CORELINE (D20 Modern/D20 BESM Setting).

When I said Outer Rim Area 51 should be a region of space, I was talking about something the size of a sector (which could be dozens to tens of thousands of solar systems). So it would be an area of space that had elements from both galaxies like Starfleet outposts, Empire of the Hand bases, etc.

I always thought that it was a doorway between both galaxies. One end is on the Solar System (outer end of it, though) and one is... I think we discussed it being somewhere past the Corporate Sector? Dunno, can't recall that well. I'll admit it's been a long while since we talked about that.

The Zaku designs are pretty cool, Kronos.
 

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Lord Zack

Explorer
I had suggested at one point that the Milky Way end would be somewhere on the far side of Klingon and Romulus space. If you want it closer to/within the solar system then I'd be fine with that as well. I suppose it depends on whether you'd want getting to the GFFA to, at least potentially, be an adventure unto itself, or if you want characters to more easily travel between the two galaxies. The idea of having an area that overlaps the two galaxies appeals to me personally, however.
 
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kronos182

Adventurer
And here's the Zaku II MS-06 and a few variants...

MS-06 Zaku II

The MS-06 Zaku II was the last of the Zaku series produced and was the Principality of Zeon's main mech for many years before newer designs replaced it. Although older, it still performed well in many roles including garrison, patrols and filled many reserve units. The 06 is also compatible with many weapons later produced for other mechs produced by the Principality of Zeon. It comes standard with a modified M-9 Barrage that uses magazines and a holster mounted on the shoulder, this allows the hands to be free when not in combat, and a heat hawk. The 06 also comes standard with a shoulder mounted shield as an added form of protection. Alternate weapons were made available as they were developed, including energy weapons, leg mounted missile launchers. The 06 also has the most amount of variant models of all the Zakus, and even other later mechs produced by the Principality, making the Zakus the most numerous mech in all of the Principality as older models were regulated to reserves or sold to civilians after being striped of their weapon system.
Standing at only 57.5 feet, and weighing about 50.3 tons, it isn't the largest of mobile suits, which does give it some other advantages that it may lack from technological means.

MS-06 Zaku II
Size: Gargantuan (57.5 ft) (-4)
Bonus Hit Points: 400
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4/+8 (+8 armour, -4 size, +4 shield)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 40 ft (-10 ft armour) 2000 ft space (4 squares)
Purchase DC: 43

Slots 11
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium Space Skin
Back Deep Space Thrusters
Left arm 1
Left hand (1) Heat Hawk
Right arm 1
Right hand (1) Modified M-9
Shoulder Life Support System, Modified M-9 holster
Shoulder Bullwark Shield
Torso Cockpit
Belt Zero-G Stabilizer
Left leg 2 M-9 ammo clips (400 rds)
Right leg 2 M-9 ammo clips clips
Boots 1
Comm System

Standard Package Features: Life support 24 hours, negates zero-g penalties
Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft
Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld
Heat Hawk +8 melee 4d12+12 slash/fire, x3, 15 ft reach
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Modified M-9 Barrage Chaingun (PL5)
This is a modified M-9 Barrage that uses clips, like an infantry scaled weapon, to allow for quick reloading of the weapon in the heat of battle. Statistically it is identical, except it has Box Ammunition with 200 rounds, and is handheld, and stored in a holster on the shoulder or leg. An equipment slot dedicated to ammunition (usually belt, legs, shoulder, arm or torso) can hold two clips for a total of 400 rounds. This allows a user with the Quick Reload feat to reload the modified M-9 as a free action. Deals 5d6 damage
Equipment Slots: 1 (hand)
Activation: Attack
Range Increment: 60 ft
Target: Single target within 600 ft, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 21
Restriction: Res (+2)

Heat Hawk (PL5/6)
The heat hawk is an axe weapon that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. This weapon has become the standard melee weapon on Zeon mechs for many years. The heat hawk deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d12, Huge 3d12, Gargantuan 4d12, Colossal 5d12. The heat hawk also ignores 5 points of hardness/DR.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: Touch/melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one quarter mech PDC
Restriction: Lic (+1)

Optional Weapons
The Zaku II MS-06 can make use of most Principality of Zeon mech weapons produced for other mechs, as long as they do not require a dedicated power source, such as beam weapons, unless they have independent power packs. Such weapons include knuckle shield, grenades, the shotgun used by the MS-18E Kampfer, etc.

