand: Martial Arts. Add: Pilot Battloid (+10%), Mecha Combat Battloid and Hand To Hand: Expert.
Issued equipment: Add MBR-13 Salamander Battloid.
Authourised Clearance Upon Assignment: Remove TC Recon Battloid. Add: Monocle Battloid, Anaconda MBT, Inca AFV, MLRS, M-120 APC, Hell Peacock and Commanchero.
Tactical Air Force OCC
Issued equipment: Add Spectre Jet Fighter.
Authourised Clearance Upon Assignment: Add Phantom, Corsair III, Pirate and Hornet fighters.
Tactical Armoured Space Corp OCC
OCC Skills: Remove: Hand to Hand: Basic. Add: Pilot Space Fighter (+15%), Hand To Hand: Expert
Authourised Clearance Upon Assignment: Add Corsair III, Pirate and Hornet fighters.
See also notes on the AJACS availability.
Recon Escort Patrol OCC
Proper name of this army is the Tactical Corps Recon Escort Patrol (TC-REP)
OCC Skills: Remove: Hand to Hand: Martial Arts. Add: Pilot Battloid , Mecha Combat Battloid and Prowl +15%
Authourised Clearance Upon Assignment: Add Monocle Battloid and Bumblebee Recon Plane.
Cosmic Unit OCC
Proper name of this army is the Tactical Space Corps (TSC).
The function of this army is to man the ASC’s warships and pilot their shuttles, contrary to what is stated in the RPG.
Authourised Clearance Upon Assignment: Add HPA-4 Space Hargun.
Civil Defence Unit OCC
The picture shows the armour of the CDFC. Issued equipment: Remove CDC Light and Heavy Battloids. Add: Unicorn Civil Defence Battloid.
Civil Defence Flying Corp OCC
The picture shows the armour of the CDC.
The RPG seems to have misread the role of the CDFC. It seems that the CDFC are the ASC’s reserve air force, sort of like the US Air National Guard.
Issued equipment: Remove Helicopter. Add: Phantom III Interceptor.
Cold Weather Offensive Squad OCC
Proper name of this army is the Tactical Corps Artic Division
OCC Skills: Add: Pilot Power Armour (+10%), Mecha Combat Power Armour
Issued equipment: Add Fenris Artic Power Armour.
Humid Climate Offensive Squad OCC
Proper name of this army is the Tactical Corps Marsh Division (TC-MaS).
OCC Skills: Add: Pilot Power Armour (+10%), Mecha Combat Power Armour
Issued equipment: Add Triton Power Armour.
Mountain Offensive Squad OCC
Proper name of this army is the Tactical Corps Alpine Division (TC-AS).
OCC Skills: Add: Pilot Battloid (+10%), Mecha Combat Battloid
Issued equipment: Add Satyros Mounaineering Battloid.
Jungle Squad OCC
The picture shows the armour of the DS.
Proper name of this army is the Tactical Corps Forest Division (TC-FoS).
OCC Skills: Add: Pilot Battloid (+10%), Mecha Combat Battloid
Issued equipment: Add Dryad Forestry Battloid.
Desert Squad OCC
The picture shows the armour of the JS.
Proper name of this army is the Tactical Corps Desert Division (TC-DeS).
OCC Skills: Add: Pilot Battloid (+10%), Mecha Combat Battloid
Issued equipment: Add Djinn Battloid.
Sea Squad OCC
Proper name of this army is the Naval Divison (NaD).
OCC Skills: Add: Pilot Power Armour, Mecha Combat Power Armour
Issued equipment: Add Kraken aquatic poer armour.
NEW SKILLS
Pilot Power Armour This is the skill of operating the ASC’s various Power armour suits, used by a number of the armies. This includes the TPA-1 Triton, DPA-2 Kraken and APA-3 Fenris. Base Skill: 50+5% per level.
Mecha Combat: Power Armour The Skill of efficiently operating the power armour suits in combat. This includes the TPA-1 Triton, DPA-2 Kraken and APA-3 Fenris.
Hand to Hand Combat Bonuses for Power Armour Combat Training
Pilot Hargun Veritech Cycle The skill of using the Hargun Veritech motorcycle and it's transformation abilites, as well as the TSC Space Hargun. Base Skill: 45+5% per level. Normally only available to the GMP and TSC OCC.
Mecha Combat Hargun Veritech Cycle The skill of operating the Hargun and Space Hargun in combat.
Hand to Hand Combat Bonuses for Hargun Combat Training
Pilot MODAT Veritech Cycle The skill of using the advanced MODAT prototype, including it’s Transformation abilities and Computer uplink. Requires: Pilot Motorcycle, Computer Operations. Base Skill: 45+5% per level. Normally only available to the GMP OCC.
