Showing posts with label The Zentraedi. Show all posts
Showing posts with label The Zentraedi. Show all posts
On 11:55 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
The Zentraedi history is a story of cruelty and manipulation at the hands of beings who had grown alien to their own humanity. Eons past, a race known as the Robotech Masters needed an inexpensive labor force to excavate planets with heavy gravity and environments far too harsh for ordinary human life. Using their own body cells and unsurpassed knowledge of genetics and cloning, they created the Zentraedi. However, the Robotech Masters soon found a more daring use for their artificial race of giants. With the alien, Invid, threat becoming ever more annoying, they decided to turn the Zentraedi into a warrior race. Warriors who would devote their lives to defending them against the Invid and conquer new worlds to add to their empire.
Through the mastery of genetics and cloning, the Zentraedi were grown from human cells. These clones were slightly modified; adjusting body and bone structure to support their great size and mass. To add a new wrinkle, the Robotech Masters found a way to encode the Zentraedi DNA so that they could be micronized, or shrunk down, to normal human size and then restored to giant size at a later time. This provided the giants with even greater versatility. As giants, they were formidable soldiers. When combined with the secrets of Robotechnology, they would become almost invincible.
The problem now was how to keep the servant from usurping the master? The solution was easy for a race grown cold and unsympathetic to the human condition: psychologically impair the servant. A challenge the Robotech Masters welcomed with enthusiasm, for it was a new game to occupy their time for at least little while.
The conditioning of the Zentraedi must be complete, so it begins at the very conception of their artificial birth. The rudimentary blocks of learning are implanted as the beings gestate within their clone chambers. When they awake, a few short years after conception, the slumbering giants are fully grown, adult specimens, at the peak of physical maturity. Already they possess a full comprehension of languages, basic syntax, images, motor responses, and a false sense of history and purpose. The clone is quickly absorbed into society, eager to learn and prove itself. Sadly, it's indoctrination is into a twisted mockery of society which breeds aggression, mind control, and complete and utter dependence on the Robotech Masters.
Male and female are segregated always. Never cohabiting, never communicating, never interacting, except for fleeting moments on the battlefield, combating a common foe. Male and female exist in separate fleets, miles apart. The natural biological attractions are squashed, and replaced with underlying feelings of suspicion and arrogant disdain toward each other's gender. The Zentraedi men and women are so far removed emotionally and physically that they actually think of each other as being similar, but alien beings. All sense of history and identity are lost. The Zentraedi do not even realize that a man and woman can bond and create new life. They have no understanding of biology or science. They have no parents, no racial memories. They are born in a sterile clone chamber and nurtured by trials of combat. The Robotech Masters are the creators. It is they who give life, and then give that life purpose. War.
To insure the Zentraedi's total loyalty, they are made to be completely dependent upon their masters. The giants are taught no sciences, no mathematics, no theology, nor art. Self- expression, creativity and individuality are systematically crushed where ever it may surface. Only the fine arts of combat are learned, to the exclusion of all else. So purposely ignorant are the Zentraedi that they can not repair their own weapons, vehicles, machinery, or even clothes. The Robotech Masters provide for EVERYTHING!! Food, clothing, shelter, power and life purpose. Thus, the Robotech Masters hold all the power while the Zentraedi are little more than the vessels with which that power is served.
The average Zentraedi soldier is three years old, emotionally retarded, and thrives on aggression. But not mindless aggression. No, the Robotech Masters have trained their subjects well. They follow the orders of their superior officers, do not fight amongst themselves, and strive to fullfill their destiny; to conquer. Seeing the Robotech Masters as almost legendary, god-like beings, the Zentraedi serve them without question. Sadly, the Robotech Masters view their creations as inexpensive, mass produced, flesh and blood robots. Human in orgin and design, because it is far easier to manufacture Zentraedi than robots of metal. Because even the best robot is not as effective as a properly developed and programmed, biological unit such as the warrior giants. They are more versatile, intuitive, resilient, driven, and infinitely more aggressive than any robot could ever be. In the final analysis, it is the human factor that makes the Zentraedi the deadliest war machines possible.
The Zentraedi soldier is the ideal warrior. Bred to war, they are conditioned to obey orders without question. They fight to the death against overwhelming odds without fear, hesitation or regret. A Zentraedi does not mourn when a fellow dies in combat, for it is the fate of all Zentraedi. Love and friendship are replaced by cool aloofness and fierce sense of purpose; to fight and be victorious as a whole, as a race, not just as an individual. The thrill of combat is like sweet nectar to these giants. To dance with death and prove victorious, an unparalleled high. It is their life purpose, their destiny, to seek and destroy. Victory means destruction. Death and annihilation are viewed with cold indifference, not out of cruelty or callousness, but because they are simply the anticipated by-products of war. In war there is always death. Death in combat is fulfillment. Death by combat is inevitable. This is the proud achievement of the Robotech Masters.
However, the Zentraedi war machine suffers several flaws inherent within their emotional make-up and artificial society. Though powerful and fearless, they lack compassion or insight. To win is to destroy. There is no growth. No change. No assimulation of other cultures or ideas. Indeed, mercy and compassion are seen as weaknesses. Concepts contrary to the Zentraedi way of life are viewed as contamination, and often, irrevocably deadly. This is as the Robotech Masters want things. Yet, it is also what subverts their loyal instruments of destruction. Although clever and cunning, the Zentraedi lack true inventiveness; a trait discouraged except among the elite officers, and even then it must be directed toward strategy and tactics. All Zentraedi warriors are instilled with arrogance and disdain for all other life. A trait that, while lending itself to heroic bravado and self-sacrifice, also leads to the underestimation of one's enemy. This same arrogance, coupled with the overwhelming need to win and total obedience to authority, can lead to senseless bloodshed and lemming-like destruction.
