some Problems with the Robotech RPg.
Posted: Sat Apr 01, 2006 1:32 am
The Opinions in this post express my veiws on improving the Robotech RPG, and are mine alone. argueing or flamebaiting me will not make me change these, so lets discuss improving the RPG calmly here.
It is well that war is so terrible— otherwise we should grow too fond of it.- Robert E. Lee, the Battle of Fredericksburg (13 December 1862)
Part 1: (note: i have gone back and edited a few of my suggestions to be more clear.)
this starts a short summary of the needed improvements on the Robotech RPG. please be aware that i am not too worried about sticking to closely to canon. inflexible settings are not as fun to play, for there is no chance for player's to shine. if only what was seen in the show is possible, there is no room for hero's other than the show's characters. and that would be boring. instead, i hope to find a happy middle ground that preserves playability and GM freedom while also preserving the feel of the orginal show.
i'll be working through the books systematically. changes due to new harmony gold material will be taken from the Robotech.com Infopedia
the first 3 books are the Robotech RPG, the RDF Manual, and the Zentreadi Handbook. these three books should really be combined into a single 'Robotech the RPG: Macross Saga' book, as all three are required to play a macross saga game. i will not be covering the game mechanics, since those will be corrected when the RUE ruleset is applied, so aside a few comments at the end of this summary, i will leave it alone for now.
first up are the OCC's. for the most part, i rather like these OCC's. while others have suggested employing a MOS system to reduce the number, this really is not feasible. there is little training a VF pilot, a Destroid pilot, or a Mechanical engineer would have in common. my only issue is merely how few skills these OCC's receive. each OCC receives only 22 skills, nearly half that of most other palladium OCC's. in addition, around 2/3rds of these are selected from a very limited list that forces the character to focus entirely on the military aspect. in addition, many important skills automatically received due to basic education and military training are not present as OCC skills. such as basic and advanced mathmatics, navigation, wilderness survival, WP Rifle, languages and literacy. (for fairness, the last two had not been developed for the ruleset at that time.) these problems need to be adressed for an updated version of the game.
next up are the mecha. Harmony Gold has now adopted the Orginal source material naming convention for the mecha. so the following names should be changed:
old matchbox name = Official Harmony Gold/OSM name
VF-1 Veritech = VF-1 Valkyrie Veritech Fighter
The Excalibur = MBR-04-VI Tomahawk
The Gladiator = MBR-07-MK II Spartan
The M.A.C. II = HWR-00-MK II Monster
The Raider X = ADR-04-MK X Defender
The Spartan = SDR-04-MK XII Phalanx
this is merely the first change. the major change will be the VF-1. again adopting the OSM material, the VF-1 now has new performance and weapons loadouts. VF-1A VF-1J VF-1S VF-1D
airspeeds drop in fighter and guardian mode, while the battloid mode gains limited flight options.
in fighter mode, the speed is:
Max speed at sea level: Mach 1.4
Max speed at 10,000m: Mach 2.71
Max speed at 30,000m: Mach 3.87
guardian mode flight speed drops to 500 kph, or 312.5 miles per hour.
the battloid flight option clocks in at 194 kph, or 121 miles per hour, only slightly faster than it's waking speed of 160 kph (100 mph)
the new armament is the GU-11, and 2 wing hard points, each able to mount a trio of Medium range missiles, a box launcher of 15 short ranged missiles, or long range missiles in a one inner, two outer arrangement. since the two wing hardpoints can carry seperate loads, this gives a variety of loadouts possible.
in addition, a new varient is available. the VF-1R. this is basically a VF-1J with a heavy machinegun added to a new head assembly. according to HG's fluff, the MG is an automated anti-missile system. personally, i never thought it looked like a gun, but an AMS would be useful.
