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Scavenger Stinger
Malcontent Mecha
Various Parties Contributed to This Report.
T'sentraedi Malcontents.T'sentraedi Malcontents.
 Several parties contributed to the report, most significantly Cadet 12 DARTHFISH. for a technical readout on the equipment construction, see Creating The Malcontent Stinger Mecha by Stan "Basara549" BUNDY, ROBOTECHNOLGIST
 Stinger Background:
 Stingers were rebuilt and modified mecha created by the Malcontents. Among the most powerful were those created by the Scavengers and made from Female Power Armor. The first Stingers were created in response to three
Stinger:
Mechanical Information:
Machine Type:Battloid.
Purpose:Improvised Combat Vehicle.
Crew:Varies, but usually 1.
Height:Varies.
Length:Varies.
Width:Varies.
Weight:Varies.
Speed:Variable ground speed; Most examples are flight-capable.
Weapons:Varies.
Equipment:Varies.
Military Information:
Faction(s):Various T'sentraedi Malcontent bands.
Notable Pilot(s):
  • MARLA Stennik;
  • JINAS Treng;
  • VIVEK Bross.
needs that were common to many T'sentraed Malcontent bands. The first was issue that many Malcontents had already been micronized and lacked access to Sizing Chambers to restore them to their full size. As such, the operation of Mecha designed for full-sized T'sentraedi was difficult for even the simplest of types, being the Tactical Battle Pod.
 Secondly without a full-sized pilot, the Power Armours could not be used at all. Several Malcontent Groups, such as the Khyron's Fist band, had tried to use Battle Pods piloted by Micronised crews in combat but the results were unwieldy at best. Combined with that was the acceptance that the T'sentraedi's standard tactics were no longer viable, given the small size and limited resources of many Malcontent bands. Traditionally, most T'sentraedi forces had relied on overwhelming their enemies with sheer numbers of Battle Pods, with the understanding that they had functionally limitless resources and an endless supply of warriors at their disposal. But now that they were reduced to isolated bands that had no easy ability to resupply themselves, the Malcontents could not longer afford to simply absorb losses and keep fighting. With a lone Tactical Battle Pod being no match for a Veritech or Destroid, it was clear that the Malcontents needed a more powerful weapon.
Stinger Attacking.
Stinger Rear View. Note the obvious Female Power Armor components.
 Finally, the RDF had taken to aggressively impounding any T'sentraedi Mecha recovered from the many wrecked ships spread across the world. These Mecha were then usually scrapped for whatever materials, components and, most importantly, their Protoculture supplies that could be recycled. While chiefly about reclamation and reconstruction, this move was also about keeping these weapons out of the hands of T'sentraedi Malcontents.
 The Stinger was the creation of the Scavengers Malcontent Group, based in the South American T'sentraedi Control Zone and lead by Seloy Deparra (a former member of the Quadrano Batallion). The very first Stingers were intended to be simply crude reconstructions of T'sentraedi Mecha with crew compartments suited for human-sized crews. This included adapting the Power Armours with new motive systems to overcome the lack of a full-sized operator. Due to the background of Deparra and her associates such as Marla Stennik, an emphasis was placed on airborne mobility in an effort to recreate the capabilities of the Female Power Armor.
 While it is not clear when Stingers were first deployed, the first confirmed sighting was in 2016, when a lone Stinger was fielded by a member of the Khyron's Fist against a convoy outside of Curibas. The Stinger was able to destroy the convoy along with two VF-1 Veritechs and inflicted over two hundred casualties before withdrawing without any damage. The presence of the Mecha caught the RDF entirely by surprise, who were simply unprepared for the machine and the capabilities it offered.
 Following this initial success, the Scavengers began large-scale assembly of new Stingers from their various workshops across the T'sentraedi Control Zone. Rather than sticking to a single formula, the Scavengers constructed Stingers with a wide variety of weapons, features and capabilities, based as much on their own ideas as making the most use of the parts they could get their hands on. While their chief source of parts would come from scavenging in ruins and crashed T'sentraedi ships, the Scavengers turned to other sources for their supplies as well. While some of those came from black market sources, it is now accepted that the Scavengers were able to smuggle parts from the Robotech Factory satellite.