Only the officers reach any great age and wisdom. They are encouraged and nurtured to develop an intellect and imagination for combat. Yet, like the ordinary Zentraedi soldier, the officers have no true, individual identity. They are simply bigger cogs in the same machine. It is their responsibility to direct and keep the smaller cogs moving smoothly and efficiently. Only the top ranking officers possess rudimentary skills in reading and mathematics. Only they have a, specifically tailored, sense of history. And even among the oldest and greatest officers, only a tiny handful have ever actually met their makers, the Robotech Masters.
Surprisingly, the Zentraedi are not all doomed to be social miscreants, forever devoid of knowledge or compassion. These are not a stupid people, nor aliens. They are human beings who have fallen victim to a maniacal plot by the decadent and, perhaps, insane Robotech Masters. With proper stimulation and cultivation, they too can learn the value of friendship, caring, creativity and self-expression. This is clearly evident by Breetai and his soldier's changes as their world view grows and alters through their prolonged contact with the humans of the SDF-1. Mental and emotional changes that happen rapidly, for the Zentraedi are as clever as any Earth- born human. New concepts, once viewed with terror or disgust soon became acceptable, even pleasurable. Once free in an open society, the Zentraedi discovered a bold new world before them. However, ages of conditioning and false history make these changes difficult and, for many, repugnant.
On 11:50 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
Properly conditioned soldiers, Breeti's fleet followed their commander into battle against their own people without question. After a successful siege they found themselves lost on a world they did not understand and commanded to lay down their arms and join Earth's society. For many, it is a world they can not comprehend, with customs both frightening and deplorable. Others perceive themselves to be the vanquished; alive, and forced to live among their conquerors. A shame that is unbearable. Still others have tried to change, but find these Earthmen to be weak, confusing and decadent. They find themselves second class citizens, unskilled, alone, confused and feared. For these Zentraedi, it is a transition that is impossible. A fate far worse than death. They are warriors! Without war they are useless, without purpose. They crave the excitement of battle more than any obscure promise of enlightenment. Thus, it is these lost souls who rebel and lash out against the very people who offer them liberty. They have no recourse, they are soldiers, and must fight. They know they can not win. They know that they will die. But till death claims them, they will fight the good fight and welcome a glorious death. A warrior's death.
These are the Zentraedi villains, rebels and rouges who still plague the battered Earth as its people struggle to rebuild their planet. Some are micronized, others full size, towering among the newly built skyscrapers. Some are wandering bandits, others, marauders, bent on wholesale destruction of the micronean, human enemy. Some are maniacally evil, while others are frustrated or running scared. Some have joined up with human scum; rebels, bandits and exploiters of human misery. Others have linked up with political factions that see the opportunity to garner land, or power, or to destroy an old enemy. Still others simply struggle to survive the only way they know how.
The Earth has been decimated. Life clings desperately on. It is a new, wild and savage world that tests the strongest and most virtuous of mankind. It is a world in which giant warriors hate, and freely roam.
Gorian
Rank: Former Commander in the Imperial Zentraedi Forces and leader of the Scavengers.
Date of Emergence from Clone Chamber: December 18, 1978
History: Former battalion commander in Khyron's fleet, Gorian's ship was destroyed during the Zentraedi bombardment and crashed in North America. He was never enthralled with human culture and brought together the disgruntled Zentraedi to form the Scavengers. During the next 16 months, the Scavengers constantly harassed the RDF outposts stealing supplies and destroying any unprotected human settlements. Although the Scavengers were all but destroyed by Jack Archer and the other personnel at Base-6, Gorian found a place in Zeraal's forces as head of his special operations a duty which he continues to serve with the utmost in ruthlessness.
Kiyora
Rank: Former Lieutenant in the Imperial Zentraedi Forces
Date of Emergence from Clone Chamber: January 2, 1985
History: One of the greatest female aces to emerge from the clone chamber, Kiyroa is believed to have destroyed over 250 enemy units prior to her deployment with the Imperial Grand Fleet above Earth. During the battle she encountered Jack Archer and failed to best him in one-on-one combat, the first "defeat" of her career. This event permanently scarred her and she developed an obsession of taking revenge on Archer. To further this goal, Kiyora joins Zeraal and his forces to insure that she will meet Jack one last time in combat.
Skarrde
Rank: Former Commander in the Imperial Zentraedi Forces and commander of Zeraal's Ground Forces
Date of Emergence from Clone Chamber: April 7, 1968
History: Although not the most talented Zentraedi warrior, Skarrde has survived through many engagements giving him a wisdom that many of the younger Zentraedi lack. Skarrde survived the Zentraedi bombardment and was one of the first Zentraedi soldiers recruited by Skarrde. He progressed through the ranks and after only a couple of months was placed in command of all ground forces. Although, he has had professional success he is troubled by the new found emotions which have arisen from his contact with Jack Archer, especially his loyalty towards his fellow soldiers.
Zeraal
Rank: Former Captain in the Imperial Zentraedi Forces and leader of malcontent Zentraedi in North America
Date of Emergence from Clone Chamber:: July 29, 1972
History: One of the few Zentraedi flag officers which survived from the Imperial Grand Fleet, Zeraal formed a resistance group to overthrow the weakened Robotech Defense Forces and take control of the Earth. He has proven himself an expert tactician and a deadly enemy capable of marshaling a huge Zentraedi army. The Robotech Defense Force will be hard pressed to defeat Zeraal alone and he could prove invincible if he joins forces with Khyron. Fortunately for the RDF the two most capable Zentraedi commanders are not eager to share the glory with each other and would rather remain separated.
