

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.
AZ-130 PANTSERZORENE
VARIABLE FIGHTER
(Version 1.1
- Last Modified: Friday, 18-Jan-08 02:58:59 PST)
RPG Stats by DAVE DEITRICH
(deitrich@mcs.net)
Background info provided by the
MACROSS ONLINE COMPENDIUM
BACKGROUND
As the war with between the Varuta and the Macross 7 Colony Fleet began to
escalate the Varuta began updating their forces to keep pace with improvements
made by the UN Spacy forces. One of their more successful new designs was the
AZ-130A Pantserzorene, an upgraded heavy fighter version of the FZ-109 Elgerzorene, the standard fighter for the
Varuta space forces. Like the FZ-109, the AZ-130 design is originally based
on the UN Spacy's VF-14 Hunter Fighter/Bomber that
were designed around 2025. The masters of the Varuta, the Protodeviln, gained
this technology when they captured and brainwashed the crew of the
Megaroad-13, which had the misfortune to
stumble upon the Protodeviln's icy homeworld in 2043.
The Pantserzorene is basically a much heavier version of the Elgerzorene which
sacrifices some speed and agility for increased armor and greater firepower.
The AZ-130 is a monstrous design with thicker arms and legs, broader
shoulders, and a larger and heavier main body and head. The fighter still
uses the Varuta-modified versions of the FF-2770 thermonuclear turbine engines
however, so the increased mass of the armor leads to lower speeds and
performance, especially in a planetary atmosphere. Similarly, the weaponry
was changed on the AZ-130 to include two 35mm autocannons, two fixed laser
clusters in addition to most of the standard armament used on the FZ-109. The
Spiritia Absorption Beam was also kept on the Pantserzorene, and a new
Spiritia Defense System was added to try and counter the powers of the
Macross 7's Sound Force and Jamming
Birds special forces.
The introduction of the Pantserzorene in the Macross 7/Varuta war was
devastating, as the design greatly outclassed the VF-11
Thunderbolts that made up the bulk of the Macross 7's forces. However,
the reduced speed and maneuverability hurt it when dealing with faster, more
agile opponents such as the upgraded VF-17 Nightmare
and the newly-introduced VF-19 Excalibur. The
AZ-130 was only produced in one variant and in great numbers, and was very
common throughout the second half of the war.
RPG STATS
- Vehicle Type:
- AZ-130A (Standard version)
- Class: Heavy Tactical Variable Fighter
Manufacturer: Varauta, based on technology from General Galaxy
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
(1) Head 120
Hands (2) 80 each
Arms (2) 180 each
Shoulders/Missile Launchers (2) 200 each
Shoulder Lasers 75 each
Legs & Thrusters (2) 300 each
Rapid-fire laser clusters (2) 50
(2) Main Body 420
Wings (2) 130 each
Reinforced Pilot Compartment/Escape Pod 180
Multipurpose Gun Pod 75
NOTES:
- (1)
- Destroying the head of the Pantserzorene will knock out the mecha's major
sensor systems, including all radar, nightvision, thermal, spiritia sensor,
and even the main optical system. 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 will
also be destroyed if the head is knocked out.
- (2)
- 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 craft explodes,
but the computer will NOT automatically eject the escape pod like UN Spacy
mecha are designed to do.
SPEEDS:
- RUNNING, SOLDIER:
- 40 mph (64 kmph)
- LEAPING, SOLDIER:
- 15 ft (4.5 m) high or 20 ft (6 m) long without thrusters.
- FLYING, SOLDIER:
- 180 mph (288 kmph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely.
- FLYING, GERWALK:
- Mach One (670 mph/1072 kmph) maximum speed limit in an Earth-like
atmosphere. Can also hover in place indefinitely.
