REF ZENTRAEDI Z2 OFFICER'S POD
(Version 1.02 - Last updated:
08/11/01)
- Concept and Background by Kenneth
Olson
- Background Information from Robotech
Technical Files
- HTML form provided by Dave
Deitrich
BACKGROUND
The
Z2 REF Officer's Pod was originally designed to be the replacement for the
Zentraedi Glaug weapon system in the REF. Because of the same considerations as
those that drove the Z1's development, the Z2
Battle Pod was designed to accommodate a micronized Zentraedi NCO or officer.
Additionally, the Z2 was to replace in some measure the Light and Heavy
Artillery versions of the Regult Battlepods. As with the Z1,
the development teams responsible for the design of this mecha began with an
analysis of the Glaug armament effectiveness. This analysis showed that the
three particle beam cannons were the most valued weapons, with the Light Impact
Cannon in the arms only used as a close-assault secondary to the PB-10s. The
autocannons in the nose were almost never used. Therefore, they started out with
a design that had hands on the arms as well as Earth-designed particle beam
cannons, with two heavy beam cannons on top in a movable turret, and as extra
over the Glaug,
the same anti-aircraft laser installation as was installed in the Z1
was placed in the rear of the Z2. However, Breetai suggested the inclusion of
autocannons here also, and so two GU-13S triple-barrel 35mm autocannons were
installed on the Z2, replacing the hands in the process. The heavy beam cannons
were the PBC-12, a development of the PBC-11 as installed on the Tomahawk, which
was an improved re-engineering of the Glaug's PB-19. Therefore, the heavy beam
cannon had come full circle. Like the Zentraedi mecha of old, theZ1
and Z2 featured protoculture cells rather then a protoculture generator, because
this decreased the size of the mecha, and thus enhanced its survivability, which
partially offset the lower armor protection. The Z2 was slower than the Glaug
because of a different leg construction, but even so the Z2 could keep up with
the Z1 , and was more maneuverable than its
Zentraedi predecessor.
Because of the expanded role of the Z2, and the relatively high percentage of
non-commissioned and full Zentraedi officers selected for the REF forces, fully
a third of the Zentraedi were issued this mecha. Additionally, the Z2 was,
piloted by Terran crew, used as a direct fire support and flank protection
Destroid by most of the human units as well.
Like the Z1, the Z2 pod served everywhere with the REF. Compared with the
Excalibur and Tomahawk, the Z2 had almost the same long range armament, and more
powerful short range armament, but lacked in armor protection and missiles, even
with a MM-12 missile pod. But the human pilots of this mecha thought this of
little consequence, since the Z2's particle beams often killed Invid mecha with
one salvo. In addition, the smaller size and higher speed of the Z2 could get
the mecha more easily out of trouble than the slower Destroids
RPG STATS
- Vehicle Type: One man, all weather ground and space combat mecha
- Class: Destroid
Manufacturer: Robotech Expeditionary Forces
Crew: One pilot wearing Tactical Life Support System.
-
MDC BY LOCATION:
Location |
Z2 |
Top-Mounted Particle Beams |
75 |
Rear Lasers (2) |
50 each |
Weapon Forearms (2) |
100 each |
Searchlight (2) |
25 each |
Upper Arms (2) |
70 each |
Retractable Hands (2) |
25 each |
Legs (2) |
150 each |
Rear Engine Thrusters (2) |
100 each |
(1) Sensor Eye |
50 |
(2) Main Body |
300 |
Reinforced Pilot's Compartment |
175 |
NOTES:
- Destroying the sensor eye of the Z2 will knock out the mecha's major sensor
systems, including all of the optics systems (infrared, nightvision, thermal). Radar and
communications will be unaffected.
- Depleting the MDC of the main body will destroy the mecha.
SPEEDS:
- RUNNING:
- 120 kph
- LEAPING:
- 70 meters without thrusters.
- FLYING:
- 250kph for two minutes
- MAX ENGINE THRUST:
- 2 x Pratt & Whitney ZBPT-2 vectorable reaction thruster each with
an output of 70 kN. Thrusters point to the rear.
- 1x Pratt & Whitney ZBPT-1: vectorable reaction thrusters with a max
output of 130 kN. Located in the lower-rear edge of the main body.
