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MS-06F2 Zaku II Type F2

 

 

The following material is an adaptation of a mobile suit from GUNDAM 0083: STARDUST MEMORIES one of the many sequels to the popular japanese mecha based tv series Mobile Suit Gundam. Please feel free to use, copy, and distribute it as you see fit. All I ask is that you give proper credit to me and do not claim that it is your own work. Comments and suggestions are welcome.


MS-06F2 Zaku II Type F2

RPG Stats by: Alex Hansen
Statistics Info Provided by: The Mecha Domain

Background

"What's that?! A Zaku... the Feddies must've captured it. I can't stand to see it like that!" - Adamsky

During the One Year War of the Universal Century Era, the Zeon Duchy military introduced the mobile suit, a new combat weapon for a new type of war. The most heavily mass-produced and most well-known mobile suit models built during the war was the MS-06F Zaku II, and its combat role versatility and easy-to-master controls made it popular among mobile suit pilots. Near the end of the war, the Zeonic Company introduced an upgraded version of the Zaku II, the MS-06F2, or F2-type. The F2-type was lighter, making it more fuel efficient and giving it a longer flight time, and it sported an upgraded, more powerful generator. The armor protecting the cockpit was also improved, was well as its overall performance, putting it on a more equal footing with the Earth Federal Forces' RGM-79 GM. After the war, many F2-types remained in service - some being retained by remnant Zeon forces waiting for their revolution to restart, and some being captured by Federation forces and put to work as aggressor units in squadrons conducting pilot training and mobile suit field testing.

Vehicle Model: MS-06F2 Zaku II Type F2
Class: General Purpose Multi-Class Mass-Production Mobile Suit
Manufacturer: Zion Delaz Fleet/Cima Fleet/Axis
Crew: One pilot
M.D.C. By Location:

    Head --- 100
    Arms (2)--- 100 each
    Hands (2)--- 50 each
    Legs (2)--- 150 each
    *Upper Torso --- 280
    *Lower Torso --- 180
    Backpack/Thrusters --- 150
    **Reinforced Pilot's Compartment --- 200
    120mm Machine gun --- 100
    90mm Machine gun --- 100
    Heat Hawk --- 50
    280mm Zaku Bazooka --- 100
    Shield --- 100

*Destruction of the upper torso will render the arms, head, and backpack inoperative. Destruction of the lower torso will render the legs inoperative. Any additional damage done to the upper torso after it has been destroyed will go to the Pilot's Compartment.
**If the Pilot's Compartment is destroyed, then the Zaku will also be rendered inoperable and the pilot will open to damage and the vaccum of space.

SPEED:
Running: 125 km/h on a flat surface.
Non-thruster Leap: 100 ft (30.5 m) up or across.
Thruster Leap: 500 ft (152.5 m) up or across.
Thruster Output: 20500kg x 2 (backpack),3100kg x 4 (feet).
Acceleration in Space: 0.76 G
STATISTICAL DATA:
Height: 17.5 meters
Width: 7.8 meters
Weight: 49.9 tons (standard), 70.3 tons (fully loaded)
Sensor Radius: 3200 meters
Physical Strength: Equal to a P.S. of 50
Cargo: The small size of the Zaku's cockpit provides limited room for personal belongings.
Power Plant: Fusion Reactor w/ Minovski Shielding capable of generating 986kW's of power
Range: The generator can supply power for approximately 10 years before requiring replacement.

 

WEAPON SYSTEMS:


1. 120mm MMP-78 MACHINEGUN: This is the main ranged armament of the Zaku II. While not as effective as a Gundams Beam Rifle, it definatly packs a better punch than an GMs 90mm gun.
Primary Purpose: Assault
Mega-Damage: 3d6x10 for a short burst, 4d6x10 for a long burst
Range: 6000ft
Rate of Fire: Bursts equal to the pilot's combined number of attacks.
Payload: 100 rounds, short burst uses 10 rounds, long burst uses 30 rounds. Empty clips can be replaced but take two melee actions/attacks. One is stored on the skirt armour.
Scope: The Scope has a special laser targeting system (adds an additional +1 to strike), Infra Red & Nightvision (usually used in Terran Combat) which both have a 1,000ft range.


2. MMP-80 90mm MACHINEGUN (OPTIONAL): This is an optional weapon used as a replacement for the 120mm Machinegun. It's easier to produce, unfortunatly has a lower ammo capacity.
Primary Purpose: Assault
Mega-Damage: 2d6x10 for a short burst, 3d6x10 for a long burst.
Range: 4,000ft
Rate of Fire: Bursts equal to the pilot's combined number of attacks.
Payload: 32 rounds, short burst uses 3 rounds, long burst uses 9 rounds. Empty clips can be replaced but take two melee actions/attacks. Two can be stored.