 Within a few months the Scavengers were supplying Stingers to Malcontent bands worldwide. The Mecha saw action all across the surface of the Earth, as well as in orbit with groups scavenging from wrecked ships in the debris forces. The RDF and Southern Cross soon came to accept that Stingers would be a part of any engagement with Malcontent forces, and that it was impossible to fully predict a Stinger's capabilities, as no two examples were identical. Furthermore, badly damaged Stingers were as likely to be cannibalized for parts as they were to be rebuilt with parts from other Mecha, which meant that a single example could vary wildly in its abilities across different battles.
 While the Scavengers had achieved considerable success with their designs, it is believed that by early 2018 they were beginning to exhaust many of their parts supplies. Their supply line to the Factory Satellite had been cut off, and the RDF were now cracking down hard on many black-market sources. The result was that the quality of the Stingers being produced became sharply divided between high-performance refined examples and far cruder machines that were little more than deathtraps. None the less, they were still widely accepted by Malcontent bands who needed the weapons.
 The destruction of the Scavengers in 2018 shut down the supply of new Stingers. Most existing examples were destroyed in combat or captured within the next two years as the RDF and Southern Cross eliminated the last of the major Malcontent bands. Furthermore, due to their scratch-built nature, most Stingers were difficult to maintain at best, and simply had not been expected to last more than a few years. Sporadic encounters with Stingers would continue into the 2020s, but these were usually lone, isolated examples that were often in poor repair. Combat losses and attrition likely took care of those remaining examples before the start of the Second Robotech War.
 Capabilities
Two Stingers Built From Mismatched Components.
Stingers Used By JINAS Treng and MARLA Stennik for the Kara-Thun ritual, 2018. Both Stingers sported custom body panels to further conceal their origins.
Stinger In Combat.
 Because of their scratch-built nature, no two Stingers shared the same performance and capabilities. Individual Stingers could vary in their abilities from high-end, well-armed Mecha that could compete with the RDF's frontline units to barely-functional machines that were as dangerous to their pilots as anything else. This variance in construction standards was a result of the Scavengers having to make do with whatever came to hand, but it is also accepted that they treated some Malcontent groups more favourably than others when it came to the Stingers they supplied.
 A Stinger could be built from the parts of any Mecha. While usually the Scavengers used T'sentraedi Mecha as their start point, they would also use VF-1 Veritechs or Destroids for parts as well, especially for cockpit fit-outs. Stingers have even been observed with parts from conventional combat vehicles and aircraft. Where possible, the Scavengers would try to emulate the control configurations of familiar T'sentaedi mecha to help pilots acclimatize to new machines; the result was that the best Stinger pilots were usually those that had prior experience operating Power Armor. Typically the Scavengers tried to outfit Stingers with electronics taken from T'sentraedi mecha that their pilots would be more familiar with, but they would also use other materials where needed. Most Stingers were equipped with a short-range battlefield radar and various optical systems including infra-red, low-light.
Stinger In Flight From Behind.
A Quadrupedal Stinger. The reasoning behind this construction is unclear.
Stinger Firing Weapons.
 As noted, most Stingers were capable of flight. Typical speeds were in the high subsonic range, with control aided where possible through salvaged Inertia-Vector Control systems. Otherwise Stingers often became unstable at high speeds, and as such only used them for escapes. Most Stingers were incapable of operating in space, but some were specifically modified to do such; however, they still relied on a separate vehicle to carry them into orbit. Stingers that could not fly were often equipped with boosters to allow them to make Battle Pod-like leaps. It was rare to find a purely ground-based Stinger, and they were usually confined to the least capable Malcontent groups. One Stinger specifically built for underwater operations was encountered by RDF forces in the Indian Ocean, but it is possible that others were constructed.
 Due to their scratch-built nature and relying on salvaged and recycled parts, Stingers were hard to maintain and prone to breakdowns. Repairs were often makeshift and in many cases would result in rebuilding the Mecha with whatever parts were available. This meant that most Stingers ended up having short service lives before being claimed by mechanical failure. The total number of Stingers built is hard to determine; not only did the Scavengers deliberately not keep records, but it is possible that damaged or disabled Stingers were recycled to build new examples.