Mecha Combat MODAT Veritech Cycle The skill of operating the MODAT prototype in combat.
Hand to Hand Combat Bonuses for MODAT Combat Training
Pilot Hover Platform The skill of using and manoeuvring the GMP’s Flagga Hoverplatforms. Base Skill: 50+4% per level. Normally only available to the GMP OCC.
ASC MECHA
General Note: Despite the RPG's claims, ASC Mecha are all protoculture powered. Likewise, they are not made of laser-resistant materials. Lasers allways do full damage.
VERITECHS
Logan Veritech
The Logan's full name is VF-3A Logan
The Logan's MDC values should read as:
Nose Tri-Cannon- 30 Upper Arms- 35 each Forarms/Shields/Wings- 150 Hands- 20 each Legs/engines- 70 each Main engines (2)- 70 each Tail fins (2)- 16 each Utility arm- 3 E-20 Gun Pod- 50 Pilot's Compartment- 20 Main Body- 100
(and that was being generous)
Maximum speed is Mach 2.3 in fighter mode, and mach 1 in guardian mode. Fully suited for space operations, but incapable of re-entry.
The RPG's shoulder lasers are actuality space manoeuvring verniers.
Hand to Hand Combat
Punch: 1D6
Kick: 1D8
Body Block/Tackle: 2D6 + Knockdown (Two attacks)
AJACS Veritech Attack Helicopter.
The mecha's full name is VAH-1A AJACS
MDC values should read as:
Head- 40 Arms- 70 each Hands- 25 each Arm thusters (2)- 30 each Legs- 120 each Tail section- 75 Tail fins (3)- 15 each Rotor blades (4)- 25 each Wings (2)- 75 each Jet thrustes (2)- 60 each Missile pods (2)- 60 each Head Laser- 30 Arm Pulse Laser- 60 Pilot's compartment- 120 Main Body- 150
The AJACS's atmospheric maximum flying sped is Mach 1.3, due to it's shape and rotors.
The AJACS can only use a gun pod in Battloid mode. It must jettison the gun in order to transform.
Hand to Hand Combat
Punch: 2D6
Kick: 2D4
Throw: 2D6 + target loses 1 attack/melee
Body Block/Tackle: 2D8 + Knockdown (Two attacks)
The AJACS did not become available until about a year into the war. (Episode #50 Triumvirate).
Veritech Hovertank
The mecha's full name is VHT-1A Hovertank
The vast majority of hovertanks have a 120mm smoothbore cannon, and not an Ion cannon. However, some do have the Ion Cannon, which became more common as the war went on. (This is the same 120mm cannon as found on the M-21 Anaconda MBT).
The Autocannon is actually a plasma cannon. It has the same statistics, but has an unlimited payload. It can be used in Battloid mode.
Hand to Hand Combat
Restrained punch: 1D6
Punch: 2D8
Full-Strength punch: 3D6
Kick: 2D8
Throw: 2D4 + target loses 1 attack/melee
Body Block/Tackle: 3D6 + Knockdown (Two attacks)
ASC Battloids
GMP Multipurpose Battloid
This mecha was mis-identified by the RPG's writers as a GMP Battloid. It is, infact, the TC-REP Monocle Battloid. See the conversion for more details. (In this case, the confusion is semi-explicable). The stats for this mecha in the RPG Book sould be disregarded.
TC Recon Battloid
This mecha was mis-identified by the RPG's writers as a Light Reconnisance Battloid. It is, infact, the Officer's model of the TC Salamander Battloid. See the conversion for more details. The stats for this mecha in the RPG Book sould be disregarded. (Ok... so maybe I should go easy on them on this one. They at least got it in the right army....).
CU Space Battloid
This mecha was mis-identified by the RPG's writers as a Space Battloid. It is, infact, the TC-CoS Fenris Power Armour (Ha! Wrong on all three accounts!). See the conversion for more details. The stats for this mecha in the RPG Book sould be disregarded.
CDC Heavy Battloid
This mecha was mis-identified by the RPG's writers as a CDC Battloid. It is, infact, the Non-Commissioned Oficer's version of the TC Salamander Battloid. See the conversion for more details. The stats for this mecha in the RPG Book sould be disregarded.
CDC Light Battloid.
This mecha was mis-identified by the RPG's writers as a CDC Battloid. It is, infact, the Enlisted Soldier's version of the TC Salamander Battloid. See the conversion for more details. The stats for this mecha in the RPG Book sould be disregarded. (I mean... for cryin' out loud! They decided that three near-identical variants of the same mecha sould all be seperate mecha... what was Kev on at the time?).
