Creating the Malcontent Stinger Mecha

By: Stanley S. Bundy

Version 2.01: 12/08/1998

This article is a system for creating the Zentraedi Malcontent Stinger mecha from the Robotech comics and novel #19. If you are a Robotech purist, you can stop reading right here.

Good; now that the stuffed shirts (and egos) are gone, we can get down to business. Despite the innumerable variations found of these piecework mecha (indeed, no two are alike), there is a basic pattern to how they are assembled. First, the main body of a mecha is salvaged and reconditioned. This is always a mecha that has suffered catastrophic failure in one or more vital systems, not one that has gone down from main body M.D.C. loss. A main-body-depleted mecha cannot be repaired in any manner, although its remaining parts (such as limbs, sensors, weapons, engines with their own M.D.C. ratings, etc.) may be salvaged for use in repairing other mecha or building Stingers. After work on the body is finished, arms and legs are attached, and are very rarely from the same type of mecha as the body. If the original mecha had a head, the Stinger will have a head; but just because a mecha didn't have a head in its original form doesn't mean that it won't have one as part of a Stinger. Exterior engines (if any) are attached at this time as well.

After these operational modifications are done, further upgrades are made. Additional weapons are added, making most Stingers at least as well armed as the RDF Gladiator. Stingers made from Zentraedi mecha have Micronian-style cockpits installed in their interior, with the leftover space being used for additional armor and recessed weaponry. Limbs that were from power armor are transformed into motor-driven ones by the incorporation of drive mechanisms manufactured and distributed illegally by the EBSIS. When Malcontents started attacking the EBSIS as well as the RDF, the Soviets stopped selling these parts; but by that time, the Scavengers had learned to build their own.

The final result of this chaotic construction method is a mecha that shouldn't even work, according to conventional theories of Robotechnology. But the Stingers do work, much to the dismay of the RDF and Southern Cross, not to mention the EBSIS. Note that while the first generation of Stingers were manufactured by a variety of sources, most of these sources came together by late 2016 to form the band known as the Scavengers. While the Scavengers were predominantly female, any male that had the needed technical skills were welcome as well; however, few males with the intelligence needed for these fields ever received such training. This is due to the males' greater violent tendencies as well as the females' greater patience in learning Terran skills.

Note: While these tables allow random generation of Stinger mecha, the process takes several minutes per Stinger. It is advisable to create Stingers well in advance of the encounter, perhaps many of them to choose from randomly when the time comes or as reinforcements, if possible. While these tables are set up for random rolls, the GM can feel free to pick and choose parts for special Stingers; just don't get carried away and create waves of death machines; these are supposed to be SALVAGED mechs, after all.

Section One - Creation Procedure:

Step One - Body: Roll on Table 1, then roll on indicated table of Section 2.

Step Two - Arms: Roll on Table 1, then roll on indicated table of Section 3.

Step Three - Legs: Roll on Table 1, then roll on indicated table of Section 4.

Step Four - Weapons: Calculate modifiers, then roll on Table 5.4. for number and type of additional weapons. Then, roll on appropriate sub-tables for each..

Step Five - Other Equipment: Roll on tables in Section 7 for the number and types of these, after taking into consideration the info for each body type presented there.

Step Six - Speed: Calculate modifiers from results of Steps One through Five, then roll on Table 8, for land, sea, air and space capabilities.

Table One: Determining Source of Mecha Parts

The following chart is rolled on when checking each part of Steps One through Four.

Table 1.A.: Source of Part

 Roll (d%)    Mech Category
  01 - 25    	Zentraedi (Old-style) Mechas (Tables x.A.)
  26 - 55    	RDF Generation I (Macross) Destroids (Tables x.B.)
  56 - 67    	RDF & SC Veritechs active prior to 2018 (Tables x.C.)
  68 - 72    	RDF/REF & SC Veritechs entering service in the years 2018-2022 (Tables x.D.)
  73 - 89    	RDF & SC Generation II (RPG Books Four, Six & Eight)	Battloids and Destroids (Tables x.E.)
  90 - 94    	RDF/REF Generation III (Sentinels) Destroids, and	REF Zentraedi Pods (Tables x.F.)
  95 - 99    	EBSIS Mecha (non-rebuilt) (Tables x.G.)
    100  	    Other, rarer items (Tables x.H.)

Table 1.B.: M.D.C. Range Codes:

The following is a simplified method for labeling M.D.C. ranges for individual parts. It applies only to bodies, arms and legs (Tables 2-4), and gives both a range for the altered part, or a fixed amount for speed/quick-roll generation (the ranges are recommended, because of battle damage and/or upgrading to the mecha, and to keep players guessing, even if they read this article):
  Code		M.D.C. Range                 Fixed Amount
                                       (Optional)

    A		 60 + 5D4                    70
    B		 90 + 5D6                   110
    C		110 + 5D8 (or 10D4)         130
    D		130 + 5D10                  150
    E		165 + 5D12 (or 10D6)        200
    F		200 + 5D20                  250

Section Two: Selecting a Main Body (Tables 2.A. - 2.H.)

Note: "Yes" or "Opt." in Head column means use the head sub-table in Table 2.C. for the head, if the mecha's original head (if any) not used. "Opt." (Optional) means that installation of a head is not required, and is up to the whim of the builder.

Table 2.A.: Zentraedi Mecha

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head?
-----------+----------------------+-----+-----------------------------+-------
  01 - 28  | Male Power Armor     |  C  | Impact Cannon: 80%          | Yes
  29 - 42  | Female Power Armor   |  E  | 60% for each ML(4) or cannon| No
  43 - 58  | Officer's Battle Pod |  C  | 50% per each Weapon System  | No
     59    | Recovery Pod         |  F  | 20% for extra set of arms   | No
  60 - 00  | Tactical Battle Pod &|  B  | Varies - See below          | Opt.
           | Variants - Roll 1D20 |     | 80% for each PBC (1-19)     |
           |  1 - 15: Standard    |     | 40% for secondary weapons   |
           | 16 - 17: Light A.P.  |     | 100% for ML, 30% for others |
           | 18 - 19: Heavy A.P.  |     | 100% for ML, 30% for others |
           |    20: Recon Scout P.|     | No weapons, but sensors 100%|

Table 2.B.: RDF Destroids (Generation I)

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head?
-----------+----------------------+-----+-----------------------------+-------
  01 - 50  | Excaliber            |  F  | 40% per each Weapon System  | No
  51 - 90  | Gladiator            |  E  | 50% per each Weapon System  | No
  91 - 96  | Raidar X             |  D  | Anti-Personnel MGs *        | No
  97 - 00  | Spartan              |  D  | N.A.                        | No

Notes for Table 2.B.:

TZ-IV gun clusters are considered one weapon system.

