Zaku II by RealMechIsLove
0 14 mins 1 mth

Zaku II F MS-06 F

Zaku II by RealMechIsLove


Record sheets for a few different models.

With how many possible setups there are, you will possibly need to make your own!


Mass: 50 tons

Tech Base: Inner Sphere

Chassis Config: Biped

Production Year: 3110

Dry Cost: 7,482,000 C-Bills

Total Cost: 7,511,000 C-Bills

Battle Value: 1,661

Chassis: MS-06 Standard Endo-Steel

Power Plant: Nissan 250 Light Fusion Engine

Walking Speed: 54.0 km/h

Maximum Speed: 86.4 km/h

Jump Jets: Series 50

Jump Capacity: 150 meters

Armor: TrondHard Standard Armor w/ CASE

Armament:

1 Rotary AC/5

2 ER Medium Lasers

1 MRM-10

Manufacturer: Principality Manufacturing

Primary Factory: Trondheim

Communications System: Neil 6000

Targeting and Tracking System: Octagon Tartrac System C

MS-06 Zaku II Bazooka

Overview:

After the ‘success’ of the MS-05 Zaku, Principality Manufacturing went back to the drawing board for their second model using a similar ‘base idea’ of arm mounted weapons. While not as polyvalent as omnimechs, the ability to reload ‘on the go’ was viewed generally as a plus. The gyro calibration was also simpler than with an omnimech, even though it did put more stress on the pilot’s neuro-helmet, which was found to require a more ‘powerful’ version to be efficient.

The Zaku II first came to the scene in 3110 for the JarnFolk Armed Forces as a replacement for their original Zakus and antiquated ‘Mechs. The entire design was built using simple parts that are easy to mass-produce, using an advanced semi-automated factory (a trait which would be replicated for the Smoke Jaguar‘s Leo on Liberty). Within a few years, a hundred Zaku II were walking of the facilities on Trondheim every year. Originally for internal use by the JAF and The Clave, the sheer amount produced let them start exporting them to other Periphery states and colonies.

The Draconis Combine Mustered Soldiery learned of the MS-06 Zaku II during a raid against such a periphery planet, where it successfully fought back antiquated Panthers and Jenners. In 3126, the DCMS placed an order for a dozen Zaku II to test them for service. In the next decade, more and more orders for Zaku IIs came in from the Combine, who used the extensively in garrison situations, even asking for specialized configurations which led to evolutions on the design.

Capabilities:

The ‘bog standard’ Zaku II is the MS-06 F Zaku II. With a top speed of 86kmph using a light 250 Nissan engine and capable of jumping 150 meters, it is not the most mobile medium ‘mech. It is however well armored with 10 and a half tons of standard plates over an endo-steel chassis provided by The Clave. The ‘standard’ Zaku II hard mounts a pair of ER Medium Lasers in the side-torsos for close defense in case all other weapons are incapacitated, which is a thing which was requested on the original Zaku.

This leaves the Zaku II F with the ability to mount 16 tons of equipment on the arms, with docking stations for electronic warfare equipment in the side torsos as well, allowing for 1 module to be equipped between a Guardian ECM or Beagle Probe. Once enough machines reached Kuritan hands, this housing was made to be able to mount a C3 Slave unit as well.

For weapons, the base Zaku has a massive amount of options, ranging from 30mm to 90mm rotary autocannon/2 to 5, various bazooka Thunderbolt launchers, 120mm battle rifle / breacher gun, anti-material gauss rifles, hatches, small and medium shields, 6-tubes SRM and 10 rack LRM and MRM shoulder mounts. Buying a MS-06 Zaku II from the manufacturer gives you access to all these options in massive ‘carry cases’ which are mounted behind the mech in their mech bay, with the pilot being able to grab most ‘handheld’ equipment, but requiring techs to mount the shields or missile launchers.

Piloting a MS-06 Zaku II

While the neurohelmet required for the MS-06 Zaku II is more complex than the standard one, it is incredibly easy to pilot thanks to a fully HOTAS setup. This however makes ejection from the Zaku II more difficult than normal as the pilot needs to remove the helmet before “proper” ejection.