RPG stats wise, the VF-1 is fairly good. aside from the armament and speed upgrades to fit HG canon, it needs very little improvement. upper arm and leg statistics should added to bring it in line with more recent stat block set ups, (and the orginal arm and leg values should be turned into the lower arm and leg values). likewise, the GU-11 cannon damage and range seems a tad low for 55mm. perhaps switching to a 5d6 md single round, 1d6x10 short burst, and 2d6x10 long burst would help, as would increasing the range to 2 or 3 miles. also, the GU-11 does not use clips. it has a internal magazine. now, official OSM has the magazine is about 3x the capacity of the clips the RPG used, so you don't loose any capacity. the Headlasers seemed a little weak, but giving them a pulse mode (which is seen in the show) would help alliviate that. perhaps 3D6 md for a 3 shot pulse? that would bring the VF-1J to 6D6 md and the VF-1S to 12D6 md.
the 'Super' veritech doesn't exist. instead, the VF-1 has FAST pack (Fuel And Sensor Tactical) options. extra engines and fuel tanks mounted on the back and legs, plus extra medium range missile launchers on the arms and back. these would be seperate hit locations.
whats really neat is the entirely new Veritech available. the VF-4 Lightning. totally new stats will be need for this.
the Tomahawk is pretty much unchanged, though the stats as is need a little tweaking. an upper leg location should be added, and the MDc as a whole upgraded by at least 25%, to reflect the 'walking tank' design. this would make it much more durable than the VF-1. since the Vf-1 was built for mobility, and the destroids for firepower, that is no problem.
weapon wise the mecha is fine, though the Particle cannon probably would need an upgrade in damage to match the one done to the GU-11. 3D6x10+20 md would make these weapons very powerful anti-vehicle weapons.
The Spartan is pretty much unchanged. like the Tomahawk the armor needs to be improved by at least 25%, to reflect it's 'walking tank' nature.
for the Monster see's only a minor change. the laser arms never existed, and should be relegated to 'optional' armament. the missile arms are standard, and can only fire long range missiles. the Armor needs to be doubled across the board, since this isn't a 'walking tank', it's a 'suffling battleship'. as with the other mecha, an upper leg hit location needs to be added. the 406mm cannon need to be majorly improved. the stats for the 406mm cannon from the CSS Chi-Town should be substituted. (RIFTS Sourcebook 4: Coalition Navy, Pg. 84)
likewise, the Defender is mostly unchanged. like the other destroids, the MDC needs at least a 25% improvement, and an upper leg location added. weapon wise, the Autocannon are standard, though the laser cannon can be kept as optional armament.
the same goes for the Phalanx. the armor needs updating (again, at least 25%), and an upper leg location added. the missile pods are limited to Long range missiles only.
Vehicles. Vehicles. where to start. ok, first, the Lancer fighters. the Lancer Fighter was actualy a Warship! what the RPG calls the unmanned lancer II was the actual manned Lancer fighter. this is a simple fix. just toss a pilot compartment onto the Lancer II. the warship is harder. new stats will be required.
the A.R.M.D. platfrom is a little under armored (it needs at least a 5X improvement), and the weapons need renamed to avoid confusion. (for example, the 'medium anti-warship missile launcher' doesn't fire medium range missiles, but rather high powered LRM's)
the Space shuttle needs a real name, and needs some hit locations for the engines added. plus, the shuttle needs a large booster rocket to reach orbit, not unlike the modern shuttle.
the Searcher SFV is pretty much fine as is.
the Cat's Eye Recon aircraft is mostly ok, though the sensor systems need a note to indicate that the sensor information can be shared with other units. (like with modern AWACS).
the LVT needs a minor overhaul, it's wing hardpoints are shown with bombs, not missiles, although missiles should be an option. but whats most notable is that it has a central bombbay and conformal MRM mounts, which give it much more fire power than the current stats indicate. plus, it's pretty obviously not VTOL.
the Falcon fighter is mostly good. flight speeds need changed to be altitude dependant (for more realism), and this fighter really was VTOL, or at least STOL. weapons wise it's good, but the RPG overlooked a pair of 20mm cannon in the wingroots. (suppossedly gatling, but those would never fit.)