280mm Bazooka
This is a single shot heavy missile weapon that can be used by most Zakus and other mechs produced by the Principality of Zeon. Although other users have adapted it for use by other mechs. Designed like a very large RPG-7, a large tube launcher that must be reloaded after each attack. Deals 10d8 points of fire damage to a 30 foot radius burst, and ignores 15 points of hardness/DR on the initial target hit. The bazooka itself only holds one round, and each equipment slot dedicated to ammunition holds 4 missiles. Takes a standard action to load the bazooka, which provokes an attack of opportunity. The Bazooka is inaccurate and suffers a further -2 to attack. It can be fired one handed, but suffers a further -2 to attack.
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 120 ft
Area: 30 ft radius burst
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius
Purchase DC: 20 for launcher, 16 for 4 pack of rockets
Restriction: Mil (+3)

Three Shot Leg Missiles
These missile launchers are simple tube launchers with a single anti-armour warhead each. Although effective against armoured opponents, they are not good against nimble targets, and required the mech to be stationary to fire with any accuracy. The missiles deal 10d6 points of damage, half ballistic, half fire and ignores 15 points of hardness/DR. If the Mech is moving more than 10 ft before firing the missiles, the pilot suffers a -4 to attack. These are usually mounted in pairs, one on each leg.
Equipment Slots: 1 must be leg
Activation: Attack
Range Increment: 200 ft
Target: Single target within 2000 ft
Duration: Instantaneous
Saving Throw: None
Purchase DC: 20, 14 for 3 missiles.
Restriction: Mil (+3)




Variant Designs

Zaku II MS-06E Recon
A variant of the MS-06 that is reequipped for reconnaissance purposes. Striped of all weapons to reduce weight, mounting multiple cameras and more powerful thruster, the 06E is one of the faster variants of the Zaku series. The head was redesigned with improved sensors, and the standard mono-eye is more powerful and extends out from the head.

MS-06e Zaku II Recon
Size: Gargantuan (57.5 ft) (-4)
Bonus Hit Points: 400
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4/+8 (+8 armour, -4 size, +4 Shield)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 50 ft (-10 ft armour) 2500 ft space (5 squares)
Purchase DC: 43

Slots 11
Helmet Enigma Sensor Suite
Visor Class IV Sensors
Cranium Vulcan Weapon
Back Improved Deep Space Thrusters
Left arm Recon Suite
Left hand 1
Right arm 1
Right hand 1
Shoulder Life Support System
Shoulder Bulwark Shield
Torso Cockpit
Belt Zero-G Stabilizer
Left Leg Speed Booster
Right Leg Speed Booster
Boots Space Skin
Comm System

Standard Package Features: Life support 24 hours, negates zero-g penalties
Bonuses: +4 Navigate, +4 Spot, darkvision 120 ft, reduce concealment by 2 grades.
Weapons: Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Recon Suite
The recon suite is made up of extra cameras to view everything around the mech, and record it all. The system also includes improved HI-Def cameras with improved range and can record in other wave lengths than just visual, including IR, UV and between. Reduces penalties to Spot checks over distances by half. Grants +2 to Search checks, the pilot can't be flanked due to being able to see completely all around the mech. Can record visual, audio and energy recordings for 1 week before memory systems become full. The system requires at least Class III sensor system to function.
Equipment Slots: 1
Activation: Persistent
Range Increment: Same as equipped sensors
Target: N/A
Duration: Persistent
Saving Throw: None
Purchase DC: 25
Restriction: Lic (+1)




MS-06J Zaku II Ground
The 06J Ground variant of the Zaku II is a purely ground based unit, with the deep space thrusters removed and has the power diverted to its motive system, granting a bit more speed, but it can function at full power in higher gravities than previous Zakus. The removal of the thruster system allows the 06J to carry more weapons or ammunition, with many carrying the standard modified M-9, sword and the 280mm bazooka plus at least one extra reload for the bazooka, or instead of the extra reloads it can carry an extra weapon.

MS-06 Zaku II
Size: Gargantuan (57.5 ft) (-4)
Bonus Hit Points: 400
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4/+8 (+8 armour, -4 size, +4 shield)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 40 ft (-10 ft armour) 2000 ft space (4 squares)
Purchase DC: 43

Slots 11
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium 1
Back 2
Left arm 1
Left hand (1) Heat Hawk
Right arm 1
Right hand (1) Modified M-9
Shoulder Life Support System, Modified M-9 holster
Shoulder Bullwark Shield
Torso Cockpit
Belt 2 M-9 ammo clips (400 rds)
Left leg 2 M-9 ammo clips (400 rds)
Right leg 2 M-9 ammo clips clips (400 rds)
Boots 1
Comm System

Standard Package Features: Life support 24 hours, negates zero-g penalties
Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft
Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld
Heat Hawk +8 melee 4d12+12 slash/fire, x3, 15 ft reach
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Optional Weapons
280mm Bazooka
3 Tube Missile Launcher (usually 1, replacing two of the M-9 magazines)
280mm Bazooka mk2
Extra ammunition on belt (usually M-9 or 280mm 4 pack magazine)

280mm Bazooka mk2
This is an upgraded version of the original 280mm bazooka first used on the MS-05 Zaku I, designed to use a 4 round magazine to allow for more quicker reloading. The mk2 is also more accurate, not suffering any penalties to attack when using both hands, but still suffers -2 to attack if fired one handed. It uses the same ammunition as the original 280mm bazooka
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 120 ft
Area: 30 ft radius burst
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius
Purchase DC: 21 for launcher, 16 for 4 pack of rockets
Restriction: Mil (+3)