Gorian
Rank: Former Commander in the Imperial Zentraedi Forces and leader of the Scavengers.
Date of Emergence from Clone Chamber: December 18, 1978
History: Former battalion commander in Khyron's fleet, Gorian's ship was destroyed during the Zentraedi bombardment and crashed in North America. He was never enthralled with human culture and brought together the disgruntled Zentraedi to form the Scavengers. During the next 16 months, the Scavengers constantly harassed the RDF outposts stealing supplies and destroying any unprotected human settlements. Although the Scavengers were all but destroyed by Jack Archer and the other personnel at Base-6, Gorian found a place in Zeraal's forces as head of his special operations a duty which he continues to serve with the utmost in ruthlessness.
Kiyora
Rank: Former Lieutenant in the Imperial Zentraedi Forces
Date of Emergence from Clone Chamber: January 2, 1985
History: One of the greatest female aces to emerge from the clone chamber, Kiyroa is believed to have destroyed over 250 enemy units prior to her deployment with the Imperial Grand Fleet above Earth. During the battle she encountered Jack Archer and failed to best him in one-on-one combat, the first "defeat" of her career. This event permanently scarred her and she developed an obsession of taking revenge on Archer. To further this goal, Kiyora joins Zeraal and his forces to insure that she will meet Jack one last time in combat.
Skarrde
Rank: Former Commander in the Imperial Zentraedi Forces and commander of Zeraal's Ground Forces
Date of Emergence from Clone Chamber: April 7, 1968
History: Although not the most talented Zentraedi warrior, Skarrde has survived through many engagements giving him a wisdom that many of the younger Zentraedi lack. Skarrde survived the Zentraedi bombardment and was one of the first Zentraedi soldiers recruited by Skarrde. He progressed through the ranks and after only a couple of months was placed in command of all ground forces. Although, he has had professional success he is troubled by the new found emotions which have arisen from his contact with Jack Archer, especially his loyalty towards his fellow soldiers.
Zeraal
Rank: Former Captain in the Imperial Zentraedi Forces and leader of malcontent Zentraedi in North America
Date of Emergence from Clone Chamber:: July 29, 1972
History: One of the few Zentraedi flag officers which survived from the Imperial Grand Fleet, Zeraal formed a resistance group to overthrow the weakened Robotech Defense Forces and take control of the Earth. He has proven himself an expert tactician and a deadly enemy capable of marshaling a huge Zentraedi army. The Robotech Defense Force will be hard pressed to defeat Zeraal alone and he could prove invincible if he joins forces with Khyron. Fortunately for the RDF the two most capable Zentraedi commanders are not eager to share the glory with each other and would rather remain separated.
On 11:48 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
ZENTRAEDI FLIGHT SUIT:
Worn by Zentraedi female power armor and fighter pod pilots, the Zentraedi flight suit is not meant to be worn as combat armor. Rather the flight suit was designed to provide environmental protection for the wearer in space based operations. Under normal conditions the pilot hooks himself into the primary environmental supplies of the mecha; however, if necessary the flight suit has an independent oxygen capable of maintaining its wearer for five hours. The outer layers of the flight suit is covered by a Kevlar-like composite which provides limited anti-ballistic protection.
MDC BY LOCATION:
Location Flight Suit
Head 5 MDC
Arms (2) 2 MDC
Legs (2) 3 MDC
Torso 5 MDC
NOTES:
Flight Suit will not take any damage from weapons with a PV of 3 or lower. Weapons with a PV of 5 or higher will penetrate the armor, half the damage will be transferred to the user.
STATISTICAL DATA:
WEIGHT: 250 kg
CARGO: Optional utility belt
PROPULSION IN SPACEBORNE OPERATIONS: None
DELTA V: None
ENDURANCE: 5 hours of operational use
STANDARD EQUIPMENT FOR ZENTRAEDI FLIGHT SUIT
ENVIRONMENTAL CONTROL: The flight suit is capable for use in space and other hostile environments. The suit can with stand temperatures up to 400K or pressures up to 250 kPa for short durations. The suit has enough oxygen for up to 5 hours of independent use.
RADIATION SHIELDED: The flight suit is capable of with standing radiation fields of up to .1 Sv/hr
SHORT RANGE RADIO: A short range radio is built into the helmet, range of 60 km.
POLARIZED POLYCARBON FACEPLATE
ZENTRAEDI LIGHT BATTLE ARMOR:
Body armor is standard issue for all Zentraedi warriors. First introduced in 1490, the Light Battle Armor generally used for non-combat roles such as environmental suits for shuttle pilots. The suit is composed of a plastic ceramic composite designed to protect the wearer from micro-meteorites and small arms fire and is immune to all projectiles less than 13mm; however, most anti-mecha weaponry can easily inflect damage on the wearer.
In addition to the protection that the armor provides, it also functions as a full environmental suit with a five hour oxygen supply. A single Z'tryei micro-thruster is mounted on the rear of the armor capable of providing 10 kN of thrust.