 As with everything else, the quality of protection offered by a Stinger could vary wildly depending on the materials used in their construction. Furthermore, due to their scratch-built nature, the overall level of protection could vary across different components of the same machine. Stingers with exposed systems were not unknown either. However, all Stingers offered a fully pressurized cockpit with full life support systems. With that being said, Stinger Crews would often wear additional life-support systems such as spacesuits or, in one incident, SCUBA gear.
 Weapons and Equipment
 As with everything else, the weapons fit of a Stinger could vary wildly between examples. It was not uncommon to encounter Stingers with a mixture of human and T'sentraedi-built weapons systems. Most Stingers were armed with a mixture of laser or projectile weapons and missiles, with the latter often preferred as a way to break up formations and engage in area-saturation attacks. Some Stingers were even encountered mounting improvised melee weapons.
 Aside from their conventional weapons, Stingers were also used as a delivery platform for the Scavengers' planned bioweapon attacks. The origin of this weapon has never been confirmed (although it is suspected to have come from the first iteration of the Central African Union), but exposure caused psychosis leading to acts of extreme violence in humans. T'sentraedi were not affected by the weapon. A trio of Stingers were used by the Scavengers to infect Cavern City as a trial run, which was clearly deemed to be a success. Before their destruction, the Scavengers had planned to move on to a second stage, which would have involved bioweapon attacks on major population centers including Monument City, Brasilia, New Detroit, Albuquerque and others.
 Stinger V. Zarian Mecha.
 One should not confuse Scavenger type Stingers for the Meach created by ZARIA. Superficially they would seem to be the same, but Lt ZARIA was particular about uniformity in her constructs, choosing on occasion to leave potential equipment off rather than swap it out for whatever was available, as the Scavengers had done.
 Neither should they be considered "true" moddies; Moddies did tend to use whatever was available, but had a more fully thought out approach. The Scavengers did not have the option to pick and choose what they used, nor generally did those who emulated their accomplishments.
 From a report by RDF investigators; "As you are aware, I was sent to Brazilia to investigate the sudden surgance in RDF hardware in the hands of non-aligned forces. I determined that much of it had been either stolen from unguarded militry bases or freely handed over by deserters from the various UEG aligned forces in this and surrounding sectors. In spite of claims the contrary, Col. LEONARD is not implicated in any of this matter, and in fact appears to be quite diligently attempting to neutralize said equipment. His methods leave something to be desired in terms of efficacy and brutality (he will level a village on a rumor that a Regult is in the area with an indifference to the civilian casualties, and an apparent indifference to the success or failure of neutralizing the battle pod), but he fundamentally is not guilty of handing over equipment; I am in the odd position to be able to prove a negative, as the various reports attached can prove out.
 "There are however a great many bad actors here, and a lot of them wear the Uniform of the ROBOTECH DEFENSE FORCES. Just today I had to place a Col On Report for equipment that had been entrusted to him is now unaccountably missing. I sense there is a great deal of corruption in this sector, and would advice additional investigators to root out the fullness of it. "That isn't the full story however; Even now, I am attempting to determine the nature of a rumor I've heard about a hover tank built from T'sentraedi equipment. The tank is reputed to be in the hands of a mercenry in the employ of drug smugglers and possibly slave traders, and to ths end I have attempted to make contact with him posing as a possible client. "As to these "Scavengers" and their Mecha, I can say that I am not thoroughly impressed. They are clearly run down and rebuilt using whatever becomes available. Many of the constructs are very clever under the circumstances, but the circumstances are desperately poor. I noted that one unit brought in used a toaster as a firing toggle for the missile battery, and while effective it's far from what anyone should call a good design. I have included in report 2013-12156 detailed drawing of the system used to convert the Regult to a one-man system using a micronized T'sen or human pilot. I submit for consideration that this should be fully reverse engineered as soon as possible for further development on the MAC II and possibly other systems."
Creating The Malcontent
Stinger Mecha
Stan "Basara549" BUNDY
V 2.0 (01 Decemeber 1998)
T'sentraedi Malcontents.Stan "Basara549" BUNDY, ROBOTECHNOLGIST.
