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- Zeus ZEU-8Gb
- Mass: 80 tons
- Tech Base: Inner Sphere
- Chassis Config: Biped
- Rules Level: Tournament Legal
- Era: Clan Invasion
- Tech Rating/Era Availability: E/X-X-E-A
- Production Year: 3060
- Cost: 14,725,800 C-Bills
- Battle Value: 1,946
- Chassis: Unknown Endo-Steel
- Power Plant: Unknown 320 Light Fusion Engine
- Walking Speed: 43.2 km/h
- Maximum Speed: 64.8 km/h
- Jump Jets: None
- Jump Capacity: 0 meters
- Armor: Unknown Standard Armor w/ CASE
- Armament:
- 1 Gauss Rifle
- 1 ER Large Laser
- 1 LRM-15
- 2 Medium Lasers
- Manufacturer: Unknown
- Primary Factory: Unknown
- Communications System: Unknown
- Targeting and Tracking System: Unknown
- Overview:
- The heavy 'Mech ZEU-6S Zeus is the Lyran Commonwealth's pride and joy. The
- initial design ideas were first put to paper just after the start of the war
- with the Draconis Combine in 2407. Three years later, when enemy forces were
- threatening Hesperus II, two Zeus prototypes were already lumbering across test
- terrains. The speed with which the Zeus was brought from idea to reality
- astounded even the most optimistic generals.
- The Zeus also had the best field testa new 'Mech could hope for. When Kurita
- forces assaulted Hesperus II, the two Zeus prototypes were there, aiding in the
- defense of the vital BattleMech factories. These prototypes carried PPCs on
- their left arms. After the battle, the pilots reported that the PPC was
- extremely erratic and unreliable. Further research revealed that the PPC's
- insufficient shielding created wild magnetic interactions between it and the
- 'Mech's engine. The designers thus decided to drop the PPC in favor of the
- simpler autocannon to ensure quick delivery of the 'Mech to the front. The
- autocannon gave the Zeus less punch but the same range as the PPC.
- The Defiance factories on Hesperus II are the only ones currently producing
- the Zeus, which first came off the production lines in 2411.
- Capabilities:
- The Zeus was designed to engage enemy 'Mechs with its long-range weapons while
- the enemy force is still no more than an approaching blot in the distance. It
- was created in response to requests by Commonwealth commanders for a heavy
- 'Mech that could perform hit-and-run tactics. The combination of long-range
- missiles, autocannon, and large laser works well to perform this task.
- The Coventry Starfire, which has 15 launchers, is an excellent, proven missile
- system used in several other 'Mech designs. In the Zeus, however, the tolerance
- of the Starfire missile system was stretched to the limits. Designers placed
- the 'Mech's missile tubes around and set back from a large central core. Though
- its appearance is odd, the design is a clever attempt to protect the missile
- system while still allowing the Zeus a formidable punch. That central core
- serves no purpose except as a bludgeon for punching, much like a fist on other
- 'Mechs. The missiles, being set back and away from the impact point, are safe
- beneath the armor of the forearm.
- The drawback of this arrangement is that the missile-loading system is
- complicated and prone to breakdown if not serviced regularly. Another problem
- is that the Zeus can only carry eight reloads for its missile system. More than
- once, a Zeus pilot has pressed the trigger, only to hear a silence louder than
- any reassuring whoosh of missiles launching.
- The large laser is another adaptation. Finding themselves without enough room
- for the standard laser design, the Zeus engineers decided to create a more
- compact large laser. As the engineers at Hesperus II are among the few teams
- who can still use fiber optics, they managed to totally dispense with the bulky
- rifle-like barrel of other large lasers. On the Zeus, the large laser is tucked
- quite comfortably beneath the left arm.
- Even though the Zeus functions mostly as a stand-off weapon, it has no problem
- closing and grappling with an enemy. Excellent armor protection, especially
- around the chest and legs, is more than enough to withstand all but the
- heaviest fire. Strong, heavily armored legs also make the Zeus a feared kicker,
- while the loaded left arm is very effective in dispatching unfortunate 'Mechs
- with its punches.
- Battle History:
- The first appearance of Zeus 'Mechs in significant numbers was during the
- recapture of Sakhalin. Elements of the 15th Lyran Commonwealth's Guard attacked
- an equal force of Draconis Combine's 32nd Dieron Regulars. Composed mostly of
- Zeus 'Mechs and a few Commandos, the Lyran force moved toward and captured a
- high ridge overlooking two large forests and a grassy plain beyond. The Dieron
- Regulars were made up of an even mix of BattleMasters and Dragons, which failed
- in their attempt to storm the ridge because of the concentrated LRM, laser, and
- autocannon fire it encountered. This, coupled with flanking attacks staged by
- the Lyran Commandos, forced the Combine forces to resign themselves to the flat
- plain for the night. The Lyran Guards did not pursue, making it clear that they
- were content to wait it out on the ridge. At nightfall, a heavy rain began.
