MSX
- 1 Alecto (Standard MS)
MSX
- 2 Megaera (Infiltration MS)
MSX
- 3 Tisiphone (Assault MS)
Zero Series Mobile
Suit
Unlike their siblings, the Zero series Mobile
Suits are capable of flight and fill the air superiority role along with
fighter craft and the VSF series variable fighters. Of the three,
the Thunder is the slowest, as it, like the Tisiphone, fills the heavy
support role. With all the Zero series MS are capable of flight,
none are able to achieve faster than mach 5.1 in terms of speed and have
an operational ceiling of 15,000 feet
MSX
- Z - 1 Zero (Interceptor)
MSX
- Z - 2 Thunder (Missile/Bomber)
MSX
- Z - 3 Lightning (Scout)
New Weapons
GR - 6 Railgun: This is the new
line of railguns manufactured by DynaTech Industries for use with the DGM
Mobile Suits. Great care was taken to improve durability and effectiveness
of this weapon.
GR - 6A Railgun: This model is a smaller
version of the GR - 6. It is intended to be used with smaller Mobile
Suits and robots.
GR - 7 Railcannon: The GR - 7 is a double
barrel railgun with improved gravitonic accelerators. The weapon
is also quite large and can only be used by the largest robots and mobile
suits, like the CCW's battleram or the MS - 3 Tisiphone.
BR -1 Beam Rifle: An enhanced particle
beam rifle with advanced beam focusing technology, this is often the secondary
weapon for Mobile Suits and requires a special system link to function.
BR -3H Heavy Beam Rifle: This is
a heavier version of the BR -1 and is used as a sniper rifle.
VF Beam Saber: An oft used melee weapon,
adapted and using principles involving energy field control to form the
blade, it is capable of varying its damage in increments.
MRM - 7 Swarmer Missile: The MRM - 7 consists
of a short range missile drive and targeting system and 4 to 6 HE or K-hex
micro missiles. Advances in software and computer hardware permitted
this unusual missile to become a reality. So far, only the Mobile
Suits are permitted to use this weapon
MR - 1 Mini Missile Rifle: Designed to
act in a similar manner as a robot scale grenade launcher, the MR - 1 has
a clip of 6 mini missiles it can fire for anti-personnel purposes
Vehicle Type: Mobile Suit MK I
Class: DGM - MS - 1A
Crew: One, the pilot
MDC by Location:
*Head - 100
Head mounted machine guns (2) - 75 each
Hands (2) - 75 each
Arms (2) - 150 each
Anti projectile Shield (1; left or right arm) -
100
GR -6 Railgun (1; hand-held) - 100
BR - 1 Heavy Beam Rifle (1; hand-held) - 150
Chest Mounted Short Range Missiles (2) - 100 each
**Back Mounted Thrusters (2) - 100 each
Legs (2) - 300 each
Feet (2) - 100 each
Reinforced Pilot Compartment - 200
***Main Body - 500
****Pinpoint Force Field - 100
*****Armor Generators - 60 each
Speed:
Running: 65 mph maximum
Leaping: Without the thrusters, the MS can leap 15 feet high
or 25 feet lengthwise. This increases to 30 feet high and 50 feet
lengthwise with assit from the thrusters.
Flying: not possible
Range: effectively unlimited; has supplies for a 2 week patrol
mission
Statistical Data:
Height: 50 feet head to toe
Width: 15 feet across at the shoulders
Length: 8 feet front to back
Weight: 15 tons
Power System: Antimatter with a 5 year life-span
Physical Strength: equal to a PS of 60
Cargo: small locker in the cockpit with room for a backpack,
sidearm, and medical kit. Special subcompartment has canteen and
2 weeks worth of dehydrated rations.
Cost: 75 million credits; this is the production cost only,
there are only 3 Alecto Mobile Suits in service
Weapon Systems:
Head mounted 40mm Machineguns (2):
Mega Damage: 6D6 + 20 MD to a 2 foot area per burst (20 rounds
per burst).
