Total Number of Books in Collection RPG & Other: 68
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Page Number: 11 / 19
 

Macross II: Spacecraft and Deck Plans

Author: Alex Marciniszyn
ISBN: 0916211665
Genre: Entertainment
Publisher: Palladium Books Inc
My Rating:
Format: Paperback Pages: 64 Rating: 5.0 (1 votes)
Release: Sep 1994
Summary: THER IS NO OTHER BOOK LIKE IT IN THE WORLD TODAY THAT THE AUTHOR SAYS HE WAS INSPIRED TO WIRTE THIS BOOK AND TELLS US ABOUT A FUTURE BOOK CALLED MACROSS45 WITH THE S.D.F.45 ON THE WAY!


 

Macross II: The Role Playing Game

Author: Kevin Siembieda
ISBN: 0916211622
Publisher: Palladium Books
My Rating:
Format: Paperback Rating: 4.0 (3 votes)
Release: Jul 1993
Summary: Using Palladium's post Rifts rule set, The Macross II RPG is essentially Robotech 1.5 as far as rules go. People who have played the original Robotech RPG will notice several similarities between this book and the last in terms of content, (such as its skill and class system) although this time, they are much more expansive and flexible in comparison. Almost all classes are military based with only one being devoted to civilians, but even then, that class allows you to fly a VF as well. An additional 20 skills were added to this book, (giving the book more skill choices than the Invid Invasion/Robotech II RPG books) and with enemy classes included, there are now a total of 14 character classes for players to choice from. As far as mecha is concerned, 3 VF's are featured,(2 military and 1 civilian) as are all the Zentran and Marduk mecha seen in the OAV's. Unfortunately, ground mecha (i.e. Destroids) and spaceships are absent, and you'll need either Sourcebook 1 or the three Deck Plan books for that material. Conventual equipment and vehicles are extremely lite in comparision to the Robotech RPG, and instead of including a few more pages dedicated to it, the author suggest buying another one of his products instead. Considering the fact that the Robotech II RPG book is 160 pages long, I can't understand as to why a few more pages of conventual equipment couldn't be included. Finally, background information pertaining to the series is minimal at best, (with a few NPC stats) and the book gives off the assumption that you've already watched the show. That's fine and all for fans who already know the back story, but it totally deters newcomers who haven't seen the series yet. All in all, this book is average. Sure, it does make some much needed improvements/additions that should have been addressed in the original Robotech RPG books, but the lack of content in certian spots make this book seem less complete in comparison. Also, the layout of the pages is questionable and seems to be less organized and out of place in general. Fans of Macross II or the Robotech RPG should get a kick out of this book and Rifts fans can easily converted this material to their games if so desired. It's a good book to buy if you're a fan of the series, but it does need the other 4 sourcebooks if you want to get the most out of your gaming. Just remember that this book still has the same sort of flaws to the game mechanics as the original Robotech RPG books, so if you didn't like them, then you'll probably won't like this one either.


 

Macross Sourcebook 1

Author: Kevin Siembieda
ISBN: 0916211630
Genre: Children's Books
Publisher: Palladium Books Inc
My Rating:
Format: Paperback Pages: 64 Rating: 4.0 (1 votes)
Release: Sep 1993
Summary: Sourcebook 1 states that there are 10 new character classes for players to choice from, unfortantely, most are slight variations of the ones presented in the first rulebook and a few were not even necessary altogether. Why need a seperate class system for micronized/full-sized Zentraedi when they essentially have the exact same skill sets? In addition, 4 ground type mecha (i.e. Destroids) are introduced in this book,(as well as its corresponding O.C.C.) as well as some mecha missed entirely, like the Metal Siren and the Zentran Fighter. Some conventual aircraft are given, as well as stats for 3 U.N. Spacy spaceships. Finally, mecha dispersement and compIiment charts are listed for reference purposes. All in all, this book is pretty good and it does have alot of additional material for The Macross II RPG. However, this book is far from perfect and does fail to deliver on a few grounds. Addditional background information to the series in general is once again omitted, and much needed pages devoted for additional conventual equipment and missings NPC stats (such as for Major Nexx, Wendi Ryder) are unfornately absent. Don't get me wrong, this book is good, but would have been so much better if that content was included as well. If you've already purchased the Macross II RPG, then get this book for the contents alone, otherwise skip it.


 

Mutants Down Under

Author: Erick Wujcik
ISBN: 0916211347
Genre: Children's Books
Publisher: Palladium Books Inc
My Rating:
Format: Paperback Rating: 5.0 (2 votes)
Release: Apr 1990
Summary: What I loved about this book was the simple element of absurdity and fun it brought into not just "After the Bomb" but the entire Palladium Universe. What other game system could make a Trans-Dimensional Platypus Character possible? If you take RPGs too seriously, and you wish you were a Wizard this book is not for you. But if you're looking for a good way to spice up your Heros Unlimited or Rifts game, be sure to spend the [$$$] and add this book to your collection.


 

Mutants in Orbit

Author: Kevin Siembieda, James Wallis
ISBN: 0916211487
Genre: Children's Books
Publisher: Palladium Books
My Rating:
Format: Paperback Rating: 3.5 (3 votes)
Release: Mar 1991
Summary: This is a good source book for the Palladium Rifts RPG series and their After the Bomb RPG series. It has much need information on the orbital community of Rifts Earth. Also the book provides a much needed system for building spaceships, altough no Faster than Light Speed travel for the ships, it does provide useful and realistic portrail of early 22nd Century Space Technology.


 

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