

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.
FBz-99 ZAUBERGERAN
VARIABLE FIGHTER/BOMBER
(Version 1.1
- Last Updated: Friday, 18-Jan-08 02:59:00 PST)
RPG Stats by DAVE DEITRICH
(deitrich@mcs.net)
Background info provided by the
MACROSS ONLINE COMPENDIUM
BACKGROUND
Like the FZ-109 Elgerzorene, the FBz-99
Zaubergeran is a Varuta mecha design based on stolen technology from the
Megaroad-13 colony mission. The Zaubergeran is designed after the VAB-2
Fighter/Bomber produced by Northrom Grumman (designers of the VA-3 Invader Bomber) and used by the UN Spacy
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 Zaubergeran was undergoing final design tests
when the Macross 7 encountered the Varuta forces in 2045, and thus was not
encountered in great numbers until almost halfway through the Macross 7/Varuta
war.
The Zaubergeran 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 Zaubergeran 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 Varuta mecha, the Zaubergeran 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 Zaubergeran in the Macross 7/Varuta war initially
tipped the scales in favor of the Varuta in terms of firepower, as the UN
Spacy 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 SRMs to maximum effect. Still, the Zaubergeran 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: Varauta, 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:
- Destroying the head of the Zaubergeran 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 and
Head Laser will also be destroyed if the head is knocked out.
- 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%.
- Destroying a leg will knock out one of the Zaubergeran'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.
- 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.
- 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 CONFIGURATION:
- 70 mph (112 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 20 ft (6 m) high or 30 ft (9 m) long without thrusters.
- FLYING, SOLDIER CONFIGURATION:
- 200 mph (320 kmph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely.
- FLYING, GERWALK CONFIGURATION:
- Mach One (670 mph/1072 kmph) maximum speed limit in an Earth-like
atmosphere. Can also hover in place indefinitely.
- FLYING, FIGHTER CONFIGURATION:
- 650 mph (1040 kmph/Mach 0.97) max speed at 8,000 meters or less above
sea level. Mach 2.2+ (1475 mph/2355 kmph) max speed at 8,000-38,000
meters above sea level. Mach 3.0+ (2010 mph/3210 kmph) max speed at
38,000+ meters 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 meters/minute. G
limits are +13.8 to -9.3 standard Earth gravities.
STATISTICAL DATA:
- HEIGHT:
- 73.44 ft (22.95 m) in soldier configuration.
- 40.39 ft (12.62 m) in gerwalk configuration.
- 11.02 ft (3.44 m) in fighter configuration.
- WIDTH:
- 50.82 ft (15.88 m) at shoulders in soldier configuration.
- 121.00 ft (37.81 m) in gerwalk or fighter configuration with wings
at maximum extension.
- LENGTH:
- 32.00 ft (10.00 m) in soldier configuration.
- 46.54 ft (14.54 m) in gerwalk configuration.
- 58.18 ft (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 Zaubergeran'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 mecha in soldier 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 SRMs are standard
issue, 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 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 soldier
mode the launchers are located on either side of the head of the mecha, 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 SRMs are standard issue, 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 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 Zaubergeran are two rotating missile launchers on the lower
main body of the mecha. 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 MMs are standard issue.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of
Micro Missile
can be used. (Varuta missiles are identical in stats to UN Spacy
missiles)
- RANGE: Varies with missile type, typically 1 mile (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
mecha. 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
degrees up, down, left or right of the mecha. These cannons are mostly
used for anti-aircraft and missile defense.
- PRIMARY PURPOSE: Anti-aircraft
- SECONDARY PURPOSE: Anti-missile defense
- RANGE: 3000 feet (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 plase of gun pods, the
Zaubergeran is armed with two rapid-fire pulse lasers in the arms of the
mecha. These cannons fire forward out of the lower main wing in fighter
mode, or out of the palms of the mecha's hands in gerwalk/soldier mode.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet (1220 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 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 FBz-99
will try to immobilize a target before using the Spiritia Absorption
Beam.
- PAYLOAD: Unlimited.
- 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 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 Zaubergeran 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: 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 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 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 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 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 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. (coming
soon)
- 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 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 ZAUBERGERAN FIGHTER TRAINING:
FBz-99 ZAUBERGERAN COMBAT TRAINING
- Advanced training for pilots specializing in the FBz-99 Zaubergeran.
- 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 solder mode, +4 in gerwalk, +6 in jet 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.
NOTE: FBz-99s 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

