top of page

Legacy Review #08: RDF Accelerated Training Program

  • Writer: Francois DesRochers
    Francois DesRochers
  • Jul 1
  • 4 min read

Written by: Gary Reed

Release Date: 1988

Catalogue Number: 555


GENERAL


This supplement to the Robotech RPG is essentially an adventure module. Essentially a training program for new RDF recruits, it allows them to develop their capacities and capabilities using their mecha in a number of training simulations. It’s a unique module in that it technically could be played by any of the Robotech Generations; it is primarily set in the post Zentraedi bombardment and just prior to the Southern Cross timeline.


SECTIONS


Criteria For Passing ATP. The methods for characters to pass the ATP or provided – pass t least one exercise in all seven modules. Includes a leadership portion in module 7 that could be skipped, dependent on your Players. Also includes a demerit system.


Non-Player Characters. There are a number of oddly presented tables for generating NPCs. This leads into a reprint of some of the Rounding Out Your Character and Insanity sections from the Robotech RPG.


The Accelerated Training Program. Here we get to the meat of the book. Goals are details and we lead into the modules:

  • Section 1 – Responsibilities. I can’t quite figure if this is an obvious typo or meant to be that way. An individual exercise testing Weapon Proficiency and Reaction Prowess.

  • Section 2 – Individual Play. Players play against the Training Directors (read: GM). It’s basically a survival mode, where the character is ‘dropped’ into a randomized hostile terrain with random encounters to fight through. It has a mode for mecha encounters or non-mecha encounters.

  • Section 3 – Dual Play. Two Players play against each other in a duel set within an SLV Beachmaster Class or CVS Submersible Class carrier (read: Daedalus or Prometheus). Floor plans are included. Some fun cat-and-mouse between Players.

  • Section 4 – Acclimation Exercises. This is a monster of a section. A series of exercises that culminate in forcing characters to leave their super-advanced and protective mecha behind and strap into a number of conventional fixed wing aircraft (jets), manage the defensive weapon systems of an A.R.M.D. platform against some simulated attacks, conduct underwater encounters, and one where radio communications are disabled.Note: This last one our GM gave out demerits for speaking to the other to ‘influence’ their actions in support. Turned into a sort of descriptive charades where the other Players reacted instead of verbally guessing. Sounds atrocious, but actually was one of the more enjoyable (and comical) sections.

  • Section 5 – Combativenss. Another section with a made up word, but fine. Here characters are teamed up and fighting in a randomized location against Tactical Remote Assault and Combat Testing units. These are randomly determined, modified unmanned Veritechs, Destroids, Battle Pods, or Southern Cross mecha. It’s a brawl with one T.R.A.C.T. per character engaging them (e.g. 4 characters = 4 T.R.A.C.T. units). Another exercise in another underwater Capture mission, and the final one is titled the Anti-Sov Preparation (guess what you’ll be playing against).

  • Section 6 – Maneuvers. A terrain ma pis provided and the Players are essentially playing Capture the Flag from a randomly generated opposing team (run by the GM).

  • Section 7 – Command Performance. A series of possible encounters are provided, allowing the Players to really mix up on what they must do to succeed. I’ll admit this one could be a problem, as not all Players are born leaders, or you might force a more introverted Player into a very extrovert position. Some sections require some serious work by the GM to make feasible.


Random Encounters and Missions. The book finishes off with a few adventures the GM can throw in – possibly in place of Section 7. A scavenger hunt scenario and some other adventures are there for the choosing. Also includes a few random encounter tables based on the terrain type; can be used to augment some of the Sections of the ATP.


IMPRESSIONS

 

Initial Review (7/10). I’ve played this module a couple of times back in the day, and it was pretty good fun. Essentially you are a student or rookie RDF character, and you are playing a series of competitive simulations to see who is “top of the class.” I recall having some of the most hilarious rolls with my Excalibur against my buddy’s Veritech, proving the destroids can compete with the Veritechs – at least in this context. It provides the GM a great mechanism for letting the Players’ characters advance in experience levels to better perform when they start full blown missions. This book is open to brand new or more veteran characters looking to ‘up their game,’ or provide a venue to justify learning new skills.


Current Review (7/10). There are some issues with the module in terms of the tax on the GM to predetermine a huge chunk of information for them to work, but for the most part the Sections of the ATP are easy enough to execute. It has a kind of Ender’s Game vibe, which is really the point of it. The artwork isn’t anything to really exclaim over, but it does the job. The module as a whole allows the Players to gain an Experience Level, perhaps a couple instead of starting at Level 1. There are some of the sections that are crucially important, and they dovetail very nicely into things like Ghost Ship or Southern Cross. Oddly enough, this supplement really leans into a possible solo-RPG kind of approach, as it provides a GM some great background to journal the advancement of an NPC and give them greater depth of experience and back story. It’s a neat supplement and executed well enough that any collector or group playing the Robotech RPG could enjoy as a palette cleanser, or a way to develop new characters before life-and-death adventures.


Return to All Posts


Please LIKE and SUBSCRIBE!



Comments


Scholarly Adventures | A Palladium Books Rifts RPG Blog

Thanks for submitting!

Scholarly Adventures

Powered and secured by Wix

bottom of page