the ghost is pretty much fine as is, though i'd like some details on the AI that runs it, and how the operators combat stas transfer to the remotely piloted versions.
the Tunny needs a Tail hit location, and there is no way that craft is a VTOL. it's also big enough to carry a Mecha or two in it's cargo bay, though the mecha would have to be on it's back and strapped down.
the Fanjet, and Howard LH-2000 helicopter need to be SDC, since they're civilian.
the Sea-Sergeant needs to have more MDC, and some room for passengers.
the Comanchero is pretty much fine, as are the land rover, and RDf motorcycle. the 'Dune buggy' was actually a limo, and as such needs to be listed as such. (it would be an armored limo though, so you could leave it MD)
the personal weapons section is pretty much ok, though a few improvements could be made. the 'laser pistol' is actually a laser rifle in the show (at least according to max. from the size and shape, it looks more like a rocket luancher or grenade launcher.)
the 'laser rifle' was actually a conventional rifle. (looks to based off the FN-FAL)
the 'heavy laser rifle' is fine as is.
Character wise, the stats will merely need updating to match changes to the OCC's.
for the SDF-1, the main changes will need to be the addition of flight speeds, and clairification of the main gun. actual damage stats should be added, instead of 'destroy's everything'. i would recommend 1D6x1,000,000 md to everything in the path of fire. this is the same effect, but now you can make a good arguement for why planets don't vaporise when shot.
in addition, the beam is not a mile wise, while it does spread a bit, it's shown as no more than a half mile wide, if that. remember, the SDF-1 is 3/4th's a mile long, and the beam is nowhere as wide as the ship is long.
now to the RDF manual. drop the random hit tables. they don't work for palladium. the system already has a nice combat mechanic, and random hit tables don't improve it, just slow it down.
the GU-12 needs to be modified a bit. instead of fireing bursts of 100mm shells, it should be single shots of 105mm shells. damage wise the results should be the same, with something like 40 shots in an internal magazine. (100mm rounds are HUGE.)
the EP-1 energy weapon pod is nice, and can probably be kept as is, just with a damage increase.
the Tanks should be re-thought entirely, though into what i don't know.
the AWAC-EC-33 needs the same update as the Cat's eye.
the 'turbo-fanjet' is civilian, and as such should be SDC.
the Glamour VC-33 is pretty much fine as is, though like most of the other aircraft it's not VTOL.
the UF-14 Interceptor wasn't RDF, although it might have been used by them later, it was a fighter affiliated with the anti-UN rebels, so it's anyone's guess as to who built it.
the Deadalus and Prometheus work pretty well. one note is that we see some of the class 'flying' in space and the atmosphere, implying that they had anti-gravity ability. this seems a bit odd, but if the ships had artificial gravity for their decks, it's possible the system could be employed to make anti-gravity. artificial gravity would allow smooth operation regardless of ship attitude, thus allowing greater operation ability. the Prometheus could do with fewer destroids and more Veritechs, but thats a minor quibble. (just switchout 2/3rd's the Tomahawks for Valkyries.)
the underwater rules need updating, using the RIFTS:Undersea's material to balance it a bit more. (note: unless the veritechs can super-cavitate, their 'flight' speeds should be limited to under 100 knots.)
the Soviet refits of the RDF mecha could use some improvements. mostly more powerful stats for the replacement weapons. these mecha should stand at least some chance when fighting other mecha.
the refitted zentreadi pods need much more improvement. instead of 23mm cannon, the pods could fit 120mm cannon with no problems. the officer's pods could mount much heavier weapons than the recoilless rifle and light AC's. more like a 6inch naval gun and snub-nosed 120mm cannon in the arms.