* The Raidar X Machineguns mentioned above are from the toy description, and are only found in the laser version of the Raidar X. They are mounted in the shoulder areas (either side of the cockpit) that hold the autocannon ammo in the projectile version of the mecha.

Table 2.C.: RDF & SC Active Duty Veritechs (prior to 2018)

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head?
-----------+----------------------+-----+-----------------------------+-------
  01 - 50  | Veritech (Battloid)^ |  D  |                             | Yes
  51 - 70  | Veritech (Guardian)^ |  D  | Jet Lasers: 100%            | Opt.*
  71 - 72  | Armored Veritech     |  F  | Torso and Shoulder ML: 100% | Yes
  73 - 79  | VF-1X/2X (Battloid)^ |  E  | Chest ML: 100%              | Yes
  80 - 84  | VF-1X/2X (Guardian)^ |  E  | As Battloid, plus Jet Lasers| Opt.*
  85 - 93  | LRV-558 or LRV-588#  |  E  | MRM Launchers: 80% each     | Yes*
  94 - 00  | Logan Veritech       |  C  | Tri-Laser, Jet Lasers: 75%  | No

Notes for Table 2.C.:

*Head for Guardian mode Veritech bodies, if present, functions in the usual, pop-down turret, manner. The LRV usually has its head sensor replaced by a better model (see below).

# The LRV-558 is fusion powered with Protoculture assist in Battloid mode, while the LRV-588 is Protoculture powered, with gasoline vehicle power backup.

^ Veritech and VF-1X/2X bodies have a 5% chance of being the two seat model. Guardian mode bodies have a 40% chance of retaining their wings (important for weapon and flight considerations).

Head Selection:

For the above, and mecha using new/replacement heads, roll 2D6 and consult the following list:

2-3: VF-1S

4-6: VF-1J

7-9: VF-1A

10: VT/F-1D

11: VF-1X/2X

12: Other (LRVs, other Veritechs, or any non-transforming Battloid that fits the needs of the maker. See Table 2.E. for the RDF and SC Battloids).

Table 2.D.: RDF/REF & SC Prototype Veritechs (entering service 2018 - 2022)

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head?
-----------+----------------------+-----+-----------------------------+-------
  01 - 45  | Alpha (Battloid)     |  E  |                             | Yes
  46 - 50  | Alpha (Guardian)     |  E  | Jet Lasers: 100%            | Opt.
  51 - 66  | Vindicator (Battloid)|  F  |                             | Yes
  67 - 75  | Vindicator (Guardian)|  F  | Jet Lasers: 100%            | Opt.
  76 - 95  | Veritech Hovertank   |  E  |                             | Yes
  96 - 97  | Super Logan          |  E  | As Logan, plus MLs: 75% each| No
  98 - 00  | Beta                 |  F  | SRMs and MRMs               | Opt.

Notes for Table 2.D.:

Guardian mode Alphas and Vindicators have a 40% chance of retaining their wings (important for arming and flight considerations).

Alpha Jet Lasers are seen in the animation for the credits. Vindicators have Jet lasers, but at this point do NOT have shadow devices (it appears from the series, not the RPG, the devices were developed much later).

Also note that the Beta is badly off in the RPG from its anime version. The "Medium Range Missiles" are actually the sensor head, while the "LRMs" are actually the ducts for routing the Alpha's thrust out the back of the Beta in Legios mode. The LRMs are actually carried in the Bomb Bay (the same rack that uses the bombs is also the LRM rack), and the MRMs are actually the flip-down launchers generally described as the SRMs. The SRMs, in turn, are actually in pop-up launchers behind the MRM launchers.

See my Revised REF Veritechs article for more accurate weapon descriptions, or just use the RPG's version, if you don't feel like changing.

Table 2.E.: RDF & Southern Cross Battloids and Destroids (Generation II)

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head? 
-----------+----------------------+-----+-----------------------------+-------
  01 - 18  | Mini-Monster         |  F  | SRM & 4 x MRM: 60% for each | No
  19 - 41  | Crusader             |  F  | SRM, Laser Drum, PBC: 60%   | No
  42 - 60  | Defender             |  E  | SRMs x 2, MG x 2: 80% each  | No
  61 - 70  | Gladius              |  D  | ML x 4, Lasers: 80% each    | No
  71 - 88  | RDF Insurgence Batt. |  D  | N.A.                        | Yes
     89    | SC Assault Battloid  |  F  | Shoulder ML x 2: 80% each   | Yes
  90 - 91  | SC GMP Battloid      |  D  | Head Lasers                 | Yes
  92 - 97  | SC TC Battloid       |  C  | Head Lasers                 | Yes
  98 - 99  | SC CD Heavy Battloid*|  C  | Head Lasers                 | Yes
    100    | SC CU Battloid       |  C  | N.A.                        | Yes

Notes for Table 2.E.:

Holographic system for the Crusader was destroyed in the process of the capture and modification of the body.

The Gladius' missile launchers will have been refitted to fire only normal missiles, with one minor exception. There is a 5% chance, if 3 or more missile launchers are present in the rebuilt body, that ONE launcher is still equipped to fire the Disruptor missiles, and have only 1D6-1 of these missiles.

* The "Light" Battloid is, in reality, identical to the Heavy, except for its head (the head difference was to differentiate between officers [and NCOs] and enlisted personnel). For that matter, none of the SC Battloids in the RPG match up to their real Southern Cross users, and some of them in fact are power armors. For simplicity's sake, I am retaining the RPG descriptions, other than eliminating the Light Battloid.

Head Selection:

For the above, roll 2D6 and consult the following list:

2-6: Roll on Table 2.C.'s head selection table.

7-9: Mecha's original head is intact and in place.

10-12: Roll 1D30 + 70 on table above to get replacement head.

