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Clariont Ensign.
United Galaxies Council.
REF Raditzs
Regult Zulu-1.
Clariont Ensign.
United Galaxies Council.
The Raditzs Regult Zulu-1 is arguably the best Destroid ever fielded, and blurs the definitions of Tank, Destroid, Fighter, Helicopter, and Guardian. It can hover close to but above the land like a tank
A PRE-UPGRADE TID BITZ; NOTE THE LACK OF THE
A Pre-Uprgrade Tid Bitz; Note The Lack Of The "Gunslinger Pods."
(though without a turret), has legs and integrated non-energy based weapons systems like a Destroid, can fly at medium heights like a helicopter, and can even fly high in the sky with a great degree of maneuverability like a Guardian. The Z-1 is primarily based on the REF TBP-Z1 Tid Bitz Destroid, developed for the T'sentraedi who served in the REF; However, disaffected T'sen started "tinkering" with their Mecha, giving it FAR greater abilities than the design called for.
In truth, the REF Z-1 had very little to disparage it; However, it was noteworthy that:
1) They lacked missiles and;
2) They lacked flight potential.
This was to maintain the secrecy of the program needed to fool TR EDWarDS into believing these were "just" mining machines, and not in fact a standing army waiting to strike at him.
In the 2190's, a decision was made to create ONE type of common front-line Destroid; Due to a number of factors, the Zulu-1 got the single largest majority support; Once consideration was the need for a platform that ALL of the Plenipotentiary Council's allies could quickly learn, could be produced in sufficient quantities to be effective, and provided sufficient power to be effective in the War that the factions knew would be coming next (the Atorians were already being eyed, though the fracturing nature of the alliance itself had to be addressed first). The Zulu-1 was NOT considered sufficiently missile heavy to be deployed without missile support, but with thousands of MAC II and MAC III's still in service this wasn't at the time a concern; The retrofitting of the MAC's had also begun with the HAS program, though the Dragonfly wasn't yet conceived.
In the 2300's, the UGC decided on an extensive re-fit program, and to this end the grav pods were replaced with a second-generation grav pods, and the power system re-vamped allowing effectively unlimited flight. This stretched even the previous blurring of the difference between different types of platforms. It was also at this time that the "gunslinger" pods came into service.
This EXTREMELY popular Mecha has now formed the backbone of the REF's Destroid inventory, and serves as the primary Mecha of MANY colonies throughout the universe. Many police departments also field this versatile, fast, and powerful machine. Since the Z-1 is the First Destroid that would-be Destroid pilots have to qualify on, it's seen extensive review by the big gun boys; Now, even Guardian Pilot Candidates line up to take a whirl on them, and some promising careers in aviation have been cut short when the pilot "takes the ride"- If the UGC ever began considering cutting Mecha down to one type (an idea being explored when the Atorian War started, and briefly reviewed from time to time since), it WOULD be the Zulu that won- Even if all fighters, Guardians, Veritechs, Destroids, and even Power armor were included. It's complete versatility makes it indispensable to all factions, and the Zulu is truly THE jack-of-all-trades Mecha. This has been increased more so with the "Upgrade General" program, wherein the "gunslinger pods" (see "Weapons Systems", option #4).
Name: Raditzs Regult (also called the "Zulu")
Model Type: Zulu-1
Class: Military/Civil Defense
Crew: 1
Passengers: None.
MDC By Location:
Torso-
Cockpit-
Upper Legs (2)-
Lower Legs (2)-
Upper Arms (2)-
Lower Arms (2)-
Hands (2)-
Optional Forcefield-
200
200
100 each
150 each
50 each
75 each
30 each
100
Top-Mounted Particle Beams (2)-
Rear Lasers (2)-
Front Auto-Cannons (2)-
Rear Engine Thrusters (2)-
Sensor Eye-
Optional S/MRM Launcher(s)-
Optional Missile Launcher Mounts-
50 each
50 each
25 each
100 each
50
50 each
30 each
Speed and Statistical Data:
Running: 175 MPH
Climbing: 20%+3% per pilot's level of experience.
Range On Land: Unlimited
Flying (Air & Space): Mach 8 can be maintained for up to 24 hours.
Cruising Speed: Mach 3
Maximum Height: Trans-Atmospheric
Range In The Air: Unlimited
Range In Space: 30 Light Minutes
Surfaced And Underwater: 44 knots cruising; Can accelerate to 260 knots for 2 or 3 minutes, but will need 10 minutes at slow bell (11 knots) to cool off.
Range On The Surface: Unlimited
Maximum Depth: 30 Feet
Range Underwater: 3 hours max.
Height: 23 feet
Width: 14 ft (17 ft with missile pods in firing position)
Length: 14.6 ft (16 ft with missile pods in retracted position)
Weight: 12.7 tons (13.2 with launchers)
Cargo: A 5 foot times 3 foot times 3 foot area behind each pilot seat can hold some cargo. 500 lbs max weight.
Power System: Hr-115a Fusion Reactor.
Optional Secondary: Type 12 Nuclear Reactor; Lifespan: 20 years.
Flight System: T'sentraedi-Style Grav Pods (internally located)
Cost and Availability: 12 millioncredit, plus options; Extremely common- This is the ONLY known Mecha manufactured openly, and with no (or few) questions asked. Demilled versions can be bought perfectly legally (10 millioncredit, but no weapons or defenses).
Weapons Systems:
1. Dual-Mounted Particle Beam Cannons (2): Mounted on top. This is actually the OBP Z-2 style PBC, not the Z-1's, therefore each cannon can elevate up to 85 degrees, declinate down to 15 degrees, and traverse up to 120 degrees.
Purpose: Heavy Assault
MD: 4D10 per barrel.
Rate of Fire: Equal to pilot's attacks per melee.
Range: 6,000 feet
Payload: Unlimited.

