The following material is an adaptation of
a mobile suit from Gundam 0083: Stardust Memories.
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.
MS-06 F2 ZAKU-II (UPGRADED)
General Purpose
Mobile Suit
RPG Stats by ALEX and NEWTYPE ALPHA
Background info
provided by the MAHQ
BACKGROUND
the One Year War, the Principality of Zeon military introduced the
mobile suit, a new combat weapon for a new type of war. The most heavily
mass-produced and most well-known mobile suit model built during the war was the
MS-06F Zaku II, and its combat role versatility and easy-to-master controls made
it popular among mobile suit pilots. Midway through the war, the Zeonic Company
introduced an upgraded version of the Zaku II, the MS-06F2, or F2-type. The
F2-type was lighter, making it more fuel efficient and giving it a longer flight
time, and it sported an upgraded, more powerful generator. The armor protecting
the cockpit was also improved, as well as its overall performance, putting it on
a more equal footing with the Earth Federal Forces' RGM-79 GM. The F2-type could
also be fitted with a pair of solid rocket boosters on its backpack, giving it a
very brief but tremendous increase in overall thruster output; this option
allowed ground-based Zakus to temporarily become airborne to attack low-altitude
aircraft. Though the introduction of the F2-type came later in the wat, it was
used by forces such as the Midnight Fenrir team. After the war, many F2-types
remained in service - some being retained by remnant Zeon forces waiting for
their revolution to restart, and some being captured by Federation forces and
put to work as aggressor units in squadrons conducting pilot training and mobile
suit field testing.
RPG STATS
Vehicle Type: MS-06F2
Class: General purpose mobile suit
Manufacturer: Duchy of Zeon
Crew:
pilot only, in standard cockpit in torsoMDC BY LOCATION:
Head 30
Arms (2) 65 each
Legs (2) 110 each
Main vernier pack 80
Shoulder Shield 100
MMP-78 Machine Gun 80
Bazooka 100
(3) Reinforced Cockpit hatch 20
(4) Main Body 180
NOTES:
- Destroying the head of the mobile suit will knock out the mobile suit's major sensor systems, including all of the optics systems (infrared, nightvision,
thermal) and radar systems. The pilot will still have limited field of vision
with the mobile suit's four backup cameras.
- Destroying one thruster will reduce the flight speed of the
mobile suit
in space by 15%. Destroying all four thrusters will force the mobile suit to
rely on leg verniers and AMBAC systems for mobility. (- 5 to dodge) Destroying
the main vernier pack completely will cause an additional 2D6x10 M.D. to the
main body.
- Depleting the MDC of the cockpit will kill the pilot instantly and render
the mobile suit useless.
- Depleting the MDC of the Main Body will destroy the mobile suit, probably killing the pilot as well.
SPEEDS:
- RUNNING:
- 90 kph
- LEAPING:
- Up to 10 meters without vernier assistance.
- FLYING IN SPACE:
- All verniers produce accelerations of up to 0.78 G (7.5 mps^2)
- 180 degree turn= 2.0 seconds
STATISTICAL DATA:
- HEIGHT:
- 18.1 m
- WIDTH:
- 7.9 m
- WEIGHT:
- 58,100 kg
- 73,300 kg fully loaded
- PHYSICAL STRENGTH:
- Equal to a P.S. of 40
- POWER PLANT:
- Minovsky type ultracompact fusion reactor, output rated at 970 kW
- Total vernier output rated at 43300 kg
WEAPON SYSTEMS:
-
340mm BAZOOKA (1): This rocket firing weapon
is one of the most powerful in the Zeon arsenal, used to great effect in the
One Year War against Federation Warships.
- PRIMARY PURPOSE: Anti-warship/anti-mobile armor
- SECONDARY PURPOSE:
Heavy assault
- RANGE: 10,000 meters
- DAMAGE: 3D6x10 MD per
shell (blast radius 14 meters)
- RATE OF FIRE: Equal to the total number of attacks of the pilot,
usually four to six shots per round
- PAYLOAD: 7 round magazine with
one in the breach. The GM can carry up to two spare clips on waist
armor.
-
MMP-80
90mm MACHINEGUN: Based on original
incarnations of the Zaku rifle.
- Primary Purpose:
Anti-mobile suit
- Secondary Purpose:
Close combat
- RANGE: 900 meters
- DAMAGE: 1D6x10 MD for a short burst 2D6x10 for a long burst,
3D6x10 for full melee burst
- RATE OF FIRE: equal to the total number of the pilots attacks,
usually four to six bursts per melee
- PAYLOAD: The machine gun has a 100 round drum, equal to 20
short bursts, 10 long bursts or 5 full melee bursts. The mobile suit can carry up
to two spare clips on his shield, but they will become unusable if the
shield is destroyed.
-
HEAT HAWK (1): The Zaku can be equipped with a
reinforced titanium hatchet with a heated blade, mainly intended for use
against warships or for demolition of enemy fortifications. The heat hawk can penetrate
just about any armor material known to man, can can even deflect other melee weapons, including
most Zeon heat blades and even beam sabers
- PRIMARY PURPOSE: Demolition
- SECONDARY PURPOSE:
close combat
- RANGE: N/A (Used in hand to hand combat)
- DAMAGE:
See Close Combat
- RATE OF FIRE: Equal to the number of attacks of the pilot
(usually four to six attacks)
- PAYLOAD: Heat hawk has enough
battery power for ten minutes of continued operation. (Battery can be
recharged by Zaku's reactor when not in use).
CLOSE COMBAT:
If
necessary, the Zaku can engage in melee combat
rather than use a weapon. The mobile suit is failry agile and can execute
some
typical hand to hand combat moves, such as punches, jump kicks, leap
attacks, rolling with impacts, etc.
DAMAGE (BEAM SABER):
One handed Slash: 3D6x10
M.D.
Two handed Slash: 3D8x10
M.D.
Boosted Chop: 4D8x10 M.D.
DAMAGE (HAND TO HAND):
Restrained Punch: 2D6 M.D.
Full Strength Punch:
1D4x10 M.D.
"Booster" Punch:
1D6x10 M.D.
(counts as two attacks)
Tear or Pry with Hands: 3D6
M.D.
Kick: 4D6 M.D.
Leap Kick: 4D8 M.D.
Body Flip/Throw: 2D6 M.D.
Body Block/Tackle: 4D6 M.D.
Stomp: 2D6 M.D. (only
effective against small objects)
STANDARD EQUIPMENT FOR THE ZAKU-II:
COMBAT BONUSES FOR MOBILE SUIT TRAINING:
- Basic training for all Zeon mobile suit pilots.
- 1 attack per melee (plus those of the pilot).
- Add one additional action/attack at levels three, six, eleven, and
fifteen.
- +1 to strike
- +1 to parry
- +2 to dodge
- +2 to roll with a punch or fall with an impact, reducing damage by
half.
- No leap dodge/kick
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
REFERENCES USED IN THIS DESIGN
- Mechadomains MS-06 F2 entry
- Mobile Suit Gundam 0083:
Stardust Memory ova