Table 2.F.: REF Destroid Prototypes (Generation III), including Z-Series Pods

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head?
-----------+----------------------+-----+-----------------------------+-------
  01 - 32  | Excaliber            |  F  | 60% per each Weapon System  | No
  33 - 53  | Gladiator            |  F  | 60% per each Weapon System  | No
  54 - 63  | Raidar X             |  E  | ML x 2, Defense laser: 60%  | No
  64 - 70  | Spartan              |  E  | Mini-missile launcher: 80%  | No
  71 - 90  | TBP-Z1 Pod           |  D  | PBC x 2, Laser x 2, AC: 60% | No
  91 - 00  | OBP-Z2 Pod           |  E  | PBC x 2, Cannon x 2: 60%    | No

Table 2.G.: EBSIS Mecha

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head?
-----------+----------------------+-----+-----------------------------+-------
  01 - 60  | Soldier Battloid     |  D  | Head Plasma Ejector         | Yes
  61 - 65  | Juggernaut Battloid  |  F  | Plasma Cannon: 60% + Head   | Yes
  66 - 78  | Recon Destroyer Batt.|  D  | Missile Launcher: 50%       | Yes
  79 - 81  | T-99 Surgut Battloid |  E  | SRMs (4x2): 50% each        | Yes
     82    | VT-99 Surgut-Gaurdian|  E  | As above, + Jet Lasers: 50% | Opt.
  83 - 00  | Rebuilt MH Battle Pod|  B  | As TBP, not MH pod: 100%*   | Yes

Notes for Table 2.G.:

* The Malcontents always reinstall the original weaponry, though they find the MH pod's 3-man cockpit useful (used often as a command and control craft, especially if additional equipment added). A few have been turned into (lightly armored) heavy weapons platforms retaining all TBP features, plus as many large weapons as the body can bear (like MAC arms; shudder).

Table 2.H.: Other Mecha (and ultra-rare prototypes)

 Roll (D%) | Body Type            | MDC | Chance for Integral Weapons | Head?
-----------+----------------------+-----+-----------------------------+-------
  01 - 94  | MR-02 Protector      |  D  | Head Lasers: 100%           | Yes
  95 - 96  | Zaria Male PA        |  E  | PBC Cluster x 2, cutter     | Yes*
  97 - 98  | Zaria Officer's Pod  |  E  | All are on body: 60% each#  | No
     99    | ZSB-20 Prototype     |  F  | PBCs, lasers, MLs: 60% each | Yes
    100    | ABP-Z4 Prototype (G) |  F  | PBC x 2, ML, Lasers x 2: 60%| Spc.

Notes for Table 2.H.:

* Roll on Table 2.C. head table.

# As the Autocannon fit into the old arm mounts, they must be removed to mount new arms. If they are not removed, skip the Arm table roll.

The Z4's sensor package functions as its head in its Battloid mode, but is fixed in place in its Guardian Mode.

Section Three: Selecting Arms (Tables 3.A. - 3.I.)

Note: 5% of the time, the arms will be mismatched (Roll separately for each arm). Also, consult Sub-table 3.I. for the presence or absence of hands (affects ability to use gun pods and melee weapons).

Table 3.A.: Zentraedi Mecha

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+------------------------------------
  01 - 50  | Male Power Armor     |  B  | Arms have had actuators installed
  51 - 60  | Female Power Armor   |  B  | Arm Lasers: 75% per arm cluster
  61 - 72  | Officer's Battle Pod |  A  | PBCs intact, 60% for impact cannons
  73 - 87  | Recovery Pod         |  B  | None
  88 - 00  | Scratch Built        |  B  | None standard

Table 3.B.: RDF Destroids (Generation I)

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 30  | Excaliber            | B/B | Weapons intact
  31 - 65  | Gladiator            |  D  | None
  66 - 85  | Raidar X (Laser arms)| B/A | Weapons intact
  86 - 92  | Raidar X (AC arms)   | B/A | Weapons intact *
  93 - 95  | Spartan              |  D  | 3D4+10 usable missile slots per arm
  96 - 99  | MAC II (Laser)       |  E  | Weapons intact
    100    | MAC II (Missiles)    |  E  | Weapons intact *

Notes for Table 3.B.:

MAC II arms usable only with bodies whose original mecha height over 30 feet.

* Ammo takes up 2 points of weapon space (or two option points - your choice) inside the body (1 point per arm). See the weapons and options sections below.

Table 3.C.: RDF & SC Active Duty Veritechs (prior to 2018)

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 65  | Veritech (regular)   |  A  | None
  66 - 73  | Veritech (Super)*    |  B  | Missile Launchers (see notes)
  74 - 78  | Armored Veritech*    |  C  | Missile Launchers
  79 - 86  | VF-1X/2X             |  B  | Missile Launchers
  87 - 96  | LRV-558 or LRV-588   |  B  | One arm has Ion Gun (usually RA)
  97 - 00  | Logan Veritech       |  B  |

Notes for Table 3.C.:

* Additional armor permanently attached. Note that while the RPG has the Super Veritech arms with two missiles, the cut-away art of the launcher from Macross sources has a third missile in reserve, behind one of the two that are visible, that slides up into place when the one in front is ejected and fired. It is up to the GM to decide which version of the Super's arm launcher to use, but the ROF remains the same, for either payload.

Table 3.D.: RDF/REF & SC Prototype Veritechs (entering service 2018 - 2022)

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 60  | Alpha                | A/A | Forearm and Shoulder MLs: 60% each
  61 - 70  | Vindicator           | A/B | As Alpha, above
  71 - 95  | Veritech Hovertank   |  C  | Ion Cannon (LA) and Autocannon (RA)*
  96 - 98  | Super Logan          | B/F | None
  99 - 00  | Beta                 | B/F | Autocannon #

Notes for Table 3.D.:

* No arm shields; the Scavengers and other makers of Stingers usually remove this high-tech armor to use it to repair/augment other Stingers. 60% chance of each of the two weapons being in working order, and they CAN be used without penalty in their current state.

# The Beta has arm autocannon we see used in Episodes #82 & 83, but they are not described in the RPG. They can be treated as each being equal to the body GU-XX of the Beta (and can be volleyed together), or you can check out the different versions in my Revised REF Veritechs article.

Table 3.E.: RDF & Southern Cross Battloids and Destroids (Generation II)

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 20  | Mini-Monster         | B/D | PBC x 2 (64% only 1 works, per arm)
  21 - 43  | Crusader             |  C  | Sensor Shield: 30%
  44 - 48  | Defender             |  B  | Autocannon, GL, and Mace intact
  49 - 60  | Gladius              |  A  | CADS intact
  61 - 79  | RDF Insurgence Batt. | A/A | Lasers intact
     80    | SC Assault Battloid  | B/F | Shoulder and Forearm MLs
  81 - 85  | SC GMP Battloid      | B/F | None
  92 - 97  | SC TC Battloid       | A/F | None
  98 - 99  | SC CD Heavy Battloid*| B/F | None
    100    | SC CU Battloid       | B/F | None

Table 3.F.: REF Destroid Prototypes (Generation III), including Z-Series Pods

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 35  | Excaliber            | A/B | Right Arm PBC
  36 - 65  | Gladiator            |  B  | None
  66 - 67  | MAC III              | A/B | PBCs
  68 - 85  | Raidar X             | B/B | Tri-lasers (80% per barrel to work)
  86 - 90  | Spartan              |  C  | 3D4+8 usable missile slots per arm
  91 - 97  | TBP-Z1 Pod           | A/A | None
  98 - 00  | OBP-Z2 Pod           | A/B | PBC x 2, Cannon x 2             

Notes for Table 3.F.:

MAC III arms usable only with bodies whose original mecha height over 40 feet.

