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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 6863690" data-attributes="member: 6668634"><p>The MS-05 and sniper variant. There were other "variants" but there wasn't much difference.. the command version had an extra shoulder dome and paint job (not really enough to make stat difference).</p><p></p><p>MS-05 Zaku I</p><p></p><p>The MS-05 Zaku I is considered obsolete, but still an effective and cheap mech, with improvements over the MS-04 in materials used, targeting systems and available weapons. There were also two variant models of the MS-05 produced: a sniper variant and a command version. The 05 saw improvements in the hands, including an induction connection to allow for powering the heat hawk/axe, although a shield was not included in the base model to save on weight and cost, it can make use of the 04's arm shield, or the 06's shoulder shield. The 05 is also compatible with many weapons later produced for other Zakus and 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. Alternate weapons available are a bazooka, a mech sized shotgun, a heated axe and can carry grenades.</p><p>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.</p><p></p><p>MS-05 Zaku I</p><p>Size: Gargantuan (57.5 ft) (-4)</p><p>Bonus Hit Points: 400</p><p>Superstructure: Titanium Alloy</p><p>Hardness: 12</p><p>Armour: Duralloy</p><p>Bonus to Defense: +4 (+8 armour, -4 size)</p><p>Armour Penalty: -8</p><p>Reach: 15 ft</p><p>Strength Bonus: +24</p><p>Dexterity Penalty: -2</p><p>Speed: 40 ft (-10 ft armour) 2000 ft space (4 squares)</p><p>Purchase DC: 42</p><p></p><p>Slots 11</p><p>Helmet Oracle Targeting System (+2)</p><p>Visor Class II Sensors</p><p>Cranium Space Skin</p><p>Back Deep Space Thrusters</p><p>Left arm 1</p><p>Left hand (1) Heat Hawk</p><p>Right arm 1</p><p>Right hand (1) Modified M-9</p><p>Shoulder Life Support System</p><p>Shoulder 1 Modified M-9 holster</p><p>Torso Cockpit</p><p>Belt Zero-G Stabilizer</p><p>Left leg 2 M-9 ammo clips (400 rds)</p><p>Right leg 2 M-9 ammo clips clips</p><p>Boots 1</p><p>Comm System</p><p></p><p>Standard Package Features: Life support 24 hours, negates zero-g penalties</p><p>Bonuses: +2 Navigate, +2 Spot</p><p>Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld</p><p>Heat Hawk +8 melee </p><p>Slam +8 melee 2d8+12 blud, 20, 15 ft reach </p><p></p><p>Modified M-9 Barrage Chaingun (PL5)</p><p>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</p><p>Equipment Slots: 1 (hand)</p><p>Activation: Attack</p><p>Range Increment: 60 ft</p><p>Target: Single target within 600 ft, or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 21</p><p>Restriction: Res (+2)</p><p></p><p>Heat Hawk (PL5/6)</p><p>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.</p><p>Equipment Slots: 1 must be hand or arm</p><p>Activation: Attack</p><p>Range Increment: Touch/melee</p><p>Target: Single target within reach</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 10 + one quarter mech PDC</p><p>Restriction: Lic (+1)</p><p></p><p>Optional Weapons</p><p>The Zaku I MS-05 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.</p><p></p><p>280mm Bazooka</p><p>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.</p><p>Equipment Slots: 1 hand held</p><p>Activation: Attack</p><p>Range Increment: 120 ft</p><p>Area: 30 ft radius burst</p><p>Target: Single target within 1200 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius</p><p>Purchase DC: 20 for launcher, 16 for 4 pack of rockets</p><p>Restriction: Mil (+3)</p><p></p><p>Variant Designs</p><p></p><p>Zaku I MS-05L Sniper Type</p><p>A variant of the MS-05 that is reequipped for sniping purposes. It can also be used for reconnaissance purposes with its enhanced sensors.</p><p>The head was redesigned with improved sensors, and includes a light projectile weapon that can be used against infantry or for defensive purposes such as shooting down missiles, or attacking lightly armoured sensors of other mechs. The Sniper mounts a special backpack unit that includes its space thruster, although with reduced power, and a secondary power source for powering an energy ranged weapon.