Range: 800 feet
Rate of Fire: equal to the hand to hand of the pilot; can b
combined with other actions
Payload: 800 rounds each for 40 bursts
GR -6 Railgun (1; hand-held)
Mega Damage: 4D6 + 10 MD per burst (10 rounds)
Range: 8000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 100 rounds per clip
BR - 1 Heavy Beam Rifle (1; hand-held)
Mega Damage: 3D6 x 10 MD
Range: 11,000 feet
Rate of Fire: twice per melee
Payload: 8 shots before requiring a 6 hour recharge
Short Range Missile Launchers (2; chest
mounted)
Mega Damage: varies with missile
Missile Type: typically armor piercing, high explosive, or heavy
plasma
Range: 2.5 miles
Rate of fire: One at a time or in volleys of 2, 4, 6, 8, or
12 per melee
Payload: 12 per launcher
Hand to Hand Damage: MS - 1 Alecto
Restrained Punch - 2D6 MD
Full Strength Punch - 6D6 MD
Power Punch - 2D6 x 10 MD (counts as two attacks)
Kick - 4D6 MD
Tear or Pry - 3D6 MD
Body Block/Tackle - 3D6 MD
Stomp - 1D6 MD (effective against tagerts 15 feet or smaller)
Robot Combat: MS Series Combat Robot
Two Hand to Hand Attacks per melee
+2 to strike (in addition to weapon bonuses)
+4 to parry
+3 to dodge
+2 to roll with impact
+1 additional attack per melee at levels 2, 5, 7, and 10
*These are in addition to the pilot's attacks and bonuses
Sensors and Systems
Same as the DTI - 2010R Ronin
Ablative Armor System MK II
Version: MK II - A
Type: Ablative
Weight: 0.25 tons per generator
Properties:
Generators (5) 60 MDC, hit on called shot only
Provides Location MDC x 6; half damage from energy/heat based
weapons
Regenerates armor sections in 8 hours after depletion
System linked to shields. If the armor goes down, the shields
automatically engage and vice verca
Shields are unable to operate when the armor is deployed…conflicting
field generation methods
Requires 1 action to activate or deactivate
Speed:
Running: The MS can reach running speeds of 90 mph
Leaping 18 feet high and 26 feet lengthwise
Flight: Unlike its siblings, the Megaera is flight capable.
It can reach up to Mach 2.5 at maximum and can sustain this speed for 36
minutes before requiring a speed reduction
Range: Effectively unlimited
Statistical Data:
Height: 18 feet, 4 inches
Width: 6 feet at the shoulders
Length: 5 feet
Weight: 15 tons
Power System: Antimatter with a 10 year life
Physical Strength: Equal to a PS of 30
Cargo: small equipment locker for pack, and side arm
Cost: 40 million credits; production cost only
Weapon System:
20mm Head mounted machineguns (2)
Mega Damage: 3D6 + 10 MD per burst (20 rounds per burst)
Range: 750 feet
Rate of Fire: equal to the hand to hand of the pilot; may be
combined with other actions
Payload: 800 rounds (40 bursts)
GR - 6A Railgun (1;hand-held)
Mega Damage: 1D6 x 10 MD per burst (10 rounds(
Range: 1200 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 600 rounds
VF Beam Saber (1; hand-held)
Mega Damage: 1D6 - 6D6 MD
Payload: the saber has a 2 hour charge
Mini Missile Launchers (4)
Mega Damage: varies with missile type
Missile Type: varies with pilot preference and mission requirements
Range: 1 - 1.5 miles
Rate of Fire: One at a time or in volleys of 2, 3 or 4 per melee
Payload: 8 missiles per launcher (32 total)
Hand to Hand Damage:
Restrained Punch - 1D4 MD
Full Strength Punch - 1D6 MD
Power Punch - 2D6 MD (counts as two attacks)
Kick - 1D6 MD
Leap Kick - 2D6MD
Tear/Pry - 1D6 MD
Body Block/Tackle - 1D4 MD
Stomp- effective against targets 8 feet and smaller: 1D4 MD
Sensors and systems
Standard
Active Stealth System:
Using a combination of field generation and photon manipulation,
the active stealth system of the Megaera achieves a 95% concealment rate
during movement and 100% when stationary. The subether fields mask
and dissipate heat and EM output of the Mobile Suit to the extent of rendering
it nearly invisible.