MDC BY LOCATION:
Location Light Armor
Head 10 MDC
Arms (2) 15 MDC
Legs (2) 20 MDC
Torso 25 MDC
NOTES:
Users are -1 to strike when using the Light Battle Armor
STATISTICAL DATA:
WEIGHT:
2000 kg
CARGO:
None
PROPULSION IN SPACEBORNE OPERATIONS:
1 x Z'tryei micro-thrusters mounted on rear. Each thruster is rated at 10 kN at maximum thrust
DELTA V: 2 kps
ENDURANCE: 4 hours of operational use
STANDARD EQUIPMENT FOR HOSTILE ENVIRONMENT SUIT
ENVIRONMENTAL CONTROL: The Light Battle Armor is capable for use in space and other hostile environments. The suit can with stand temperatures up to 500K or pressures up to 250 kPa for short durations. The suit has enough oxygen for up to 10 hours of independent use.
RADIATION SHIELDED: The Light Battle Armor is capable of with standing radiation fields of up to 10 Sv/hr
SHORT RANGE RADIO: A short range radio is built into the helmet, range of 50 km.
POLARIZED POLYCARBON FACEPLATE
ZENTRAEDI HEAVY ARMOR:
The Heavy Body Armor is issued for all pilots of Battlepods and power armor. The heavy armor provides almost as much protection as the standard Regult Tactical Battlepod and as such functions as the "reinforced pilots compartment". The suit is composed of a plastic ceramic composite designed to protect the wearer from micro-meteorites and small arms fire and is immune to all projectiles less than 18mm; however, most anti-mecha weaponry can easily inflict damage on the wearer.
In addition to the protection that the armor provides, it also functions as a full environmental suit with a ten hour oxygen supply. A single Z'tryei micro-thruster is mounted on the rear of the armor capable of providing 10 kN of thrust.
MDC BY LOCATION:
Location Heavy Armor
Head 20 MDC
Arms (2) 25 MDC
Legs (2) 30 MDC
Torso 35 MDC
NOTES:
Users are -1 to strike when wearing the Heavy Armor
STATISTICAL DATA:
WEIGHT:
3500 kg
CARGO:
Optional utility belt
PROPULSION IN SPACEBORNE OPERATIONS:
1 x Z'tryei micro-thrusters mounted on rear. Each thruster is rated at 10 kN at maximum thrust
DELTA V:
5 kps
ENDURANCE:
10 hours of operational use
STANDARD EQUIPMENT FOR ZENTRAEDI HEAVY ARMOR
ENVIRONMENTAL CONTROL: The heavy armor is capable for use in space and other hostile environments. The suit can with stand temperatures up to 500K or pressures up to 250 kPa for short durations. The suit has enough oxygen for up to 10 hours of independent use.
RADIATION SHIELDED: The heavy armor is capable of with standing radiation fields of up to 10 Sv/hr
SHORT RANGE RADIO: A short range radio is built into the helmet, range of 60 km.
POLARIZED POLYCARBON FACEPLATE
SMALL ARMS STATISTICAL DATA:
IC-AR ZENTRAEDI ASSAULT RIFLE: The IC-AR is the standard rifle given to all Zentraedi warriors. The IC-AR was designed to be easily maintained and operated. The weapon fires 39.6mm HESH shells at a rate of 300 rounds per minute with 200 rounds stored internally. The IC-AR proved to be an extremely durable weapon with a low occurrence of jamming.
WEIGHT: 300 kg
LENGTH: 6.2m
EFFECTIVE RANGE: 1500m
CARTRIDGE: 39.6 mm HESH
DAMAGE: 2D6 Short Burst (5 rounds), 4D6 Long Burst (20 rounds), 1D4*10 Full Melee (75 rounds)
RATE OF FIRE: cyclic 300 rounds/minute
PAYLOAD: 200 rounds
MDC: 30 MDC
IC-SH (ZENTRAEDI SHOTGUN): The IC-SH is a Zentraedi shotgun designed to counter massed wave attacks. Each cartridge fires lead shot with a radius of 2.12 cm. The weapon was non successful as designers had hoped because of the limited range and ammunition supply and as a result the IC-AR continued to be the standard personal weapon for Zentraedi.
WEIGHT: 300 kg
LENGTH: 5.7 m
EFFECTIVE RANGE: 600m
CARTRIDE: 1 Gauge (2.12 cm radius)
DAMAGE: 5D6/3D6/1D6 (at ranges of 0-100m, 101-300m, 301-600m)
RATE OF FIRE: Semi-automatic
PAYLOAD: 10 shots
MDC: 20 MDC
NOTES: +2 to strike less than 200m, +1 to strike less than 300m
KARATSZON QUILLO-169 (also known as PL-7): Although normally used in conjunction with the Male Power Armor, the Karatszon Quillo-169 (given the RDF designation of PL-7) can be used by soldiers in times of dire need. The Karatszon Quillo-169 fires 7 MJ short bursts of energy up to 20 times per minute. The weapon is powered by an internal clip which provides enough energy for 30 short bursts.
WEIGHT: 200 kg
LENGTH: 2.5 m
EFFECTIVE RANGE: 1000m
CARTRIDGE: N/A
DAMAGE: 4D6 MDC per short burst
RATE OF FIRE: 5 short bursts per melee
PAYLOAD: 30 short bursts
MDC: 15 MDC
OPTIONAL ZENTRAEDI WEAPONS:
Zentraedi Energy Rifle
A Zentraedi sized LASER rifle used by foot soldiers and power armor troops.
Mega-Damage: 4d6 per blast. M.D.C: 40
Range: 3000ft (lOOOm)
Rate of fire: Equal to the character's per melee.
Pay load: 20 shot energy clip. E-clips are replaceable.
Zentraedi Blast Rifle
The Zentraedi Blast Rifle is intended for use against mecha. The weapon fires a single blast of coherent energy with each pull of the trigger, but is limited to 10 shots. The weapon however is very unstable and can explode if mishandled or hit by fire.