3. HEAT HAWK CLOSE COMBAT AXE (OPTIONAL): The Heat Hawk is an axe sometimes issued to Zaku's as a backup close combat weapon. By generating immense heat from the blade the weapon can eat its way through most armour. While not as effective as a Beam Saber this weapon doesn't run out of energy like the Beam Saber does.
Primary Purpose: Melee Combat
Secondary Purpose: Defense
Mega-Damage: 2d6x10+30 M.D.
Range: Close Combat
Payload: The charge inside the weapon allows it to continously generating the powerful heat for an hour.


4. 280mm ZAKU BAZOOKA(OPTIONAL): This optional weapon is essentially an enormous rocket launcher for the mobile suit. It fires large UNGUIDED chemically-propelled rockets with high explosive warheads. These missiles are unguided because Minovski particle jamming renders most forms of tracking systems useless in the Gundam universe. Therefore the designers decided to remove the tracking systems in the rockets and replace them with more powerful explosives.
Primary Purpose: Assault
Mega-Damage: 5d6x10 per missile
Range: 6 miles
Rate of Fire: 3 shots per melee (volleys are not possible)
Payload: 5 missiles (one in the barrel, plus 4 in a clip).


4. STURM FAUST (OPTIONAL): An anti-mobile suit single-shot disposable rocket launcher which can be carried by pretty much any Zeon Mobile Suit. A simple yet effective weapon it fires a powerful rocket which can eliminate most Federation Mobile Suits.
Primary Purpose: Anti-MS
Mega-Damage: 5d6x10 M.D., has a 60ft blast radius
Range: 2 miles
Rate of Fire: Once, the Sturm Faust is a single-shot rocket launcher.
Payload: Each Sturm Faust only carries one rocket. After Sturm Fausts are fired they are typically either disposed of or reloaded at a base.

5. OPTIONAL HAND-TO-HAND COMBAT: Punch does 3D6 M.D., Body Block does 5D6 M.D. (extra damage due to the shoulder spikes), Kick does 4D6 M.D., Leap Kick does 5D6 M.D., Stomp does 3D6 M.D., but is limited to targets no more than 16 feet tall. Body flip does 2D6 M.D. Pilots who have experience with giant robots get full bonuses from Robot Basic combat training.

STANDARD EQUIPMENT FOR MOST MOBILE SUITS

OPTICAL TARGETING SYSTEM: Mobile Suits have very sophisticated optical tracking systems to assist the pilot in targeting. This system provides the pilot with a +2 to hit when using projectile or beam weapons. However, since the tracking system is optical, the target must be IN DIRECT LINE OF SIGHT from the MS in order to get the bonus.
COMBAT COMPUTER: Contains data on up to 120 different vehicles (both friend and foe). Can call up and project data on the HUD screens in the cockpit.
"SKIN TOUCH" COMMUNICATIONS SYSTEM: Mobile Suits have sensitive microphones in their cockpits that can pick up a pilot's voice and project it to vibrating devices on the surface of the hand. By grasping hands with another Mobile Suit, the first mecha can transmit these vibrations to the other mecha. Sensors on the other mecha translate these vibrations into sounds and projects them via speakers in the cockpit. The result is a secure method of communication between mecha that cannot be intercepted by enemy scanners.
LASER COMMUNICATIONS SYSTEM: The Zaku has a laser based communications system that allows the mecha to communicate over long distances. The only disadvantage is that the mobile suits have to be looking at each other in order to communicate.
RADIO COMMUNICATIONS: Backup; usually doesn't work due to Minovski interference.
COMPLETE ENVIRONMENTAL PROTECTION SYSTEM: Identical to the system described on Pg. 214 of the Rifts RPG book.


COMBAT BONUSES FOR MOBILE SUIT COMBAT TRAINING:

NOTE: These bonuses do NOT take into consideration special NewType piloting abilities.

  • Three hand to hand attacks per melee (plus those of pilot).
  • Body flip/throw.
  • Body block/tackle/ram.
  • Kick attack
  • +2 to strike.
  • +4 to parry.
  • +3 to dodge.
  • +3 to roll with punch, fall, or impact (explosion), reducing damage by half.
  • Critical strike same as pilot's hand to hand.
  • One additional attack at level five.
  • One additional attack at level ten.

 

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