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.