Mega-Damage: 1D6xl0.
Range: l640ft (500m)
Rate of fire: Equal to the character's attacks per melee.
Pavload: 10 shots per energy clip.
Note: This weapon may explode if hit during combat 38% of the time, or if a natural 1 is rolled. The damage from such a blast is 1D6x10 per each shot left in the clip. M.D.C.: 50
KARATSZON QUILLO MODEL-229 DEFENSE LASER: The model 229 was designed to be quickly mounted on vehicle hard points or as a light weapon for static emplacements. The weapon consisted of two high powered Model-229 lasers capable of firing up to 200 bursts per minute out to an effective range of 2 km. The weapon is powered by thirty 15 MJ internal fuel cells, which are ejected from the weapon once depleted.
WEIGHT: 500 kg
LENGTH: 6.7 m
EFFECTIVE RANGE: 2000 m
DAMAGE: Each cannon can fire: 1D6 Single Shot (1 round), 2D6 Short Burst (3 rounds), 4D6 Long Burst (10 rounds), 1D6*10 Full Melee (50 rounds)
RATE OF FIRE: 200 shots per minute
PAYLOAD: 300 bursts in 30 capacitor banks.
MDC: 50 MDC
ZENTRAEDI MODEL 1501 ROCKET LAUNCHER: The model 1501 rocket launcher was designed to air defense for non-mechanized ground based Zentraedi units. The model 1501 is armed with a single Plasma LRM missile capable of destroying several mecha out to a maximum effective range of 500 miles. The weapon system was not widely used as most of the Zentraedi battles occurred while they were piloting their mecha.
WEIGHT: 800 kg
LENGTH: 6.5 m
EFFECTIVE RANGE: 35 km at Mach 1.5
DAMAGE: 3D6x10 MDC (50 m blast radius)
RATE OF FIRE: Single Shot reloadable
PAYLOAD: One Plasma/Heat Heavy Long Range Missile
MDC: 35 MDC
On 11:45 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
- Tactical Battle Pod
- Light Artillery Battle Pod
- Heavy Artillery Battle Pod
- Recon Scout Pod
- Officer's Battle Pod
SENSORS AND EQUIPMENT STANDARD FOR ALL BATTLE PODS
RADAR
Range: 30 miles (48.2km). Conventional operation.
RADIO/VIDEO COMMUNICATIONS
Wide band directional radio, and video telecast capabilities. Range: 600 miles (965.4km) or can be boosted indefinitely via satellite.
LASER TARGETING SYSTEM
Close range; two miles (3.2km).
COMBAT COMPUTER
Calculates, stores and monitors data on the control panel computer screen or head-up display.
LOUDSPEAKER
Loudspeaker system that amplifies and projects the pilot's voice, up to 90 decibels.
NIGHT VISION OPTICS
An image intensifier which is passive; meaning it emits no light of its own, but relys on ambient light which is electronically amplified to give a visible picture. Range: 1600ft (487m)
HEAT AND RADIATION SHIELDS
INDEPENDENT OXYGEN AND CIRCULATORY SYSTEM
On 11:40 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
The Tactical Battle Pod is the most common of all the Zentraedi war machines. It is a highly dependable, non-transformable, Mecha assault system that is issued to every infantry soldier. Although not equipped for hand to hand combat, the Battle Pod is designed for exceptional balance, speed, and a variety of short and long-range weapon capabilities.
The construction and operation of the Tactical Battle Pod is extremely simple. The pilot sits cradled inside the bulbous body of the pod with immediate access to all controls. The legs are controlled by foot pedals which respond to the pilot's manipulation. Weapon systems are operated by hand. Rear thrusters, mounted on the sides, and mini-thrusters in the legs; provide for mobility in space, whife the massive, ostrich-like legs gives the pilot exceptional stability, balance and speed on land. The legs are so powerful that the battle pod can actually leap, bound, and kick without losing balance. Even after a fall, the pod can get on its feet quickly to rejoin the battle.
This impressive mobility is largely the result of the symbiotic relationship between man and machine via protoculture. Protoculture is the mysterious energy source of the Robotech Masters, which instills an almost alive quality to the machine. As a result the machine responds to physical manipulation as if it were an extension of the pilot. Of course, the Zentraedi have no real understanding of how the Mecha works, the use of protoculture, or even how to repair damaged Mecha. From a practical viewpoint, the principles are identical to the Earth Defense Force's own Mecha.
Flight in an atmosphere is limited to up and down, with a maximum height of about 600 feet (183 meters). Hovering in mid-air can be sustained for only a few minutes (1d6 minutes). Although the pods can not fly in an atmosphere, their booster jets can propel them in a leap up to 300ft (91.5m) high or lengthwise Normal leaps are Horizontal - 80ft (24.4m), and vertical - 25ft (7.6m) high.
Flight in Space: is a different story. The Battle Pod's booster jets can hurl ii through space at speeds reaching nearly Mach One (650mph/ 1045.5kmph) Here, the deadly, one man, combat Mecha can operate with full maneuverabiliLy, up. down, side lo side, and dodge.
Another flight capability on land, in air or space. is an emergency ejection jet which detaches the pod main body from the legs and rockets it upward, usually to rendezvous with a larger vehicle.
