Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
The following material is an adaptation of mecha from
MACROSS 7, a sequel to the original Japanese
MACROSS TV series (which became Robotech here in the U.S.). Please feel free to use, copy, and distribute it as you see fit. All I ask is that you give proper credit to me and do not claim that it is your own work. Comments and suggestions are welcome.
BACKGROUND
Like the Fz-109 Elgerzorene, the
FBz-99 Zaubāgeran is a Varōta mecha design based on stolen technology from the Megaroad-13 Emigrant Fleet. The Zaubāgeran is designed after the
VAB-2 Fighter/Bomber produced by Northrom Grumman (designers of the VA-3 Invader Bomber) and used by the Unified Space Forces between 2025 and 2035. The FBz-99 was designed to complement the Fz-109 and to serve as a missile platform which could deliver a large number of missiles against multiple targets. The Zaubāgeran was undergoing final design tests when the Macross 7 encountered the Varōta forces in 2045, and thus was not encountered in great numbers until almost halfway through the Macross 7/Varōta war.
The Zaubāgeran uses a "flying wing" design consisting of a large wingspan with a relatively short body. This design provides exceptional stability and maneuverability when flying within a planetary atmosphere. The FBz-99 has four main engines (two on the wings, two in the legs) plus numerous large and small verniers which can produce considerable thrust and maneuverability when necessary. However the most distinctive advantage of the mecha is its immense firepower. The Zaubāgeran mounts SIX separate missile launcher systems that can fire over 120 short-range missiles in a single round if necessary. This type of first-strike firepower can decimate an entire squadron of VF-11 Thunderbolts before they can even reach close combat range in a battle. As backup weapons, the FBz-99 is also armed with a variety of beam cannons for close to medium-range combat and defense. And as with all Varōta Variable Fighters, the Zaubāgeran is equipped with a Spiritia Absorption Beam for draining the Spiritia Energy of enemy pilots when possible. The FBz-99 is also equpped with a new Spiritia Defense System that was intended to help pilots resist the effects of Basara Nekki's and Sound Force's Spiritia attacks, but unfortunately the system tended to fail when the mecha were assaulted with concentrated attacks from Sound Force.
The introduction of the Zaubāgeran in the Macross 7/Varōta war initially tipped the scales in favor of the Varōta in terms of firepower, as the Unified Space Forces did not yet have a heavy weapons platform that could counter the armament of the fighter/bomber. But by the time the FBz-99 reached the battlefield the Macross 7 had started using the Spiritia powers of Sound Force in combat, and the brainwashed nature of the pilots proved a liability as Basara freed them of their programming. In addition, Macross 7 pilots began using modified tactics such as using medium and long range missiles to eliminate the FBz-99s before they could reach optimum firing range and use their short range missiles to maximum effect. Still, the Zaubāgeran proved to be a formidable opponent and served well throughout the remainder of the war.
RPG STATS
- Vehicle Type:
- FBz-99G (Standard version)
- Class: All-environment Variable Fighter/Bomber
Manufacturer: Varōta, based on technology from Northrom Grumman
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
Head Sensor Antennae 50
(1) Head 120
Hands (2) 50 each
Arms (2) 120 each
(2) Shoulders/Missile Launchers/Engine Nacelles (2) 120 each
Shoulder Lasers (4, 2 per shoulder) 50 each
(3) Legs & Thrusters (2) 250 each
(4) Rear Ventral Thrusters (2) 40 each
(5) Main Body 400
Main Body Missile Launchers (4) 75 each
Wings (2) 150 each
Reinforced Pilot Compartment/Escape Pod 150
NOTES:
1. Destroying the head of the Zaubāgeran will knock out the mecha's major sensor systems, including all radar, nightvision, thermal, and Spiritia sensors, and even the main optical systems. This puts the pilot in a VERY bad position, as he will have to rely on backup sensors not designed for combat. The pilot will suffer a -5 to hit and dodge, and have a -5 penalty to initiative until he can retreat and have his sensors fixed. The Spiritia Absorption Beam and Head Laser will also be destroyed if the head is knocked out.
2. Destroying the Shoulder/Engine Nacelle will knock out one of the FBz-99's main engines and reduce thrust/speed by 30%. The arm, shoulder lasers, and shoulder missile launcher will also be destroyed for that shoulder. Destroying both shoulders will reduce thrust/speed by 60%.
3. Destroying a leg will knock out one of the Zaubāgeran's main thrusters, which will reduce overall speed/thrust by 15% and cause a -1 penalty to dodge. Destroying both legs will reduce thrust/speed by 30% and reduce dodge by -2.
4. Destroying a ventral thruster will reduce speed by 5% and cause a -1 penalty to dodge. Destroying both ventral thrusters will drop thrust/speed by 10% and impose a -2 to dodge.
