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MSZ-006 Zeta Gundam

 

 

The following material is an adaptation of a mobile suit from MOBILE SUIT ZETA GUNDAM 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.


MSZ-006 Zeta Gundam

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

Background

The Grypps War of the Universal Century Era saw the introduction of many new experimental mobile suit technologies. Anti-Earth United Government pilot Camille Vidan, being a mobile suit design hobbyist, began designing a next-generation mobile suit for himself. With the aid of AEUG chief mechanic Astonage Medos, Camille's design so impressed the engineers at Anaheim Electronics that they volunteered to build the suit for him under the flag of the AEUG's "Project Zeta." Called the MSZ-006 Zeta Gundam, this unit represented many of the changes in mobile suit design philosophies occuring at the time.
Inspired by the RX-178 Gundam Mark-II's "movable frame" design, the Zeta Gundam was also built around a movable frame capable of transforming the mobile suit into a fighter-like form called a "waverider." This VMSAWRS (Variable Mobile Suit and WaveRider System) unit not only gave the Zeta Gundam added speed and mobility in waverider mode, but also allowed the Zeta to make an atmospheric re-entry from space on its own without the aid of ballute packs or other external re-entry systems. Part of the waverider mode's form was composed of "wing binders" - which had already seen experimental use in another Project Zeta design, the MSN-00100 Type 100 - and a "tail binder," all of which not only served as control surfaces for the waverider in atmospheric flight, but also contained extra thrusters and worked as additional "balancing limbs" in mobile suit mode.
The Zeta Gundam's armament was fairly standard, composed of head vulcan guns, a beam rifle and a pair of beam sabers which doubled as forward-firing beam guns in waverider mode. However, the Zeta had an additional edge with its bio-sensor - a device developed by Anaheim in an attempt to build a smaller-scale, more economical psycommu system. Though the exact nature of the bio-sensor is unknown, its primary purpose was to allow a Newtype pilot to more easily interface with his mobile suit. The bio-sensor could also have a rather surprising side effect when the pilot was mentally and emotionally focused enough (usually when angry or upset) to cause the bio-sensor to amplify the power, speed and strength of the mobile suit for a short period of time. Camille's strong emotions created this effect on more than one occasion - turning the Zeta Gundam into a truly unstoppable force when the Newtype pilot was mad enough.
The Zeta Gundam was delivered to the AEUG flagship carrier Ahgama in mid-UC 0087, where it would serve as a frontline assault unit in the AEUG's war against the corrupt Titans. Following the end of the Grypps War, the Zeta remained in service for another year, as the AEUG immediately found itself plunged into the First Neo-Zeon War and fighting for its very survival. Though Camille was mentally incapacitated at the end of the Grypps War, the Zeta found itself in other hands, operated by the AEUG's various new pilots - including the equally powerful Newtype youth Jude Ashita - until the end of that war when the Zeta was critically damaged during a battle inside the Neo-Zeon asteroid base Axis.

Vehicle Model: MSZ-006 Zeta Gundam
Class: Prototype Attack Variable Mobile Suit
Manufacturer: Anaheim Electronics
Crew: One pilot

M.D.C. by Location:

    Head --- 200
    Arms (2)--- 230 each (+50 with Grenade Pac)
    Hands (2)--- 100 each
    Legs (2)--- 250 each
    *Upper Torso --- 500
    *Lower Torso --- 400
    ***Wing Units (2)--- 400 each
    **Reinforced Pilot's Compartment --- 300
    Beam Rifle --- 200
    Beam Sabers (2, stored in hips)--- 75
    Hyper Mega Launcher --- 350
    ***Shield --- 300

*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.
***If any of these is destroyed then it will be impossible for the Zeta to transform to Waverider.

SPEED:
Running: 200 km/h on a flat surface
Non-thruster Leap: 150ft up or across.
Thruster Leap: 1000ft up or across
Thruster Output: 12200 kg x 5, 10600 kg x 2 (legs), 7600 kg x 4
Acceleration: 1.81 G
STATISTICAL DATA:
Height: 19.85 meters, 24.32 meters in Waverider mode
Width: 18.61 meters wing span in Waverider mode.
Weight: 28.7 tons (standard), 62.3 tons (fully loaded)
Sensor Radius: 14000 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 2020 kW of power.
Range: The generator can supply power for approximately 10 years before requiring replacement.
 

WEAPON SYSTEMS:

1. HEAD-MOUNTED 60mm VULCAN CANNONS (2): Two 60mm Vulcan Cannons are mounted on both sides of the Zeta’s head. These two cannons are fixed-forward and the pilot must move the Zeta’s head in order to aim them. Both cannons fire at the same time, though if one is destroyed, the other cannon will still function. NOTE: Cannot fire in Waverider.
Primary Purpose: Defense
Mega-Damage: 1D6x10, per burst (60 rounds from both cannons). A single round does 1D6 M.D.
Range: 3000ft
Rate of Fire: Equal to the pilot’s combined number of attacks.
Payload: 600 rounds per cannon, which is enough for 20 combined bursts. Note: The ammo bins for the two cannons are NOT linked; if one cannon is destroyed the ammo feed CANNOT be automatically switched to the other cannon.