Table 3.G.: EBSIS Mecha

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 65  | Soldier Battloid     |  A  | None
  66 - 70  | Juggernaut Battloid  |  C  | Machineguns
  71 - 96  | Recon Destroyer Batt.|  A  | Tow Lines
  97 - 00  | T-99 Surgut Battloid |  B  | SRMs

Table 3.H.: Other Mecha (and ultra-rare prototypes)

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 94  | MR-02 Protector      |  B  |
  95 - 98  | Zaria Male PA        |  A  |
     99    | ZSB-20 Prototype     |A/B/B| Shoulder ML, Arm Cannon
    100    | ABP-Z4 Prototype (G) |  D  | Tri-Lasers

Table 3.I. Hands

There are three categories for Hands: None, Partial and Full. None is somewhat obvious; no gun pods or melee weapons may be used, though some of this sort (like the Defender) have the melee weapon built into the arm. Partial Hands can be used for picking things up, etc., but are unable to be positioned right to wield a weapon. Full Hands (which, despite the name, often don't even have five digits), are capable of using Gun Pods and/or melee weapons like the Gladiator Mace. Some enterprising Malcontents have even made mecha/Zentraedi-sized versions of human melee weapons for this purpose. (See Weapons section)

Mecha Arms Without Hands (by category):

Category A: Officer's Pod (old)
Category B: RDF Spartan, Excaliber, MAC II and Raidar X
Category E: Mini-Monster, Defender
Category F: MAC III, Raidar X

Mecha Arms With Partial Hands (by category):

Category D: Beta
Category F: Spartan, OBP-Z2

Section 4: Selecting Legs (Tables 4.A. - 4.H.)

Note: Since a number of Destroids share leg designs, tables 4.B. & 4.E. have been merged. Also, certain leg types have minimum or maximum body sizes (body size referring to the original, complete, size of the mecha the body came from) for their use. One does not put an Officer's Pod chassis on a pair of Logan legs, for example.

Table 4.A.: Zentraedi Mecha

 Roll (D%) | Arm Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+------------------------------------
  01 - 75  | Male Power Armor     |  C  | Legs have had actuators installed
  76 - 90  | Female Power Armor   |  C  |
  91 - 97  | Officer's Battle Pod |  A  | Minimum Body Size: 40 feet
  98 - 00  | Tactical Battle Pod  |  A  |

Table 4.B./4.E.: RDF & SC Destroids and Battloids (Generations I & II)

 Roll (D%) | Leg Type                               | MDC | Integral Weapons & Notes
-----------+----------------------------------------+-----+------------------------------------
  01 - 60  | Excaliber, Raidar X, Spartan, Defender |  E  | 80% chance to be armed*
  61 - 79  | Gladiator, Crusader                    |  F  |
  80 - 81  | Mini-Monster                           |  F  |
  82 - 85  | Gladius                                |  C  |
  86 - 89  | RDF Insurgence Battloid                |  B  | Max Size 30 feet
     90    | SC Assault Battloid                    |  E  | Max Size 30 feet
  91 - 00  | SC Battloid (choose)                   |  C  | Max Size 30 feet, and MAY have
           |                                        |     | additional features by type 

Notes for Table 4.B./4.E.:

MAC II legs are too massive for use.

All Southern Cross Battloids use the same basic frame design, with different levels of armor and accessories applied (some of it cosmetic). Other than the varying armor levels, the only other significant difference are the numbers and strengths of thrusters for flight steering on some models.

* As these legs are identical otherwise, it was not uncommon to have the leg missile launchers of the Excailber show up on the Raidar X or Defender. The Spartan also was known to use leg weapons - a rotary mini-missile launcher for anti-missile and close-in defense use, whose ports were covered by a plate until fired. It can be seen in the RPG drawing with the covers on, or the 3" toy with the covers off. Stats for the launcher will be in the weapons section later on.

Table 4.C.: RDF & SC Active Duty Veritechs (prior to 2018)

 Roll (D%) | Leg Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 70  | Veritech (regular)   |  C  |
  71 - 78  | Armored Veritech*    |  F  | Missile Launchers
  79 - 84  | VF-1X/2X             |  C  | Missile Launchers
  85 - 92  | LRV-558 or LRV-588   |  B  | Max Body size 20 feet for 85-100,
  93 - 95  | Guardian VTOL        |  C  | unless body style is TBP or a
  66 - 73  | Aggressor VTOL       |  E  | Guardian-mode aerial Veritech   
  97 - 00  | Logan Veritech       |  B  |

Notes for Table 4.C.:

* Additional armor permanently attached. Note that the leg armor for Super VTs are mostly space steering thrusters,and additional reaction mass tanks for the thrusters and mains. As a result, they are not used on Stingers, except for the unlikely event of Stingers needed for space use, in which case they can be mounted (normally) on any regular Veritech-legged Stinger.

Table 4.D.: RDF/REF & SC Prototype Veritechs (entering service 2018 - 2022)

 Roll (D%) | Leg Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 60  | Alpha                | B/B | Leg MLs (3/leg): 60% each
  61 - 70  | Vindicator           | B/C | As Alpha, above
  71 - 73  | Super Logan          |  C  | Max Body: 20 ft, Pods or G-mode VTs
  74 - 75  | Beta                 | B/C | Leg missiles (if used) *
  76 - 00  | Veritech Hovertank   |  D  | Max Body: 30 ft, Pods or G-mode VTs

Notes for Table 4.D.:

* The Beta "leg missile launchers" are actually the maintenance covers to the vehicle's Jet mode lasers/autocannon, whose firing ports can be seen at the top of the legs. One can use the RPG description, or say that since the weapons in the legs are useless in a non-transforming mecha, they were replaced by missile launchers functionally identical to those described in the RPG. For more information, you can check out the different versions of the Beta weaponry in my Revised REF Veritechs article.

Table 4.F.: REF Destroid Prototypes (Generation III), including Z-Series Pods

 Roll (D%) | Leg Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 70  | Excaliber, Raidar X, |  D  |
           | Spartan              |     |
  71 - 90  | Gladiator            | B/C | Missile Launchers
     91    | MAC III              |  D  | Rarely used, due to foot size
  92 - 96  | TBP-Z1 Pod           |  C  |
  97 - 00  | OBP-Z2 Pod           |  B  |             

Notes for Table 4.F.:

With the exception of the MAC III legs, these legs are limited to use with mecha bodies from mecha 30 feet tall or less, Regult (TBP) bodies, or Guardian-mode aerial Veritech bodies.

