The REF Zentraedi Heavy Assault Pod (ABP-Z4)
Transcription
The REF Zentraedi Heavy Assault Pod (ABP-Z4)
The REF Zentraedi Heavy Assault Pod (ABP-Z4) By: Stanley Bundy Version 2.0: 03/25/05 (Rifter #5 Art by Wayne Breaux) This mecha was already designed at the time of the SDF-3 launch, but it wasn't until after the Zentraedi had proved their loyalty in battle against the Invid that the finalized version entered production. A small number were part of the first three assault waves to reach Earth [42 were in Wolff's unit, Mars and Jupiter divisions combined], while a similar number were aboard the SDF-3 at the time of its disappearance. If one is found on Invid-occupied Earth, it should be considered extremely rare, even rarer than a shadow fighter. In fact, there were so few of them that two complete sets of repair manuals and parts fabrication blueprints were stored in each one, as the repair parts would be non-existent on Earth. Outwardly, the Z4 has a strong resemblance to the old (full-sized) Zentraedi Officer's Battle Pod. It is roughly the same height, and its hull and legs are much like the older pod's in shape. However, there are two particle beam cannons between the thrusters, not just one, and the cockpit has been fully enclosed. The forward sensor "nose" has been extended, and far more sophisticated sensors are present. But the biggest differences are in the limbs. First of all, the old, thin weapon arms have been replaced with bulky arms resembling a cross between those of the RDF Gladiator and the Female Power Armor. These arms have fully articulated hands, as well as triple-barrel Pulse Lasers on the forearms. The legs, too, are bulkier, with a new, advanced knee joint design and feet that are designed for high speeds. It is this new leg design that yields the first clues to the Z4's secrets. Upon closer examination, one finds a complex hover system built into the legs' calves. As this design would be useless in this configuration, the Z4 must be a transformable mecha. The "Pod" is but the Guardian mode of the mecha. The vehicle mode is a hover tank, which gets its forward movement from the thrusters in the main hull. In Hovertank mode, the vehicle is capable of low altitude flight, space flight, and even atmospheric reentry, with the hover engines acting as retro-rockets. The lower legs are now the bottom of the mecha, with the upper legs and the hull lying flush with the "shins" of the lower legs. The arms can be used in this mode, but only when the mecha is in space, flying or at a complete stop on the ground. The default position of the arms when not in use in this mode is paralleling the shin area of the lower legs, giving the arm lasers a clear, fixed field of fire ahead of the mecha, which also allows the pulse lasers to be volleyed with the nose lasers in this mode. When entering an atmosphere from space, the arms are placed on top of the shins as to shield them from the full force of reentry. The knee joint is the rearmost part of the mecha in this mode, and is engineered only to bend this far past vertical in this mode. The feet, with smaller hover pads built in, are now at the front, acting as an aerodynamic feature as well as an emergency braking system. Then there is the Battloid mode. The sensor arrays (with the nose lasers attached) swivel 90o forward as a unit, becoming a head capable of 180o degree left/right movement. The legs straighten, and the knee functions similar to a human one. The particle beam cannons recess into the hull, and the hull is now perpendicular to the ground, the thrusters being at the Z4's "backside". Doing this with an old Officer's Battle Pod would have been impossible, as it would have put the pilot on his back. But, in the Z4 pod, the pilot's compartment is buried deep inside the hull, and rotates during the mode change in the same manner as those found in the other Veritech mecha. Also, in Battloid mode, what had been the underbelly of the Z4 now becomes the chest. This allows the mecha to present a little-attacked (and therefore, rarely damaged) surface to the enemy, increasing survivability. While the Z4 owes much of its design to the old Officer's Battle Pod, its weapons have undergone many changes from the old mecha. This is partly because of advances in technology, and partially because of its use of a micronized pilot. The short range missile launcher of the Officer's Pod has been replaced by a similar launcher on the back of the Z4, which has triple the capacity and firing speed. The single hull particle beam cannon has been replaced