 This article is a system for creating the T'sentraedi 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 T'sentraedi 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:
01-25T'sentraedi (Old-style) Mechas (Tables x.A.)
26-55RDF Generation I (Macross) Destroids (Tables x.B.)
56-67RDF & SC Veritechs active prior to 2018 (Tables x.C.)
68-72RDF/REF & SC Veritechs entering service in the the years 2018-2022 (Tables x.D.)
73-89RDF & SC Generation II (RPG Books Four, Six & Eight) Battloids and Destroids (Tables x.E.)
90-94RDF/REF Generation III (Sentinels) Destroids, and REF T'sentraedi Pods (Tables x.F.)
95-99EBSIS Mecha (non-rebuilt) (Tables x.G.)
100Other, 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 to keep players guessing, even if they read this article):
CodeM.D.C. RangeFixed 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.: T'sentraedi Mecha
Roll (D%)Body TypeMDCChance for Integral WeaponsHead?
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
First roll 2D10; There is an 80% for each PBC (1-19), then roll again against this table:
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 TypeMDCChance for Integral WeaponsHead?
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 TypeMDCChance for Integral WeaponsHead?
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:
hereherehere 2-3: VF-1S
hereherehere 4-6: VF-1J
hereherehere 7-9: VF-1A
hereherehere 10: VT/F-1D
hereherehere 11: VF-1X/2X
hereherehere 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 TypeMDCChance for Integral WeaponsHead?
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 TypeMDCChance for Integral WeaponsHead?
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:
hereherehere 2-6: Roll on Table 2.C.'s head selection table.
hereherehere 7-9: Mecha's original head is intact and in place.
hereherehere 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 TypeMDCChance for Integral WeaponsHead?
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 TypeMDCChance for Integral WeaponsHead?
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 TypeMDCChance for Integral WeaponsHead?
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.: T'sentraedi Mecha
Roll (D%) Arm TypeMDCIntegral 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 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 TypeMDCIntegral 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 TypeMDCIntegral 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 SuperVeritech 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 font 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 TypeMDCIntegral 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 TypeMDCIntegral Weapons & Notes
01-20
Mini-Monster
B/D
PBC(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 TypeMDCIntegral 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(2), Cannon(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 TypeMDCIntegral 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 TypeMDCIntegral 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/T'sentraedi-sized versions of human melee weapons for this purpose. (See Weapons section)Mecha Arms Without Hands (by category):
hereherehere Category A: Officer's Pod (old)
hereherehere Category B: RDF Spartan, Excaliber, MAC II and Raidar X
hereherehere Category E: Mini-Monster, Defender Category F: MAC III, Raidar X
hereherehere Mecha Arms With Partial Hands (by category):
hereherehere Category D: Beta
hereherehere 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.: T'sentraedi Mecha
Roll (D%)Arm TypeMDCIntegral 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 TypeMDCIntegral 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 Batt.
B
Max Size 30 feet for rolls of 86-100
90
SC Assault Battloid
E
-
91-00
SC Battloid (choose)
C
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 TypeMDCIntegral 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, unless body style is TBP or a Guardian-mode aerial Veritech.
93-95
Guardian VTOL
C
-
66-73
Aggressor VTOL
E
-
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 TypeMDCIntegral 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 TypeMDCIntegral Weapons & Notes
01-70
Excaliber, Raidar X, Spartan
D
-
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 TypeMDCIntegral 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 TypeMDCIntegral 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:
hereherehere Chest Autocannon: 4D8=4(4.5)=18
hereherehere Arm Lasers: 3D6 per arm=2(3)3.5=6(3.5)=21
hereherehere Short Range Missiles (126!)=126(10)=1260
hereherehere Total: 1299!!
If the Total for the mecha is...Then the 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 T'sentraedi 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%
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 PointsOptionsPilot Level (suggested)
30 or Less
4
1
1D4
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.
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). Paired Medium weapons count as 1 heavy weapon, and paired heavy weapons count as 1 Ultra-heavy.
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).
Hand-Held Weapons:
 Any damage level: Cost 2 points each.