Table 4.G.: EBSIS Mecha

 Roll (D%) | Leg Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 65  | Soldier Battloid     |  B  |
  66 - 70  | Juggernaut Battloid  |  D  |
  71 - 96  | Recon Destroyer Batt.|  D  |
  97 - 00  | T-99 Surgut Battloid |  B  | 2% chance VT Surgut legs

Table 4.H.: Other Mecha (and ultra-rare prototypes)

 Roll (D%) | Leg Type             | MDC | Integral Weapons & Notes
-----------+----------------------+-----+-------------------------------------
  01 - 91  | MR-02 Protector      |  B  |
  92 - 94  | Zaria Male PA        |  B  |
  95 - 98  | Zaria Officer's Pod  |  B  |
     99    | ZSB-20 Prototype     |  D  | Missile Launchers
    100    | ABP-Z4 Prototype (G) |  E  |

Section 5: Additional Weapons and Equipment

The following Tables (5.1, 5.2 & 5.3) are for determining modifiers for the roll on Table 5.4. Here begins the most complex part of this system.

Table 5.1: Modifier for existing weapons on the design so far:

First, take all the energy and cannon (non-missile) weapons on the mecha as-is, and figure their average damage from one shot. For weapons with different damage amounts, use the largest damage amount given for a single attack/action (I.E. don't count full melee bursts or bursts that count as two or more attacks). For ease of math, here are the averages for each type of die, before multipliers:

Average for a D4: 2.5   Average for a D8: 4.5   Average for a D6: 3.5   Average for a D10: 5.5

Now, if wings are present (Veritech, VF-1X/2X, Alpha & Vindicator bodies have a 40% chance if Guardian mode), each wing has two hard points capable of the wing missile loads given for the Veritech in Book One (it's just that the Alpha and Vindicator rarely use them for that purpose, due to their normal internal missile payload). That's effectively 12 more missiles for the next step. And, yes, there are VWC wing loads that hold 5 SRMs or 12 minis (or 15 missiles, using my Macross Memories article), but we only use the base amount here.

After totaling the cannon/energy numbers, add ten for each missile carried by the mecha so far. For example, a fully loaded Female Power Armor shoulder launcher holds 42 missiles, so it would add 420 to the total. Size of the missiles does not matter, as the size of the larger missiles (and resulting lowering of payload) generally offsets any advantage over smaller, less damaging, missiles. Using an intact, unaltered Female Power Armor to illustrate the methods above, we get the following:

Chest Autocannon: 4D8 = 4 x 4.5 = 18
Arm Lasers: 3D6 per arm = 2 x 3 x 3.5 = 6 x 3.5 = 21
Short Range Missiles (126!) = 126 x 10 = 1260
Total: 1299!!


If the Total           Then the 
for the mecha is...    modifier is...
    100 or less          +20%
    100.5 to 200         +10%
    200.5 to 300           0%
    300.5 to 400          -5%
    400.5 to 500         -10%
    500.5 to 600         -15%
    600.5 to 700         -20%
    700.5 to 1000        -35%
      over 1000          -50%

Table 5.2: Modifier for Body Size:

You can only fit so much into a Logan, after all.... Apply one of the modifiers below, and remember that some weapons might be better off arm (or even leg) mounted.


If the body was from...                                        Then the modifier is...
Recovery Pod or Officer's Pod (old, Zaria or ABP-Z4)                   +10%
All other Zentraedi mecha, RDF Destroids (other than Defender)          +5%
SC, RDF or EBSIS Battloids (non-transformable)                           0%
REF Destroids, Veritechs over 30 feet in Battloid                      -10%
RDF Defender Destroid, Veritechs 20-30 feet in Battloid                -20%
Mecha under 20 feet tall                                               -40%

Table 5.3: Modifier for Intended User:

Stingers are also not created in a vacuum. While many are created haphazardly, there are others that were built with specific pilots or end-users in mind. The personal Stinger belonging to the leader of a fighting Malcontent group allied with the Scavengers will most definitely be better armed than the typical Stinger used by a (relative) peon from a male-only group that only does business with the Scavengers because they have to.


If the customer is...                         Then the modifier is...
A Scavenger Officer or Combat Leader                    +20%
A typical Scavenger soldier                             +10%
An officer in a Scavenger-allied combat group           +10% (+15% if actual group leader)
A typical soldier in an allied group                      0%
An officer in a non-allied group                        -10%
A soldier in a non-allied group                         -20%

Table 5.4: Additional Weapons and Equipment

Total the modifiers above, roll Percentiles, and add.
 Modified Roll (D%) | Weapon Points | Options | Pilot Level(suggested)
--------------------+---------------+---------+-------------------------------
     30 or Less     |       4       |    1    | 1D4
       31 - 55      |       6       |   1D2   | 1D4+1
       56 - 75      |       8       |   1D2   | 1D6
       76 - 90      |      10       |   1D3   | 2D4
       91 -105      |      12       |   1D3   | 1D6+2
       106-119      |      15       |   1D4   | 2D4+2
    121 or More     |      20       |   1D4   | 3D4+3

Table 5.5: Weapon Point Costs

Generally, you (as game master) choose which categories in which to spend the weapon points, then roll on the desired table. One should actually choose the weapons non-randomly ONLY for special mecha, such as the main villain or NPC's mecha. Everything else should be left to chance, in order to be fair to your victims/players.

Beam and Projectile Weapons:

Minor Weapons (doing up to 19 M.D.) cost 1 point each;

Medium Weapons (doing 20 to 40 M.D.) cost 2 points each;

Heavy Weapons (doing 41 to 75 M.D.) cost 3 points each;

Ultra-Heavy Weapons (maximum damage over 76 M.D.) cost 5 points each, and limited to one per mecha (two for large bodies - see the weapons table).

Grouped weapons (like multiple head lasers) go by their combined max damage for one attack (so that even the 4 lasers of a VF-1S head would be considered only one minor weapon).

Hand-Held Weapons

(any damage level) cost 2 points each, except for Zentraedi pistol, which is free, if desired.

Missile Launchers:

Minor (Payload: 6 or less, ROF 3 or less, no LRMS): cost 2 points each;

Medium (Payload: 18 or less[MRM or less], 1-9 LRMs) cost 4 points each;

Heavy (Payload: 19-24, no LRMs [or 10-18 LRMs]) cost 6 points each;

Ultra-Heavy (All larger payloads) cost 8 points each;

Grouped Missile Launchers only reduce the combined launcher cost by 1 per two launchers (-1 for 2 launchers, -2 for 4 launchers, -3 for 6 launchers) This includes "accidental" groups, from randomly rolling the same single launcher more than once.