by two variable-power models, and the nose auto-cannons have been replaced by medium lasers, which also function as head lasers in Battloid mode. The new arms, having hands, have allowed the use of gun pods by the Z4 as well. THE REF HEAVY ASSAULT BATTLE POD Model Type: ABP-Z4; unofficially named the "Hannibal", after the Carthaginian general/ruler, by REF Ground Forces Command, as the other Veritech hover tanks (the VHT-1 Spartacus and VHA-1 Achilles) were named after historical & mythological Greco-Roman era warriors. It is interesting to note that, in all three cases (if you treat the Aeneid as a mythical history of the founding of Rome), all three warriors were ones that fought the Romans or their ancestors, and that Tyrolean architecture resembled that of Rome (especially after the influx of Egyptian culture brought along by Cleopatra in her relationships with Julius Caesar and other Roman leaders). Class: Veritech Hovertank; Assault Battle Pod - Zentraedi type Four Crew: One, with room for up to three passengers (though not really meant for it). The rear bench seat does not rotate in the change to Battloid mode, which means the passengers are placed on their back in that mode. M.D.C. by Location: *Main Body: 350 (+100) Pilot's Compartment: 150 Arms(2): 200 each Forearm Pulse Lasers(2): 50/set Particle Beam Cannons(2): 75 each Hands(2): 60 each GU-XX: 75 Engine Thrusters(2): 150 each **Sensor Array/Head: 75 Feet(2): 100 each Legs(2): 250 each * The Underside/Battloid chest has an additional 100 M.D.C. armor that must be eliminated before attacks that hit it can penetrate to the main body. Simply, when being fired on from the front in Battloid (or from underneath in the other two modes), there is an extra layer of armor (100 M.D.C. worth) that must be penetrated to reach the base M.D.C. for the main body. Depleting the base main body amount shuts down the mecha. ** Destroying the sensor array affects the Z4 the same way destroying an Alpha's sensor head would (Radar is reduced to 1 mile(1.6 km), main radio and laser communications are lost [backup radio has a 60 mile(96 km) range], and laser targeting is destroyed (-1 to strike)). Vision outside of the Z4 is reduced to backup video cameras located in the top and bottom hulls. Speed: Battloid Mode, Running: 60 mph (96 kmph) Battloid Mode, Space: 150 mph (240 kmph) Guardian/Pod Mode, Running: 200 mph (320 kmph) Guardian/Pod Mode, Flying: 670 mph (1072 kmph)^ Guardian/Pod Mode, Space: 2010 mph (3216 kmph) Hovertank Mode, Ground: 360 mph (576 kmph) Hovertank Mode, Flying: 670 mph (1072 kmph)^ Hovertank Mode, Space: 2010 mph (3216 kmph) ^ Maximum altitude 100 feet over ground level. Height: 72 feet (21.82 m) in Battloid mode 55 feet (16.67 m) in Guardian mode 24 feet (7.27 m) in Hovertank mode Length: 24 feet (7.27 m) in Battloid mode 38 feet (11.52 m) in Guardian mode, with arms in default position 45 feet (13.64 m) in Hovertank mode Width: 24 feet (9.09 m) in Battloid & Hovertank modes 33 feet (10 m) in Guardian mode, with arms in default position Weight: 54 tons without missiles & gun pod, 56 tons fully loaded. Cargo: Instead of passengers, up to 1000 lbs. of cargo can be carried in the back seat area, secured by straps. The Cyclone storage bay is directly behind the bench seat, and if the VR-052-F (Scott Model) is removed, that area can hold an additional 250 lbs. Main Engines & Power Source: Uses an REF Protoculture cell system, but uses Protoculture at twice the rate of an Alpha. The two main thrusters of the Z4 are modified versions of the Beta's rocket thrusters. Standard Equipment: As the VAF-6R Veritech standard & special equipment, with the power supply modified as above. The reason for the power drain is that, unlike other REF-specific Veritechs, the Z4 relies primarily on energy weapons, not missiles. A VR-052-F Battler Cyclone is standard issue, but requires the Pilot Motorcycle or Cyclone skill for use in Cycle mode by Zentraedi Warrior O.C.C. characters. In Cyclone Battle Armor mode, Zentraedi Warriors use their Pilot Zentraedi Mecha skill (at -10%), and receive Basic Combat in all Cyclones as a result of their earlier training in Zentraedi Power Armor, treated as an O.C.C. skill (1 level over O.C.C. level). WEAPON SYSTEMS: 1. Dual Variable-power Particle Beam Cannons: These are similar to the Particle Beam Cannon possessed by the old Officer's Pod, including that their field of fire is limited to 60o up/down and 45o left/right. However, the pilot can choose the power setting he or she wants the cannons to function at, with