Missile Launchers:
Minor:
 Payload: 6 or less, ROF 3 or less, no LRMS: Cost 2 points each.
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.
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. So, 2 minor launchers would cost 3 points, not 4.
Section Six: Weapon Charts
Table 6.1. - Hand-held Weapons
Roll (D%)Weapon TypeOften Used By...
01-10
Gladiator Mace
Any Earth Mecha with Hands
11-38
T'sentraedi Assault Rifle
T'sentraedi Infantry
39-43
T'sentraedi Laser Pistol
T'sentraedi Infantry, Armors
44-75
GU-11/AKG-47 Gun Pod
RDF/REF mecha, (AKG) EBSIS mecha
76-85
T'sentraedi Laser Rifle
T'sentraedi Officers
86-87
GU-12 Gun Pod
Some VF-1s, Destroids
88-91
T'sentraedi Blast Rifle
T'sentraedi 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 (an infantry disposable Plasma Mini-missile launcher) in the Sentinels RPG.

Table 6.2. - Missile Launchers
Table 6.2.a. - Single Minor Launchers
Roll (D%)WeaponTypePayloadMounting 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%)WeaponTypePayloadMounting 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%)WeaponTypePayloadMounting 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:
hereherehere 1. Both being present on the body during the body selection;
hereherehere 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%)WeaponM.D.C.PayloadMount 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
-
+
+
+
+
+
39-42
Missing Section
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
-
65-69a
40MM Autocannon
3D6
1
-
65-69b
Internal GU-XX
3D6*
1
Body mount only
70-100
Missing Section
39-42 and 7Ø+ are missing, 65-69 has two lines (4ØMM Autocannon and Internal GU-XX); I could move 65-69a or b into the 39-42 slot, but one will still be missing.
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%)WeaponM.D.C.PayloadMount 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 Launcher
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%)WeaponM.D.C.PayloadMount 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.
Payload
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 T'sentraedi 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 TypeDestroids/BattloidsVeritechsOld T'sentraedi
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 Comp.
Yes, Tracks 48
Yes
Added
ID Friend/Foe
Yes
Yes
Scavenger only
Radio (range)
600 miles
600 miles
600 miles
Laser Comm.
No
Yes
No
External A/V
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 T'sentraedi 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:
SourceBody TypeOptions
RDF
Raidar X
Package
Crusader
10% chance of underwater version
Light Insurgence Battloid
Package
SC
TCB only
Package
EBSIS
Recon D.
Package + Seismic sensors
T'sent.
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
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.
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 T'sentraedi 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 from below:
RDF, SCA, EBSIS or T'sentraedi.
67-99*
Special Sensor or equipment: choose one from the following:
Active IR, Active UV, Thermo-Imager, Telescopic Video, Targeting Computer(96 targets), Sonar(Active/Passive), Motion Detector, Radiation Detector, Seismic Sensor, Laser Communication System (choose Terran or T'sent.), 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:
-
01-12: 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:
-
01-12 Missing Section
-
13-16: Type 1: 2D6(10) MD to 30 ft radius.
17-18: Type 2: 3D6(10) MD to 50 ft radius.
19: 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, + radiation.
Roll (D%)TypeModifiers
AirSpaceWater
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.)
ModifiersBody Types
-10
Destroids(all), EBSIS heavy 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
ModifiersLeg Types
-2
Destroids(all), EBSIS & SC Battloids, LRVs
0
All T'sentraedi mecha(old & new), Veritech Hovertank, T-99.
+3
All VF-1, Logan & Alpha VTs, VTOLs and the VT-99
+6
Beta Veritech
Table 8.c. Leg Running Speed Modifiers
ModifiersLeg Types
-4
VTOLs
0
RDF Destroids, EBSIS Battloids
+2
REF/SC Veritechs (including VHT), SC Battloids, T-99
+5
REF Destroids & Battloids, T'sentraedi Pods (old & new), LRVs
+8
T'sentraedi Power Armor, REF Veritechs
Table 8.d. Mecha Speeds (Roll for each column separately)
Roll (1D20+/-)RunningAir SpeedSpace SpeedWater 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
Congratulations! You Have Just Created A Stinger!