5. Depleting the MDC of the main body will destroy the mecha. The pilot may attempt to eject in the cockpit section/escape pod before the Variable Fighter explodes, but the computer will NOT automatically eject the escape pod like Unified Space Forces Variable Fighters are designed to do.
SPEEDS:
RUNNING, Battroid CONFIGURATION: 112 kmph
LEAPING, Battroid CONFIGURATION: 6 m high or 9 m long without thrusters.
FLYING, Battroid CONFIGURATION: 320 kmph maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
FLYING, GERWALK CONFIGURATION: Mach One (1,072 kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place indefinitely.
FLYING, FIGHTER CONFIGURATION: 1,040 kmph (Mach 0.97) max speed at 8,000 m or less above sea level. Mach 2.2+ (2,355 kmph) max speed at 8,000-38,000 m above sea level. Mach 3.0+ (3,210 kmph) max speed at 38,000+ m above sea level. The FBz-99 is fully transatmospheric and can attain orbit above an Earth-type planet without extra booster assistance. Maximum rate of ascent is 14,000 m/minute. G limits are +13.8 to -9.3 standard Earth gravity.
STATISTICAL DATA:
- HEIGHT:
- 22.95 m in Battroid configuration.
- 12.62 m in GERWALK configuration.
- 3.44 m in Fighter configuration.
- WIDTH:
- 15.88 m at shoulders in Battroid configuration.
- 37.81 m in GERWALK or Fighter configuration with wings at maximum extension.
- LENGTH:
- 10.00 m in Battroid configuration.
- 14.54 m in GERWALK configuration.
- 18.18 m in fighter configuration.
- WEIGHT: 22,600 kg (empty)
- PHYSICAL STRENGTH:
- Equal to a P.S. of 75
- CARGO:
- Small compartment behind pilot's seat for personal belongings.
WEAPON SYSTEMS:
- FIXED SHOULDER-MOUNTED SHORT-RANGE MISSILE LAUNCHERS (2):
The FBz-99 Zaubāgeran's primary combat role is that of a Fighter/Bomber, and in order to fulfill that role it is equipped with a large number of internal missile launchers scattered across its hull. The largest launchers are located in the shoulders of the Variable Fighter in Battroid mode, and on the engine nacelles in GERWALK and Fighter modes. Each shoulder launcher has 11 missile tubes and holds 33 missiles (3 per tube). The launcher can fire one missile per tube per melee round (including reload time), so volleys of up to 11 missiles can be fired per launcher per round. Armor-piercing Short Range Missiles are standard issue, but other types can be mounted if desired.
- MISSILE TYPES: Any type of Short Range Missile can be used. (Varōta missiles are identical in stats to Unified Space Forces missiles.)
- RANGE: Varies with missile type, typically 4 km.
- DAMAGE: Varies with missile type, typically 2D6x10 M.D.
- RATE OF FIRE: Volleys of 1 to 11 missiles. One volley counts as one attack.
- PAYLOAD: 3 missiles per tube; 33 per launcher.
- FIXED MAIN-BODY SHORT-RANGE MISSILE LAUNCHERS (2):
In addition to the shoulder missile launchers, the FBz-99 has two 5-barrel missile launchers on the top of the main body. Each launcher holds 15 missiles. In Battroid mode the launchers are located on either side of the head of the Variable Fighter, but in GERWALK and Fighter modes they are concealed within the main body. In these modes the launchers pop up out of the main body to fire when necessary. Again, armor-piercing Short Range Missiles are standard issue, but other types can be mounted if desired.
- MISSILE TYPES: Any type of Short Range Missile can be used. (Varōta missiles are identical in stats to Unified Space Forces missiles.)
- RANGE: Varies with missile type, typically 4 km.
- DAMAGE: Varies with missile type, typically 2D6x10 M.D.
- RATE OF FIRE: Volleys of 1 to 5 missiles. One volley counts as one attack.
- PAYLOAD: 3 missiles per tube; 15 per launcher.
- ROTARY MICRO-MISSILE LAUNCHERS (2):
The most devastating artillery weapon on the Zaubāgeran are two rotating missile launchers on the lower main body of the Variable Fighter. These launchers rotate while being fired so that some missile tubes are being reloaded while others are firing. This results in a devastating rate of fire for the launchers. In GERWALK and Fighter modes these launchers are also concealed within the main body, and lower out of the mecha when firing in these modes. Armor-piercing or high-explosive Micro-Missiles are standard issue.
- MISSILE TYPES: Any type of Micro-Missile can be used. (Varōta missiles are identical in stats to Unified Space Forces missiles.)
- RANGE: Varies with missile type, typically 1.6 km.