the higher settings reducing the rate of fire. The power setting must be chosen at the weapon's first use in any specific combat round, and can only be changed at such times. Damage settings are: Setting # | Damage (one) | Damage (both) | Max ROF/round ------------+--------------+---------------+-----------------------1 | 4D10 M.D. | 8D10 M.D. | As pilot's combined HTH 2 | 1D6x10 M.D. | 2D6x10 M.D. | 4 per barrel 3 | 5D10+25 M.D. | 10D10+50 M.D. | 2 per barrel The first setting is equal to the Particle Beam Cannons of the old TBP and the REF Z1 & Z2 pods, while the third is equal to the Particle Beam Cannons found on the old Officer's Pod and the Excalibers. The middle setting allows a compromise between firepower and rate of fire. Using setting #2 as an example, a pilot can fire a total of 8 blasts with the Particle Beam Cannons, up to his maximum number of Mecha Combat/Hand to hand combat attacks for the round. These 8 blasts could be in the form of 4 dual blasts, 8 single blasts, 2 dual and 4 single, etc. A tough foe might require a pounding with #2 dual blasts, while one with heavy firepower (like a renegade Alpha) might require going with setting #3 for a quick kill. Primary Purpose: Assault. Secondary Purpose: Anti-Aircraft. Modes usable in: Guardian/Pod, Hovertank Mega-Damage: Special; see above. Range (by Setting #1/#2/#3): 4000 feet/7500 feet/10,000 feet (1200 m/2275 m/3030 m) Rate of Fire: Special; see above. Payload: Unlimited. 2. Tri-barrel Arm Pulse Lasers: These are based on those of the old Female Power Armor, but are more heavily constructed. They can be volleyed together in any mode, and have a special option to allow volleying with the nose lasers in Hovertank mode. To volley the arm and nose lasers requires a Weapon Systems roll at -30% before firing. A failed roll results in only one weapon system firing, but success means that the weapons will volley together until the arms are moved, a target in the arc of only one side's weapons is targeted, or the Z4 changes modes. As the lasers are mounted in hinged "sleeves", they have a 180 degree arc of fire, allowing their use in defending against missile attacks in Vehicle mode. While the lasers can be moved that way in the other modes, it is rare, only done when the weapons computer can't hit the target through arm movement alone. Primary Purpose: Assault. Secondary Purpose: Anti-missile Defense. Range: 4000 feet (1200 m). Modes usable in: All, with special use in Hovertank mode. Mega-Damage: 3D6(singly), 6D6(volley); Special: Volley with Nose lasers does 1D6x10 M.D. total. Rate of Fire: As Pilot's combined hand to hand combat attacks. Payload: Unlimited. 3. Short range missile launchers: Unlike the old Officer's Pod, the Z4's missile launchers are located on the top of the fuselage, forward of the thrusters near the Particle Beam Cannons. Note that the Particle Beam Cannons are linked to commands to the launchers, to allow the Particle Beam Cannons to swing back to default position when the missiles are fired, to get them clear of the missiles' flight path. (Note: The original intent was a pop-up launcher like the Beta's missile launcher, not vertical launch tubes as drawn by Breaux). Primary Purpose: Assault. Secondary Purpose: Anti-missile Defense. Missile Type: Short range (medium warhead) missiles only. Mega-Damage: 1D6x10 each. Range: Varies by missile type; usually 2-5 miles. Rate of Fire: 2, 4 or 6. Each volley counts as one attack. Payload: 9 per launcher, for a total of 18. 4. Head/Nose Lasers: These are similar to those found on some Southern Cross Battloids. They can be volleyed together in any mode, and have a special option to allow volleying with the arm lasers in Hovertank mode (see #2). Primary Purpose: Assault. Range: 4000 feet (1200 m). Modes usable in: All, with special use in Hovertank mode. Mega-Damage: Single: 2D6, Volley: 4D6. Special: See #2. Rate of Fire: As Pilot's combined hand to hand combat attacks. Payload: Unlimited. 