Following their invasion and occupation of many areas of Earth during the
Universal Century Era's One Year War, the Zeon military began developing
amphibious mobile suits to increase its war capabilities in Earth's oceans and
waterways. One of the most successful designs was the MSM-07 Z'Gok, though MIP
Company continued to improve this model. This upgraded model was called the
MSM-07E Z'Gok-E ("E" for "experiment"), and while similar to its predecessor, it
featured many improvements, the most visible being the ability to draw its arms
and legs up closer into its body, making the Z'Gok-E more streamlined and faster
while moving underwater. Propellant storage for its thrusters were moved from
its main body into tanks mounted inside the arms, with energy caps installed in
the hand-mounted beam guns, making them able to store up power from the
generator and discharge a rapid-fire, machinegun-like burst when required. With
this increase in handy firepower for both underwater and land combat, the
original missile tubes mounted in the head - which could only be fired out of
the water - were replaced with torpedo tubes, giving it additional firepower
while operating underwater. Only a limited number of these experimental units
were built, with two units operated by Zeon's Cyclops Team special forces unit
in a raid on the Earth Federal Forces' Arctic base in UC December 0079.
Vehicle Model: MSM-07E Z'Gok-E
Class: Amphibious Mobile Suit
Manufacturer: ZEON DUCHY
Crew: One pilot
M.D.C. by Location:
Head (Is partially built into the Upper Torso)--- 150
Arms (2)--- 200 each
Hands/Beam Cannons (2)--- 100 each
Legs (2)--- 225 each
*Upper Torso --- 350
*Lower Torso --- 250
Hydrojet-Pack (OPTIONAL)--- 160
**Reinforced Pilot's Compartment --- 200
*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: 92 km/h on a flat surface.
Water Speed: 118 knots.
Non-thruster Leap: 80ft up or across.
Thruster Leap: 500ft up or across.
Thruster Output: 20000 kg x 4 (backpack), 16000 kg x 2 (feet)
Acceleration: 1.26 G
STATISTICAL DATA:
Height: 18.4 meters
Width:
Weight: 69.5 tons (standard), 88.9 tons (fully loaded)
Sensor Radius: 7,000 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
2570 kW of power.
Range: The generator can supply power for approximately 10 years before
requiring replacement.
WEAPON SYSTEMS:
1. BEAM CANNONS (2): Built into each of the Z'Gok-E's Hands is a
medium output rapid fire beam cannon, powered by the Mobile Suits own amazing
Minovski Generator.
Primary Purpose: Assault
Mega-Damage: Single shot 1d4x10 M.D. 2d4x10+30 on a short burst, 4d6x10
on a long burst, 1d4x100 M.D. on a full melee burst.
Range: 5,000ft
Rate of Fire: Single shots, short bursts (3 shots) and long bursts (6
shots) take up a single action. A full melee burst takes place of all actions
for that melee.
Payload: Effectively unlimited
2. TORPEDO LAUNCHERS (6): Six torpedo launchers are built into the
Z'Gok-E's head, these replace the less-effective small missile launchers which
were built into the regular MSM-07 Z'Gok.
Primary Purpose: Anti-ship Warfare
Mega-Damage: 3D6x10 M.D. per torpedo
Range: 2 miles
Rate of Fire: Single torpedo, or volleys of 2, 4 or 6.
Payload: 24 torpedoes, 4 per launcher.
3. OPTIONAL HAND-TO-HAND COMBAT: Claw Strike does 5D6 M.D., Power Claw
does 1d6x10 M.D., Body Block does 4D6 M.D., Kick does 4D6 M.D., Leap Kick does
5D6 M.D., Stomp does 4D6 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.
4. SYSTEMS NOTE: The Z'Gok-E is pretty agile in underwater situations
and therefore suffers no underwater penelties, in fact has a +1 to dodge
underwater, +2 w/ Hydro-Booster Attachment. Above and underwater the Z'Gok-E is
+1 to parry and strike.

"GM, honey, put the Machinegun down and let's talk this over."
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 Z'Gok-E 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.