- DAMAGE: Varies with missile type, typically 1D4x10 M.D.
- RATE OF FIRE: Volleys of up to 20 (!) missiles. One volley counts as one attack.
- PAYLOAD: 100 missiles in a magazine shared by both launchers. Note that this means that all 100 missiles can be launched in a single combat round using five melee attacks.
- SHOULDER-MOUNTED BEAM CANNONS:
The main energy weapons for the FBz-99 are four beam cannons mounted on the shoulders/engine nacelles of the Variable Fighter. These guns are normally mounted in the engines and are fixed forward, but they can extend out of the engine nacelles and pivot up to 60° up, down, left or right of the mecha. These cannons are mostly used for anti-aircraft and missile defense.
- SECONDARY PURPOSE: Anti-missile defense
- RANGE: 915 m
- DAMAGE: 2D6 per blast. 8D6 if all four cannons are directed at one target.
- RATE OF FIRE: Equal to pilot's number of attacks.
- PAYLOAD: effectively unlimited.
- ARM-MOUNTED LASER PULSE CANNONS:
In place of gun pods, the Zaubāgeran is armed with two rapid-fire pulse lasers in the arms of the Variable Fighter. These cannons fire forward out of the lower main wing in Fighter mode, or out of the palms of the fighter's hands in GERWALK/Battroid modes.
- RANGE: 1,220 m
- DAMAGE: A single blast does 2D6 M.D., or a burst of 5 shots does 1D6x10 M.D.
- RATE OF FIRE: The lasers can be fired in blasts or bursts, and each blast or burst counts as one melee attack. The total rate of fire for the lasers is equal to the pilot's number of attacks.
- PAYLOAD: effectively unlimited.
- Spiritia ABSORPTION BEAM:
The most unique weapon on the Varōta Variable Vehicles is the Spiritia Absorption Beam. A product of Varōta technology, this energy beam is designed to drain the Spiritia from a humanoid and store it for later use. This is the main purpose of the Varōta Variable Vehicles—to serve as a combat ready vehicle for retrieving Spiritia from the Varōta's enemies. The Variable Vehicle has 3 Spiritia Absorber (briefcase type) canisters to store a large supply of captured Spiritia.
The Spiritia Absorption Beam projects a pencil-thin beam of energy that can penetrate ANY form of armour (even starship armour) without any reduction in strength. Fortunately, the beam has a fairly short range and must be used in close combat. Furthermore, for the beam to have any effect it must strike the BRAIN of a victim—if it hits any other part of the body all the beam produces is a mild stinging sensation. For this reason the beam is usually only used after a target has been incapacitated or otherwise restrained.
- PRIMARY PURPOSE: gathering Spiritia
- ACTIVATION COST (Amount of Spiritia required to activate the unit): none, as this is a machine and does not require Spiritia to activate.
- RANGE: 25 m
- DAMAGE: none unless the beam strikes the brain. If successful, the beam drains 1D6 M.E. per round until the target reaches 0 M.E.—at this point, the victim falls into a coma until his Spiritia regenerates. Refer to the Spiritia rules for details on recovering Spiritia.
- RATE OF FIRE: the beam can be fired once per melee round.
- PAYLOAD: effectively unlimited
- PENALTIES: the beam has a -10 penalty to hit the brain of a MOVING target, such as a flying Variable Fighter or a running human. There is no penalty to hit a stationary target, which is why the Varōta pilot will try to immobilize the target before using the Spiritia Absorption Beam.
- Spiritia CAPACITY: 150 Spiritia Points. Once it is full, the Variable Vehicle must empty its Spiritia into a larger Spiritia Collector—usually located in the vehicle's mothership.
- HAND TO HAND COMBAT:
If necessary, the pilot of the FBz-99 can engage in melee combat rather than use a weapon. The Variable Fighter 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:
- Restrained Punch: 1D6 M.D.
- Full Strength Punch: 3D6 M.D.
- "Booster" Punch: 4D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D4 M.D.
- Kick: 2D4 M.D.
- Leap Kick: 3D6 M.D.
- Body Flip/Throw: 1D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 2D4 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE FBz-99:
- AUTO-PILOT: The FBz-99 is equipped with a simple computerized auto-pilot. Not as complex as the one used on Unified Space Forces mecha, this system is basically intended for getting the craft from point A to point B without relying on the (often brainwashed) pilot. The auto-pilot can be engaged remotely and programmed to return the mecha to base if the pilot is incapacitated or killed.
- CAPTURE SPHERE: The Zaubāgeran can generate an energy sphere from its wrists that can be used to capture humanoids and store them safely for transport back to base. The semi-transparent sphere is self-contained and lasts for up to 4 hours after being generated. The sphere is airtight, radiation-shielded, contains its own oxygen supply, and can even be used to transport captives through space. The sphere can absorb up to 100 SDC points (1 MDC point) of damage before dissipating.