the refitted Soviet fighters are nice. they need the same weapon damage upgrades as the other mecha, and should see an improvement in armor as well. (as it is, the SDc stats listed are about right. the MDC versions would be around 10x tougher. just divide the sdc by 10)
ah, the zentreadi. this book was nice, and i'll be lumping the main book stats in with these for symmetry.
first off is the zentreadi equipment. the light armor is ok, though we need stats for the heavy armor.
the rifle needs to be changed to single shot-short burst-long burst, to bring it in line with the newer rules.
the laser pistol needs to have an actual ammo capacity. it either uses very large E-clips, or has a built in powerplant. either way, it will run out of energy/fuel at some point.
the blast rifle and other zentreadi weapons from Ghost ship need to be added in, for completeness.
mecha wise, every single vehicle needs at least +50% to the current armor. they may be easy to kill, but not that easy. there is no reason why an SRM should be able to one shot kill a battlepod.
i'd also recommend giving their zentreadi names (Regult, Gluag, Nousjadeul-ger, ect.) more prominance, where possible. this helps make them feel less like 'random badguy of the week' and might make players more interested in playing a zentreadi only campaign.
weapons wise, the pods need a major overhaul. battlepods are eggshells with hammers, but the current stats gave them peashooters. the weapons on the pods need to be on par with the RDF weapons, to make them a real threat. up them by 50% and it would be work better.
the main alteration's i'd make on the weapon loadouts are on the 'artillery' pods. the light arty pod would be firing MRM's or LRM's by missile scale, and the Heavy Arty pod would be firing missiles larger still. perhaps this is a good place to import variants of the 'cruise missiles' from Phase world.
likewise, the officers pod armored vehicle has missile launchers, not laser cannon, probably MRM's by size.
the pods sizes need fixing. currently, the pods are the same size as zent's. this is pretty much impossible, since zent's have to fit into the cockpits, and most of the pods are legs! the pods are about 50% too small currently.
the forcefeilds on the fighterpod and the officer's pod armored vehicle should be dropped, or at least listed as rare. they never existed in the show.
The Theater scout needs a major size increase, it's the size of a small warship. it also has a folddrive.
the powered armor needs a few revisions. the male armor can fly quite well in the atmosphere, at least as well as a VF. this would give it superior space handling as well. weapons wise it needs the same upgrades as the other zentreadi mecha. oh, and it's running speed needs to be recalculated. it's impossible to get a 40mph result from a full sized zent. not if the speed is 3x normal. most would end up running similar speeds as a VF.
the female powered armor needs only slight improvement, aside from the general armor and weapon damage upgrades. the forearm lasers should be able to fire in pulse mode, doing triple damage each, making it very lethal. the missile launchers need to have their volley sizes increased. in the show, the FPA could volley all 84 ready missiles at once, although that was in a random barrage.
the re-entry pod is far too large, the fluff has it right with 24 battle pods as capacity. pretty much ignore the 480# listed.
the Zentreadi OCC's could stand a little improvement. the addition of the Pod, PA, and HTH specialist from strike force would help to flesh them out a bit, and the regualr troop and officer OCC's should be modified to fit the strike force set up.
the zentreadi size and stats are a little off. most zentreadi are not 50 feet tall. most barely exceed 40. in general, a full-sized zentreadi is 6X larger than when it is micronized. (making the normal size around 36 feet.). the weight modifier of 100x is about right though, mass scales faster than size. the strength, and endurance stat mod is also fine. the hitpoints also can remain the same. P.S. should stay normal strength, and not supernatural or exceptional, to keep things balanced. already they can lift several tons. rules for inflicting MD punches and kicks using the regular HTH skills hould be added.
the zentreadi warships are decent, just a few modification's. first, only the Flagship has a maincannon. all the others make do with massed conventional weapons and or megalasers. there is a 'gunship' the size of a scout mounting a maincannon (this is what Khyron kamakazi's the SDF-1 with), but that needs stats.
the flagship has a maingun, but no megalaser. the destroyer has a megalaser, but no maingun. the commandship, landing ship, and scout lack both.
as far as stats go, they're fine. i would drop the .XXC speeds though, at those speeds the trip from pluto to earth would be days, not months. the ship speeds from phaseworld are a good guide as to what the large ships are capable of.