In contrast to the human Mecha, with roomy and reinforced pilot compartments, the Zentraedi pilot literally fills the pod's body cavity, is cramped, and has no additional protection beyond the light armor of the pod itself. This makes the pilot extremely vulnerable to attacks. The operation of a Battle Pod is extremely simple The legs are moved and controlled with foot pedals, and is not unlike pedaling a bicycle. The control panel is situated right in front of the pilot as is the main optics screen. The particle beam nozzle controls and trigger mechanism arc built into a pair of simple handle controls with a thumb firing button. All controls are within immediate reach of the pilot.
Zentraedi soldiers are often forced to disregard extremely damaged Mecha, but the pods are very inexpensive, and mass produced — on a mind, boggling scale — at fully automated weapons plants scattered throughout the universe (and under the control of the Robotech Masters).
It is important to note that, while there are four, different types or styles of the Battle Pod, they are almost identical in body operation and movement. Only weapon systems change (this does not include the Officer's Pod). Like the human Destroids and Veritech, the pod's energy source has a life span of about 8 years when used constantly (20 years is normal, average.)
THE TACTICAL BATTLE POD
Also known as the Regult Combat Pod.
Vehicle Type: Zentraedi Mecha
Crew: One
M.D.C. by Location:
Particle Beam Cannon (2) — 25 each
Laser Guns (top) (2) — 10 each
Auto Cannon (2) — 25 each
Legs (2) — 25 each
Engine Thrusters (2) — 25 each
*Main Body — 50
*Depleting the M.D.C. of the main body means the pod is completely destroyed and useless. The pilot is likely to be slain.
Speed: 175mph (281.5kmph), running; 650mph (1045.85kmph) flying in space.
Height: 50ft (15.2m)
Width: 26.2ft (8m)
Length: 27.2ft (8.3m)
Weight: 37 tons
Main Engine: Reactor; output: 1.3 GGV
Weapon Systems
1. Dual Mounted Particle Beam Cannons are mounted in the front, toward the top of the main body. Each cannon can move independent of the other. Both are capable of 360 degree rotation, with an 180 degree arc, up and down, and side to side.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 4D10 per blast
Range: 4000ft (1200m)
Rate of Fire: Individual blasts, or volleys of two fired from both P-beam Cannons simultaneously (8D10 M.D.). One volley is equal to one attack. Total number of attacks are equal to the number of hand to hand attacks of the pilot; usually, 4 or 5 per melee.
Payload: Unlimited
2. Top Mounted Laser Guns located directly in the top center of the body. Capable of 180 degree rotation and arc.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault/defense
Mega-Damage: 2D6 per blast (1D6 individually)
Range: 4000ft (1200m)
Rate of Fire: Equal to the pilots hand to hand.
Payload: Unlimited
3. Auto Cannons located in the lower front of the battle pod. 360 degree rotation, with an 180 degree arc up, down, and side to side. Primary Purpose: Assault/anti-personnel
Secondary Purpose: Defense
Mega-Damage: 1D6 short burst, 2D6 long burst, and 4D6 for one full melee of continuous fire. Each burst is considered to be one attack, regardless of the damage inflicted. Damage is per one cannon.
Range: 2000ft (609m)
Payload: Is limited to 480 rounds per gun. 24 rounds are expended on a full melee burst, 12 for a long burst and 6 for a short burst.
4. Optional Hand to Hand Combat is limited to kick attacks, body blocks and stomps.
Mega-Damage: Kick 1D6 M.D.
Body Block 1D6 M.D.
*Stomp with Foot 1D4 M.D.
The stomp is effective only against small objects of 12 ft or smaller.
Number of Attacks: Equal to the hand to hand abilities of the pilot for both weapons and physical combat.
WEAPON COMBAT SUMMARY
Attacks Per Melee: Equal to combined hand to hand skills.
Particle Beam Cannon: 4D10 M.D.; Range: 4000ft (1200m)
Laser Guns: 2D6 M.D.; Range: 4000ft (1200m)
Auto-Cannon: 1D6, 2D6 or 4D6 M.D.; Range: 2000ft (600m)
Alternate Modes of Attack: Hand to hand, kick, stomp or body block.
Special Note: All Battle Pods can leap and bound. Range: Leap horizontal: 80ft (24.4m), Leap vertical: 25ft (7.6m) high. Battle Pods, including the Officer's Pod, can not fly in an atmosphere, but can fly in space.
On 11:35 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
This is basically the standard Tactical Battle Pod, with twin missile launchers mounted on top instead of the anti-aircraft lasers. The additional weight and awkwardness of the missile launchers slows the maximum speed of the Battle Pod by about 50%. Generally, one out of every dozen Tactical Battle Pods is a light artillery unit. Of course, exact numbers vary with each combat situation.
The Light Artillery Battle Pod
Also known as the Regult Light, Artillery Combat Pod
Vehicle Type: Zentraedi Mecha
Crew: One
M.D.C. by Location:
Particle Beam Cannons (2) — 25 each
Auto Cannons (2) — 25 each
Missile Launchers (2) — 50 each
**Missile Launcher Pivot — 30
Legs (2) — 25 each
*Main Body — 50
*Depleting the M.D.C. of the main body means the pod is completely destroyed and useless. The pilot is likely to be slain.
**The missile launcher pivot is the thin, but tough, connecting unit that holds and turns the missile launcher pods. Attackers are — 2 to strike the pivot, even on a called shot.
Speed: 90mph (144.8kmph), fully loaded, 120mph (193kmph) with
missiles expended.
