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Jul 9th, 2016
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  1. Zeus ZEU-8Gb
  2.  
  3. Mass: 80 tons
  4. Tech Base: Inner Sphere
  5. Chassis Config: Biped
  6. Rules Level: Tournament Legal
  7. Era: Clan Invasion
  8. Tech Rating/Era Availability: E/X-X-E-A
  9. Production Year: 3060
  10. Cost: 14,725,800 C-Bills
  11. Battle Value: 1,946
  12.  
  13. Chassis: Unknown Endo-Steel
  14. Power Plant: Unknown 320 Light Fusion Engine
  15. Walking Speed: 43.2 km/h
  16. Maximum Speed: 64.8 km/h
  17. Jump Jets: None
  18. Jump Capacity: 0 meters
  19. Armor: Unknown Standard Armor w/ CASE
  20. Armament:
  21. 1 Gauss Rifle
  22. 1 ER Large Laser
  23. 1 LRM-15
  24. 2 Medium Lasers
  25. Manufacturer: Unknown
  26. Primary Factory: Unknown
  27. Communications System: Unknown
  28. Targeting and Tracking System: Unknown
  29.  
  30. Overview:
  31. The heavy 'Mech ZEU-6S Zeus is the Lyran Commonwealth's pride and joy. The
  32. initial design ideas were first put to paper just after the start of the war
  33. with the Draconis Combine in 2407. Three years later, when enemy forces were
  34. threatening Hesperus II, two Zeus prototypes were already lumbering across test
  35. terrains. The speed with which the Zeus was brought from idea to reality
  36. astounded even the most optimistic generals.
  37.  
  38. The Zeus also had the best field testa new 'Mech could hope for. When Kurita
  39. forces assaulted Hesperus II, the two Zeus prototypes were there, aiding in the
  40. defense of the vital BattleMech factories. These prototypes carried PPCs on
  41. their left arms. After the battle, the pilots reported that the PPC was
  42. extremely erratic and unreliable. Further research revealed that the PPC's
  43. insufficient shielding created wild magnetic interactions between it and the
  44. 'Mech's engine. The designers thus decided to drop the PPC in favor of the
  45. simpler autocannon to ensure quick delivery of the 'Mech to the front. The
  46. autocannon gave the Zeus less punch but the same range as the PPC.
  47.  
  48. The Defiance factories on Hesperus II are the only ones currently producing
  49. the Zeus, which first came off the production lines in 2411.
  50.  
  51.  
  52. Capabilities:
  53. The Zeus was designed to engage enemy 'Mechs with its long-range weapons while
  54. the enemy force is still no more than an approaching blot in the distance. It
  55. was created in response to requests by Commonwealth commanders for a heavy
  56. 'Mech that could perform hit-and-run tactics. The combination of long-range
  57. missiles, autocannon, and large laser works well to perform this task.
  58.  
  59. The Coventry Starfire, which has 15 launchers, is an excellent, proven missile
  60. system used in several other 'Mech designs. In the Zeus, however, the tolerance
  61. of the Starfire missile system was stretched to the limits. Designers placed
  62. the 'Mech's missile tubes around and set back from a large central core. Though
  63. its appearance is odd, the design is a clever attempt to protect the missile
  64. system while still allowing the Zeus a formidable punch. That central core
  65. serves no purpose except as a bludgeon for punching, much like a fist on other
  66. 'Mechs. The missiles, being set back and away from the impact point, are safe
  67. beneath the armor of the forearm.
  68.  
  69. The drawback of this arrangement is that the missile-loading system is
  70. complicated and prone to breakdown if not serviced regularly. Another problem
  71. is that the Zeus can only carry eight reloads for its missile system. More than
  72. once, a Zeus pilot has pressed the trigger, only to hear a silence louder than
  73. any reassuring whoosh of missiles launching.
  74.  
  75. The large laser is another adaptation. Finding themselves without enough room
  76. for the standard laser design, the Zeus engineers decided to create a more
  77. compact large laser. As the engineers at Hesperus II are among the few teams
  78. who can still use fiber optics, they managed to totally dispense with the bulky
  79. rifle-like barrel of other large lasers. On the Zeus, the large laser is tucked
  80. quite comfortably beneath the left arm.
  81.  
  82. Even though the Zeus functions mostly as a stand-off weapon, it has no problem
  83. closing and grappling with an enemy. Excellent armor protection, especially
  84. around the chest and legs, is more than enough to withstand all but the
  85. heaviest fire. Strong, heavily armored legs also make the Zeus a feared kicker,
  86. while the loaded left arm is very effective in dispatching unfortunate 'Mechs
  87. with its punches.
  88.  
  89.  
  90. Battle History:
  91. The first appearance of Zeus 'Mechs in significant numbers was during the
  92. recapture of Sakhalin. Elements of the 15th Lyran Commonwealth's Guard attacked
  93. an equal force of Draconis Combine's 32nd Dieron Regulars. Composed mostly of
  94. Zeus 'Mechs and a few Commandos, the Lyran force moved toward and captured a
  95. high ridge overlooking two large forests and a grassy plain beyond. The Dieron
  96. Regulars were made up of an even mix of BattleMasters and Dragons, which failed
  97. in their attempt to storm the ridge because of the concentrated LRM, laser, and
  98. autocannon fire it encountered. This, coupled with flanking attacks staged by
  99. the Lyran Commandos, forced the Combine forces to resign themselves to the flat
  100. plain for the night. The Lyran Guards did not pursue, making it clear that they
  101. were content to wait it out on the ridge. At nightfall, a heavy rain began.