MS-06F Zaku II

Battle History:

While the Zaku II has a storied history in the periphery at this point, the Kuritan have begun using them in large numbers to supplement light ‘Mech lances. As a reliable ‘anchor’ for these formations, the Zaku II directs the fire of the smaller units while providing support fire.

While the Battle of New Avalon was lost, a full company of MS-06 Zaku II (of different configuration) held the NAIS headquarters for a day before they were overwhelmed by the Davion attackers. Throughout the fighting in the Dragon’s Tongue, Zaku IIs were very common as they were meant to be used as garrison units, with their quick weapon swaps allowing them to quickly reconfigure for the task at hand. House Davion was impressed with the Zaku II and started investing more in their own designs based off the Operation Zeta line of designs, leading to the introduction of the RGM-79.

Variants:

The MS-06 Zaku II was such a smash hit for Principality Manufacturing that multiple variants were introduced and sold to whoever were interested in putting the money down.

Ground Zaku

MS-06 Zaku II with Leg Launchers

The first variant was the MS-06G Ground Zaku in 3129, which removes the jump jets from the design to increase the potential weapon load. This also freed room in the legs for attachments, generally missile launchers.With the jump jet removed, the Ground Zaku can mount 18 and a half tons of equipment in between its arms and legs. Many of them use an optional supercharger to increase ground speed for short bursts.

Zaku High Mobility

MS-06R Zaku II High Mobility

A custom version of the MS-06 Zaku II came out in 3133, using Clan-graded endo-steel from the Clave and special mobility kit, leading to it being called the ‘High Mobility’ custom. It lacks the ER Medium Lasers, but adds the equivalent of a partial wing. This still limited the design to 16 tons of hand and shoulder-held equipment, making it not as well armed as the standard F series while being more mobile.

Zaku Cannon

MS-06K Zaku II Cannon

In 3142, the JAF commisionned Principality Manufacturing to build them an anti-air platform off the regular Zaku chassis. The MS-06 K mounts a Hyper Assault Gauss/20 on its shoulder, combined with a targeting array from a Rifleman. It has only 8 tons of armor, however, but can still mount about 10 tons of arm mounted equipment, even though it is a more limited selection.

Desert Zaku

MS-06 Zaku II Desert

In 3154, the Azami Brotherhood ordered a new version of the Zaku II for their own use. The MS-06 D ‘Desert Zaku’ uses a larger XL Engine to get speeds up to 96kmph. The pilot is squeezed into a small cockpit, allowing for 2 12mm vulcans to be mounted underneat the pilot for anti-infantry work. A grand total of 21 tons of equipment can be mounted on this design, including a set of leg mounted modular jump jets.

Quirks:

* Easy to Pilot

* Jettison-capable weapons

* Difficult Ejection

====================================================================

Equipment Type Rating Mass

——————————————————————————–

Internal Structure: Endo-Steel 83 points 2.50

Internal Locations: 1 HD, 1 CT, 6 LT, 6 RT

Engine: Light Fusion Engine 250 9.50

Walking MP: 5

Running MP: 8

Jumping MP: 5 Standard

Jump Jet Locations: 1 CT, 2 LL, 2 RL 2.50

Heat Sinks: Double Heat Sink 10(20) 0.00

Gyro: Standard 3.00

Cockpit: Standard 3.00

Actuators: L: SH+UA+LA+H R: SH+UA+LA+H

Armor: Standard Armor AV – 168 10.50

CASE Locations: 1 LT, 1 RT 1.00

Internal Armor

Structure Factor

Head 3 9

Center Torso 16 24

Center Torso (rear) 7

L/R Torso 12 18

L/R Torso (rear) 6

L/R Arm 8 16

L/R Leg 12 24

====================================================================

Equipment Location Heat Critical Mass

——————————————————————————–

ER Medium Laser RT 5 1 1.00

ER Medium Laser LT 5 1 1.00

Rotary AC/5 RA 1 6 10.00

MRM-10 LA 4 2 3.00

@Rotary AC/5 (40) RT – 2 2.00

@MRM-10 (24) LT – 1 1.00

Free Critical Slots: 9

BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 6 Points: 17

5j 4 4 0 0 2 0 Structure: 3

Special Abilities: CASE, SRCH, ES, SEAL, SOA

Loadout Options

Zaku II F series

Base mounted 2 ER Medium Lasers in the torsos, 10.5 tons armor, side torso CASE

+

16 tons of equipment on either arms

Base equipment available:

  • 30mm Machine Gun: RAC/2 – 8 tons + ammunitions (1 ton mag for 45)
  • 90mm Machine Gun RAC/5 – 10 tons + ammunitions (1 ton mag for 20)
  • Zaku Bazooka Thunderbolt-10 – 7 tons + ammunitions (1 ton mag for 6)
  • Super Bazooka Thunderbolt-15 – 11 tons + ammunitions (1 tons mag for 4)
  • 120mm Battle Rifle LB-10X – 11 tons + ammunition (1 ton mag for 10)
  • Anti-Material Rifle Light Gauss Rifle – 12 tons + ammunitions (1 ton mag for 16)
  • Hatchet – 4 tons
  • Small shield – 2 tons
  • Medium shield – 4 tons, movement goes down to 4/6/No jumping
  • Spikes – 0.5 ton per, can be mounted in arms and side torsos.
  • Shoulder-mounted 10-rack LRM: 5 tons + ammunitions (12 shots in internal magazines)
  • Shoulder-mounted mounted 10-rack MRM: 3 tons + ammunition (24 shots per internal magazines)
  • Guardian ECM – 1.5 tons, torso mounted
  • Beagle Probe – 1.5 tons, torso mounted
  • C3 Slave computer – 1 ton, torso mounted (Kurita models only)

Zaku II G series

Base mounted 2 ER Medium laser in torsos, 10.5 tons armor, side torso CASE

+

18.5 tons of equipment on either arms + leg attachments

Base equipment available:

  • 30mm Machine Gun: RAC/2 – 8 tons + ammunitions (1 ton mag for 45)
  • 90mm Machine Gun RAC/5 – 10 tons + ammunitions (1 ton mag for 20)
  • Zaku Bazooka Thunderbolt-10 – 7 tons + ammunitions (1 ton mag for 6)
  • Super Bazooka Thunderbolt-15 – 11 tons + ammunitions (1 ton mag for 4)
  • 120mm Battle Rifle LB-10X – 11 tons + ammunition (1 ton mag for 10)
  • Anti-Material Rifle Light Gauss Rifle – 12 tons + ammunitions (1 ton mag for 16)
  • Heavy Anti-Material Rifle Gauss Rifle – 15 tons + ammunition (1 ton mag for 8)
  • Hatchet – 4 tons
  • Sword – 2.5 ton
  • Small shield – 2 tons
  • Medium shield – 4 tons, movement goes down to 4/6/No jumping
  • Spikes – 0.5 ton per, can be mounted in arms and side torsos.
  • Shoulder-mounted 10-rack LRM – 5 tons + ammunitions (12 shots in internal magazines)
  • Shoulder-mounted mounted 10-rack MRM – 3 tons + ammunition (24 shots per internal magazines)
  • Leg-mounted 4-tubes SRM – 4 tons for 2 (one on each leg) + ammunition (25 shots per internal magazine)
  • Leg-mounted 3-tube/rack MML – 3 tons for 2 (one on each leg) + ammunitions (40 LRM / 33 SRM per internal magazines)
  • Leg-mounted Rocket Launcher 15 – 2 tons for 2 (one on each leg)
  • Guardian ECM – 1.5 tons, torso mounted
  • Beagle Probe – 1.5 tons, torso mounted
  • C3 Slave computer – 1 ton, torso mounted (Kurita models only)
  • Supercharger – 1 ton, center torso mounted

Zaku II R High Mobility

Clan Partial Wing and Clan Endo-steel, 10 tons armor, side torso CASE

+

16 tons of equipment available

Base equipment available:

  • 30mm Machine Gun: RAC/2 – 8 tons + ammunitions (1 ton mag for 45)
  • 90mm Machine Gun RAC/5 – 10 tons + ammunitions (1 ton mag for 20)
  • Zaku Bazooka Thunderbolt-10 – 7 tons + ammunitions (1 ton mag for 6)
  • Super Bazooka Thunderbolt-15 – 11 tons + ammunitions (1 tons mag for 4)
  • 120mm Battle Rifle LB-10X – 11 tons + ammunition (1 ton mag for 10)
  • Anti-Material Rifle Light Gauss Rifle – 12 tons + ammunitions (1 ton mag for 16)
  • Prototype Beam Rifle Large RE Rifle – 8 tons
  • Hatchet – 4 tons
  • Small shield – 2 tons
  • Medium shield – 4 tons, movement goes down to 4/6/No jumping
  • Spikes – 0.5 ton per, can be mounted in arms and side torsos.
  • Shoulder-mounted 10-rack LRM: 5 tons + ammunitions (12 shots in internal magazines)
  • Shoulder-mounted mounted 10-rack MRM: 3 tons + ammunition (24 shots per internal magazines)
  • Guardian ECM – 1.5 tons, torso mounted
  • Beagle Probe – 1.5 tons, torso mounted
  • C3 Slave computer – 1 ton, torso mounted (Kurita models only)

Zaku II K Cannon

Built in HAG/20 + 3 tons of ammo in left torso for AA support, add Anti-Air Targeting Quirk.

8 tons of armor, CASE II in left torso.

10 tons of equipment can be mounted:

  • 30mm Machine Gun: RAC/2 – 8 tons + ammunitions (1 ton mag for 45)
  • Zaku Bazooka Thunderbolt-10 – 7 tons + ammunitions (1 ton mag for 6)
  • Sword – 2.5 tons
  • Small shield – 2 tons
  • Spike: 0.5 per, can be mounted on arms or right torso
  • Supercharger: 1 ton, mounted in Center Torso
  • C3 Slave: 1 ton, mounted in Center Torso

Zaku II D Desert Zaku

Ordered by the Azami brotherhood.

10 tons armor, no CASE, small cockpit with 2 MG mounted in the head + 1 ton ammo center torso

XL Engine, 6/9/0 rather than the 5/8 of other Zakus

21 tons of equipment in the arms

  • 30mm Machine Gun: RAC/2 – 8 tons + ammunitions (1 ton mag for 45)
  • 90mm Machine Gun RAC/5 – 10 tons + ammunitions (1 ton mag for 20)
  • Zaku Bazooka Thunderbolt-10 – 7 tons + ammunitions (1 ton mag for 6)
  • Super Bazooka Thunderbolt-15 – 11 tons + ammunitions (1 ton mag for 4)
  • 120mm Battle Rifle LB-10X – 11 tons + ammunition (1 ton mag for 10)
  • Anti-Material Rifle Light Gauss Rifle – 12 tons + ammunitions (1 ton mag for 16)
  • Heavy Anti-Material Rifle Gauss Rifle – 15 tons + ammunition (1 ton mag for 8)
  • Hatchet – 4 tons
  • Sword – 2.5 ton
  • Small shield – 2 tons
  • Medium shield – 4 tons, movement goes down to 5/8/No jumping
  • Spikes – 0.5 ton per, can be mounted in arms and side torsos.
  • Shoulder-mounted 10-rack LRM – 5 tons + ammunitions (12 shots in internal magazines)
  • Shoulder-mounted mounted 10-rack MRM – 3 tons + ammunition (24 shots per internal magazines)
  • Leg-mounter 3-tube/rack MML – 3 tons for 2 (one on each leg) + ammunitions (40 LRM / 33 SRM per internal magazines)
  • Leg-mounted Rocket Launcher 15 – 2 tons for 2 (one on each leg)
  • Leg-mounted Jump Module: 2 jump jets per leg for 2 tons, give 4 Jump range.
  • Guardian ECM – 1.5 tons, torso mounted
  • Beagle Probe – 1.5 tons, torso mounted
  • Supercharger – 1 ton, center torso mounted