- Assorted maneuveringn thrusters
-
STATISTICAL DATA:
- HEIGHT:
- 10.0m
- DEPTH:
- 7.6m
- BREADTH:
- 5.7m
- WEIGHT:
- 29.5 metric tons
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- Small compartment behind pilot's seat for personal belongings in addition to the cyclone
storage compartment
- POWER PLANT:
- 2 x RRL-1Z Miniaturized Protoculture-cell energizer
- 16 standard canisters of Protoculture
200 liters of D2O reactant for fusion engines.
- Delta V:
- 50kps
-
- COMPATIBLE FAST PACKS:
- None
WEAPON SYSTEMS:
- 2x RRG PBC-12b PARTICLE BEAM CANNONS: each cannon fires 25 MJ of particle energy.
These cannons can fire at twice the rate but only at 75% of the range and 50% of
the damage potential. Each cannon can rotate 30 degrees to each side in tandem,
rotate up to 10 degrees to each side, and -10 to +30 degrees independently.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 2000 m
- DAMAGE: 5d10+25 for each single shot or 10d10+25 for each dual shots.
For GM's sanity this could be translated as 3d4*10 for each single or 6d6*10 for
each dual.
- RATE OF FIRE: Four times per melee for each gun. The guns can fire at 1/2
damage however the rate of fire is doubled.
- PAYLOAD: Unlimited
- 2x RRG PBC-15c PARTICLE BEAM CANNONS: are mounted in both arms of the Z2.
Each cannon draws power directly from the main protoculture generator, thus giving them
effectively unlimited ammunition. Each cannon fires beams of 10 MJ up to 50 times a
minute; however twice as many shots many be fired at 1/2 the power setting, divide damage
by 1/2. This gun is the carbine version of the RRG PBC-15 particle beam cannon found
on the Z1. However, due to its shorter barrel, accuracy, penetration, and range are
appreciably reduced.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 2000 m
- DAMAGE: 6d6 for each single shot or 12d6 for each dual shot
- RATE OF FIRE: Equal to the combined attacks of the pilot.
- PAYLOAD: Unlimited
- 2x COLT E-19A LASER CANNONS: are located in the back of the Z2. Each laser
cannon can fire 4.5 MJ pulses every 1.5 seconds, 10 times per melee. These weapons
are designed to protect the mecha from attacks from the rear.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 1200 m
- DAMAGE: 3d6 for each short burst, or 6d6 for dual short bursts
- RATE OF FIRE: Up to 10 short bursts for each gun per melee
- PAYLOAD: Unlimited
- 2xGU-13S THREE-BARRELED 35MM GUN POD: are located in the bottom of each of the
two weapon arms of the Z2. Each cannon fires at a rate of 1400 rounds per minute,
1600 round capacity. Ammunition is a mix of Tungsten-coated depleted Uranium Armor
Piercing Spin-Stabilized Discarding Sabot (APSSDS), High Explosive Armor Piercing (HEAP)
and tracer rounds. This gun is the carbine version of the GU-13 gun pod found in the
Alpha fighter. However, due to its shorter barrel, accuracy,
penetration, and range
are appreciably reduced.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: Armor Piercing Spin Stabilized Discarding Sabot Rounds (APSSDS) 3500 feet
(1100 m), High Explosive Armor Piercing, Standard, and Tracer 3000 ft (900m)
- DAMAGE: APSSDS 3d6 short burst, 5d6 medium burst, 1d6*10 full melee burst.
HEAP 4d6 short burst, 1d4*10 medium burst, 2d4*10 full melee burst. Tracer rounds
reduce damage by 25%. Standard 4d6 short burst, 1d4*10 medium burst, or 2d4*10 full
melee burst
- RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
- PAYLOAD: 200 short bursts, 100 medium, or 50 full melee
- NOTES: APSSDS crits on 18,19,20. HEAP crits on 19,20.
Tracers add +2 to strike.
- HAND TO HAND COMBAT: If necessary, the Z2 can engage in melee combat rather than
use a weapon. The Z2 is extremely agile and can execute most typical hand to hand combat
moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
DAMAGE:
- Restrained Punch: 1D6*3
- Full Strength Punch: 2D6*3
- Kick: 2D6*3
- Leap Kick: 3D6*3
- Body Flip/Throw: 1D6*3
- Body Block/Tackle: 1D6*3
- Stomp: 1D4*3 . (only effective against small objects)
STANDARD EQUIPMENT FOR THE Z2:
- COMBAT COMPUTER: The Z2 is equipped with a combat computer that can store
and analyze data during combat with hostile forces. The combat computer tracks and
identifies specific enemy targets, and has a database of over 10,000 images stored in
memory. The computer can identify and track up to 250 targets simultaneously.