GMP Security Robot
The RPG's stas for this mecha were found to be bug-ridden and inisufficient. A full write-up of this mecha is avalible. See the conversion for more details. The stats for this mecha in the RPG Book sould be disregarded.
EBSIS Battloids
As these mecha do not exist, their stats should be completely disregarded.
The EBSIS Battloids were based on varous Southern Cross mecha designs- the NAD Kraken for the Soldier, the CDC Unicorn for the Juggernaut and the TC-MoS Satyros for the Recon Destroyer. The Mercantile Republic Protector Battloid from Magic of Palladium Books #3 and reprinted in
Aircraft and Ground Vehciles
Spectre FighterFull name of this vehcile is a F-27B Spectre
This vehicle is Protoculture Powered.
This fighter uses Long-Range missiles, not medium range.
Phantom III Fighter
Full name of this vehcile is a F-26A Phantom III
This vehicle is Protoculture Powered.
Corsair IV fighter
Full name of this vehcile is a SF-7A Corsair IV
This vehicle is Protoculture Powered. It has a delta-v capacity of 4.5 kps.
Dimensions should read as:
Length: 20.1m
Width: 21.5m
Height: 10m
Weight: 35.7t
Missiles are long range, not medium range.
Spectre Recon
Full name of this vehcile is a EV-16A Bumblebee
This vehicle is protoculture powered.
It is armed with a single 25mm Cannon
APT Troop Carrier
Full name of this vehcile is a M-9 Inca AFV
This vehicle is Protoculture Powered.
This vehicle carries only ten troops.
Replace the weapons in the RPG book with a single pulse laser.
Hover Transport Truck
This vehicle’s cargo capacity would be closer to 20 tons or 20 troops.
Hovercycle
The RPG books have somewhat overstated the Hovercycle's damage capacity. For a more accurate representation, use the following values: Headlight- 40 SDC, Front Hover Jet- 5 MDC, Rear Hover Jets (2)- 6 MDC, Main Body- 15 MDC
Miscellaneous Vehicles
The Miscellaneous Human vehicles from the Sentinels RPG book are also used by the ASC.
ASC Spacecraft
The RPG's "space shuttles" actually represent six different ships (three shuttles and three spacecraft) seen in the series, none of which were adequately covered by the RPG. See the conversions for more details.
Armour and Weapons
Armour
A Heavy combat shield has an MDC of 50, a light combat shield 20, Space shield 40 and searchlight shield 30.
The armour weighs a total of 11 kilos, including helmet. Except for the armour of the TASC, TSC, HC-MaS and NAD, It is NOT normally environmentally sealed, but can be with a special suit worn underneath the armour.
The GMP officers use a variation of the Light combat shield with a Vibroblade stored in the upper half of it. The blade itself weighs approx 0.75kg, and does 4D6 SDC damage (Plus PS bonus, if any). This blade is standard issued to officers the GMP ONLY. Owning one is highly illegal.
Weapons
The weapon illustrated as an "LP Nightstalker" isn't the Nightstalker. The weapon illustrated is actually a handgun used by some of the Battloids!
THE ROBOTECH MASTERS
Robotech Master Clones
Robotech Masters
There is apparently either Only one triumvirate of masters (Shaizian, Dag and Bowkaz from the series). The other ships are commanded by Clonemasters
Mistress of the Cosmic Harp
Are more commonly known as Muses or Muse Clones. It is apparent that they only had one harp & one Triumvirate of these people in the entire fleet. NB: Musika's name is actually spelt Musica.
Science Masters
Note that the picture was actually Karno- a type three Bioroid Clone. (yes, I know that wasn't importaint. But I thought I'd mention it anyway)Tryolian Citizens
Tryolian is actually spelt Tirolian. Ditto Tryol is actually spelt Tirol. Likewise, Tirol is the moon of Fantoma, not the other way around, as stated by the RPG book.
Bioroid Pilot Clones
As there appears to be no such thing as the "Worker Bioroid" any more, (see below for details and reasoning.) there is little reason for the existance of the Stage One Clone. Second Stage Clones pilot all Standard Combat (Blue) Bioroids and 60% of the Standard Combat (Green) Bioroids. The Third Stage Pilots ioperate the reaminging Green Bioroids and the Invid Fighter Bioroids.