</p><p></p><p>MS-05L Zaku I Sniper</p><p>Size: Gargantuan (57.5 ft) (-4)</p><p>Bonus Hit Points: 400</p><p>Superstructure: Titanium Alloy</p><p>Hardness: 12</p><p>Armour: Duralloy</p><p>Bonus to Defense: +4 (+8 armour, -4 size)</p><p>Armour Penalty: -8</p><p>Reach: 15 ft</p><p>Strength Bonus: +24</p><p>Dexterity Penalty: -2</p><p>Speed: 40 ft (-10 ft armour) 1500 ft space (3 squares)</p><p>Purchase DC: 47</p><p></p><p>Slots 11</p><p>Helmet Oracle Targeting System (+3)</p><p>Visor Class III Sensors</p><p>Cranium Vulcan Weapon</p><p>Back Deep Space Thrusters + Fusion Power Core</p><p>Left arm 1</p><p>Left hand 1</p><p>Right arm 1</p><p>Right hand (1) Beam Sniper Rifle</p><p>Shoulder Life Support System</p><p>Shoulder 1 </p><p>Torso Cockpit</p><p>Belt Zero-G Stabilizer</p><p>Left leg Knee Pad</p><p>Right leg Knee Pad</p><p>Boots Space Skin</p><p>Comm System</p><p></p><p>Standard Package Features: Life support 24 hours, negates zero-g penalties</p><p>Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft</p><p>Weapons: Beam Sniper Rifle -2 ranged 10d6 energy ignore 10, 19-20x3, 150 ft, S, unlimited*</p><p>Vulcan Weapon -2 ranged 4d10 ball, 20, 60 ft, S/A, 2000 rds</p><p>Slam +8 melee 2d8+12 blud, 20, 15 ft reach </p><p></p><p>Beam Sniper Rifle</p><p>This energy weapon requires a dedicated energy source, which is the Zaku I MS-05L's modified deep space thruster back pack, which can be ejected in an emergency, but leaves the weapon useless. This energy weapon is highly accurate, long ranged and powerful, but if fired too rapidly, it can overheat and malfunction.</p><p>The Beam sniper rifle deals 10d6 of nonspecific energy, ignores 10 points of hardness/DR and critical 19-20x3. </p><p>Equipment Slots: 1 hand held, requires a power source</p><p>Activation: Attack</p><p>Range Increment: 120 ft</p><p>Target: Single target within 1200 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 30</p><p>Restriction: Mil (+3)</p><p></p><p>Vulcan Weapon</p><p>This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage.</p><p>Equipment Slots: 1</p><p>Activation: Attack or attack of opportunity</p><p>Range Increment: 70 ft</p><p>Target: Single target within 700 ft, or missile, or autofire</p><p>Duration: Instantaneous</p><p>Saving Throw: none</p><p>Purchase DC: 25</p><p>Restriction: Mil (+3)</p><p></p><p>Knee Pad</p><p>Mounted in the knees of the mech are a special set of hydraulic lifts, foot pad and gyros that allow the mech to lower to its knees for a better aiming position. This system allows the mech to raise from a prone or kneeling position as a free action that doesn't provoke an attack of opportunity.</p><p>Equipment Slots: 1, leg (can be used individually, or in pairs</p><p>Activation: Free action</p><p>Range Increment: None</p><p>Target: Self</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Purchase DC: 12</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="kronos182, post: 6863690, member: 6668634"] The MS-05 and sniper variant. There were other "variants" but there wasn't much difference.. the command version had an extra shoulder dome and paint job (not really enough to make stat difference). MS-05 Zaku I The MS-05 Zaku I is considered obsolete, but still an effective and cheap mech, with improvements over the MS-04 in materials used, targeting systems and available weapons. There were also two variant models of the MS-05 produced: a sniper variant and a command version. The 05 saw improvements in the hands, including an induction connection to allow for powering the heat hawk/axe, although a shield was not included in the base model to save on weight and cost, it can make use of the 04's arm shield, or the 06's shoulder shield. The 05 is also compatible with many weapons later produced for other Zakus and 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. Alternate weapons available are a bazooka, a mech sized shotgun, a heated axe and can carry grenades. 