It is well that war is so terrible— otherwise we should grow too fond of it.- Robert E. Lee, the Battle of Fredericksburg (13 December 1862)
Part 1: (note: i have gone back and edited a few of my suggestions to be more clear.)
this starts a short summary of the needed improvements on the Robotech RPG. please be aware that i am not too worried about sticking to closely to canon. inflexible settings are not as fun to play, for there is no chance for player's to shine. if only what was seen in the show is possible, there is no room for hero's other than the show's characters. and that would be boring. instead, i hope to find a happy middle ground that preserves playability and GM freedom while also preserving the feel of the orginal show.
i'll be working through the books systematically. changes due to new harmony gold material will be taken from the Robotech.com Infopedia
the first 3 books are the Robotech RPG, the RDF Manual, and the Zentreadi Handbook. these three books should really be combined into a single 'Robotech the RPG: Macross Saga' book, as all three are required to play a macross saga game. i will not be covering the game mechanics, since those will be corrected when the RUE ruleset is applied, so aside a few comments at the end of this summary, i will leave it alone for now.
first up are the OCC's. for the most part, i rather like these OCC's. while others have suggested employing a MOS system to reduce the number, this really is not feasible. there is little training a VF pilot, a Destroid pilot, or a Mechanical engineer would have in common. my only issue is merely how few skills these OCC's receive. each OCC receives only 22 skills, nearly half that of most other palladium OCC's. in addition, around 2/3rds of these are selected from a very limited list that forces the character to focus entirely on the military aspect. in addition, many important skills automatically received due to basic education and military training are not present as OCC skills. such as basic and advanced mathmatics, navigation, wilderness survival, WP Rifle, languages and literacy. (for fairness, the last two had not been developed for the ruleset at that time.) these problems need to be adressed for an updated version of the game.
next up are the mecha. Harmony Gold has now adopted the Orginal source material naming convention for the mecha. so the following names should be changed:
old matchbox name = Official Harmony Gold/OSM name
VF-1 Veritech = VF-1 Valkyrie Veritech Fighter
The Excalibur = MBR-04-VI Tomahawk
The Gladiator = MBR-07-MK II Spartan
The M.A.C. II = HWR-00-MK II Monster
The Raider X = ADR-04-MK X Defender
The Spartan = SDR-04-MK XII Phalanx
this is merely the first change. the major change will be the VF-1. again adopting the OSM material, the VF-1 now has new performance and weapons loadouts. VF-1A VF-1J VF-1S VF-1D
airspeeds drop in fighter and guardian mode, while the battloid mode gains limited flight options.
in fighter mode, the speed is:
Max speed at sea level: Mach 1.4
Max speed at 10,000m: Mach 2.71
Max speed at 30,000m: Mach 3.87
guardian mode flight speed drops to 500 kph, or 312.5 miles per hour.
the battloid flight option clocks in at 194 kph, or 121 miles per hour, only slightly faster than it's waking speed of 160 kph (100 mph)
the new armament is the GU-11, and 2 wing hard points, each able to mount a trio of Medium range missiles, a box launcher of 15 short ranged missiles, or long range missiles in a one inner, two outer arrangement. since the two wing hardpoints can carry seperate loads, this gives a variety of loadouts possible.
in addition, a new varient is available. the VF-1R. this is basically a VF-1J with a heavy machinegun added to a new head assembly. according to HG's fluff, the MG is an automated anti-missile system. personally, i never thought it looked like a gun, but an AMS would be useful.