5. GU-XXL 35mm Tri-barrel Gun Pod: The GU-XXL (the name started out as a joke, but stuck) is the standard Gun Pod of the Z4, though it can be used by Vindicators, RDF Veritechs, and RDF Gladiators on request. Effectively a scaled-up GU-XX, it has a twin (side by side) magazine feed. Each individual magazine slot can accept a standard GU-XX magazine. Alternately, a magazine specifically designed for the GU-XXL can be used, that has 4 times the capacity of a standard GU-XX magazine, and takes up both magazine slots. One GU-XXL is standard for a Z4, but two may be carried. There are two means of mounting these guns. One is to stow the gun attached to a hard point on the underside of the body. If mounted this way, the Z4 can only use its gun pod in its fixed position, when in Vehicle Mode, and cannot be carried with the mecha during planetary reentry. This method is most common when the ABP-Z4 will be functioning in vehicle mode in space, in a role similar to an attack fighter. The other, more common, way is to mount the weapon(s) in the hand(s), which does allow the gun pods (unloaded) to be brought in during reentry, then loaded with the spare clip(s) stored in the body, once on the ground. Primary Purpose: Assault. Secondary Purpose: Anti-missile Defense. Range: 4000 feet (1200 m). Mega-Damage(bursts): Short = 4D6, Medium = 1D4x10, Full Melee = 2D4x10. Rate of Fire: Short and Medium bursts count as 1 attack each. Full melee bursts take all attacks. Payload: Varies by magazine type used. Each GU-XX magazine holds 40 short bursts; 1 Full Melee burst = 2 medium bursts = 4 short burst. The large GU-XXL magazine holds 160 short bursts. 1 extra magazine (or 2 GUXX magazines) can be carried in the main body, and takes 2 actions to change. 6. Optional use of hand to hand Combat: Choose the best type possessed from the following list: Officer's Pod (either), Veritech Hover Tank, Veritech(Basic), Destroid(Basic). The Z4 also has the following bonuses, over and above the combat type: +1 to Parry, +1 to Dodge, and +1 to Roll with punch, fall or impact. Mega-Damage from hand to hand combat attacks - Punch: 2D4, Power Punch: 2D6+4, Kick: 2D4+2, Stomp: 2D4, Body Block/Tackle: 2D6, Hovertank Ram: 1D6 M.D. per 25 MPH. General Notes concerning the above: 1. What's a VF-052-F? - The "F" Designation is that from Genesis Climber Mospeada for the specific model of Battler Cyclone (VR-052) used by Bernard. Of course, in the animation, the VR-052 (in either variant - Rand's was the "T" model) did not have chest missile launchers. Their appearance in the RPG with them is the direct result of two scenes in the TV episodes (where the VR-041 had its launchers open) where Lancer was shown, but was given dialogue being spoken by Scott. Of course, there's no reason why you can't create other VF-052 models with the launchers to be the RPG's models (I call them the R & S models, for Rand and Scott). Any Cyclone model can be used, it is just that it will be a VR-052-F model unless requested otherwise by the pilot. 2. That mecha is HUGE! Shouldn't it be smaller, or have much more armor? - I designed it purposefully to be the same scale in Guardian mode as the old-style Glaug Officer's Pod. Of course, while its legs are bigger and better armored than the original (in fact, everything on the Z4 is much better armored on it than its counterpart on the OBP), it was purposefully down-armored in comparison to REF mecha because of the fears concerning possible Zentraedi duplicity. (anyone else catch the fact in Sentinels that Jack Baker's simulator session was against REF pods?) While this design wasn't built until after those fears were dismissed, it was designed before then, and the armor level reflects this, as there wasn't time to test out the mecha with better (probably heavier) armor loads. Had the REF fleet survived past the events at Reflex Point, the mecha probably would have seen 25-60% armor increases for its locations (and if still made on Tyrol or other REF bases, it would have those increases by 2040). The REF ABP-Z4G GLAUG II, Variable Zentraedi Mecha By: Stanley Bundy Version 1.1: 03/25/05 This variant of the base ABP-Z4 design was adopted by several colony worlds during the initial 5 year occupation of Earth by the Invid, though it never saw service with the REF proper until after the Battle of Reflex point in the mid-2030s, when weaponry was in short supply, due to the loss of the majority of the REF fleet. The primary difference between the Glaug II and the micronian-piloted "Hannibal" ABP-Z4 model is that the Glaug II is designed to be piloted by a full-size Zentraedi ranging from 30-40 feet in height (note: this writeup assumes the more animation-accurate 6x height multiplier instead of the RPG's original x10). As such, it does not have a Battloid mode, and the cockpit enclosure is much more like that of the original Glaug, allowing the pilot to see through it. The foot design is also much closer to that of the original Glaug, no longer being needed to be used as a foot for a Battloid design. Another design difference is that a force field has been added to the design, acting to protect the