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-05 Zaku I Size: Gargantuan (57.5 ft) (-4) Bonus Hit Points: 400 Superstructure: Titanium Alloy Hardness: 12 Armour: Duralloy Bonus to Defense: +4 (+8 armour, -4 size) 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: 42 Slots 11 Helmet Oracle Targeting System (+2) Visor Class II 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 Shoulder 1 Modified M-9 holster 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 Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld Heat Hawk +8 melee 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 I MS-05 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) Variant Designs Zaku I MS-05L Sniper Type A variant of the MS-05 that is reequipped for sniping purposes. It can also be used for reconnaissance purposes with its enhanced sensors. The head was redesigned with improved sensors, and includes a light projectile weapon that can be used against infantry or for defensive purposes such as shooting down missiles, or attacking lightly armoured sensors of other mechs. The Sniper mounts a special backpack unit that includes its space thruster, although with reduced power, and a secondary power source for powering an energy ranged weapon. MS-05L Zaku I Sniper Size: Gargantuan (57.5 ft) (-4) Bonus Hit Points: 400 Superstructure: Titanium Alloy Hardness: 12 Armour: Duralloy Bonus to Defense: +4 (+8 armour, -4 size) Armour Penalty: -8 Reach: 15 ft Strength Bonus: +24 Dexterity Penalty: -2 Speed: 40 ft (-10 ft armour) 1500 ft space (3 squares) Purchase DC: 47 Slots 11 Helmet Oracle Targeting System (+3) Visor Class III Sensors Cranium Vulcan Weapon Back Deep Space Thrusters + Fusion Power Core Left arm 1 Left hand 1 Right arm 1 Right hand (1) Beam Sniper Rifle Shoulder Life Support System Shoulder 1 Torso Cockpit Belt Zero-G Stabilizer Left leg Knee Pad Right leg Knee Pad Boots Space Skin Comm System Standard Package Features: Life support 24 hours, negates zero-g penalties Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft Weapons: Beam Sniper Rifle -2 ranged 10d6 energy ignore 10, 19-20x3, 150 ft, S, unlimited* Vulcan Weapon -2 ranged 4d10 ball, 20, 60 ft, S/A, 2000 rds Slam +8 melee 2d8+12 blud, 20, 15 ft reach Beam Sniper Rifle This energy weapon requires a dedicated energy source, which is the Zaku I MS-05L's modified deep space thruster back pack, which can be ejected in an emergency, but leaves the weapon useless. This energy weapon is highly accurate, long ranged and powerful, but if fired too rapidly, it can overheat and malfunction. The Beam sniper rifle deals 10d6 of nonspecific energy, ignores 10 points of hardness/DR and critical 19-20x3. Equipment Slots: 1 hand held, requires a power source Activation: Attack Range Increment: 120 ft Target: Single target within 1200 ft Duration: Instantaneous Saving Throw: None Purchase DC: 30 Restriction: Mil (+3) Vulcan Weapon This weapon system is a rapid fire ballistic weapon used for anti infantry and can be used to attempt to shoot missiles, but usually a back up weapon. If used to shoot missiles, it has a 20% chance to shoot down missiles that attack the equipped mech, and uses 10 rounds of ammunition. Each time the system is used to shoot down missiles, it incurs a cumulative -1 to ranged attack rolls due to the head turning to bring the weapon to bear. As a weapon, it deals 3d8 points of ballistic damage. Equipment Slots: 1 Activation: Attack or attack of opportunity Range Increment: 70 ft Target: Single target within 700 ft, or missile, or autofire Duration: Instantaneous Saving Throw: none Purchase DC: 25 Restriction: Mil (+3) Knee Pad Mounted in the knees of the mech are a special set of hydraulic lifts, foot pad and gyros that allow the mech to lower to its knees for a better aiming position. This system allows the mech to raise from a prone or kneeling position as a free action that doesn't provoke an attack of opportunity. Equipment Slots: 1, leg (can be used individually, or in pairs Activation: Free action Range Increment: None Target: Self Duration: Instantaneous Saving Throw: None Purchase DC: 12 Restriction: None [/QUOTE]
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