Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The Gurāji is a Zentrādi Forces' one-man battle pod, and is a hand-to-hand combat armament that was developed based on the battle lessons of the Galactic Empire Fragmentation War. The Gurāji has excellent utility, as well as a high survival rate, because the basic design was refined reflecting combat data collected on the front lines. In addition, there are plenty of armaments and option parts available, and the Gurāji's combat strength is high compared to the Rigādo—which was used as the main Mobile Weapon of the Zentrādi Forces.
The Gurāji—which appeared at the end of a great development race that occurred in the initial stage of the Galactic Empire Fragmentation War—shouldered a corner of the main armaments of the Zentrādi Forces while derivative craft were being produced. However, the Roikonmi 330,048,902nd Zentrādi Fully-Automated Armoury, which had performed the development and production of the Gurāji, sustained an Inspection Forces' attack 280,000 cycles ago, and the automatic Gurāji production system collapsed. Due to the impact of that, the Gurāji became a rare Mobile Weapon. The Gurāji was mainly operated as a high-level commander's craft.
The torso has a long shape from front to back, and the reverse-jointed legs hold it up. The Gurāji is characterized by being larger than the Rigādo, but having a smaller projection area in the front. It is a battle pod with the same reverse-jointed legs as the Rigādo.
The Gurāji has thrusters in the rear of the torso, and on the arms and legs. Its thrust surpasses that of the Rigādo, and even its manoeuvrability is comparable to that of a Variable Fighter (hereafter VF).
The Gurāji has operational capabilities both inside and outside of an atmosphere. When under gravity, it concurrently uses hovering and jumping movements that make use of its biped walking and thruster capabilities.
The Gurāji also has the option of large atmospheric combat booster for atmospheric entry, long-range atmospheric flight, and atmospheric combat. A Gurāji thus equipped is designated a Power Up Gurāji.*
The Gurāji was heavily armed as a battle pod, and has a rational weapon layout. It has various armaments, and has far more more firepower than the Rigādo. In particular, the point of placing two types of armament on the arms—which have a wide range of movement—was an advantage that enabled flexible combat. The output of the Gurāji's thermonuclear reactor is also equivalent to three times that of the Rigādo, and one could say that the Gurāji's firepower is extremely high.
* Author's note: coloured blue as it comes from the Macross Compendium, and I can't find the Japanese source.
RPG STATS
Vehicle Type: Zentrādi one-man tactical pod, commander type
Class: aerospace Mobile Weapon
Crew: pilot only
Manufacturer: Roikonmi 330,048,902nd Zentrādi Fully-Automated Armoury development and production
Government: Zentrādi
Customer: Zentrādi Forces
Variants:
- Standard Version
- Power Up Gurāji: version with optional large atmospheric combat booster.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Long Range Charged Particle Beam Gun
(1) Sensor Eye
Anti-Personnel Laser Machine-gun (2)
Upper Arms (2)
Weapon Arms (2)
Upper Legs (2)
Lower Legs (2)
|
80
30
15 each
50 each
100 each
65 each
100 each
|
(2)Hip/Secondary Thrusters
Engine thrusters (2)
(3) Main Body
Combat Booster Engine thrusters (3)
Combat Booster Ventral Engine thruster
(4) Combat Booster Body
|
65
75 each
250
100 each
75
400
|
NOTES:
- (1) Destroying the Sensor Eye will knock out the major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected. Attackers must make a called shot at -6 to strike due to its small size.
- (2) Destroying the Hip/Secondary Thruster renders the vehicle incapable of walking. It also cannot hover under gravity.
- (3) Depleting the main body will destroy the vehicle. Optional: 75 MDC for the canopy and 175 MDC for the remainder of the vehicle. Requires a called shot to hit the canopy.
- • Zentrādi Forces: it will probably kill the pilot as well.
- • Unified Forces: the pilot will be automatically ejected from the vehicle before it explodes.
- (4) Optional attachment that offers extra protection. Whenever the Gurāji takes damage roll 1D10. On a result of 1-8 the Combat Booster takes damage before the Gurāji's main body does. Alternatively, if the pilot makes a successful parry roll, the Combat Booster automatically takes damage first.
Unless otherwise noted, the Combat Booster will explode violently when its MDC reaches 0. If the avionics are functioning, they will automatically eject the booster. If they are not, the pilot has one melee action to eject the booster before it explodes. An exploding Combat Booster does 1D10x100 MD. Deduct damage first from the parts covered by the booster (legs and engine thrusters), and then any remaining damage from the main body of the Gurāji.