  102.  
  103. During the night, the Lyran forces silently moved down from the ridge and
  104. spaced their Zeus 'Mechs evenly between the narrow gap separating the two
  105. forests. At sunrise, the surprised Dieron Regulars immediately charged the
  106. distant row of 'Mechs, but their attack had neither plan nor sense. The weight
  107. of the lumbering BattleMasters and Dragons soon turned the grassland into a sea
  108. of mud. Because of it, 'Mechs in the rear of the advance had difficulty keeping
  109. up, which caused the formation to spread out.
  110.  
  111. When the enemy advanced far enough into the funnel created by the two forests,
  112. the Lyran commander ordered the line of Zeus 'Mechs to open fire. 'Mechs in
  113. front of the enemy advance could fire back at the Lyran 'Mechs, but those in
  114. the rear could not. Worse yet, the stumbling about was making the already bad
  115. footing impossible. Some of the BattleMasters and Dragons tripped and fell,
  116. creating further confusion and a growing panic among the Regulars. The
  117. Commandos hiding in the woods chose that moment to open fire with their SRMs.
  118.  
  119. The rout was on. 'Mech stumbled over 'Mech in the rush to escape the Steiner
  120. trap. Those 'Mechs that had fallen were often permanently disabled by their
  121. comrades stepping on them to avoid stumbling in the mud. In all, the 32nd
  122. Dieron Regulars suffered a loss of eight BattleMasters and five Dragons, while
  123. the 15th Lyran Guards lost only one Zeus and three Commandos.
  124.  
  125.  
  126. Variants:
  127. A major upgrading of the Zeus is in the works, now that the Steiner engineers
  128. have solved the problem that originally led to the PPC being replaced by the
  129. autocannon. New arm assemblies containing the Lightning Strike PPC and an extra
  130. heat sink are about ready for Commonwealth-wide distribution. A second heat
  131. sink will also fill the void in the left torso that once held autocannon shells.
  132.  
  133.  
  134. Notable 'Mechs & MechWarriors:
  135. MechWarrior Sealth
  136.  
  137. Of North American Indian heritage, Sealth is a very reluctant warrior. Joining
  138. the 10th Skye Rangers only after his own world was attacked, Sealth has spent
  139. the last three years fighting in his forest-green Zeus. The 'Mech, called
  140. Skokomish, is capable of amazingly graceful motions under Sealth's control. An
  141. enemy warrior will often have Skokomish in his targeting crosshairs, only to
  142. see it execute a complicated maneuver and vanish from his sights entirely.
  143.  
  144. Sealth looks forward to leaving the military in two years' time. His officers,
  145. however, have been trying to get him to stay on and teach his skills to young
  146. recruits. As this moment, Sealth is still set on returning to the simple life
  147. on his homeworld, which is now out of the fighting.
  148.  
  149.  
  150. Additional:
  151. From TRO 3025.
  152.  
  153.  
  154. Distribution from RS 3025/3026.
  155.  
  156.  
  157. Entered by Corbin Ball.
  158.  
  159.  
  160. ================================================================================
  161. Equipment Type Rating Mass
  162. --------------------------------------------------------------------------------
  163. Internal Structure: Endo-Steel 122 points 4.00
  164. Internal Locations: 1 HD, 1 CT, 3 LT, 3 RT, 2 RA, 2 LL, 2 RL
  165. Engine: Light Fusion Engine 320 17.00
  166. Walking MP: 4
  167. Running MP: 6
  168. Jumping MP: 0
  169. Heat Sinks: Double Heat Sink 13(26) 3.00
  170. Heat Sink Locations: 1 RT
  171. Gyro: Standard 4.00
  172. Cockpit: Standard 3.00
  173. Actuators: L: SH+UA+LA R: SH+UA+LA
  174. Armor: Standard Armor AV - 240 15.00
  175. CASE Locations: 1 LT, 1 RT 1.00
  176.  
  177. Internal Armor
  178. Structure Factor
  179. Head 3 9
  180. Center Torso 25 39
  181. Center Torso (rear) 10
  182. L/R Torso 17 25
  183. L/R Torso (rear) 9
  184. L/R Arm 13 25
  185. L/R Leg 17 32
  186.  
  187. ================================================================================
  188. Equipment Location Heat Critical Mass
  189. --------------------------------------------------------------------------------
  190. LRM-15 RA 5 3 7.00
  191. Gauss Rifle LA 1 7 15.00
  192. Medium Laser LT 3 1 1.00
  193. ER Large Laser LT 12 2 5.00
  194. Medium Laser CT 3 1 1.00
  195. @LRM-15 (16) RA - 2 2.00
  196. @Gauss Rifle (16) LA - 2 2.00
  197. Free Critical Slots: 8
  198.  
  199. BattleForce Statistics
  200. MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 8 Points: 19
  201. 4 4 5 4 0 4 0 Structure: 4
  202. Special Abilities: CASE, SRCH, ES, SEAL, SOA, IF 1
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