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Zeus ZEU-9T
BattleMech Technical Readout

Type/Model: Zeus ZEU-9T
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Standard design
Mass: 80 tons
Chassis: Chariot Type III Standard
Power Plant: 320 Pitban Light Fusion
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
   Jump Capacity: 0 meters
Armor Type: Glasgow Limited Primo w. CASE Ferro-Fibrous
1 Defiance 1001 ER PPC
1 Cyclops XII ER Large Laser
1 Coventry Star Fire LRM 15 w/ Artemis IV
2 Defiance P5M Medium Pulse Lasers
1 Ramtech 1500Z ER Medium Laser
Manufacturer:    Defiance Industries
   Location:    Hesperus II
Communications System:    TharHes Calliope ZE-2
Targeting & Tracking System: TharHes Ares-7


         The merger of the Lyran Commonwealth with the Federated Suns has given the Federated Commonwealth Armed Forces something of a Davion flavor. Davion tactics predominate, and Davion military organization has been superimposed on Steiner units. Along with many Davion ways of doing things came an emphasis on 'Mech designs in favor with the Armed Forces of the Federated Suns. However, the pride of the Lyran Commonwealth-the Zeus-was too valuable to be ignored. Procurement officers prodded Defiance Industries of Hesperus to speed up its production, sending the new 'Mechs to corners of Davion space that had rarely seen this design.
         The availability of Star League-era technology presents new opportunities for tacticians to use the Zeus. Though security on Hesperus is extremely tight, ComStar has received reliable reports of a new model, the ZEU-9S.
         The new Zeus uses Glasgow Limited Primo ferro-fibrous armor, which offers better protection for less weight. The savings in weight allows the design to incorporate Cellular Ammunition Storage Equipment to guard against an internal explosion, and also allows it to carry improved weapons. The new Zeus employs double heat sinks, which enable it to handle the increased heat that the new weapons generate. An extended-range Defiance 1001 particle projection cannon replaces the aging autocannon in the 'Mech's left arm. Designers upgraded the large laser in the left torso to a Cyclops XII extended-range model and replaced both medium lasers with pulse-model Defiance P5Ms.


               Designed to engage enemy 'Mechs at long range, the Zeus was created in response to requests by Commonwealth commanders for a heavy 'Mech that could perform hit-and-run tactics. The Zeus's combination of long-range missiles, autocannon and large laser is well suited to this task.
               The Coventry Star Fire, which has 15 launch tubes, is an excellent missile system used in several other 'Mech designs. The Zeus, however, stretched the Star Fire's tolerances to the limits. Designers placed the 'Mech's missile tubes around and set back from a large central core, an odd-looking but clever attempt to protect the missile system while still allowing the Zeus a formidable punch. The central core serves as a bludgeon for punching, much like a fist on other 'Mechs. Set back and away from the impact point, the missiles are sheltered beneath the armor of the forearm. However, this arrangement makes for a complicated missile-loading system that is prone to breakdown if not serviced regularly. Also, the Zeus can only carry eight missile reloads. More than once, a Zeus pilot has pressed the trigger only to hear nothing but silence.
               The large laser is another adaptation. Lacking the room for a standard large laser, the Zeus's designers decided to create a more compact version. The engineers at Hesperus II are among the few who have the necessary knowledge to use fiber optics, and they managed to dispense with the bulky rifle-like barrel common to other large lasers. The Zeus's unusual large laser is tucked comfortably beneath the 'Mech's left arm.
               Though intended as a long-range fighter, the Zeus has no problem closing and grappling with an enemy. Excellent armor protection, especially around the chest and legs, enables the 'Mech to withstand all but the heaviest fire. The Zeus's strong legs allow it to make devastating kicking attacks, while the left arm packs quite a bit of punching power.


This variant of the Zeus featurs the latest improvments in technology available to the Lyran Alliance.


               The Zeus first appeared in significant numbers during the recapture of the planet Sakhalin, when elements of the Fifteenth Lyran Guard attacked the Draconis Combine's 32nd Dieron Regulars. Composed mostly of Zeus 'Mechs and a few Commandos, the Lyran force moved toward and captured a high ridge overlooking two large forests and a grassy plain beyond. The Dieron Regulars, an even mix of BattleMasters and Dragons, attempted to storm the ridge but fell back under concentrated LRM, laser and autocannon fire. The Combine troops resigned themselves to spending the night on the plain, while the Lyran Guards waited it out on the ridge.
               Heavy rains began soon after nightfall, which the Lyran Guards used to their advantage. Under cover of darkness, the Lyran forces silently moved down from the ridge and spaced their 'Mechs evenly across the narrow gap between the two forests. At sunrise the Dieron Regulars charged the distant row of 'Mechs, but the weight of their lumbering BattleMasters and Dragons turned the grassland into a sea of mud that slowed the Kurita 'Mechs in the rear and forced the Regulars to spread out.
               When the enemy had advanced far enough into the narrow gap between the two forests, the Lyran commander ordered the line of Zeuses to open fire. The foremost of the enemy's 'Mechs could fire back, but those in the rear could not. Some of the BattleMasters and Dragons tripped and fell, creating further confusion and even panic among the Regulars. The Lyran Commandos, which had been hiding in the woods, opened fire with their SRMs and completed the rout of the Kurita 'Mechs. The 32nd Dieron Regulars lost eight BattleMasters and five Dragons, while the Fifteenth Lyran Guards lost only one Zeus and three Commandos.

Type/Model: Zeus ZEU-9T
Mass: 80 tons
Equipment:   Crits Mass
Internal Structure: 122 pts Standard 0 8.00
Engine: 320 Light 10 17.00
   Walking MP: 4    
   Running MP: 6    
   Jumping MP: 0    
Heat Sinks: 17 Double [34] 15 7.00
   (Heat Sink Loc: 1 RA, 2 LT, 2 RT)
Gyro:   4 4.00
Cockpit, Life Support, Sensors: 5 3.00
Actuators: L: Sh+UA+LA, R: Sh+UA+LA 14 .00
Armor Factor: 240 pts Ferro-Fibrous 14 13.50
   (Armor Crit Loc: 1 HD, 6 LA, 2 RA, 1 LT, 2 LL, 2 RL)

    Internal Armor
    Structure Value
  Head: 3 9
  Center Torso: 25 37
  Center Torso (Rear):   12
  L/R Side Torso: 17 25/25
  L/R Side Torso (Rear):   8/8
  L/R Arm: 13 25/25
  L/R Leg: 17 33/33

Weapons & Equipment: Loc Heat Ammo Crits Mass
1 ER PPC LA 15   3 7.00
1 ER Large Laser LT 12   2 5.00
1 LRM 15 w/ Artemis IV RA 5 16 6 10.00
   (Ammo Loc: 2 RT)
1 Medium Pulse Laser CT 4   1 2.00
1 Medium Pulse Laser LT 4   1 2.00
1 ER Medium Laser RT 5   1 1.00
CASE Equipment: RT     1 .50
TOTALS:   45   77 80.00
Crits & Tons Left:       1 .00

Calculated Factors:
Total Cost: 15,334,200 C-Bills
Battle Value: 1,480
Cost per BV: 10,360.95
Weapon Value: 2,479 / 2,389 (Ratio = 1.68 / 1.61)
Damage Factors:    SRDmg = 27; MRDmg = 22; LRDmg = 11
BattleForce2: MP: 4,   Armor/Structure: 6/5
    Damage PB/M/L: 5/4/2,   Overheat: 1
    Class: MA,   Point Value: 15

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