RPG stats wise, the VF-1 is fairly good. aside from the armament and speed upgrades to fit HG canon, it needs very little improvement. upper arm and leg statistics should added to bring it in line with more recent stat block set ups, (and the orginal arm and leg values should be turned into the lower arm and leg values). likewise, the GU-11 cannon damage and range seems a tad low for 55mm. perhaps switching to a 5d6 md single round, 1d6x10 short burst, and 2d6x10 long burst would help, as would increasing the range to 2 or 3 miles. also, the GU-11 does not use clips. it has a internal magazine. now, official OSM has the magazine is about 3x the capacity of the clips the RPG used, so you don't loose any capacity. the Headlasers seemed a little weak, but giving them a pulse mode (which is seen in the show) would help alliviate that. perhaps 3D6 md for a 3 shot pulse? that would bring the VF-1J to 6D6 md and the VF-1S to 12D6 md.
the 'Super' veritech doesn't exist. instead, the VF-1 has FAST pack (Fuel And Sensor Tactical) options. extra engines and fuel tanks mounted on the back and legs, plus extra medium range missile launchers on the arms and back. these would be seperate hit locations.
whats really neat is the entirely new Veritech available. the VF-4 Lightning. totally new stats will be need for this.
the Tomahawk is pretty much unchanged, though the stats as is need a little tweaking. an upper leg location should be added, and the MDc as a whole upgraded by at least 25%, to reflect the 'walking tank' design. this would make it much more durable than the VF-1. since the Vf-1 was built for mobility, and the destroids for firepower, that is no problem.
weapon wise the mecha is fine, though the Particle cannon probably would need an upgrade in damage to match the one done to the GU-11. 3D6x10+20 md would make these weapons very powerful anti-vehicle weapons.
The Spartan is pretty much unchanged. like the Tomahawk the armor needs to be improved by at least 25%, to reflect it's 'walking tank' nature.
for the Monster see's only a minor change. the laser arms never existed, and should be relegated to 'optional' armament. the missile arms are standard, and can only fire long range missiles. the Armor needs to be doubled across the board, since this isn't a 'walking tank', it's a 'suffling battleship'. as with the other mecha, an upper leg hit location needs to be added. the 406mm cannon need to be majorly improved. the stats for the 406mm cannon from the CSS Chi-Town should be substituted. (RIFTS Sourcebook 4: Coalition Navy, Pg. 84)
likewise, the Defender is mostly unchanged. like the other destroids, the MDC needs at least a 25% improvement, and an upper leg location added. weapon wise, the Autocannon are standard, though the laser cannon can be kept as optional armament.
the same goes for the Phalanx. the armor needs updating (again, at least 25%), and an upper leg location added. the missile pods are limited to Long range missiles only.
Vehicles. Vehicles. where to start. ok, first, the Lancer fighters. the Lancer Fighter was actualy a Warship! what the RPG calls the unmanned lancer II was the actual manned Lancer fighter. this is a simple fix. just toss a pilot compartment onto the Lancer II. the warship is harder. new stats will be required.
the A.R.M.D. platfrom is a little under armored (it needs at least a 5X improvement), and the weapons need renamed to avoid confusion. (for example, the 'medium anti-warship missile launcher' doesn't fire medium range missiles, but rather high powered LRM's)
the Space shuttle needs a real name, and needs some hit locations for the engines added. plus, the shuttle needs a large booster rocket to reach orbit, not unlike the modern shuttle.
the Searcher SFV is pretty much fine as is.
the Cat's Eye Recon aircraft is mostly ok, though the sensor systems need a note to indicate that the sensor information can be shared with other units. (like with modern AWACS).
the LVT needs a minor overhaul, it's wing hardpoints are shown with bombs, not missiles, although missiles should be an option. but whats most notable is that it has a central bombbay and conformal MRM mounts, which give it much more fire power than the current stats indicate. plus, it's pretty obviously not VTOL.
the Falcon fighter is mostly good. flight speeds need changed to be altitude dependant (for more realism), and this fighter really was VTOL, or at least STOL. weapons wise it's good, but the RPG overlooked a pair of 20mm cannon in the wingroots. (suppossedly gatling, but those would never fit.)