SPEEDS:
Standard
RUNNING: 350 kmph
LEAPING: 9 m high or 15.2 m long, without thrusters.
FLYING: Mach 3 (3,704 kmph) in space.
MAXIMUM RATE OF ASCENT: under investigation.
CEILING: unable to reach the edge of space over an Earth-sized planet.
CRUISING RANGE: under investigation.
VTOL CAPABILITY: able to hover and fly at 350 kmph for limit periods under gravity.
G limit: 7 (normal), 9 (giant Zentrādi), 10 (giant Meltrandi).
OPERATIONAL UNDERWATER DEPTH: 100 m
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Power Up Gurāji
RUNNING: impossible.
LEAPING: impossible.
FLYING: Mach 5.1 (5,146 kmph)
MAXIMUM RATE OF ASCENT: under investigation.
CEILING: unlimited (capable of launching into satellite orbit over an Earth-class planet)
CRUISING RANGE: under investigation.
VTOL CAPABILITY: max hovering time: under investigation.
G limit: 9 (normal), 11 (giant Zentrādi), 12 (giant Meltrandi).
OPERATIONAL UNDERWATER DEPTH: 100 m
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STATISTICAL DATA:
HEIGHT: 16.55 m
WIDTH: 11.4 m
LENGTH: 12.66 m; Power Up Gurāji: 22 m
EMPTY MASS: 41.2 t
PHYSICAL STRENGTH: 50
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CARGO: room for only an assault rifle, and a small compartment behind pilot's seat for personal belongings.
POWER PLANT: Roikonmi Thermonuclear Reactor; 3.9 GGV output. Numerous vernier thrusters.
• Option of Large Air-battle Booster for atmospheric entry, long-range atmospheric flight, and atmospheric combat.
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DEFENSIVE SYSTEMS
1. Active Stealth: the Gurāji is equipped with the initial active stealth mechanism. Refer to
Active Stealth Systems - 1st Generation for details.
2. Energy Conversion Armour: refer to
Energy Conversion Armour for details.
3. Heat and Radiation Shields: refer to
Heat And Radiation Shields for details.
4. Self-destruct: to prevent capture of a vehicle by the enemy, the pilot can activate the self-destruct system, which will cause the fighter to explode and obliterate all internal systems.
• TIME DELAY: up to 60 minutes (time is set by the pilot)
• DAMAGE: 1D6x10 M.D.
• RANGE: 6 m
Unified Forces Gurāji *may* also be equipped with:
5. IDECM (Integrated Defensive Electronic CounterMeasures): refer to
IDECM for details.
• Countermeasure Dispensers: a combined chaff, flare and smoke discharger useable in all modes. Refer to Chaff/Flare/Smoke Discharger System for details.
6. Ejector Seat: refer to
Ejector Seat, Transponder and Survival Kit for details.
ARMAMENTS
1. Long-range Charged Particle Beam Gun: (1)
The Gurāji is equipped with one charged particle beam gun on the upper part of its body. Although the long gun barrel doesn't handle very well, it has a 360° rotation structure, and a wide shooting field. The beam cannon is not usually used against small, fast moving opponents.
- RANGE: GM's option: further penalties to strike at long range if the Gurāji is engaging in maneuvers. Following is for not moving and carefully positioning the Mobile Weapon to aim properly.
- to 5,000 m: no penalties to hit
- to 10,000 m (maximum range): -3 to strike. Roll 1D4 per shot: ⑴ glancing blow roll for damage and divide by 1/4, ⑵ glancing blow roll for damage and divide by 1/2, ⑶ & ⑷ direct hit normal damage.
- DAMAGE: 6D6x10 M.D.
- RATE OF FIRE: maximum of 2 shots per melee.
- PAYLOAD: effectively unlimited.
2. Large-bore Impact Cannons: (2)
A Large-bore Impact Cannon is built into the upper part of the arm weapon unit. They correspond to the main armament on the Gurāji. They can be simultaneously fired with the Small-bore Impact Gun on the same arm.
- RANGE: 2,500 m
- DAMAGE: 1D12x10 M.D. per cannon. Cannons can be fire-linked for 1D20x10 M.D. per arm (out to 1,850 m).
- RATE OF FIRE: equal to the pilot's combined number of attacks.
- PAYLOAD: effectively unlimited.