- During the night, the Lyran forces silently moved down from the ridge and
- spaced their Zeus 'Mechs evenly between the narrow gap separating the two
- forests. At sunrise, the surprised Dieron Regulars immediately charged the
- distant row of 'Mechs, but their attack had neither plan nor sense. The weight
- of the lumbering BattleMasters and Dragons soon turned the grassland into a sea
- of mud. Because of it, 'Mechs in the rear of the advance had difficulty keeping
- up, which caused the formation to spread out.
- When the enemy advanced far enough into the funnel created by the two forests,
- the Lyran commander ordered the line of Zeus 'Mechs to open fire. 'Mechs in
- front of the enemy advance could fire back at the Lyran 'Mechs, but those in
- the rear could not. Worse yet, the stumbling about was making the already bad
- footing impossible. Some of the BattleMasters and Dragons tripped and fell,
- creating further confusion and a growing panic among the Regulars. The
- Commandos hiding in the woods chose that moment to open fire with their SRMs.
- The rout was on. 'Mech stumbled over 'Mech in the rush to escape the Steiner
- trap. Those 'Mechs that had fallen were often permanently disabled by their
- comrades stepping on them to avoid stumbling in the mud. In all, the 32nd
- Dieron Regulars suffered a loss of eight BattleMasters and five Dragons, while
- the 15th Lyran Guards lost only one Zeus and three Commandos.
- Variants:
- A major upgrading of the Zeus is in the works, now that the Steiner engineers
- have solved the problem that originally led to the PPC being replaced by the
- autocannon. New arm assemblies containing the Lightning Strike PPC and an extra
- heat sink are about ready for Commonwealth-wide distribution. A second heat
- sink will also fill the void in the left torso that once held autocannon shells.
- Notable 'Mechs & MechWarriors:
- MechWarrior Sealth
- Of North American Indian heritage, Sealth is a very reluctant warrior. Joining
- the 10th Skye Rangers only after his own world was attacked, Sealth has spent
- the last three years fighting in his forest-green Zeus. The 'Mech, called
- Skokomish, is capable of amazingly graceful motions under Sealth's control. An
- enemy warrior will often have Skokomish in his targeting crosshairs, only to
- see it execute a complicated maneuver and vanish from his sights entirely.
- Sealth looks forward to leaving the military in two years' time. His officers,
- however, have been trying to get him to stay on and teach his skills to young
- recruits. As this moment, Sealth is still set on returning to the simple life
- on his homeworld, which is now out of the fighting.
- Additional:
- From TRO 3025.
- Distribution from RS 3025/3026.
- Entered by Corbin Ball.
- ================================================================================
- Equipment Type Rating Mass
- --------------------------------------------------------------------------------
- Internal Structure: Endo-Steel 122 points 4.00
- Internal Locations: 1 HD, 1 CT, 3 LT, 3 RT, 2 RA, 2 LL, 2 RL
- Engine: Light Fusion Engine 320 17.00
- Walking MP: 4
- Running MP: 6
- Jumping MP: 0
- Heat Sinks: Double Heat Sink 13(26) 3.00
- Heat Sink Locations: 1 RT
- Gyro: Standard 4.00
- Cockpit: Standard 3.00
- Actuators: L: SH+UA+LA R: SH+UA+LA
- Armor: Standard Armor AV - 240 15.00
- CASE Locations: 1 LT, 1 RT 1.00
- Internal Armor
- Structure Factor
- Head 3 9
- Center Torso 25 39
- Center Torso (rear) 10
- L/R Torso 17 25
- L/R Torso (rear) 9
- L/R Arm 13 25
- L/R Leg 17 32
- ================================================================================
- Equipment Location Heat Critical Mass
- --------------------------------------------------------------------------------
- LRM-15 RA 5 3 7.00
- Gauss Rifle LA 1 7 15.00
- Medium Laser LT 3 1 1.00
- ER Large Laser LT 12 2 5.00
- Medium Laser CT 3 1 1.00
- @LRM-15 (16) RA - 2 2.00
- @Gauss Rifle (16) LA - 2 2.00
- Free Critical Slots: 8
- BattleForce Statistics
- MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
- 4 4 5 4 0 4 0 Structure: 4
- Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
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