Viewing BattleMech Unit
    Overview |  Distribution |  Battle Value |  Cost |  Availability  | Reviews   
Design Overview
Generate a file in     format  
                 BattleMech Technical Readout

Name/Model:         Zeus ZEU-12S
Designer:           ralgith
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            80
Configuration:      Biped BattleMech
Era/Year:           Clan Invasion / 3055
Rules (Current):    Tournament Legal
Rules (Era):        Tournament Legal
Rules (Year):       Experimental
Total Cost:         21,072,000 C-Bills
Battle Value:       2,155

Structure:            Standard
Power Plant:          320 XL
Walking Speed:        43.2 kph  [54 kph]  
Maximum Speed:        64.8 kph  [86.4 kph]
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard
    1 ER Medium Laser
    2 Streak SRM 6s
    2 ER PPCs
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    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
    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.
    The ZEU-12S carries many things from its predessesors. However it's weapons complement is
    far different.
    NOTE: I'm sure everyone will notice that this is almost exactly the same as the ZEU-12X.
    Which is funny, I designed them at completely different times (12X being much older) and I
    did the 12S without remembering I had done this design already.

    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
    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.
    The ZEU-12S is better at close range fighting than most other Zeus models, making it ideal
    for city combat. It is also very heat efficient, able to sustain fire from all weapons with
    relative ease.

    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
    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.
    The ZEU-12S has appeared mostly in Lyran and Davion units loyal to Prince Victor, as the
    head of Shrike Heavy Industries (the company who created this variant) is fiercely to the
    Prince as the rightful heir. The 12S also sees deployment among the Kell Hounds and Shrike's
    Talons mercenary units.

Equipment                                                             Mass                      
Internal Structure:                          Standard                  8.00                     
Engine:                                       320 XL                  11.50                     
    Walking MP:                               4 [5]                                             
    Running MP:                               6 [8]                                             
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         18 [36]                   8.00                     
Gyro:                                        Standard                  4.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  240                    15.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      25             38       
    Center Torso (rear):                              11       
    R/L Torso:                         17             26       
    R/L Torso (rear):                                  8       
    R/L Arm:                           13             25       
    R/L Leg:                           17             32       

Weapons and Ammo                                       Location          Critical     Tonnage   
ER Medium Laser                                           H                 1          1.00             
Guardian ECM Suite                                        CT                2          1.50             
Beagle Active Probe                                       RT                2          1.50             
C3 Slave                                                  RT                1          1.00             
Streak SRM 6                                              RT                2          4.50             
CASE                                                      LT                1          0.50             
Streak SRM 6                                              LT                2          4.50             
Streak SRM 6 (Ammo 30)                                    LT                2          2.00             
ER PPC                                                    RA                3          7.00             
ER PPC                                                    LA                3          7.00             
Triple-Strength Myomer                                    --                6          0.00