3. Small-bore Impact Guns: (2)
The lower muzzle in the weapon units is a Small-bore Impact Gun. It's the equivalent of a secondary gun. The movable structure of the arm ensures a wide shooting field. They can be simultaneously fired with the Large-bore Impact Gun on the same arm.
- RANGE: 1,850 m
- DAMAGE: 1D8x10 M.D. per cannon. Cannons can be fire-linked for 1D20x10 M.D. per arm (out to 1,850 m).
- RATE OF FIRE: equal to the pilot's combined number of attacks.
- PAYLOAD: effectively unlimited.
4. Close-range Pursuit Missile Launchers: (6)
There are a total of 6 missile launch tubes, arranged three apiece at the base of the left and right arms. Close-combat Pursuit Missiles are loaded inside them. Gurāji pilots tend to use these missiles sparingly, normally preferring to use the other weapons.
- MISSILE TYPE: Close-range Pursuit Missiles
- RANGE: 4.8 km
- DAMAGE: 2D8x10+10 M.D. to 3.05 m
- RATE OF FIRE: 1 per launcher. Launchers can be fire-linked (1 to 6).
- PAYLOAD: 2 missiles per launcher for a total of 12
- SENSOR TYPE: heat seeking.
- MISSILE MDC: 5
- COMBAT: 2 attacks (in most cases, the missile will use 1 attack to get to the target. The missile usually only has all attacks available when fired from the chasing plane in a dog fight.)
- +2 strike Air-to-Air. +1 strike Air-to-Ground.
5. Small-bore Anti-personnel Laser Machine-guns: (2)
Two Anti-personnel Laser Machine-guns are installed on the bottom of the leading edge of torso. Their shape and structure resemble the same weapons on the Rigādo, and they don't exceed the limits of being an auxiliary armament. They are also used against small targets on the ground.
- RANGE: 1,100 m
- DAMAGE: 1D8 per round. 1D4X10 MD per 10 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: equal to the pilot's combined number of attacks.
- PAYLOAD: 40 rounds per melee. The guns are limited to bursts of 10 or 20 rounds per attack.
7. Hand to Hand Combat:
Although the joint structure of the arms was never strong, one could expect that pummelling by the weapon units was also assumed to happen.
Restrained Punch: 1D4 M.D.
Full Strength Pummel: 4D6 M.D.
Wire-hook Strike: 1D2 M.D. (wire can also be used to latch on to opponents to trip or entangle them)
Kick: 4D6 M.D.
Leap Kick: 1D6x10 M.D.
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Spinning Leap Kick: 2D6x10 M.D. (counts as two attacks)
(1) Body Flip/Throw: 2D6 M.D.
Body Block/Tackle: 1D6 M.D. +50% chance of knocking opponent down: they lose initiative and 1 attack that melee.
Stomp: 1D6x10 M.D. (only effective against small objects. Some may be instantly destroyed.)
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NOTES:
- (1) This type of maneuver is difficult for the Gurāji to complete. However, skilled pilots are quite adept at this maneuver.
OPTIONAL EQUIPMENT
Large Air-battle Booster (Power Up Gurāji)
A Large Air-battle Booster was available as an exclusive optional part for the Gurāji. When equipped with the Booster, the Gurāji exhibits atmospheric manoeuvrability that approaches that of the Air-battle Pod, and is said to be able to toy with a VF. The booster is installed in a way with the Gurāji's legs stored inside the booster. Even in this state, the Charged Particle Beam Gun's and arms' ranges-of-motion are maintained.
The booster is furnished with four thrusters, stabilizers, and missile launchers. A Large Air-battle Booster equipped Gurāji uses a Launcher Catapult when taking off from a warship.
The booster permits the Gurāji to fly in an atmosphere like the Zentrādi Fighter; with supersonic flight and the ability to enter and then exit an atmosphere. In the event of the destruction or heavy damage of the armoured vehicle, it can be blown away, (like the VF-1 Armour) to leave the Gurāji free to fight without it.
1. Heavy Missile Launchers: (12)
The missile launchers arearranged four on the left and right hand sides, and four on the underside. Heavy Missiles—the same as the ones in the Air-battle Pod—are loaded into them.
- MISSILE TYPE: Air-to-Air Medium-range missiles
- RANGE: 80.4 km
- SPEED: 2,251 kmph
- DAMAGE: 3D6x10 M.D. to 12.2 m
- RATE OF FIRE: 1 per launcher. Launchers can be fire-linked (1 to 12).