more-vulnerable cockpit style, while retaining the underside armor to protect the mecha from beneath (as most mecha, especially Invid, are much shorter than the Glaug II). THE REF GLAUG II Model Type: ABP-Z4G Class: Veritech; Assault Battle Pod for full-sized Zentraedi Crew: One. Two Micronian passengers can be carried if the storage area has the Sensor Station plug-in (see below) M.D.C. by Location: *Main Body: 300 (+100 underneath) **Pilot's Compartment: 100 (+100 force field) Arms(2): 200 each Forearm Pulse Lasers(2): 50/set Particle Beam Cannons(2): 75 each Hands(2): 60 each GU-XX: 75 Engine Thrusters(2): 150 each ***Sensor Array/Head: 75 Feet(2): 100 each Legs(2): 250 each Note that the pilot will also be wearing a suit of M.D.C. environmental body armor built using 2030s-era mecha armor technology. Main Body: 200, Legs: 100 each, Arms: 60 Each, Removable Gloves: 30 each, Helmet: 75. * The Underside has an additional 100 M.D.C. armor that must be eliminated before attacks that hit it can penetrate to the main body. Simply, when being fired on from underneath, there is an extra layer of armor (100 M.D.C. worth) that must be penetrated to reach the base M.D.C. for the main body. Depleting the base main body amount shuts down the mecha. ** Any Pilot Compartment hits come off the force field first. This force field regenerates 3D4 M.D.C. per minute, so long as it is not hit during the regeneration period. Any hit causes the regeneration counter to reset to zero. Any critical strike that hits the pilot's compartment hits the force field, has a chance equal to the M.D.C. done of knocking it out permanently (until repaired at base). If the force field drops to zero, it will absorb half of any remaining damage as it goes offline, and is automatically knocked down as in the notes for a critical strike. *** Destroying the sensor array affects the Z4 the same way destroying an Alpha's sensor head would (Radar is reduced to 1 mile(1.6 km), main radio and laser communications are lost [backup radio has a 60 mile(96 km) range], and laser targeting is destroyed (-1 to strike)). However, unlike the standard Z4, the Zentraedi pilot has a clear cockpit cover through which it can view his or her surroundings. Speed: Guardian/Pod Mode, Running: 200 mph (320 kmph) Guardian/Pod Mode, Flying: 670 mph (1072 kmph)^ Guardian/Pod Mode, Space: 2010 mph (3216 kmph) Hovertank Mode, Ground: 360 mph (576 kmph) Hovertank Mode, Flying: 670 mph (1072 kmph)^ Hovertank Mode, Space: 2010 mph (3216 kmph) ^ Maximum altitude 100 feet over ground level. Height: 55 feet (16.67 m) in Guardian mode 24 feet (7.27 m) in Hovertank mode Length: 38 feet (11.52 m) in Guardian mode, with arms in default position 45 feet (13.64 m) in Hovertank mode Width: 24 feet (9.09 m) in Hovertank mode 33 feet (10 m) in Guardian mode, with arms in default position Weight: 45 tons without missiles & gun pod, 62-70 tons fully loaded with pilot. Cargo: Instead of passengers, up to 4000 lbs. of cargo can be carried in the back seat area, secured by straps. Main Engines & Power Source: Uses an REF Protoculture cell system, but uses Protoculture at twice the rate of an Alpha. The two main thrusters of the Z4 are modified versions of the Beta's rocket thrusters. Standard Equipment: As the VAF-6R Veritech standard & special equipment, with the power supply modified as above. The reason for the power drain is that, unlike other REF-specific Veritechs, the Z4 relies primarily on energy weapons, not missiles. Optional Equipment: For special missions, a sensor pack can be added, equal to that of the Z3 Cyclops, that weighs 5 tons, and mounts on the underside gun hard point (moving the GU-XXL to one of the hands). This Sensor pack is controlled from a two-man (micronian-sized) station installed behind the pilot seat. Given the sensitive nature of the work, this area does not have any provision for the ejecting of these crew, unless they ride out with the pilot when he ejects from the craft. The Sensor Pack has 100 M.D.C. WEAPON SYSTEMS: As the standard ABP-Z4, including Hand-to-hand combat. Bonus Material: Original Design sketches by the author for the Z4, prior to the article submission. Key to the numbered locations: 1. Dual PBCs 2. Thrusters 3. Internal Pilot's Compartment (location relative to rest of design – not actually visable) 4. Nose/Head Sensor Unit 5. Hover Thrusters 6. Arm Lasers 7. Pop-up Missile Launchers 8. Foot assembly with secondary hover thrusters for attitude adjustment in flight/landing situations, as well as triggering the transformation process.