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification system that
can pick up normal conversation up to 300 feet away.
- HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration of life
threatening head and radiation. A radiation detection and alarm system are linked with the
shields and will sound an alarm if there is a rupture in the shields and what the levels
of radiation are.
- HOMING SIGNAL: The Z2 is equipped with a homing device that enables rescue
teams to locate a disabled craft or ejected life pod. The range of the signal is 400 miles
(640 km). Most REF ships and veritechs can locate and track a homing signal, and the
onboard computers will automatically notify their pilots if such a signal is detected.
- LASER TARGETING SYSTEM: Range: 100 miles (160 km). Used for increased accuracy in
the striking of enemy targets and is partly responsible for the mecha's strike bonus.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to
amplify the pilot's voice up to 90 decibels.
- OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m). A passive optical heat sensor
that detects infrared radiation projected by warm objects and converts that data into a
false-color visible image. The system enables the pilot to see in the dark, in shadows,
and through smoke, and also adds a +10% bonus to pilots using a tracking skill.
- RADAR: Westinghouse TPG-307 (50 km) UWB phased array pulse-Doppler for detection
and tracking of targets with battlefield surveillance modes.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications system with
satellite relay capabilities. Range: 600 miles (960 km) or can be boosted indefinitely via
satellite relay.
- SELF-DESTRUCT: To prevent capture of an advance variable fighter by the enemy,
the pilot can activate the Z2 self-destruct system, which will cause the fighter to
explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage
is contained within a 20 foot (6 m) area and inflicts 1D6x10 M.D. to everything within the
radius of the explosion. All internal systems are obliterated. The escape pod will be
automatically ejected prior to the explosion unless the pilot overrides the ejection
sequence.
- STANDARD SURVIVAL KIT: All REFs mecha come equipped with a portable survival kit.
Inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket
flare, a compass, infrared distancing binoculars, a small mirror, a pocket knife,
dehydrated and concentrated food (can be stretched into a five day supply for one person)
and basic first aid items (aspirin, bandages, disinfectants, etc.)
- TACTICAL LIFE SUPPORT SYSTEM: The Z2's cockpit is pressurized, and also provides
additional air feeds to the pilot's flight suit that provides him with pressurized
breathing.
- ELETTRONICA RADAR WARNING RECEIVER (RWR)
- OLDEFT INFRA-RED WARNING RECEIVER (IRWR)
- WESTINGHOUSE ALQ-250(V) ACTIVE SENSOR JAMMER
- CHAFF AND FLARE DISPENSERS: 24 chaff and 24 flares are stored in the
lower legs
COMBAT BONUSES FOR Z2 TRAINING:
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels six and eleven.
- +2 to strike
- +2 to parry
- +2 to dodge
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- Critical strike same as pilot's hand-to-hand.
Random Hit Locations
When there is an equal chance of hitting both sides from 1d6
- 1-3 hits the right side
- 4-6 hits the left
When there is a preferred side, roll 1d10
- 1-8 hits the preferred side
- 9-10 hits the opposite side
REF Officers Battle Pod |
FRONT |
BACK |
SIDES |
TOP |
BOTTOM |
Top
Particle Beam Cannons (Main Body) |
01-07 |
01-07 |
01-15 |
01-20 |
01-05 |
Rear
Impact Cannons (Main Body) |
- |
08-20 |
16-20 |
21-25 |
06-10 |
Weapons
Arms (Upper Arms) |
08-20 |
21-30 |
21-35 |
26-32 |
11-20 |
Searchlight
(Main Body) |
21-24 |
- |
36-37 |
33-34 |
21 |
Upper
Arms (Main Body) |
25-30 |
31-35 |
38-45 |
35-40 |
22-27 |
Retractable Hands (Weapon Arms) |
31 |
- |
- |
41 |
28-30 |
Legs
(Main Body) |
32-50 |
36-50 |
46-60 |
42-50 |
31-60 |
Rear Engine
Thrusters (Main Body) |
- |
51-65 |
61-64 |
51-58 |
61-68 |
Sensor Eye (Main Body) |
51 |
- |
65 |
59 |
69 |
Main Body (Pilot's Compartment) |
52-00 |
66-00 |
66-00 |
60-00 |
70-00 |
Pilot's Compartment |
- |
- |
- |
- |
- |
REFERENCES USED IN THIS DESIGN
- Robotech Technical Files: Z2
- Palladium Books: "The Sentinels"
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