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Legacy Review #16: ROBOTECH RPG - Ghost Ship

  • Writer: Francois DesRochers
    Francois DesRochers
  • 3 hours ago
  • 4 min read


Written by: Chester Jacques

Release Date: 1988

Catalogue Number: 554


GENERAL


This supplement to the Robotech RPG is essentially an adventure module. Taking place after the finale of the Zentraedi orbital bombardment of Earth and the massive destruction they suffered in retaliation, space debris litters Earth’s orbit. There are two LaGrange points where huge collections of debris collect, the source of space bandits and rogue Zentraedi forces. A Zentraedi cruiser has recently drifted into orbit, and appears to be abandoned. Scout patrols and a Cats-Eye Recon ship have disappeared, and the Players are tasked with performing a covert reconnaissance of the cruiser and reporting back.


SECTIONS


General. This is essentially what one would equate as a dungeon dive scenario. Essentially, the Players have a target site to rummage through and explore, while the scenario establishes some adventure ideas and links the GM can exploit out and around the ship.


Timeline. This book has a unique position in that it allows Players to selectively play either an RDF class and pilot that ‘generation’s” mecha, or be part of the fledgling Southern Cross forces and select from those classes and use the experimental or initial issue of the new styled mecha. This provides some real agency for the Players and makes for a nice option space the GM can play with.



The Ghost Ship. A lot of general information on what the ship looks like, how different elements function, and the Players interact with (e.g. consoles, elevators, corridor dimensions). There are four levels of ship to explore. Each of the rooms are provided a description and options and prompts for the GM to use on the Players. I won’t go into the details of each level as to not give anything away. I will say that some of the results of Player actions can have seriously negative consequences to their mecha, and not in the ‘taking damage from enemy combatants’ type. LOL.

Note: I realize this is a legacy product, but enough people out there may be playing Robotech and hunting down/using this supplement.



Game Master Information. This section, like any module, contains some of the more interesting background elements to lace into the session(s), to influence the Players’ decisions and actions. It is finally identified that the Ghost Ship is a Salan-model scout ship, including floor plans. Some repetitive information is found (e.e. Zentraedi Recovery Pod and Hover Platforms).

  • Debris Ring. A very short but impactful section that provides the GM some adventure ideas to play with. Includes some random roll modifiers due to the mess of detritus floating around Player Characters and enemy combatants.

  • RDF In Space. Some useful information of what the RDF is doing to combat pirates in ordbit.

  • Southern Cross. We are introduced to the Cosmic Unit (C.U.) and their Space Battloid, the Tactical Armored Space Corps (T.A.S.C.) and their Logan or AJACS mecha.

  • Space Pirates. The RDF is trying to place some modicum of control over the orbital region, while pirates are plundering and the E.B.S.I.S. is looking to formally exploit the resources. As such, we get some of the E.B.S.I.S.  Battloids reprinted, as well as a way to use surprlus RDF mecha under their control.

  • Random Encounter Tables. A nice and thematic series of entries for the GM to use. Some of these are quick and easy combat actions, while others could indicate an entire sub-campaign (e.g. Derelict Front Half of a Zentraedi Flagship).



IMPRESSIONS

 

Initial Review (9/10). The Players can have a real effect on the outcome of this adventure, and the GM can use this as a start point for a much grander campaign. So many options. Players can rescue anyone taken prisoner, cripple the ship, engage with space pirates, or worst of all, trigger the Zentraedi to attack Earth. The cruiser has enough function to do so from orbit, or can land with several hundreds of Zentraedi warriors and their Battle Pods; and they have a plan. There is a sinister subplot behind this ship and it’s in the Players’ hands to discover and stop it. Failing to do so presents LOTS of options for the GM.


There are a number of unfortunate reprints from previous books. Book 4 of the series is the Southern Cross, where info from there takes up an unfortunate number of pages herein; for that I dock it a single point, only because some groups might not have bothered to get into the Southern Cross series. The cover art is another great Kevin Long piece, and there is limited, if not repetitive interior art. That said, this isn’t a book taken for the art, so it gets a pass on that note. What’s there is enough to keep the reader (strongly suggested to only be the GM) going.


This is an adventure module with the makings of a seriously fun, challenging, and long campaign. Stationed to an A.R.M.D. Platform or even a Moon Base, sessions or adventures could be based on discrete mission packets that tie into a greater whole the GM could prepare. There are enough opposing factions that the GM could play this up: old Zentraedi forces, space pirates, E.B.S.I.S., mutinous RDF or overly zealous Southern Cross officers, and a debris ring that could hold any number of surprises. And this is without ever linking them directly to an Earth-bound mission. For an adventure module, it does what it does in spades, and gives a whole series of injects to use and campaign ideas to develop from there. Despite the annoying reprints, fantastic module!


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