MS-06J Zaku II

RPG Stats by Sean Little

Background info provided by the Mecha and Anime Headquarters

BACKGROUND

RPG STATS

Vehicle Type: MS-06J Zaku II Ground Type
Class: Mass Production Ground Type mobile suit
Manufacturer: Zeonic Corporation
Crew: One pilot

Operator: Principality of Zeon
Variants:
MS-05 Zaku I

MS-06 Zaku II

MS-06A Zaku II First Mass Production Type

MS-06C Zaku II Early Production Type

MS-06D Zaku II Desert Type

MS-06F Zaku II

MS-06FZ Zaku II Kai

MS-06F2 Zaku II F2

MS-06K Zaku Cannon

MS-06E Zaku Reconnaissance Type

MS-06E Zaku Flipper

MS-06M Zaku II Marine Type

MS-06R Zaku II High Mobility Type (R-1, R-2, R-2P, RP)

MS-06S Zaku II Commander’s Type

MS-06V Zaku Tank

MS-06Z Psycommu System Zaku

MS-11 Action Zaku

AMX-011 Zaku III

 

MDC BY LOCATION:

    Head                                        20
Arms                                        30 each
    Legs                                        30 each
(1) Main Body                                   75
    Pilot's Compartment                         40

NOTES:

(1) Destruction of the main body will shut the unit down completely.

SPEEDS:

RUNNING:

88 km/h.

MAX ACCELERATION:

0.65G.

180-DEGREE TURN TIME:

1.6 seconds.

MAX ENGINE THRUST:

Rocket Thrusters: 48500 kg

STATISTICAL DATA:

HEIGHT:

17.5 m Head Height.

WEIGHT:

Empty 56.2 metric tons;

Max Gross 74.5 metric tons

CARGO:

Small compartment behind pilot's seat for personal belongings.

POWER PLANT:

Minovsky type ultracompact fusion reactor, output rated at 976 kW

WEAPON SYSTEMS:

1.      ZMP-50D 120MM MACHINE GUN: This is the Zaku’s primary ranged weapon. It is a drum-fed machine gun.

o        PRIMARY PURPOSE: Assault

o        SECONDARY PURPOSE: Anti-Mecha

o        RANGE INCREMENT: 90 meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 6d6

o        RATE OF FIRE: The Gun can be fired in a number of shots equal to the pilot's combined number of attacks.

o        PAYLOAD: 100 rounds per drum.

2.      HEAT HAWK TYPE 5 HEAT HAWK: The MS-06 Zaku carries a heat hawk in a rack on its waist. It is capable of slicing through solid steel.

o        PRIMARY PURPOSE: Close Range Combat

o        RANGE INCREMENT: N/A

o        CRITICAL: 19-20/x3

o        DAMAGE: 2d6 plus STR modifier

o        RATE OF FIRE: N/A

o        PAYLOAD: 1

3.      H&L-SB25k/280mmA-P 280MM HYPER BAZOOKA: The heavy assault weapon of the MS-06 is its Hyper Bazooka. It can carry one of these on a rack on the rear of the MS.

o        PRIMARY PURPOSE: Assault

o        RANGE INCREMENT: 90 Meters

o        CRITICAL: x2

o        DAMAGE: 7d10

o        RATE OF FIRE: The Bazooka can be fired a number of times equal to the pilot’s total number of attacks.

o        PAYLOAD: 5 Total

4.      ZI-ME/TRIPLE MISSILE POD MK. IV MISSILE POD: The secondary assault weapon of the MS-06. These are effective against soft targets and most mobile suits.

o        PRIMARY PURPOSE: Mid-Range Attack

o        RANGE INCREMENT: 50 Meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 2d12

o        RATE OF FIRE: Equal to the pilot's total number of attacks.

o        PAYLOAD: 3 per pod, 6 Total

5.      MIP-B6 CRACKER GRENADE: This is the RX-78’s mid-range beam weapon. It is composed of one of the Gundam’s Beam Saber and an extended section. This forms a beam weapon in the form of a staff.

o        PRIMARY PURPOSE: Mid-Range Combat

o        RANGE INCREMENT: 2 Meters

o        CRITICAL: 19-20/x2

o        DAMAGE: 4d10 plus STR modifier

o        RATE OF FIRE: Equal to the pilot's total number of attacks.

o        PAYLOAD: 2

      6. MAGELLA TOP 175MM CANNON: This is the Zaku’s long-range assault weapon.

o        PRIMARY PURPOSE: Long-Range Combat

o        RANGE INCREMENT: 100 Meters

o        DAMAGE: 7d10

o        CRITICAL: 19-20/x2

o        RATE OF FIRE: Equal to the pilot's total number of attacks.

o        PAYLOAD: 8 rounds per clip

7.      HAND TO HAND COMBAT: If necessary, the pilot of the Zaku can engage in melee combat rather than use a weapon. The Zaku 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:

a.       Restrained Punch: 1D4 M.D.

b.      Full Strength Punch: 2D6 M.D.

c.       "Booster" Punch: 3D6 M.D. (counts as two attacks)

d.      Tear or Pry with Hands: 1D6 M.D.

e.       Kick: 1D6 M.D.

f.        Leap Kick: 2D6 M.D.

g.       Body Flip/Throw: 1D4 M.D.

h.       Body Block/Tackle: 1D6 M.D.

i.         Stomp: 1D6 M.D. (only effective against small objects)


STANDARD EQUIPMENT FOR THE MS-06J ZAKU II GROUND TYPE:


COMBAT SPECIFICATIONS OF MS-06J ZAKU II GROUND TYPE:

SIZE: Tiny (starship scale)

INITIATIVE:  +4 (+2 size, +2 crew)

MANEUVER: +4 (+2 size, +2 crew)

DEFENSE: +22 (+2 size, +10 armor)


 

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