REF ZENTRAEDI STRIKER BATTLOID
(Version 1.00 - Last updated: 12/3/98)
- RPG concept and design by Palladium Books "The Return of the
Masters"
- Modifications by Kenneth
Olson
BACKGROUND
See Palladium Books "The Return of the Masters" (RoM)
RPG STATS
- Vehicle Type: One man, all weather ground and space combat mecha
- Class: Destroid
Manufacturer: Robotech Expeditionary Forces
Crew: One or Two pilot(s) wearing Tactical Life Support System.
-
MDC BY LOCATION:
See RoM
Speeds
- RUNNING:
- 140 kph
- LEAPING:
- 70 meters without thrusters.
- FLYING:
- 700 kmph at sea level, 1100 kmph at 12,000 meters
- MAX ENGINE THRUST:
- 2 x Pratt & Whitney ZBPT-1 vectorable reaction thruster with an
output of 130 kN. fusion plasma-air/reaction mass intermix turbines in the legs.
- Assorted maneuvering thrusters.
-
STATISTICAL DATA:
- HEIGHT:
- 8.52m
- DEPTH:
- 5.4m
- BREADTH:
- 5.2m
- WEIGHT:
- 18.7 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-1P 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:
- CHEST MOUNTED WEAPON CLUSTERS: unchanged see RoM.
- 2 x GU-13S THREE-BARRELED 35MM GUN POD: firing 1400 rounds per minute, 400 round
capacity. Ammunition is a mix of Tungsten-coated depleted Uranium Armor Piercing
Spin-Stablized 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, penetraction, and range are
appreciably reduced. A single gun is mounted in each arm. Any hand held weapon
will block the arm mounted GU-13s and thus preventing them from firing.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: Armor Piercing Spin Stablized 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: 50 short bursts, 25 medium, or 12 full melee
- NOTES: APSSDS crits on 18,19,20. HEAP crits on 19,20.
Tracers add +2 to strike.
- REF SHORT RANGE MISSILE LAUNCHERS: unchanged see RoM.
- OPTIONAL HAND HELD: 1 or 2 xMM-12: a hand held four tube launcher with 3
short range missiles per tube for a total of 12 short range missiles.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies with missile type
- DAMAGE: Varies with missile type
- RATE OF FIRE: One at a time or in volleys 2, 3, or 4
- PAYLOAD: Each tube has three missles for a total of 12 short range missles
- NOTE: Use of hand held weapons preclude the firing of the arm
mounted GU-13S's.
- OPTIONAL: 1 or 2 x GU-13 THREE-BARRELED 35MM GUN POD: firing 2000 rounds
per minute, 600 round capacity stored in the pod itself and in anon-detachable
'clip'. This weapon was most common on the earlier models of the Z1 from 2017 until
2035
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: Armor Piercing Spin Stablized Discarding Sabot Rounds (APSSDS) 5000 feet
(1500 m), High Explosive Armor Piercing, Standard, and Tracer 4000 ft (1200m)
- DAMAGE: APSSDS 3d6 short burst, 5d6 medium burst, 1d6*10 full melee burst.
HEAP 4d6 short burst, 1d6*10 medium burst, 2d6*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: 40 short bursts, 20 medium, or 10 full melee.
- NOTES: APSSDS crits on 17,18,19,20. HEAP crits on 19,20.
Tracers add +2 to strike.
- NOTES(2): Use of hand held weapons preclude the firing of the arm
mounted GU-13S's.
- OPTIONAL 1 or 2 x EU-13 THREE-BARRELED 80MM PARTICLE GUN POD: Can
fire 170 rounds per minute in full automatic mode, also capable of firing all three
barrels simultaneously in semiautomatic mode at approximately one shot per second.
This weapon fires 3.2 MJ pulses per barrel with its own dedicated protoculture cell and
capacitor banks in the 'clip'. This weapon, built into an external shell identical
to that of th GU-13, was developed in 2032 by the REF, but did not see wide use until
2037. By 2041, the EP-13 had almost completely replaced the GU-13 as the main cannon
of the Z1 in the REF's inventory.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 1200 m
- DAMAGE: 2d4 for each Single blast, 1d6*10 for each triple blast, 2d4*10 for each
medium burst (up to six times per melee), or 4d4*10 for each full melee burst.
- RATE OF FIRE: Single shots or bursts equal to the combined attacks of the pilot.
- PAYLOAD: Conditionally unlimited. The protoculture cell is estimated to
have enough power for 3000 single shots, 1000 triple shots, 300 long bursts, or 100 full
melee bursts.
- NOTE: Use of hand held weapons preclude the firing of the arm mounted
GU-13S's.
- HAND TO HAND COMBAT: If necessary, the ZEB can engage in melee combat rather than
use a weapon. The Z1 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
- Power Punch: 2D6*3
- Kick: 2D6*3
- Leap Kick: 4D6*3
- Body Flip/Throw: 1D6*3
- Body Block/Tackle: 1D6*3
- Stomp: 1D4*3 . (only effective against small objects)
STANDARD EQUIPMENT FOR THE ZEB:
- COMBAT COMPUTER: The ZEB 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 ZEB 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: Thomson LT-5 multi-frequency laser ranger and designator
range 25km.
- 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 ZEB 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 ZEB'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 ZEB TRAINING:
- 4 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels five and ten.
- +1 on initiative
- +2 to strike
- +2 to parry
- +4 to dodge
- +4 to roll with a punch or fall with an impact, reducing damage by half.
- Critical strike same as pilot's hand-to-hand.
REFERENCES USED IN THIS DESIGN
- Palladium Books: "The Return of the Masters"
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