2. Top Mounted Lasers (2): Located on the shoulders. Can elevate and declinate up to 80 degrees. Can be positioned independently or in tandem.
Purpose: Defense
MD: 3D6 per barrel.
Rate of Fire: Equal to pilots attacks per melee.
Range: 6,000 ft
Payload: Unlimited.

3. 32MM Auto-Cannons (2): Located on the lower part of the body. Can rotate, elevate, and declinate up to 180 degrees.
Purpose: Anti-Personnel
MD: Short burst 2D6 MD; Long burst 4D6 MD; Full melee burst 2D4 times 10 MD.
Rate of Fire: Equal to pilots attacks per melee.
Range: 2,000 ft
Payload: 480 rounds total; 20 full melee bursts, 40 long bursts, 80 short bursts.

4. S/MRM Launcher: Formerly an optional weapons system, these launchers are based loosely on the old Robotech Master's design, these missile launchers hang from the Torso and over the shoulders. They can be retracted back into the Torso. Fixed forward, the weapons can elevate a full 360 degrees, allowing them to target all around the Mecha.
Purpose: Assault/Anti-Armor/Mecha/Aircraft
Missile Type: Any type of short or medium range missile.
MD and Range: Varies by type used.
Rate of Fire: SRM's: Volleys of 1, 2, 4, or 6 per pilot's attacks per melee. MRM's: Volleys of 1 or 3 per pilot's attacks per melee.
Payload: 12 SRM's, 3 MRM's, or 6 SRM's and 1 MRM
Cost and Availability: 12 thousand each; Occasional.

5. Optional Rear Impact Cannons (2): Taken from the OBP Z-2, these weapons provide a lot of rear-area coverage. Can inclinate, declinate, and traverse up to 85 degrees independently or in tandem.
Purpose: Defense/Anti-Missile/Mecha
MD: Single blast 2D6 MD; Dual blast 4D6 MD; Dual burst 1D6 times 10 MD.
Rate of Fire: Equal to pilots attacks per melee.
Range: 2,000 feet
Payload: Each cannon has 60 rounds; And single blast uses 1 round, a dual blast is 2 rounds, and a dual burst is 3 rounds from each cannon.
Cost and Availability: 5,000; Occasional
6. Optional Weapons Arms (2): Also taken from the Z-2, these weapons arms provide quite a bit of additional firepower.
Particle Beam Cannon:
Purpose: Assault/Anti-Armor
MD: 4D10 MD per blast
Rate of Fire: Equal to the pilots total attacks per melee.
Range: 4,000 ft
Payload: Unlimited
32MM Auto Cannon:
Purpose: Assault/Anti-Personnel/Armor
MD: 2D6 MD
Rate of Fire: Equal to pilots total attacks per melee.
Range: 2,000 feet
Payload: 50 total bursts.
Cost and Availability: 25 thousandcredit each; Occasional availability.

7. MM-50 Multi-Missile System: Up to 4 MM-50's can be mounted on each leg. Each launcher has 4 SRM's.
Purpose: Anti-Aircraft/Mecha
Missile Type: Any SRM
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, or 8 times pilots attacks per melee.
Payload: 32 short range missiles.
Cost and Availability: 50 thousand each; Occasional.

8. Optional Force Field: This is the old, Robotech Masters-designed forcefeild for the Fighter Pod. It can be moved to protect the top, front, either side, rear, or bottom; However, any weapon system in that coverage area (except missiles) can not be used. It is always on, and the default coverage area is below.
Purpose: Defense/Anti-Weapons
MDC: 100
Rate of Fire: The field can be moved to any side per pilots attacks per melee.
Range: Can be set to reach up to 50 ft from the Mecha.
Payload: Unlimited; However, once its MDC is gone, the unit is useless and must be replaced. The unit can regenerate MDC lost after the unit is shut down, but not while it is running.
Cost and Availability: 50,000 per emitter; Occasional.

9. Hand to Hand Combat: A highly effective option.
Punch- 2D4 MD
Flip- 1D4 MD
Body Block- 1D6 MD
Kick- 1D6 MD
Leap Kick- 3D6 MD
Stomp- 1D4 MD (only effective against small objects).



Features:
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 20 cubic feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    Effect:
    01-50: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-00: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
    MDC: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 8 decoys total.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects can't hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • GPS: Standard tracking device.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 2 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Smoke Dispensers (8): Throws out smoke flares capable of covering a 90 cubic foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 2 cubic foot helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Mecha computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).


    Combat Bonuses from Zulu Combat Elite:
  • 3 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 9, and 15 with any additional bonuses for the pilot.
  • +2 Initiative
  • +2 Strike
  • +3 Entangle/Snare/Grab
  • +5 Parry
  • +2 Dodge
  • +1 Roll.
Random Hit Location Table, REF Raditzs Regult Zulu-1.
FrontBackSidesTopBottomLocation
01-07
01-05
01-07
01-15
01-10
Top Particle Beam Cannons (Torso)
-
06-20
08-12
16-25
11-15
Rear Lasers (Torso)
08-15
21-23
13-18
26-27
16-20
Front Auto Cannons (Torso)
16-22
24-30
19-24
28-35
21-25
Upper Arms (Torso)
23-30
31-42
25-35
36-45
26-35
Forearms (Upper Arms)
31-33
43-45
36-38
46-47
36-40
Hands (Forearms)
34-53
46-60
39-50
48-55
41-70
Legs (Torso)
-
61-75
51-55
56-60
71-75
Rear Engine Thrusters (Torso)
54-55
-
56
61-63
76
Sensor Eye (Torso)
56-00
76-00
57-00
64-00
77-00
Torso (Pilot's Compartment)
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