- PAYLOAD: 6 per missile launcher for a total of 72 missiles.
- MISSILE MDC: 5
- SENSOR TYPE: heat seeking.
- COMBAT: 2 until the missile is out of fuel (in most cases, the missile will use one attack to get to the target. The missile usually only has 2 when fired from the chasing plane in a dog fight.)
- +4 strike Air-to-Air. +2 strike Air-to-Ground. 9 times out of 10, proximity fuse detonates. Defeats target via fragmentation. 1/2 damage vs. armoured targets.
2. Close-range Missile Launchers: (4)
There are a total of 4 missile launchers, arranged two apiece on the top thruster. Close-combat Pursuit Missiles are loaded inside them.
- MISSILE TYPE: Close-range Pursuit Missiles
- RANGE: 4.8 km
- DAMAGE: 2D8x10+10 M.D. to 3.05 m
- RATE OF FIRE: 1 per launcher. Launchers can be fire-linked (1 to 6).
- PAYLOAD: 6 missile per launcher for a total of 24 missiles.
- SENSOR TYPE: heat seeking.
- MISSILE MDC: 5
- COMBAT: 2 attacks (in most cases, the missile will use 1 attack to get to the target. The missile usually only has all attacks available when fired from the chasing plane in a dog fight.)
- +2 strike Air-to-Air. +1 strike Air-to-Ground.
AVIONICS
Some of the following systems are *only* on Unified Forces specification Air-battle Pods. Unless otherwise noted, refer to
Avionics for details.
Balance Controller
FCS (Fire Control System): the Gurāji's FCS is an all regimes type weapon control system. Refer to FCS (Fire Control System) and Era for details.
Inertial Navigation System (Autopilot)
Optics—Hybrid Sensor/TV Camera System: on lower legs, top of Long-range Charged Particle Beam Gun, etc.
Optics—Rear Periscope
Radar: equivalent to the VF-1. See AWG-20 for details.
• Range: 300 km search range, 225 km lock-on fighter sized vehicles.
• Height: 25,000 m to small moving targets near or on the ground not obscured by foliage.
• TWS: 24 targets, engage up to 6 at the same time; ACM: 18 targets.
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Radio/Video Communication: range: 1,000 km.
• IFF/UHF Datalink Antenna
• Retractable EC (Electronic Countermeasures) Antenna
• TACAN (Tactical Air Navigation Antenna)/UHF Antenna
• VHF Antenna
Sensor Eye:
External Audio Pickup
Hybrid Sensors
Laser Marker and Laser Spot Tracker
Laser Targeting System: range: 12,000 m (vertical).
Optics—Fixed Infrard Sensor and Multi-band Optical Sensor
Optics—Hybrid Sensor/TV Camera System
Optics—TACS (Tactical Airborne Camera System)
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OTHER SYSTEMS
Unless otherwise noted, refer to
Other Systems for details.
- Aerial Refueling: refer to Aerial Refueling for details.
- Airbrake: on Large Air-battle Booster only.
- Battlenet: refer to Battlenet [Zentrādi] for details.
- Landing Skids: on Large Air-battle Booster only. In the lower part of the fuselage. When flying, they are stowed inside the airframe.
- Loudspeaker
- Searchlights
- Tactical Life Support System
- Wire Hooks (2): built into the tip of the legs, and they are used for such things as transporting supplies. Akin to the "Magic Hand" Manipulators on the Valkyries.
COMBAT BONUSES FOR Gurāji TRAINING
BASIC COMBAT TRAINING for personnel trained in other Mobile Weapons:
+0 attacks per melee (plus those of the pilot). +1 attack at levels 3, 9, and 15.
+0 initiative
+1 to strike
+0 to parry
+0 to dodge in space/air, +4 dodge on the ground.
+0 to roll with punch, fall, or impact
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ADVANCED COMBAT TRAINING for personnel trained in the Gurāji:
+2 attacks per melee (plus those of the pilot). +1 attack at levels 3, 6, 11, and 15.
+1 on initiative
+2 to strike
+1 to parry
+1 to dodge in space/air, +5 dodge on the ground.
+2 to roll with punch, fall, or impact
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Both BASIC and ADVANCED Combat Training:
- If the Gurāji has the Large Air-battle Booster:
- • +4 dodge (applied to the regular dodge bonus)
- -5 Tilt Dodge Modifier (applied to the regular dodge bonus)
- Critical strike same as pilot's hand-to-hand
REFERENCES
© Aaron Sketchley