THE ROBOTECH MASTERS MECHA
Worker Bioroid
The mecha depicted here is actually an unused combatant Bioroid design form Super Dimensional Cavalry: Southern Cross. Addtionally, no two sources seem to be able to agree on the "Worker Bioroid's" appearance (the REF Feild Guide using a model sheet of the Invid Fighter and Robotech Art One using a model sheet of the Unicorn Battloid). So, I have come to the conclusion that there is No such mecha as the Worker Bioroid! Please ignore any refrences to it.Standard Combat Bioroid (Blue)
The RPG statistics of the Bioroids are somewhat underpowered compared to their abilities displayed in the series. Therefore, I reccomend using the RPG statistics for the Standard Combat Bioroid (Green) to represent this mechaPunch: 2D4
Kick: 2D6
Throw: 2D6 + target loses 1 attack/melee
Body Block/Tackle: 2D8 + Knockdown (Two attacks)
Standard Combat Bioroid (Green)
The RPG statistics of the Bioroids are somewhat underpowered compared to their abilities displayed in the series. Therefore, I reccomend using the RPG statistics for the Leader Combat Bioroid (Red) to represent this mechaPunch: 2D6
Kick: 2D6
Throw: 2D6 + target loses 1 attack/melee
Body Block/Tackle: 2D8 + Knockdown (Two attacks)
Leader Combat Bioroid (Red)
It appears from the footage and Technical information on the Bioroids from SDC: SC that the Red Bioroid is little moare than a custom or variant Green Biroid. In all probability, it was a customised machine built for Zor Prime.
Invid Fighter Bioroid (Red)
After the first member of the triumvirate is killed, apply the following penalties: -2 attacks per melee, -2 to strike, parry, dodge & roll, -1 to initiative. When there is only one left, add them on again (so he is now -4 attacks, etc)
These did not come in until about the last month or so of the war (Starting at episode #54 Mind Game)
This mecha only uses the Laser Drum Weapon.
Punch: 2D6
Kick: 2D6
Throw: 2D6 + target loses 1 attack/melee
Body Block/Tackle: 2D8 + Knockdown (Two attacks)
Interesting note: The Invid fighter picture seen on page 98 is actually a "Scout Bioroid" (Seen only in episodes 37, 51 and 53). The Invid fighter can be seen on page xx of the REF Feild Guide, Incorrectly labelled as a worker Bioroid.
THE ROBOTECH MASTERS SPACECRAFT
Assault Carrier
The Assault carrier has a maximum acceleration of 4.89 g.
There is a variant which replaces the secondary cannons and most of the bioroid storage space with a mini Reflex Cannon. Ow! Fortunately, there is no data available. A ship of this kind was seen in Episode #59 or 60.
Robotech Masters Mothership
Maximum normal acceleration is 1.3g, sustainable indefinitely. Maximum sublight speed is .001 of light.
Armament should read as:
1 Reflex Cannon (Electro-Magnetic Fission Beam)
30 Particle Beam Cannons
1000 High-Powered Laser Cannons (The laser cannons have no penalties to attack mecha-sized objects)
The ship is equipped with a pinpoint barrier system, using the same stats as the Ikazuchi's barrier system (See Sentinels RPG book, p100-101), it can attempt to block any attack thrown at it (no limit to the number per melee).
It normally carries between 20,000 and 30,000 bioroids, about 350 Assault Carriers and numerous other ships.
The ship is equipped with Hyperspace sensors, capable of detecting space folds within a large (unknown) radius with excellent accuracy.
NPCs
Dana Sterling
In light of some... err.. new Data, she should have a PB of 16.
Angelo Dante
Missing from his other skills was pilot space shuttle at 84%.
Nova Satori
Left out of her skills was weapon systems (95%), Piloting Battloid (75%), Mecha Combat Battloid, WP Knife.
Must be PB at least 20. Come on! Take a look at my Utterly Disturbing Shrine for proof!
Zor Prime
Zor had at 1st level: Piloting Hover Tank (73%), Pilot Hovercycle (74%), Mecha Combat Hover Tank & weapon systems (85%)
Marie Crystal, Sean Phillips, Louie Nichols & Dennis Brown (the invisible TASC) were left out. I could work on them if popular opinion demanded it.
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.
Nathan J. Babcook of the Army of the Southern Cross Recruitment Manual which is loaded with ASC stuff. Lots of very helpful data. Put some of the AntiKevs into HTML when no-one else was brave enough to.
The Robotech Technical Files, by Peter Walker and Pieter Thomassen, with Rob Morgenstern for much of the technical info used in these AntiKevs. Rob Especially gets a mention for all the Southern Cross info he's dug up that made about half of these AntiKevs possible.
Richard Speyer, for getting the AntiKevs started.
You are all stoats.