Height: 62.7ft (19.12m)
Width: 32.3ft (9.86m)
Length: 27.2ft (8.3m)
Weight: 39.6 tons
Main Engine: Reactor type; output: 1.3 GGV
Weapon Systems
1. Dual Mounted Particle Beam Cannons are mounted in the front, toward the top of the main body. Each cannon can move and fire independently, or in tandem. Both are capable of 360 degree rotation, with 180 degree arc, up, down and side to side.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 4D10 per blast
Range: 4000ft (1200m)
Rate of Fire: Individual blasts or simultaneous volleys (2 blasts, one from each cannon; 8D10 M.D.).
Payload: Unlimited
2. Auto Cannons mounted in the lower front of the battle pod. 360 degree rotation with an 180 degree arc, up, down and side to side.
Primary Purpose: Assault/antipersonnel
Secondary Purpose: Defense
Mega-Damage: 1D6 short burst, 2D6 long burst or 4D6 for an extended, full melee of continuous fire. Each burst is considered to be one attack, regardless of the damage inflicted. Range: 2000ft (600m)
Payload: Limited to 400 rounds per gun. 24 rounds are expended in a full melee burst, 12 in a long burst and 6 for a short burst. A typical combination of bursts will provide for about 30 melees of continuous fire.
3. Light Missile Launchers can fire any type of short range missile. Since the Zentraedi are concerned only with victory/destruction, usually high explosive, plasma and other destructive type, are used. The missile pods are mounted on a pivot that can rotate side to side, or up and down, within an 180 degree arc.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Mega-Damage: Varies with specific missile type.
Range: Varies; short range, usually, about 2 or 3 miles.
Rate of Fire: One at a time or in volleys of 2, 4 or 6, per each missile pod (2).
Payload: 12 short range missiles, per each missile pod, for a total of 24.
4. Optional Hand to Hand combat is limited to kicks, body blocks and stomps.
Mega-Damage: Kick 1D6 M.D.
Body Block 1D6 M.D.
*Stomp with foot 1D4 M.D.
*The stomp is effective only against small targets of 12ft or smaller.
Number of Attacks: Equal to the combined hand to hand of the pilot.
WEAPON COMBAT SUMMARY
Attacks Per Melee: Equal to the combined hand to hand of the pilot.
Particle Beam Cannon: 4D10 M.D.; Range: 4000ft (1200m)
Auto-Cannon: 1D6, 2D6 or 4D6 M.D.; Range: 2000ft (600m)
Missile Launcher: Damage and range vary.
Optional Hand to Hand: Kick, stomp or body block.
On 11:30 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
This combat pod is identical to the Light Artillery Battle Pod, except that it can launch heavy, longer range missiles. Like its Light Artillery kin, the missile launchers additional weight and awkwardness slows the maximum speed of the Battle Pod by about half. Generally, one out of every 24 or 30 Tactical Battle Pods is a Heavy Artillery unit. Exact numbers vary with specific situations.
The Heavy Artillery Battle Pod
Also known as the Regult, Heavy Artillery Combat Pod
Vehicle Type: Zentraedi Mecha
Crew: One
M.D.C. by Location:
Particle Beam Cannons (2) — 25 each
Auto-Cannons (2) — 25 each
Missile Launcher (2) — 50 each
**Missile Launcher Pivot — 30
*Main Body — 50
* Depleting the M.D.C. of the main body means the pod is completely destroyed and useless. The pilot is likely to be slain.
**The missile launcher pivot is the thin, but tough, connecting unit that holds and turns the missile launcher pods. Attackers are — 2 to strike the pivot, even on a called shot.
Speed: 80mph (128.7kmph), fully loaded; lOOmph (160.9kmph) with missiles expended, or 600mph (945.4kmph), flying in space.
Height: 62.7ft (19.1m)
Width: 26.6ft (8m)
Length: 27.2ft (8.3m)
Weight: 41 tons
Main Engine: Reactor type; output 1.3 GGV
Weapon Systems
Note: The weapon systems are identical to the Light Artillery Battle Pod. The only difference is the type of missiles launched. The heavy missile launcher can fire any type of medium range missile. Missile type is usually limited to the most destructive warheads. The missile pods are mounted on a pivot that can rotate, side to side or up and down within an 180 degree arc.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Mega-Damage: Varies with specific missile type.
Range: Varies, but, usually, about 50 miles.
Rate of Fire: One at a time, or in volleys of two.
Payload: 4, medium range missiles.
WEAPON COMBAT SUMMARY
Attacks Per Melee: Equal to the combined hand to hand of the pilot.
Particle Beam Cannon: 4D10 M.D.; Range: 4000ft (1200m)
Auto-Cannon: 1D6, 2D6 or 4D6 M.D.; Range: 2000ft (600m)
Missile Launcher: Damage and range varies.
Optional Hand to Hand: Kick, stomp or body block.
On 11:25 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
The Recon Scout Pod is a standard battle pod with ALL its weapon systems replaced with sensors and communication systems. The Scout is often deployed to investigate unknown regions, and to relay reliable data to the other units and scout ships. Their duty is to act as the "eyes" and "ears" for the combat troops. They are usually accompanied by two Tactical Battle Pods for support.
Recon Scout Pod
Also known as the Regult Tactical Scout
Vehicle Type: Zentraedi Mecha
Crew: One
M.D.C. by Location:
Radar/Sensor Unit — 20
Legs (2) — 25 each
*Main Body — 50
Note: A Searchlight is part of the main body and the first thing to be incapacitated (10 MD).
*Depleting the M.D.C. of the main body means the pod is completely destroyed and useless. The pilot is likely to be slain.
Speed: 120mph (173kmph), running; 600mph (965.4kmph), flying in space.