- FLYING, FIGHTER:
- Mach 4.0+ (2680 mph/4288 kmph) max speed at 10,000 meters or less above
sea level. Mach 9.0+ (6030 mph/9648 kmph) max speed at 10,000-30,000
meters above sea level. Mach 15.0+ (2.8 mps/4.5 kmps) max speed at
30,000+ meters above sea level. The AZ-130 is fully transatmospheric and
can attain orbit above an Earth-type planet without extra booster
assistance. Maximum rate of ascent is 37,500 meters/minute. G limits
are +35.0 to -20.5 standard Earth gravities.
- MAX ENGINE THRUST:
- 55,000 kg x2.
STATISTICAL DATA:
- HEIGHT:
- 56.74 ft (17.73 m) in soldier configuration.
- 25.60 ft (8.00 m) in gerwalk configuration.
- 12.64 ft (3.95 m) in fighter configuration.
- WIDTH:
- 41.44 ft (12.95 m) at shoulders in soldier configuration.
- 70.88 ft (22.15 m) in gerwalk or fighter configuration with wings
at maximum extension.
- LENGTH:
- 16.51 ft (5.16 m) in soldier configuration.
- 45.47 ft (14.21 m) in gerwalk configuration.
- 56.90 ft (17.78 m) in fighter configuration.
- WEIGHT:
- 15,500 kg
- PHYSICAL STRENGTH:
- Equal to a P.S. of 95
- CARGO:
- Small compartment behind pilot's seat for personal belongings.
- POWER PLANT:
- Two Shinnakasu/Daimler FF-2770D thermonuclear turbine engines, equipped
with three-dimensional convergent/divergent vectored exhaust nozzles for
enhanced V/STOL performance and maneuverability, as well as hexagonal
underfuselage air intakes for use in an atmosphere. Several additional Pratt
& Whitney/Daimler HMM-5C high-maneuverability vernier thrusters for
additional mobility are mounted at key positions along the mecha's hull.
WEAPON SYSTEMS:
- FIXED 35mm AUTOCANNONS: The main weapons of the AZ-130 are two
fire-linked 35mm autocannons that are mounted underneath the main fuselage
pointed forward in fighter and gerwalk modes, and on the shoulders of the
mecha in soldier mode. In the latter mode, the cannons can rotate forward
over the shoulders to fire in front of the Pantserzorene, or can be aimed
up to 30 degrees behind the mecha to shoot at aircraft or targets above it.
- PRIMARY PURPOSE: Anti-mecha, anti-aircraft
- SECONDARY PURPOSE: Assault/defensive
- RANGE: 4000 feet (1220 m)
- DAMAGE: Does 4D6 M.D. for a single short burst, 1D4x10 M.D. for
a long burst, and 2D4x10 M.D. for a full melee burst with one cannon.
When both cannons are fired together, they do 8D6 M.D., 2D4x10 M.D., or
4D4x10 M.D. for short, long, and full melee bursts.
- RATE OF FIRE: Short or medium bursts count as one attack. The
pilot can fire as many bursts as his combined hand to hand attacks per
melee. Since the cannons are fire-linked, firing both guns together at
the same target also counts as one attack. A full melee burst (single
or double) takes the place of all other attacks.
- PAYLOAD: Each cannon holds 800 rounds, which is equal to 40
short bursts, 20 medium bursts, or 10 full melee bursts per cannon.
- RAPID-FIRE LASER CLUSTERS: As a backup weapon for the autocannons,
the Pantserzorene is mounted with two three-barrelled beam guns similar to
the one on the Elgerzorene. The laser clusters are mounted on the main
fuselage of the mecha in fighter and gerwalk modes, and on the chest in
soldier mode. In all three modes the cannons are restricted to firing in
front of the mecha. The lasers are intended for use in short to medium
range combat, either against other mecha or ground forces.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-personnel
- RANGE: 2000 feet (610 m)
- DAMAGE: 1D4 M.D. per laser shot (3D4 M.D. for a triple burst).