Salvaged Launcher Rate of Fire: Two options are available.If you wish to look up a mecha with a launcher identical in size and payload, you can use its Rate of Fire. Example: the SRM launchers of the Female PA, as part of a set, can fire 1, 2, 4, 8 or 12. As 4 launchers are in the set (2 42s and 2 21s, and the larger ones only have 21 missiles ready at any given time), divide these numbers to get a ROF: of 1, 2 or 3.

For launchers that can have more than one description (there are two 6-shot MRM launchers - the Excaliber's and the Mini-Monster's), either choose one that fits, or use the factors of the payload or ready number as a guide. Typical volley sizes are 1 or 2 missiles, then each number the payload is evenly divisible by, less than half the payload. A 12-shot launcher, then, could fire 1, 2, 3 or 4 missiles.

Section Six: Weapon Charts

Table 6.1. - Hand-held Weapons

 Roll (D%) | Weapon Type              | Often Used By...
-----------+--------------------------+----------------------------
   01-10   | Gladiator Mace           | Any Earth Mecha with Hands
   11-38   | Zentraedi Assault Rifle  | Zentraedi Infantry
   39-43   | Zentraedi Laser Pistol   | Zentraedi Infantry, Armors
   44-75   | GU-11/AKG-47 Gun Pod     | RDF/REF mecha, (AKG) EBSIS mecha
   76-85   | Zentraedi Laser Rifle    | Zentraedi Officers
   86-87   | GU-12 Gun Pod            | Some VF-1s, Destroids
   88-91   | Zentraedi Blast Rifle    | Zentraedi Heavy Infantry
   92-94   | GU-1X Gun Pod            | VF-1X/2X, Gladius
     95    | RL-24* Missile Gun Pod   | Insurgence Battloid
     96    | Tokarov 97 Dual Gun Pod  | T-99 & VT-99 Surgut Battloids
     97    | EU-11 Energy Gun Pod     | VHT, some Battloids
     98    | EU-20 Energy Gun Pod     | Logan VT, some Battloids
     99    | GU-XX Gun Pod            | Alpha VT, REF Destroids
    100    | Two Weapons: Roll again for the first weapon, with 100 counting as a GU-XX.
           | Roll 1D20 for the second weapon:
           |   1-12 = Gladiator Mace
           |  13-14 = Salvaged Gladius CADS unit mounted on one arm
           |  15-18 = Homemade Mecha-sized melee Weapon (adds to punch M.D.)
           |    19  = EU-20 Gun Pod
           |    20  = GU-XX Gun Pod

Assume that the EU-20 & EU-11 have been modified to draw power from the Stinger the way they normally do from SC mecha.

All GUs and weapons with magazines will have 1D4-1 extra mags.

* RL-24 is "RL-2" from Strike Force. Breaux forgot there was already an RL-2 (a infantry disposable Plasma Mini-missile launcher) in the Sentinels RPG.

Table 6.2. - Missile Launchers

Table 6.2.a. - Single Minor Launchers
 Roll (D%) | Weapon  | Type | Payload | Mounting limitations
-----------+---------+------+---------+---------------------------
   01-14   | SRM-2   | SRM  |     2   |
   15-30   | SRM-3   | SRM  |     3   |
   31-40   | SRM-4   | SRM  |     4   |
   41-46   | SRM-5   | SRM  |     5   | Body (Armored VT), Wing (VWS)
   47-58   | SRM-6   | SRM  |     6   | Body
   59-72   | MRM-2   | MRM  |     2   | Body, Wing
   73-88   | MRM-4   | MRM  |     4   | Body
   89-00   | MRM-6   | MRM  |     6   | Any non-limb
Table 6.2.b. - Single Medium Launchers
 Roll (D%) | Weapon  | Type | Payload | Mounting limitations
-----------+---------+------+---------+---------------------------
   01-12   | Mini-12 | Mini |    12   | Body, Wing, Leg (Spartan leg units)
   13-23   | GR-100  | Mini |    18   | Body, Shoulder
   24-30   | Dis-10  | SRM  |    10   | Body (see description in Table 2.E.)
   31-81   | SRM-12  | SRM  |    12   | Body, Shoulder 
   82-90   | MM-15   | SRM  |    15   | Body, Wing
   91-00   | SRM-16  | SRM  |    16   | Body*
Table 6.2.c. - Single Heavy Launchers
 Roll (D%) | Weapon  | Type | Payload | Mounting limitations
-----------+---------+------+---------+---------------------------
   01-20   | SRM-20  | SRM  |    20   | Body*
   21-60   | FPA-21  | SRM  |    21   | Body
   61-00   | MRM-20  | MRM  |    20   | Body, Shoulder, Back Thruster
Table 6.2.d. - Single Ultra-Heavy Launchers*
 Roll (D%) | Weapon  | Type | Payload | Mounting limitations
-----------+---------+------+---------+---------------------------
   01-24   | SRM-32  | SRM  |    32   | Body
   25-52   | FPA-42  | SRM  |    42   | Body, Shoulder
   53-76   | SP-22   | M/L  |    22   | Body (Spartan arm; see Table 3.B.)
   77-84   | SP-20   | M/L  |    20   | Body (REF Spartan arm; see Table 3.F.)
   85-92   | GR-101  | Mini |    48   | Body
   93-100  | GR-102  | Mini |    36   | Body

Launcher Sets: Roll as single launcher, re-rolling any type marked *. Ultra-Heavy launchers cannot be rolled as sets, though they can exist in sets on mecha that originally had that specific type on it previously, as replacements for damaged units only. In other words, pairs of like Ultra-Heavy launchers can only come from the following means:

1. Both being present on the body during the body selection;

2. One being present on the body, the other rolled randomly as a launcher;

or 3. Both rolled randomly as single launchers (in which case, you do get the -1 cost bonus).