Armor System
Version: MK II-B
Type: Stealth
Weight: 0.2 tons per generator
Properties:
Generators (4 - 6) 55MDC; hit on called shot at a - 4 only
Provides Location MDC x 5
Regenerates armor sections in 6 hours after depletion
System Linked to shields. If the Armor goes down, the shields will
automatically engage and vice versa
Shields will be unable to operate while the armor is deployed. Conflicting
field generation and profiles
Requires 1 action to activate and deactivate.
+4 to initiative and has only a 10% chance of being detected as long
as the armor is deployed
Armor technology uses a series of highly complex energy to matter conversion
units built into the hull of the craft. When the command is given, the
E2M units generate plates of armor that afford the individual sections
5 times their normal MDC. When the system is shut down, the E2M system
converts the armor back into energy, which is stored for future use, or
if the storage cells in the generators are full, simply dissipates.
Like the Alecto, the Tisiphone has an antiprojectile shield.
Concealed on the shield are two DTI - 50BS Variable Frequency Beam Sabers,
capable of cutting through most know alloys. The Tisiphone
also possesses a full Variable Force Field and MKII Ablative Armor Technology.
Vehicle Type: MK IB
Class: DGM - MS - 1C
Crew: 2; the Pilot and the co-pilot/gunner; can be operated
by just one thanks to the Dominion automation center system
MDC by Location:
*Head - 120
Head mounted Quad Machineguns (4) - 100 each
Hands (2) - 100 each
Arms (2) - 200 each
GR - 7 Railcannon (1; hand-held) - 125
BR - 3H Heavy Beam Rifle (1; hand-held) - 100
Mini Missile Launchers (4) - 100 each
Short Range Missile Launchers (2) - 110 each)
Medium Range Missile Launcher - 140
Long Range Missile Launcher - 140
Antiprojectile Shield - 200
DTI - 50BS VF Beam Sabers (2; shield mounted) -
100 each
Legs (2) - 400 each
feet (2) - 100 each
**Back Mounted Thrusters (3) - 200 each
Reinforced Pilot Compartment - 240
***Main Body - 770
****Variable Force Field - 150 per side (900 total)
*****Armor Generators (6) - 65 each
Speed:
Running: 45 mph maximum
Leaping: 5 feet high or 10 feet lengthwise. this doubles
when the thrusters are used
Flying: The Tisiphone can reach speeds approaching Mach .6 and
can use its thrusters for enhanced maneuvering
Range: effectively unlimited; carries supplies for a 1 week
mission
Statistical Data:
Height: 76 feet foot to head
Width: 12 feet from shoulder to shoulder
Length: 9 feet front to back
Weight: 85 tons fully loaded
Physical Strength: Equal to a PS of 70
Cargo: sufficient space for two survival packs, 2 side arms,
and two medkits + rations and water for 1 week
Cost: 90 million credits; production cost only. This unit
is not available on the open market
Weapon Systems:
Quad Mounted 90mm Machineguns (4; head mounted)
Primary Purpose: Anti-aircraft
Secondary Purpose: Defense
Mega Damage: 1D4 x 10 MD per individual burst; 4D4 x 10 per
simultaneous burst (one burst counts as 12 rounds)
Range: 1,000 feet
Rate of Fire: 4 bursts per melee; can be combined with other
actions
Payload: 1500 rounds per machine gun (125 bursts)
GR - 7 Dual Barrel Railcannon (1; hand-held)
Mini Missile Launchers (4; two in the
shoulders, two on the legs)
Primary Purpose: Anti-personnel
Secondary Purpose: Anti-aircraft
Mega Damage: 5D6 MD (5ft blast radius)
Missile Type: High Explosive
Range: 1.5 miles
Rate of Fire: One at a time or in volleys of 2, 4 or 6 per melee;
can be combined with other actions
Payload: 12 per launcher (48)
Short Range Missile Launchers (2; mounted
on the two outer thrusters)
Primary Purpose: Point Defense
Secondary Purpose: Anti-personnel