- COMBAT COMPUTER W/HUD DISPLAYS: The FBz-99 is equipped with a combat computer that can store and analyze data during combat with hostile forces. Every monitor in the mecha's cockpit is capable of displaying data on screen, thus allowing the computer to display large amounts of information in HUD (heads-up display) graphics. The combat computer tracks and identifies specific enemy targets, and has a database of over 800 images stored in memory. The computer can identify and track up to 50 targets simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the FBz-99 is a detachable escape pod that can be jettisoned when the mecha is destroyed. The pod is NOT equipped with thrusters, but is equipped with a parachute to provide a soft landing in case of ejection in an atmosphere. The pilot of the FBZ-99 must manually trigger the cockpit ejection sequence when his craft is destroyed. The computer will NOT automatically eject the cockpit when the main body MDC reaches zero.
- EXTERNAL AUDIO PICKUP: Range: 91.5 m. A sound amplification system that can pick up normal conversation up to 300 feet away.
- HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
- HOMING SIGNAL: The escape pod of the FBz-99 is equipped with a homing device that enables rescue teams to locate a disabled craft or ejected life pod. The range of the signal is 640 km. All Varōta starships can locate and track the signals generated by this escape beacon.
- LASER TARGETING SYSTEM: Range: 160 km. Used for increased accuracy in the striking of enemy targets and is partly responsible for the mecha's strike bonus. This system is especially important when targeting the Spiritia Absorption Beam.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- OPTICS: NIGHTVISION: Range: 610 m. A passive light image intensifier that emits no light of its own, but relies on ambient light which is electronically amplified to produce a visible picture.
- OPTICS: Spiritia IMAGER: Range: 1,220 m. Another product of Varōta technology, this scanner allows the FBz-99 to detect lifeforms and measure the Spiritia levels of those lifeforms. This sensor allows the pilot of the FBz-99 to locate the pilots with the strongest Spiritia levels so that he can concentrate on those targets. The Spiritia Imager can penetrate up to 3.2 m of metal or armor.
- OPTICS: THERMAL IMAGER: Range: 610 m. A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-color visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, and also adds a +10% bonus to pilots using a tracking skill.
- RADAR: 321 km range. The radar is located in the nose/head of the mecha and will be destroyed if the head is destroyed.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications system with satellite relay capabilities. Range: 960 km or can be boosted indefinitely via satellite relay.
- Spiritia DEFENSE SYSTEM: Commonly called a "Sound Protector" or "Sound Wave Dampner", the FBz-99 is equipped with a special system designed to help the pilot resist Spiritia attacks. The system produces a counter-sound wave that cancels out music and other external sounds before they reach the pilot's ears, thus preventing effects of "culture shock". The system can also deflect most Spiritia Energy directed at the pilot, thus preventing most Spiritia attacks from having any effect. For more details on the Spiritia Defense System, see the Spiritia RPG Rules.
SOUNDWAVE NEUTRILIZATION DEVICE
Background
During several battles with Sound Force, Gavil grew tired of fleeing battles due to 'Anima Spiritia' (Basara's Singing). To remedy this he designed the Soundwave Neutrilization Device and installed it in his Zaubāgeran to neutrilize Basara's singing.
- Primary Purpose: Soundwave Neutrilization
- Range: 1,500 m
- Damage: None, as this is not a weapon, just countermeasures.
- Activation Cost (Amount of Spiritia required to activate the unit): None, as this is a machine and does not require Spiritia to activate.
- TACTICAL LIFE SUPPORT SYSTEM: The FBz-99's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The Varōta flight suit also contains an upper and lower g-suit that promotes blood circulation even during high-g turns, thus decreasing the possibility of pilot's blacking out in combat.
COMBAT BONUSES FOR Zaubāgeran FIGHTER TRAINING:
NOTE: FBz-99s are often piloted by brainwashed humanoids from the
Macross 5 Emigrant Fleet. Brainwashed pilots tend to be sluggish, and suffer a -2 to initiative and -1 to hit and dodge rolls during combat.
FBz-99 Zaubāgeran COMBAT TRAINING
- Advanced training for pilots specializing in the FBz-99 Zaubāgeran.
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels four, eight, and twelve.
- +2 to strike
- +2 to parry
- +2 to dodge in Battroid mode, +4 in GERWALK, +6 in Fighter mode.
- +2 to roll with a punch or fall with an impact, reducing damage by half.
- +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per melee. The new generation Variable Fighters are so maneuverable that the pilot can dodge an attack while moving to counterattack an enemy.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
REFERENCES
© Aaron Sketchley