MS-06J-C Zaku II Climate
This variant of the MS-06J is modified for different climates (either cold/arctic or desert/tropical/hot areas), and is an upgrade later production of the 06J and many 06Js were upgraded before being discontinued. Besides the climate modifications, the 06J-C also mounts the Vulcan system first introduced on the MS-05L Sniper.
The following changes are made to a basic MS-06J:
Add Vulcan System to Cranium slot;
Reduce speed to 40 ft;
Climate System added to Boots slot, must pick environment: arctic, desert, forest;
Pilot gains further +2 to Navigate to the type of climate the mech is modified for (arctic, desert, forest);
Gains camouflage paint granting +4 to Hide checks for picked environment;
Gains +2 to Fort saves for environmental based checks (heat or cold depending on environment picked);
Gains Resistance 5 for picked environment (cold for arctic, fire for desert).




MS-06K Zaku II Cannon
This variant mounts a cannon on one shoulder to fill fire support or light artillery roles. The shoulder opposite the shield mounts a 180mm cannon, with the back mounting the ammo magazine and loading mechanism. Due to the weight of the cannon and ammunition, the 06K is slower than other Zakus, and mounts smoke launchers to help hide it from enemies. It also is one of the few ground based Zakus to mount jump jets to help increase its mobility, if even only for short periods.
The following changes are made to the basic MS-06J:
Reduce Speed to 35 ft;
Move Life Support system to cranium;
Add 180mm Cannon to shoulder;
Add 2 slots of 180mm ammo to back;
Add Jump Jets to boot;
Add smoke launchers (6 smoke grenades fills 30 foot radius around the mech).

180mm Cannon
This light artillery cannon was designed to give the Zaku II 06K a heavy punch for taking on heavy vehicles, mechs or fortifications. It can be fired in standard mode, or in artillery mode, which requires the mech to not be moving. In artillery mode, the 180mm cannon can hit a target out to 20 range increments, but can not hit anything within the first 10 as the projectile is fired in an arc. Takes a move action to aim, and the projectile hits at the beginning of the pilot's next round. A target aimed is considered flat footed to this attack unless they know they are the target, and even then they are denied their Dex modifier to Defense. In artillery mode, the pilot doesn't start to suffer range penalties until the 11th range increment, and can only gain bonuses from spotters using laser designators and the pilot makes a Knowledge: Tactics check DC 12 +1/range increment over the 11th (gains a +1 bonus to attack for every 5 points beats the check).
The 180mm cannon deals 9d8 points of ballistic damage, ignoring 20 points of hardness/DR. The weapon itself holds 10 rounds, and each slot dedicated to ammunition holds 25 rounds each.
Equipment Slots: 1
Activation: Attack
Range Increment: 250 ft
Target: Single target within 2500 ft, or
Duration: Instantaneous/2 rounds in artillery mode
Saving Throw: None
Purchase DC: 29, 10 rds PDC 20
Restriction: Mil (+3)
 

I had suggested at one point that the Milky Way end would be somewhere on the far side of Klingon and Romulus space. If you want it closer to/within the solar system then I'd be fine with that as well. I suppose it depends on whether you'd want getting to the GFFA to, at least potentially, be an adventure unto itself, or if you want characters to more easily travel between the two galaxies. The idea of having an area that overlaps the two galaxies appeals to me personally, however.

Well, I was thinking of it being easy (-ish... no telling when you may have the Corporate guys ticked off at you and you need to run a gauntlet to get to Earth from Coruscant (to give an example-could be anywhere on the GFFA)).

I think we need some maps, you know? Of the Milky Way, see how some of those things are arranged.
 

Lord Zack

Explorer
These Zaku stats are looking good. The only major thing missing is the S-type commander Zaku, most famously piloted by Char Aznable. It's main difference is the superior power plant, giving it greater speed. Though it is a relatively simple variant compared to some others.
 

kronos182

Adventurer
These Zaku stats are looking good. The only major thing missing is the S-type commander Zaku, most famously piloted by Char Aznable. It's main difference is the superior power plant, giving it greater speed. Though it is a relatively simple variant compared to some others.

There's quite a few variant models of the Zaku II MS-06 I've found.. I haven't stated all the variants there are.. I'll do a couple more with that one included, and a few of the Gundams.
 

AnimeSniper

Explorer
There's quite a few variant models of the Zaku II MS-06 I've found.. I haven't stated all the variants there are.. I'll do a couple more with that one included, and a few of the Gundams.

Here is one decent link for Mecha and Anime, but I can't link it right now for most Mecha Anime series and they do list what weapons are fielded by the unit into combat.
 



Lord Zack

Explorer
I am thinking of running a game online, either pbb, or a virtual tabletop, most likely roll20.net It will more than likely involve mechs, in fact I'd like to have the PCs being pre-Vanishing humans who stumble across Zaku IIs during the 23 hours and have to use them in order to survive. Anybody down for that?
 

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