2. 2-TUBE GRENADE LAUNCHER (2): Concealed in each of the Zeta's arms is a RPG (Rocket Propelled Grenade) launcher. Normally the launcher only holds one grenade for each tube, however an additional ammunition pack can be mounted on the arm increasing ammunition. Only one of these packs can be mounted if the shield is to be used and transformation to Waverider possible. NOTE: These cannot fire in Waverider.
Primary Purpose: Anti-Armour
Mega-Damage: Each Grenade does 4d6x10 M.D.
Range: 4,000ft
Rate of Fire: Single shot or a volley of two grenades per arm.
Payload: Each arm only holds two grenades, but the Grenade Pac add-on provides an additional 19 Grenades.


3. 5.7 MW BEAM RIFLE : This is the main long range armament of Zeta. It boasts a powerful output (over 3 times that of XRB-BOWA Beam Rifle used by the Zephyrantes and Dendrobium Stamen), and utilizes the modular e-cap system. In Wave Rider this rifle is mounted on top in a fixed forward posistion. Also this weapon can be used as a powerful beam saber.
Primary Purpose: Assault
Mega-Damage: 6d6x10 M.D. per blast, bursts are not possible. 1d4x100 M.D. as beam saber
Range: 1 mile. As a beam saber the blade has a range of 15-30ft (5-10 m) and is adjustable.
Rate of Fire: Equal to pilots combined attacks per melee
Payload: 20 shots (one melee of beam saber activity takes up 10 shots) per e-cap. The shield holds two extra e-caps which can be changed in the field, it takes two actions to change caps.


4. 0.65 MW BEAM SABERS/1.3 MW BEAM GUNS (2): Like the Beam Rifle, this weapon boasts a high output rate (nearly two times that of the original beam sabers used by Mobile Suits). They're stored in the hips where they recharge. In Waverider these can be used as fire-linked beam guns.
Primary Purpose: Melee Combat/Assault
Mega-Damage: 8d6x10 M.D. per strike. As a beam gun 3d6x10 M.D. each
Range: The blade has a range of 15-30 ft (5-10 m) and is adjustable. As a beam gun 4,000ft.
Payload: The beam saber can function continuously for 60 seconds (4 melee rounds) before running out of power. Once discharged, the beam saber must be returned to the Gundam's hip where it can recharge at a rate of 1 second of power per 30 seconds of charging. 1 melee of power is equal to 5 beam gun shots.


5. 8.3 MW HYPER MEGA LAUNCHER (OPTIONAL): This is an optional sort of super beam weapon, not unlike the mega weapons used by the Neue Ziel and Dendrobium Orchis. However because this weapon is not hooked up to a powerful minovski generator it's payload is limited. This weapon is very massive (Longer than the Mobile Suit is tall!) and must be held with both of the Mobile Suit's hands, also it atmospheres the amazing weight causes aiming problems (-3 to strike!). This weapon is mounted underneath the Zeta in Waverider. Also the weapon can be used as a LARGE beam saber (the blade being projected from the rod part seen on top of the gun).
Primary Purpose: Blow/Slice-everything-to-hell
Mega-Damage: 3d4x100 M.D. (!) per blast to a 50ft area! Same damage as a beam saber.
Range: 4 miles. As a beam saber the blade is 30-60ft (10-20m) long!
Rate of Fire: 1 shot per melee
Payload: The weapon's large modular e-cap gives it 5 shots (1 melee of beam saber power). One extra e-cap can be carried, but it takes a whole melee to switch caps.

6. OPTIONAL HAND-TO-HAND COMBAT: Punch does 3D6 M.D., Body Block does 3D6 M.D., 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.

7. SYSTEMS NOTE: The Zeta uses both a Linear Cockpit System, aswell as powerful Vernier Thrusters which make it an extreamly agile mobile suit (and of course in the hands of a Newtype, it can be even moreso). +2 attacks per melee, +2 to strike, parry, and dodge. +6 to dodge in Wave Rider. NOTE: These DO NOT include the bonuses from the bio-sensor system.

STANDARD EQUIPMENT FOR THE ZETA

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 Gundam 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.
BIO-SENSOR SYSTEM: As mentioned before, the Bio-Sensor is a smaller scale Psycommu system. Though the Bio-Sensor doesn't provide the pilot with the amazing full interface that Psycommu does, it still allows the Gundam to fully adapt to a Newtypes amazing abilities (so that the Newtype can use it's FULL bonuses, never 'surpassing' the mobile suit as mentioned in the Newtype Section). Bonuses are +1 to strike, parry, dodge, and initiative. Also, during points of amazing mental focus and/or emotional stress (usually anger, GM's call) the Bio-Sensor amplifies the emotions and focus through the Gundam to increase the performance, +1 to attacks, strike, parry, dodge, and +2 to initiative (including normal bio-sensor bonuses)! This can only be maintained for 1d4+1 melees before the pilot must roll a d20 under his M.E. attribute to keep focus, and roll again -1 to save (cumulative) for each additional melee.
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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