Mega Damage: 4D6 MD x 6 swarmer micro missile (4 foot blast
radius)
Missile Type: DTI - 1M Swarmer *
Range: 3 miles and 0.5 miles for the micro missiles (3.5 miles)
Rate of Fire: One at a time or in volleys of 2 or 4 per melee;
can be combined with other actions
Payload: 8 per launcher (16 total)
*+2 to strike
Medium Missile Launcher (1; chest mounted)
Primary Purpose: Assault
Secondary Purpose: Anti-robot
Mega Damage: 2D4 x 10 MD (20ft blast radius)
Missile Type: Multiwarhead*
Range: 80 miles
Rate of Fire: One at a time or in volleys of 2, 3, 4, or 5 per
melee
Payload: 10 missiles
*Smart Missile, +3 to strike
Long Range Missile Launcher (1; mounted
in the center)
Primary Purpose: Assault
Secondary Purpose: Anti-installation
Mega Damage: 4D6 x 10 MD (50ft blast radius)
Missile Type: Nuclear Multi-warhead
Range: 1800 miles
Rate of Fire: One at a time or in volleys of 2 or 3 per melee
Payload: 6
DTI - 50BS VF Beam Sabers (2; shield mounted)
Primary Purpose: Close Assault
Secondary Purpose: Anti-shield
Mega Damage: 1D6, 3D6, 6D6 or 1D6 x 10 MD
Payload: retains its charge for 4 hours
Hand to Hand Damage: MS - 3 Tisiphone
Restrained Punch - 4D6 MD
Full Strength Punch - 2D6 x 10 MD
Power Punch - 4D6 x 10 MD (counts as two attacks)
Kick - 5D6 MD
Leap Kick - 2D6 x 10 MD
Body Block/Tackle - 4D6 MD
Tear/Pry - 4D6 MD
Stomp - Effective against targets 18 feet or smaller - 4D6 MD
Combat Training For the MS - 3 Tisiphone
Two Hand to Hand Attacks per melee
+2 on initiative
+2 to strike (in addition to weapons bonuses)
+2 to parry
+1 to dodge, +2 to dodge when flying
+1 to roll with impact
+1 additional melee action/attack at levels 2, 6, 9, and 12
Sensors and Systems: Same as the DTI -
2010R Ronin
Ablative Armor System MK II
Version: MK II - A
Type: Ablative
Weight: 0.25 tons per generator
Properties:
Generators (5) 60 MDC, hit on called shot only
Provides Location MDC x 6; half damage from energy/heat based
weapons
Rengerates armor sections in 8 hours after depletion
System linked to shields. If the armor goes down, the shields
automatically engage and vice verca
Shields are unable to operate when the armor is deployed…conflicting
field generation methods
Requires 1 action to activate or deactivate…Swap Mode
to shields is automatic
System briefly shuts down on mode change for VSF/VF fighters
to accommodate the new component arrangements.
Vehicle Type: MS MK II
Class: DGM - MSZ - 1
Crew: 1, the pilot
MDC by Location:
*Head - 80
Head Mounted Laser - 50
Hands (2) - 65 each
Arms (2) - 120 each
GR - 6 Railgun (1; hand-held) - 100
MRM -7 SMS (4) - 75 each
VF Beam Saber (1; hand-held) - 100
**Back Mounted Thrusters (2) - 90 each
**Wing Thrusters (8) - 100 each
***Wings (2; back mounted) - 200 each
Legs (2) - 200 each
Feet (2) - 65 each
***Attitude Control Thrusters (24) - 50 each
Reinforced Pilot Compartment - 150
****Main Body - 450
*****Variable Force Field - 450 per side (2,700
total)
*Destroying the head eliminates 90% of all optical enhancements, reducing
bonuses by 85% (rounding up).
**Loss of a thruster will reduce overall speed by about 15%.
***Destruction of a wing or an ACT will impair the craft in space or
in an atmosphere. reduce bonuses by 10% per thruster and/or 50% per
thruster
****Depleting the MDC of the main body causes the Mobile Suit to explode
doing 1D6 x 10 MD to a 50 foot area
*****Replenishes 5% of total MDC per 30 minute period
Speed:
Running: 75 mph maximum
Leaping: 15 feet high or 25 feet lengthwise. With its
numerous thrusters, the Zero can triple its jump stats
Flying: The Zero can achieve a speed of mach 4.8 (8.16 in space)
maximum. It can move as slow as 15 mph and hover and flit about like
a hummingbird.