Height: 60ft (18.2m)
Width: 41ft (12.6m)
Length: 23.6ft (7.2m)
Weight: 39.8 tons
Main Engine: Reactor type; output: 1.3 GGV
Weapon Systems: None
SPECIAL EQUIPMENT & SENSORS
1. Directional Radar: Range: 200 miles (321.8km). Can track up to 48 targets simultaneously.
2. Radio Monitor: Can pickup, transmit, or record radio transmissions. Range: 50 miles (80.45km).
3. Laser Communications: Long-range, directional communication system. Effective Range: about 90,000 miles.
4. Radiation Detection: Can identify and pinpoint radiation.
5. Searchlight: Located at the center of the scout like a giant, unblinking eye. Can use visible, infrared and ultraviolet light. Range of light beam is 400ft (120m).
6. Optical Sensors allow the pilot to see in the infrared and ultraviolet spectrum.
7. Laser Targeting Computer: Enables the pilot to accurately measure the distance of a target. Range: 9000ft (2745m).
8. Video Relay Camera with telescopic lenses. Used to transmit pictures of terrain or target(s) to a recon scout ship.
On 11:15 PM by Rev. Dr. Eric Z. Willman in The Zentraedi
The Officer's Battle Pod is a standard, combat Mecha issued to all in the elite officer class of the Zentraedi army. Its basic design, construction and operation is similar to the standard Tactical Battle Pod. The legs are controlled by foot pedals, arms and weapons by the physical manipulation of the pilot, and superior movement and response is possible through the symbiotic relationship between man and machine via protoculture. The pod performs equally well on land as it does in space. Rear thrusters provide propulsion, while smaller thrusters mounted in the legs and body, maneuverability.
The Officer's Battle Pod addresses the problems of the standard, tactical Mecha. It is less cramped, heavily armored, and even possesses hand to hand capabilities by using its arm-like weapon appendages. Additional improvements include greater speed and firepower. Although the Officer's Pod can fit itself into a special armored unit with trans-atmospheric capabilities, the pod itself can not transform. Approximately one in every 100 Battle Pods is an Officer's Pod.
The Tactical Officer's Pod
Also known as the Glaug Combat System
Speed:
ing
Height:
Width:
Length:
Weight:
by Location:
Large Particle Beam Cannon — 50
Front Auto Cannons (2) — 25 each
Weapon Arms (2) — 50
Sensor Eye (1) —25
Legs (2) — 50 each
Engine Thrusters (2) — 25 each
*Main Body — 100
*Depleting the M.D.C. of the main body means the pod is completely destroyed and useless. The pilot is likely to be slain.
300mph (482.7kmph), running; 670mph, (1078.2kmph) fly-
54ft (16.55m)
26.2ft (8m)
27.2ft (8.3m)
41.2 tons
Main Engine: Reactor type; output: 3.9 GGV
Weapon Systems
1. Large Particle Beam Cannon mounted on the topmost part of the main body. The cannon has limited movement, with only a 60 degree maximum angle, up and down and a 45 degree rotation, side to side.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Mega-Damage: 5D10 + 25 per blast
Range: 10,000ft (nearly 2 miles/3.2km)
Rate of Fire: A maximum of two per melee.
Payload: Unlimited
2. Auto Cannons mounted in the lower, chest-like area of the main body. Each can move independent of the other, with a 360 degree rotation, and an 180 degree arc, up, down, and side to side.
Primary Purpose: Assault/antipersonnel
Secondary Purpose: Defense
Mega-Damage: 1D6 for short burst, 2D6 for long burst, or 4D6 for a full melee of continuous fire.
Range: 4000ft (1200m)
Payload: Limited to 240 rounds per each gun. 24 rounds are expended in a full melee burst, 12 in a long burst and 6 in a short burst.
3. Weapon Arms or Appendages: Each arm has two weapons built into them; a particle beam cannon and a small impact cannon.
Weapon Arms - Particle Beam Cannon
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft
Mega-Damage: 4D10 per blast
Range: 4000ft (1200m)
Rate of Fire: Individual blasts at a rate equal to the pilot's combined, hand to hand combat skill.
Payload: Unlimited
Weapon Arms - Small Impact Cannon
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 1D8 for short burst or 2D8 for long. Continuous fire is not possible.
Range: 4000ft (1200m)
Rate of Fire: Equal to the pilot's combined, hand to hand skills.
Payload: Limited to 240 rounds per each weapon arm. Fires 6 rounds in a short burst, 12 in a long burst.
4. The Officer's Pod can also fire short range missiles.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Varies with specific missile.
Range: Varies, any short range missiles.
Rate of Fire: One or volleys of two.
Pay load: Six
5. Optional Hand to Hand Combat is possible.
Mega-Damage: Punch 1D4
Kick 1D6
*Stomp 1D4
Body Block 1D4
*The stomp with the foot is effective only against small objects of 12ft or smaller.
Number of Attacks: Equal to the hand to hand abilities of the pilot for both weapons and physical combat.
Note: The Officer's Pod can leap up to 80ft (24.4m) horizontally, or 25fF(7.6m) high.
WEAPON COMBAT SUMMARY
Attacks Per Melee: Equal to the combined hand to hand of the pilot; usually, 4 or 5 attacks.
Particle Beam Cannon: 5D10 + 25 M.D.; Range: 10,000ft (3.2km)
Auto-Cannons: 1D6, 2D6 or 4D6 M.D.; Range: 4000ft (1200m)
Arms - Particle Beam: 4D10 M.D.; Range: 4000ft (1200m)
Arms-Impact Cannon: 1D8 or 2D8M.D.; Range: 4000ft(1200m)
Optional Hand to Hand: Punch, kick, stomp or body block.
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