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The following material is an adaptation of a mobile suit from 0080:
WAR IN THE POCKET 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-06FZ Zaku FZ
RPG Stats by: Alex Hansen
Statistics Info Provided by: The
Mecha Domain and Newtype
Asylum
Background
"Zaku approaching the base. ETA: three minutes." - Federal soldier
Late during the One Year War of the Universal Century Era, the Zeon Duchy
military started its "Unified Complete Equipment Plan" to upgrade and improve
existing mobile suit designs and to make its own manufacturing capabilities more
streamlined by incorporating similar parts and systems in several different
mobile suit lines. One of the mobile suit types to be redesigned under this plan
was the venerable MS-06F Zaku II, which had been serving Zeon since the early
days of the war. The new MS-06FZ Modified Zaku II, with an improved type of
cockpit and greatly increased thruster acceleration, was a tremendous
improvement over the standard F-type in terms of speed and maneuverability.
However, one drawback to the increased performance was that the Modified Zaku
II's operational time was reduced by half, as it used fuel twice as fast due to
the added thrust. And due to its late introduction into the war, only a small
number of Modified Zaku IIs were produced, some operating in the skirmishes
against the Earth Federal Forces stationed in the Side 6 area in UC December
0079.
Vehicle Model: MS-06FZ Zaku FZ, AKA Zaku Kai
Class: Mobile Suit
Manufacturer: ZEON DUCHY
Crew: One pilot
M.D.C. by Location:
Head --- 115
Arms (2)--- 125 each
Hands (2)--- 55 each
Legs (2)--- 175 each
*Upper Torso --- 300
*Lower Torso --- 200
Backpack/Thrusters --- 160
**Reinforced Pilot's Compartment --- 200
Shield --- 100
90mm Machinegun --- 50
Grenade Rack --- 30
Sturm Faust --- 50
*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 Mobile Suit will also be
rendered inoperable and the pilot will open to damage and the vaccum of space.
SPEED:
Running: 103 km/h
Non-thruster Leap: 100ft up or across.
Thruster Leap: 500ft up or across
Thruster Output: 24500kg x 3 (backpack), 3000kg x 2 (feet)
Acceleration: 1.07 G
STATISTICAL DATA:
Height: 17.5 meters
Width:
Weight: 56.2 tons (standard), 74.5 tons (fully loaded)
Sensor Radius: 3200 meters
Physical Strength: Equal to a P.S. of 50
Cargo: The small size of the cockpit provides limited room for personal
belongings.
Power Plant: Fusion Reactor w/ Minovski Shielding capable of generating
976kW of power.
Range: The generator can supply power for approximately 10 years before
requiring replacement.
WEAPON SYSTEMS:

1. 90mm MACHINEGUN w/ GRENADE LAUNCHER: This is the main armament of the
Zaku Kai. While though not as effective as the original Zaku Machinegun, it is
easy to mass produce, and comes w/ a powerful grenade launcher.
Primary Purpose: Assault
Mega-Damage: 2d6x10 for a short burst, 3d6x10 M.D. for a long burst.
Grenades do 4d6x10 M.D. each
Range: 4,000ft. Grenades have a range of 3,000ft
Rate of Fire: Equal to pilots combinded attacks per melee
Payload: 32 rounds per clip, short burst uses 3 rounds, long uses 9.
Grenade launcher holds 5 grenade rounds. The shield holds one extra 32 round
clip and 5 grenade rounds. Reloading the ammo clip takes 1 action, but reloading
the grenades takes 3 actions.

2. GRENADES: On the right side of it's skirt armour the Zaku Kai has a
rack which holds three of these throwable grenades.
Primary Purpose: Anti-Armour
Mega-Damage: 4d6x10+10, 30ft blast radius
Range: Can effectively be thrown up to 500ft
Rate of Fire: Equal to pilots combinded attacks per melee
Payload: The Zaku Kai carries 3 grenades
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
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. 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 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.
A GM's View on the bad end of a Zaku, the one that fires
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
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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