Range: no effective range; the Zero has supplies for a 2 week
tour
Statistical Data:
Height: 45 feet head to toe. 65 feet with the wings in
flight mode
Width: 8 feet across; 18 feet with the wings in flight mode
Length: 7 feet front to back
Weight: 24 tons
Physical Strength: Equal to a PS of 40
Power System: Fusion with a 15 year life
Cargo: small locker with room enough for a pack, rations, and
a side arm
Cost: 65 million credits; this is the production cost, this
unit is not avalible to the public
Weapon Systems:
Head Mounted Laser (1)
Primary Purpose: Defense
Secondary Purpose: Anti-missile
Mega Damage: 4D6 MD per shot
Range: 6,500 feet
Rate of Fire: twice per melee, can be combined with other attacks
GR - 6 Railgun (1; hand-held)
Primary Purpose: Assault
Secondary Purpose: defense
Mega Damage: 4D6 + 10 MD per burst (10 rounds)
Range: 8000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 100 rounds per clip
MRM - 7 Swarmer Missile System (4; two
built into the chest, two located in the back mounted thrusters)
Primary Purpose: Anti-fighter
Secondary Purpose: anti-personnel
Mega Damage: 1D6 x 10 MD per missilette (6)
Missile Type: Plasma Swarmer
Range: 3 miles plus an additional 1 mile for the missilettes
Rate of Fire: One at a time or in volleys of 2, 3, or 4 per
melee
Payload: 8 per launcher (32 total)
VF Beam Saber (1; mounted in a forearm
housing)
Primary Purpose: Close Assault
Secondary Purpose: Defense
Mega Damage: 1D6 - 6D6 MD
Payload: the saber has a 2 hour charge
Hand to Hand Damage:
Restrained Punch - 1D4 MD
Full Strength Punch - 2D6 MD
Power Punch - 4D6 MD (counts as two attacks)
Kick - 2D4 MD
Leap Kick - 3D6 MD
Flying Kick - 4D6 MD (counts as two attacks)
Body Block/Tackle - 1D6 MD
Tear/Pry - 1D6 MD
Stomp (effective against targets 15 feet or smaller) - 1D6 MD
Robot Combat Training: MS - Z - 01 Zero
Two Hand to Hand Attacks per melee
+2 to strike (in addition to weapon bonuses)
+4 to parry
+3 to dodge, +5 to dodge while flying
+2 to roll with impact
+1 additional attack per melee at levels 2, 5, 7, and 10
Sensors and Systems:
Same as the DTI - 2010R Ronin
Speed:
Running: 35 mph
Leaping: The Thunder is to heavy and ponderous on the ground
to leap without thruster assistance
Flying: The Thunder is the slowest of the Zero series Mobile
Suits and can fly at barely mach 1. Fortunately, it is highly maneuverable
compared to its sibblings.
Range: 500 miles before a thruster cool down
Statistical Data:
Height: 65 feet head to toe
Width: 15 feet shoulder to shoulder. 25 feet with wings
extended
Length: 10 feet front to back
Weight: 75 tons fully loaded
Physical Strength: Equal to a PS of 50
Power System: Fusion with a 5 year life
Cargo: small locker with room of a sidearm, pack, and medkit
Cost: 65 million credits; this is the production cost
Weapon Systems:
Head Mounted Lasers (2)
Primary Purpose: Anti-missile
Secondary Purpose: defense
Mega Damage: 4D6 + 10 MD
Range: 4,000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: effectively unlimited
Shoulder Missile Launchers (2)
Primary Purpose: Anti-robot/fighter
Secondary Purpose: Anti-installation
Mega-Damage: 6D6 + 10 MD (3 foot radiusand 6 missilettes)
Missile Type: K-Hex MRM - 7 Swarmer missile
Range: 3.5 miles
Rate of Fire: One at a time or in volleys of 2, 3, or 4 per
melee
Payload: 12 per launcher (24 total)
Note: +3 to strike
Wing Missile Launchers (2)
Primary Purpose: Anti-robot
Secondary Purpose: Anti-personnel
Mega Damage: 4D4 MD
Missile Type: HE Type II Micro missile
Range: 0.5 miles
Rate of Fire: One at a time or in volleys of 2, 4 or 6 per melee
Payload: 24 per launcher (48 total)