the ghost is pretty much fine as is, though i'd like some details on the AI that runs it, and how the operators combat stas transfer to the remotely piloted versions.
the Tunny needs a Tail hit location, and there is no way that craft is a VTOL. it's also big enough to carry a Mecha or two in it's cargo bay, though the mecha would have to be on it's back and strapped down.
the Fanjet, and Howard LH-2000 helicopter need to be SDC, since they're civilian.
the Sea-Sergeant needs to have more MDC, and some room for passengers.
the Comanchero is pretty much fine, as are the land rover, and RDf motorcycle. the 'Dune buggy' was actually a limo, and as such needs to be listed as such. (it would be an armored limo though, so you could leave it MD)
the personal weapons section is pretty much ok, though a few improvements could be made. the 'laser pistol' is actually a laser rifle in the show (at least according to max. from the size and shape, it looks more like a rocket luancher or grenade launcher.)
the 'laser rifle' was actually a conventional rifle. (looks to based off the FN-FAL)
the 'heavy laser rifle' is fine as is.
Character wise, the stats will merely need updating to match changes to the OCC's.
for the SDF-1, the main changes will need to be the addition of flight speeds, and clairification of the main gun. actual damage stats should be added, instead of 'destroy's everything'. i would recommend 1D6x1,000,000 md to everything in the path of fire. this is the same effect, but now you can make a good arguement for why planets don't vaporise when shot.

now to the RDF manual. drop the random hit tables. they don't work for palladium. the system already has a nice combat mechanic, and random hit tables don't improve it, just slow it down.
the GU-12 needs to be modified a bit. instead of fireing bursts of 100mm shells, it should be single shots of 105mm shells. damage wise the results should be the same, with something like 40 shots in an internal magazine. (100mm rounds are HUGE.)
the EP-1 energy weapon pod is nice, and can probably be kept as is, just with a damage increase.
the Tanks should be re-thought entirely, though into what i don't know.
the AWAC-EC-33 needs the same update as the Cat's eye.
the 'turbo-fanjet' is civilian, and as such should be SDC.
the Glamour VC-33 is pretty much fine as is, though like most of the other aircraft it's not VTOL.
the UF-14 Interceptor wasn't RDF, although it might have been used by them later, it was a fighter affiliated with the anti-UN rebels, so it's anyone's guess as to who built it.
the Deadalus and Prometheus work pretty well. one note is that we see some of the class 'flying' in space and the atmosphere, implying that they had anti-gravity ability. this seems a bit odd, but if the ships had artificial gravity for their decks, it's possible the system could be employed to make anti-gravity. artificial gravity would allow smooth operation regardless of ship attitude, thus allowing greater operation ability. the Prometheus could do with fewer destroids and more Veritechs, but thats a minor quibble. (just switchout 2/3rd's the Tomahawks for Valkyries.)
the underwater rules need updating, using the RIFTS:Undersea's material to balance it a bit more. (note: unless the veritechs can super-cavitate, their 'flight' speeds should be limited to under 100 knots.)
the Soviet refits of the RDF mecha could use some improvements. mostly more powerful stats for the replacement weapons. these mecha should stand at least some chance when fighting other mecha.
the refitted zentreadi pods need much more improvement. instead of 23mm cannon, the pods could fit 120mm cannon with no problems. the officer's pods could mount much heavier weapons than the recoilless rifle and light AC's. more like a 6inch naval gun and snub-nosed 120mm cannon in the arms.
the refitted Soviet fighters are nice. they need the same weapon damage upgrades as the other mecha, and should see an improvement in armor as well. (as it is, the SDc stats listed are about right. the MDC versions would be around 10x tougher. just divide the sdc by 10)
ah, the zentreadi. this book was nice, and i'll be lumping the main book stats in with these for symmetry.
first off is the zentreadi equipment. the light armor is ok, though we need stats for the heavy armor.