- RATE OF FIRE: Each laser can fire up to 5 times per melee round
(15 times per cluster per round). Firing all three lasers on one or
both clusters at the same target counts as one attack.
- PAYLOAD: Effectively Unlimited.
- FIXED REAR LASER CANNON: Another defensive measure, the AZ-130 has
a single laser gun fixed on the rear of the aircraft for firing at missiles
or mecha pursuing it. The laser is mounted on the rear fuselage in
fighter/gerwalk mode, and on the back of the mecha pointed downward in
soldier mode (the laser is seldom used in this mode).
- PRIMARY PURPOSE: Anti-missile
- SECONDARY PURPOSE: Defense
- RANGE: 4000 feet (1220 m)
- DAMAGE: 3D6 per blast.
- RATE OF FIRE: Equal to pilot's number of attacks.
- PAYLOAD: Effectively Unlimited.
- FIXED SHORT-RANGE MISSILE LAUNCHERS (8): The other main offensive
armaments of the AZ-130 are 8 missile launchers. 4 launchers are mounted
on the front of each engine nacelle in fighter and gerwalk modes, and on
the shoulders of the mecha in soldier mode.. Each missile launcher
contains 6 SRM missiles and can fire 1 missile per melee round (including
reload time), so volleys of up to 8 missiles can be fired each round.
Armor-piercing SRMs are standard issue for the AZ-130, but other types can
be mounted if desired.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of
Short Range Missile
can be used. (Varuta missiles are identical in stats to UN Spacy
missiles)
- RANGE: Varies with missile type, typically 2.5 miles (4 km).
- DAMAGE: Varies with missile type, typically 2D6x10 M.D.
- RATE OF FIRE: Volleys of 1 to 8 missiles. One volley
counts as one attack.
- PAYLOAD: 6 missiles per launcher; 48 total.
- LEG-MOUNTED MEDIUM-RANGE MISSILE LAUNCHERS: Each leg of the
Pantserzorene is equipped with a concealed missile launcher bay that can
hold up to 8 medium-range missiles. When armed, the missile
launcher assembly lowers out of the leg units, allowing all 8 missiles to
be fired at once (if necessary). The missiles can be fired in any mode;
fighter, gerwalk, or soldier. Any type of MRM can be used
in the launchers, but high explosive are standard issue.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of
Medium Range Missile
can be used. (Varuta missiles are identical in stats to UN Spacy
missiles)
- RANGE: Varies with missile type, typically 40 miles (64.3 km).
- DAMAGE: Varies with missile type, typically 2D6x10 M.D.
- RATE OF FIRE: Volleys of 1-8 missiles per launcher, per round.
One volley counts as one attack. If necessary, all 16 missiles can be
fired in a single round by expending two attacks.
- PAYLOAD: 8 missiles per launcher; 16 total.
- MULTIPURPOSE GUN PODS (2): Like the FZ-109, the primary handheld
weapon for the AZ-130 is a gun pod similar to the old GU-11 used by the
original VF-1 Valkyrie. The Varuta gun pod is shorter, however, and
features a targeting sensor on the front and a removable clip on the back
for easy reloading. Each AZ-130 has TWO gun pods, one mounted in each leg
in fighter mode and ejected into the hands in gerwalk and soldier modes.
There is also one spare clip for each gun pod in each leg of the mecha.
Pilots of the Pantserzorene usually only use one gun pod at a time to
extend their ammo supply. The gun pods can be fired in all three modes; in
fighter mode the shots exit out of concealed ports in the engine nacelles.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: Does 4D6 M.D. for a short burst, 1D6x10 M.D. for a long
burst, or 2D6x10 M.D. for a full melee burst.
- BONUS: +1 to hit from targeting sensor.
- RATE OF FIRE: Equal to the number of combined attacks of the
pilot.
- PAYLOAD: 160 rounds per clip equals 16 short bursts, 8 long
bursts, or 4 full melee bursts. Additional ammo clips can be inserted,
but exchanging clips requires a FULL melee round (player forfeits all
his attacks for that round). One spare clip is stored in each leg of
the Pantserzorene.