Chest Mounted Missile Launchers (4; 2 medium range launchers, 2 long range launcher)
Leg Mounted Missile Launchers (2)
Primary Purpose: Anti-fighter
Secondary Purpose: Anti-personnel
Mega Damage: 1D6 x 10 MD
Missile Type: Armor Piercing
Range: 5 miles
Rate of Fire: one at a time or in volleys of 2, 3, or 4 per
melee
Payload: 12 per launcher (24 total)
MR - 1 Mini Missile Rifle (1; hand held)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 1D4 x 10 MD
Missile Type: High Explosive
Range: 1 mile
Rate of Fire: One at a time only
Payload: a Clip of 6 missiles
GR - 7 Railcannon (1;hand-held)
Primary Purpose: Assault
Secondary Purpose: Anti-robot/tank
Mega Damage: 2D6 x 10 per shot only
Range: 12,000 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 200 shots per clip
Hand to Hand Combat
Restrained Punch - 1D6 MD
Full strength Punch - 3D6 MD
Power Punch - 1D6 x 10 MD (counts as two attacks)
Kick - 3D6 MD
Flying Kick - 1D6 x 10 M (counts as two attacks)
Robot Combat: MS - Z - 2 Thunder
Two Hand to Hand Attacks per melee
+2 to strike; +3 to strike with missiles (in addition to their only
targeting bonuses, if any)
+1 to parry
+5 to dodge while flying
No Roll with Impact or Initiative
+1 action at levels 2, 5, 9, and 13
These are in addition to the pilot's bonuses
Sensors and Systems
Same as the VSF -2 Atlas
Ablative Armor System MK II
Version: MK II - A
Type: Ablative
Weight: 0.25 tons per generator
Properties:
Generators (5) 60 MDC, hit on called shot only
Provides Location MDC x 6; half damage from energy/heat based weapons
Class: DGM - MSZ - 1B
Crew: One the pilot
MDC by Location
Head - 100
Headmounted Laser - 100
Hands (2) - 80 each
Arms (2) - 100 each
GR - 6A Railgun (1; hand-held) - 100
VF Beam Saber (1; hand-held) - 100
Antipojectile Shield - 100
Wing Mounted Thrusters (4) - 125 each
Wings (2) - 175 each
Chest Mounted 90mm Autocannons (2) - 65 each
Legs (2) - 200 each
Feet (2) - 100 each
Back Mounted Thrusters (2) - 150 each
Reinforced Pilot Compartment - 200
Main Body - 500
Variable Force Field - 500
Speed
Running: 65 mph maximum
Leaping: 18 feet high or 28 feet lengthwise (double with thruster
assist)
Flying: Mach 5.1 maximum; can zip around with speed and come
to a complete stop quickly.
Range: Effectively unlimited; carries supplies for a 2-week
Statistical Data:
Height: 30 feet
Width: 15 feet, 20 feet with wings extended
Length: 9 feet
Weight: 24 tons
Physical Strength: Equal to a PS of 40
Power System: Fusion, 10 year life
Cargo: small storage locker with room for a side arm, pack,
and medkit
Cost: 50 million credits; production cost only
Weapon Systems:
Head Mounted Laser (1)
Primary Purpose: Anti-robot
Secondary Purpose: Defense
Mega Damage: 3D4 + 5 MD
Range: 2,000 feet
Rate of Fire: 3 times per melee; can be combined with other
actions
Payload: Effectively unlimited
GR -6A Railgun (1;hand-held)
Primary Purpose: Assault
Secondary Purpose: Defense
Mega Damage: 1D6 x 10 MD per burst (10 rounds)
Range: 1200 feet
Rate of Fire: equal to the hand to hand of the pilot
Payload: 600 rounds per clip
VF Beam Saber (1;hand held, often stored
in a housing on the back of the shield)
Primary Purpose: Close Assault
Secondary Purpose: Defense
Mega Damage: 1D6 - 6D6 MD
Payload: the saber has a 2 hour charge
Hand to Hand
Damage
Restrained Punch: 1D4 MD
Full Strength Punch: 2D6 MD
Power Punch: 4D6 MD (counts as two attacks)
Kick: 2D6 MD
Leap Kick: 3D6 MD
Tear/Pry: 1D6 MD
body Block/Tackle: 1D6 MD
Stomp (effective against targets 12 feet or smaller):
1D4 MD
Robot Combat: MS - Z - 3 Lightning
Sensors and Systems:
Same as the MS - Z - 1 Zero