Table 6.3. - Projectile and Energy Weapons

Table 6.3.a. - Minor Weapons
 Roll (D%) | Weapon          |M.D.C.| Number | Mount Restrictions/notes
-----------+-----------------+------+--------+------------------------------
   01-18   | Lasers          | 1D4* |  1D4   | Up to 4 count as l minor weapon
   19-23   | Lasers          | 1D6* |  1D3   | Up to 3 count as 1 minor weapon
   24-28   | Laser           | 2D6  |   1    |
   29-38   | Laser           | 3D6  |   1    |
           |                 |      |        |
   43-50   | Machineguns     | 1D4* |  1D4   | Up to 4 count as l minor weapon
   51-57   | Pod Autocannon  | 1D6* |  1D3   | Up to 3 count as l minor weapon
   58-59   | Impact Cannon   | 1D8* |  1D2   | Up to 2 count as l minor weapon
   60-62   | 32mm Autocannon | 2D6* |   1    |
   63-64   | Impact Cannon   | 2D8  |   1    |
   65-69   | 40mm Autocannon | 3D6  |   1    |
   70-00   | Internal GU-XX  | 3D6* |   1    | Body mount only

Notes:

Weapons with "*" have higher damage burst selections, but may take extra attacks to do so.

Weapons with "up to" numbers count as one minor weapon, to the number given. This is even if rolled over the course of multiple weapon selection rolls (like rolling between 01-18 4 times, and getting a 1 on the 1D4 each time). Rolling more than this number makes the sum total count as 1 medium weapon.

Two or three of one type of single minor weapon is treated as one medium.

Table 6.3.b. - Medium Weapons

 Roll (D%) | Weapon          |M.D.C.| Number | Mount Restrictions/notes
-----------+-----------------+------+--------+------------------------------
   01-10   | Lasers, paired  | 4D6  | 1 pair |
   11-22   | Lasers, paired  | 6D6  | 1 pair |
   23-30   | Laser, paired   | 2D10*|   1    | Body, Shoulder
   31-33   | Laser           | 5D6  |   1    |
           |                 |      |        |
   34-35   | Raidar X AC     | 2D10*| 1 pair | Body, Shoulder
   36-47   | 180mm Grenade L.| 4D6  |   1    | Body, Arm
   48-54   | Impact Cannon   | 4D8  |   2    | Paired 2D8 cannon
   55-57   | Rotary Cannon   | 6D6  |   1    | Body, Arm (VHT autocannon)
   58-65   | Autocannon      |1D4x10|   1    | Body (from Aggressor, UF-14)
           |                 |      |        |
   66-71   | Light Plasma    | 3D8  |   1    | Body, Shoulder
   72-74   | Medium Plasma   | 6D6  |   1    | Body mount only
   75-97   | PBC (standard)  | 4D10 |   1    | Body, Arm, Shoulder
   98-00   | PBC (improved)  |1D4x10|   1    | Body, Arm, Shoulder
Table 6.3.c. - Heavy Weapons
 Roll (D%) | Weapon          |M.D.C. | Number | Mount Restrictions/notes
-----------+-----------------+-------+--------+------------------------------
   01-10   | Tri-Laser       |1D6x10 |   1    | Body
   11-20   | Ion Cannon      |1D6x10 |   1    |
   21-35   | OBP "Hand" unit |       |   1    | Body, Shoulder
   36-55   | TZ-IV Cluster   |       |   1    | Body
   56-75   | Linked PBCs     |2D4x10^| 1 pair | Body (^ can fire separately)
   76-00   | Heavy PBC       |5D10+25|   1    | Body, Shoulder
Table 6.3.d. - Ultra-Heavy Weapons
 Roll (D%) | Weapon          |M.D.C.| Number | Mount Restrictions/notes
-----------+-----------------+------+--------+------------------------------
   01-50   | Tri-PBC         |3D4x10|   1    | Body
   51-65   | Heavy Ion Cannon|3D4x10|   1    | Body, Arm
   66-85   | MAC Laser Arm   |3D4x10|   1    | Body (Requires large body)
   86-95   | MAC 40cm Cannon |2D6x10|   1    | Body (Requires large body)
   96-00   | MAC III PBC     |2D6x10|   1    | Body (Requires large body)

Notes:

A large Body is one of the following: Any Zentraedi Pod from table 2.A., RDF Gladiator (mounts on top, across shoulders), Mini-Monster (as Gladiator), or the ABP-Z4 (Mounts under the body).

Section Seven: Standard and Optional Equipment

Table 7.a. Standard Equipment by Body Type

 Equipment Type           |      Destroids/Battloids      | Veritechs | Old Zentraedi
--------------------------+-------------------------------+-----------+---------------
 Radar, Air               |            30 miles           | 200 miles |    30 miles
 Radar, Ground            |            30 miles           |  10 miles |    30 miles
 Laser Targeting          |             2 miles           | 100 miles |     2 miles
 Combat Computer          |              Yes              |    Yes    |     Yes
 Targeting Computer       |        Yes, Tracks 48         |    Yes    |    Added
 ID Friend/Foe            |              Yes              |    Yes    | Scavenger only
                          |                               |           |
 Radio (range)            |           600 miles           | 600 miles |   600 miles
 Laser Communications     |               No              |    Yes    |      No
 External A/V Pickups     |              Yes              |    Yes    |    Added
 Ext. Speaker             |              Yes              |    Yes    |     Yes
 Thermo-Imager            |              Yes              |     No    |      No
 Image Intensifier        |              Yes              |    Yes    |     Yes
 Passive IR               |              Yes              |     No    |      No
 Telescopic               |               No              |    Yes    |      No
                          |                               |           |
 Pilot Compartment        |              Yes*             |    Yes*   |    Added*
 Ejector Seat             |               No              |    Yes    |      No
 Self Destruct            |               No              |    Yes    |      No
 Power Supply             |            2D4+2 Years        | 2D4 Years |  1D4 Years

Pilot compartments are as the original body's, or 150 M.D.C. if added.

* Passenger and cargo space is as original mecha, or roll 1D4 for the Zentraedi mecha for number, with each number/person equal to 500 lbs of cargo space, if chosen for that use.

Table 7.b. Additional Standard Equipment:

 Source |      Body Type      | Options
--------+---------------------+--------------------------------------
 RDF    | Raidar X            | Package
        | Crusader            | 10% chance of underwater version
        | Insurgence Battloid | Package
 SC     | TCB only            | Package
 EBSIS  | Recon Destroyer     | Package + Seismic sensors
 Zent.  | Recon Pod           | Package
 REF    | Raidar X            | Package

Package: Includes - 200 mile Radar, Laser Communications, Motion Detector, Radiation Detector, Active IR & UV sensors, using lasers or spotlights.