- SPIRITIA ABSORPTION BEAM: The most unique weapon of Varuta mecha
is the Spiritia Absorption Beam. A product of Varauta technology, this
energy beam is designed to drain the Spiritia from a humanoid and store it
for later use. The Spiritia Absorption Beam projects a pencil-thin beam of
energy that can penetrate ANY form of armor (even starship armor) without \
any deflection. 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.
For more information on Spiritia, see the optional Spiritia rules for the
Palladium RPG in these web pages. (coming soon)
- PRIMARY PURPOSE: Spiritia Gathering
- RANGE: 80 feet (24 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. See the Spiritia rules for details on recovering
spiritia.
- RATE OF FIRE: The beam can be fired once per melee round.
- PENALTIES:The beam has a -10 penalty to hit the brain of a
MOVING target, such as a flying mecha or a running human. There is
no penalty to hit a non-moving target, however, which is why the AZ-130
will try to immobilize a target before using the Spiritia Absorption
Beam.
- PAYLOAD: Unlimited.
- HAND TO HAND COMBAT: If necessary, the pilot of the Pantserzorene
can engage in melee combat rather than use a weapon. Because of its
increased strength the AZ-130's punches are far more devestating than those
of the FZ-109, though it is not as agile as the Elgerzorene.
DAMAGE:
- Restrained Punch: 2D6 M.D.
- Full Strength Punch: 4D6 M.D.
- "Booster" Punch: 6D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D6 M.D.
- Kick: 2D6 M.D.
- Leap Kick: 4D6 M.D.
- Body Flip/Throw: 2D6 M.D.
- Body Block/Tackle: 4D6 M.D.
- Stomp: 2D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE AZ-130:
- AUTO-PILOT: The AZ-130 is equipped with a simple computerized auto-
pilot. Not as complex as the one used on UN Spacy 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 Pantserzorene 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 AZ-130 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 AZ-130 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 AZ-130 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: 300 ft (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 AZ-130 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 400 miles (640 km). All
Varuta starships can locate and track the signals generated by this
escape beacon.
- LASER TARGETING SYSTEM: Range: 100 miles (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: 2000 feet (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: 4000 feet (1220 m). Another
product of Varauta technology, this scanner allows the AZ-130 to detect
lifeforms and measure the spiritia levels of those lifeforms. This sensor
allows the pilot of the AZ-130 to locate the pilots with the strongest
spiritia levels so that he can concentrate on those targets. The spiritia
imager can penetrate up to 10 feet (3.2 m) of metal or armor.
- OPTICS: THERMAL IMAGER: Range: 2000 feet (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: 200 mile (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: 600 miles (960 km) or can
be boosted indefinitely via satellite relay.
- SPIRITIA DEFENSE SYSTEM: Commonly called a "Sound Protector" or
"Sound Wave Dampner", the AZ-130 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. (coming soon)
- TACTICAL LIFE SUPPORT SYSTEM: The AZ-130's cockpit is pressurized,
and also provides additional air feeds to the pilot's flight suit that
provides him with pressurized breathing. The Varuta 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 PANTSERZORENE FIGHTER TRAINING:
AZ-130 PANTSERZORENE COMBAT TRAINING
- Advanced training for pilots specializing in the AZ-130A Pantserzorene.
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels four, eight, and twelve.
- +2 to strike
- +4 to parry
- +1 to dodge in solder mode, +3 in gerwalk, +5 in jet mode.
- +4 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 - 2D6 M.D. plus a 50% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
NOTE: AZ-130s are often piloted by brainwashed humanoids from the
Macross 5 colony mission. Brainwashed pilots tend to be sluggish, and
suffer a -2 to initiative and -1 to hit and dodge rolls during combat.
REFERENCES USED IN THIS DESIGN