the rifle needs to be changed to single shot-short burst-long burst, to bring it in line with the newer rules.
the laser pistol needs to have an actual ammo capacity. it either uses very large E-clips, or has a built in powerplant. either way, it will run out of energy/fuel at some point.
the blast rifle and other zentreadi weapons from Ghost ship need to be added in, for completeness.
mecha wise, every single vehicle needs at least +50% to the current armor. they may be easy to kill, but not that easy. there is no reason why an SRM should be able to one shot kill a battlepod.
i'd also recommend giving their zentreadi names (Regult, Gluag, Nousjadeul-ger, ect.) more prominance, where possible. this helps make them feel less like 'random badguy of the week' and might make players more interested in playing a zentreadi only campaign.
weapons wise, the pods need a major overhaul. battlepods are eggshells with hammers, but the current stats gave them peashooters. the weapons on the pods need to be on par with the RDF weapons, to make them a real threat. up them by 50% and it would be work better.
the main alteration's i'd make on the weapon loadouts are on the 'artillery' pods. the light arty pod would be firing MRM's or LRM's by missile scale, and the Heavy Arty pod would be firing missiles larger still. perhaps this is a good place to import variants of the 'cruise missiles' from Phase world.
likewise, the officers pod armored vehicle has missile launchers, not laser cannon, probably MRM's by size.
the pods sizes need fixing. currently, the pods are the same size as zent's. this is pretty much impossible, since zent's have to fit into the cockpits, and most of the pods are legs! the pods are about 50% too small currently.
the forcefeilds on the fighterpod and the officer's pod armored vehicle should be dropped, or at least listed as rare. they never existed in the show.
The Theater scout needs a major size increase, it's the size of a small warship. it also has a folddrive.
the powered armor needs a few revisions. the male armor can fly quite well in the atmosphere, at least as well as a VF. this would give it superior space handling as well. weapons wise it needs the same upgrades as the other zentreadi mecha. oh, and it's running speed needs to be recalculated. it's impossible to get a 40mph result from a full sized zent. not if the speed is 3x normal. most would end up running similar speeds as a VF.
the female powered armor needs only slight improvement, aside from the general armor and weapon damage upgrades. the forearm lasers should be able to fire in pulse mode, doing triple damage each, making it very lethal. the missile launchers need to have their volley sizes increased. in the show, the FPA could volley all 84 ready missiles at once, although that was in a random barrage.
the re-entry pod is far too large, the fluff has it right with 24 battle pods as capacity. pretty much ignore the 480# listed.
the Zentreadi OCC's could stand a little improvement. the addition of the Pod, PA, and HTH specialist from strike force would help to flesh them out a bit, and the regualr troop and officer OCC's should be modified to fit the strike force set up.
the zentreadi size and stats are a little off. most zentreadi are not 50 feet tall. most barely exceed 40. in general, a full-sized zentreadi is 6X larger than when it is micronized. (making the normal size around 36 feet.). the weight modifier of 100x is about right though, mass scales faster than size. the strength, and endurance stat mod is also fine. the hitpoints also can remain the same. P.S. should stay normal strength, and not supernatural or exceptional, to keep things balanced. already they can lift several tons. rules for inflicting MD punches and kicks using the regular HTH skills hould be added.
the zentreadi warships are decent, just a few modification's. first, only the Flagship has a maincannon. all the others make do with massed conventional weapons and or megalasers. there is a 'gunship' the size of a scout mounting a maincannon (this is what Khyron kamakazi's the SDF-1 with), but that needs stats.
the flagship has a maingun, but no megalaser. the destroyer has a megalaser, but no maingun. the commandship, landing ship, and scout lack both.
as far as stats go, they're fine. i would drop the .XXC speeds though, at those speeds the trip from pluto to earth would be days, not months. the ship speeds from phaseworld are a good guide as to what the large ships are capable of.