Table 7.c. Additional Optional Equipment

 Roll(D%) | Item/Description
----------+--------------------------------------------------------------------------------
  01-20   | Additional Cargo and/or Passenger Space: The amount of additional space varies 
          | by mecha type. Note that for purposes of passenger capacity, 500 lbs.=1 person.
          |   Battloids, VT Battloids, Logan, REF Pods = +250 lbs.
          |   Guardian Alpha & VF-1, REF Destroids = +500 lbs.
          |   RDF Destroids, Beta, Old Zentraedi Mecha = +750 lbs.
          |
  21-24   | Deep Sea Survivability: Can survive at depths of over 4 miles(18,000+3D4x1000 feet)
          | Has full active and passive sonar, but must rely on radar at speeds over 30 MPH.
          | Bonuses: +10 to Water Speed roll, Multiply Pilots Compartment MDC by 3, all others
          | by 1.5. Penalties: -10 to other Speed rolls, double weight.
          |
    25    | Space Survivability: Can survive in a vacuum.
          | Bonuses: Add +4 to space speed roll, multiply Pilots Compartment M.D.C. by 3, all
          | others by 1.5. Penalties: Remove 3-4 points of weapons to install verniers and
          | propellant tanks. Gets free roll on thruster units table.
          |
  26-30   | Fighter Pod or OPAV Force Field: In addition to extra M.D.C. protection, allows
          | flight speeds to be x 3 (only way to get supersonic atmospheric flight).
          |
  31-55   | Enhanced flight capability; roll on thruster table.
          |
  56-60   | 1D4 Utility Arms
          |
  61-63   | Radar Jamming Capability, 5 mile radius.
          |
  64-66   | Radio Scrambler/Descrambler - Choose one: RDF, SC, EBSIS or Zentraedi.
          |
  67-99 * | Special Sensor or equipment - choose one from the following: Active IR, Active UV,
          | Thermo-Imager, Telescopic Video, Targeting Computer(96 targets), Motion Detector,
          | Sonar(Active/Passive), Radiation Detector, Seismic Sensor,
          | Laser Communication System (choose Terran or Zentraedi), Radar: 200 miles(air)
          | Video Relay Camera (see Recon Scout Pod), Onboard Computer (See Raidar X)
          |
   100    | Bad News! The pilot doesn't believe in being a good loser. Roll 1D20 below:
     1-12 | Ejection System and Standard Self Destruct.  Will probably put mech on a collision
          | course with something before bailing.
    13-20 | Kaba-Brek Systems - These are voice-activated, and the mecha can be instructed to
          | home on the pilot's voice, detonating at a range of 25 feet, or in place.
          | Recognizes only 1D4 voices determined when programmed, and can be set to detonate
          | if someone tries to bypass the locking mechanism (-40% to disarm). Types are:
          | Roll (3D6)
          |  3-12 = Type 1: 2D6x10 MD to 30 ft radius.
          | 13-16 = Type 2: 3D6x10 MD to 50 ft radius.
          |   17  = Type 3: VX Nerve Gas from 203mm shell. Save vs. lethal poison
          |         EACH SECOND until injected with atropine, or die.
          |   20  = Type 4: 1 kt 203mm tactical nuclear shell! Treat as MAC-III Drum Bomb,
          |                 plus radiation effects of your determination.

Table 7.c. Additional Optional Equipment

Note: Use the mecha's own body thrusters (if any, by the table below), unless the "additional thrusters" result is hit on the above table. If the mecha normally has no thrusters, roll normally. If it has thrusters, roll, and if the result is worse than the body's then treat is as a roll of 37-50.

                                                             Modifiers
 Roll (D%) | Type                                      | Air | Space | Water
-----------+-------------------------------------------+-----+-------+--------
   01-15   | Destroid Space Pack                       |  +1 |   +2  |   +2
   16-22   | SC Battloid Jet Pack or 1 Super VT booster|  +2 |   +3  |   +3
   23-36   | Male PA Thrusters                         |  +3 |   +4  |   +3
   37-50   | Super VT Boosters (2)                     |  +3 |   +5  |   +7
   51-65   | Officers Pod/Z4 Thrusters                 |  +4 |   +5  |   +6
   66-70   | Recovery Pod Thrusters                    |  +4 |   +5  |   +6
   71-80   | Female PA Thrusters                       |  +6 |   +7  |   +8
   81-86   | Logan Thrusters                           |  +7 |   +8  |   +9
   87-92   | Fighter Pod Thrusters                     |  +7 |   +8  |   +9
   93-98   | Super VT Boosters + Roll Again and add.   |  *  |   *   |   *
   99-00   | Beta Thrusters                            | +10 |  +10  |  +10

Super thrusters do not include weapons, though you can move weapons there.

Section Eight: Stinger Movement Modifiers

Table 8.a. Main Body Flight Speed Modifiers

("Flight Speed" includes the Air, Space and Water columns.)

 Modifiers | Body Types
-----------+-------------------------------------------------------------
    -10    | Destroids(all), EBSIS Battloids
     -5    | Veritech Hovertank, SC & RDF Battloids(all), EBSIS T-99
      0    | Old Battle Pods, LRVs, Veritech Battloids, REF Pods(all)
     +2    | VT Guardian modes without wings, Officers Pod, MPA
     +5    | Recovery Pod, Female Power Armor

Table 8.b. Leg Flight Speed Modifiers

 Modifiers | Leg Types
-----------+---------------------------------------------------------------
     -2    | Destroids(all), EBSIS & SC Battloids, LRVs
      0    | All Zentraedi mecha(old & new), Veritech Hovertank, T-99
     +3    | All VF-1, Logan & Alpha VTs, VTOLs and the VT-99
     +6    | Beta VT

Table 8.c. Leg Running Speed Modifiers

 Modifiers | Leg Types
-----------+--------------------------------------------------------------------
     -4    | VTOLs
      0    | RDF Destroids, EBSIS Battloids
     +2    | REF/SC Veritechs(including VHT), SC Battloids, T-99
     +5    | REF Destroids & Battloids, Zentraedi Pods(old & new), LRVs
     +8    | Zentraedi Power Armor, REF Veritechs

Table 8.d. Mecha Speeds(Roll for each column separately)

 Roll (1D20+/-) | Running | Air Speed | Space Speed | Water Speed
----------------+---------+-----------+-------------+-------------
   4 and under  |  30 MPH | Cannot Fly|     10 MPH  | Sinks
      5 - 10    |  40 MPH |   10 MPH  |    175 MPH  |   30 MPH
     11 - 15    |  50 MPH |   30 MPH  |    525 MPH  |   50 MPH
     11 - 19    |  60 MPH |   70 MPH  |   1172 MPH  |   80 MPH
     20 - 23    |  75 MPH |  140 MPH  |   2350 MPH  |  120 MPH
     24 - 26    |  90 MPH |  235 MPH  |   3517 MPH  |  160 MPH
     27 - 30    | 100 MPH |  350 MPH  |   5025 MPH  |  200 MPH
   31 and over  | 120 MPH |  500 MPH  |   6700 MPH  |  250 MPH