EZ-061 Killer Dome
Type:Crab
Length: 6.0m
Height: 4.1m
Weight: 35.0t
Speed:
150kph/41.6 meters per second (land)
35 knots/18 meters per second (sea)
Equipment:
Gatling Gun x2
Laser Cannon Gun x2
Laser Sensor x4, 3D Electron-Type Radar
Pulse Laser Gun x8
Giant Club x2
Spinner Dome
Advanced Cockpit, Holographic Heads' Up Display
Coupling Latch
Armor Description:
The Killer Dome is a crab, and like nearly all crabs, it has a very thick exoskeleton. It's almost impossible to bore a hole in the Dome's smooth, thick shell, made more difficult considering the crab's low profile and smooth, dome-shaped body. The legs, while durable, are still small, and can be detached with enough effort, and the underbelly of this Zoid is quite vulnerable, especially since this Zoid isn't very good at self righting if it gets flipped. Also, it's not very heavy, so larger Zoids can bully it around with a little effort.
Mobility and Power Source:
The Killer Dome requires an experienced pilot, to say the least. One of the most demanding aspects of piloting this thing is simply controlling everything simultaneously. The Dome, being a crab, is actually fastest when sidestepping, and can only reach 150kph when dashing to the side. When moving straight forward, it employs an odd uni-wheel below the Zoid's face to supplement the awkward eight legs' motion in moving forwards, and can only reach 100 kph. It's not built for pure endurance, either, and can tire itself out if pushed too hard for too long. Still, it's very strong for its small size, and has excellent acceleration.
Equipment:
Gatling Gun x2
One beam gatling gun is mounted on the inside of each giant claw, and as such are ideal for blasting into an enemy from pointblank after the claws are opened. While each one is merely 20mm in caliber, the vulcans spin at a high rate with an advanced cooling system to produce twenty-five beams per second. Due to limited space inside the claws, however, the cooling system is located in the main body of the Dome. Enough damage to the underbelly near the "shoulders" of the Dome could damage the cooling system, limiting the gatlings' fire to the audacity of the pilot.
Laser Cannon Gun x2
Embedded within the outside of each of the Dome's claws is a small laser cannon. They face wherever the claws point, and have a caliber of 50mm each. Due to limited space in the claw, however, they can't fire particularly fast, and as such are south of semi-auto, averaging two shots every 1.5 seconds. Altogether, rather boring weapons.
Pulse Laser Gun x8
Some of the oddest weapons on the Killer Dome are eight small pulse laser guns mounted on the Dome's shell. Picture the shell as a clock, if you will, and a pair of these 10mm lasers is mounted at 12, 3, 6, and 9 o'clock. Now, the particularly cool thing about these is that they're all hooked into the main computer bank of the Dome. You know those little clocks with a spinning LED on a pylon that can project the current time like it's hovering in the air? This is one of those with pulse lasers. The dome itself, when spinning, can time the firing of the lasers to create a constant beam, fixed at 3 meters above the ground, pointed wherever the pilot wants. The Dome can even split it up into several weaker beams to hit multiple targets, or fire all of them simultaneously for a weak attack that's effectively guaranteed to hit everything within its line of sight. It's prudent to keep your own appendages out of the line of fire so the searching beam doesn't hit your own claws.
Giant Club x2
The Dome is a crab, after all, and it has a powerful set of melee weapons to call its own. These are the Killer Dome's claws, and they're very strong, able to lift and carry up to 40 tons and crush with a strong biting force on anything caught in their viselike grasp. Not only that, but they're attached to short, ten meter cables that allow them to be fired at an opponent and reel them in. For all their advantages, however, they have their faults. Being that so much of the Dome's arsenal is located inside those claws, the loss of one is quite a blow, and the loss of both means the Dome is in trouble indeed. Also, the gatlings and lasers are disabled if the cable system is being used, and cutting through a cable is an easy way to "disarm" the Dome. Still, they're just as tough as the shell itself, so they can stand up to a nice beating. Just don't get overconfident.
Spinner Dome
A note on the Dome's dome. The dome itself doesn't have to rotate, and isn't hooked to the same power supply that drives the motor. It has, however, a very strong driveshaft, supported by thick bearings around the perimiter of the shell, that makes taking off the dome largely a waste of time. Like a real crab, its weakness is its underbelly and legs, not its dorsal armor. Since it can spin very quickly (a necessity for the radome and pulse lasers to work correctly), getting hit by this thick, heavy upside down wok can hurt, almost like a giant grinder.
Laser Sensor x4, 3D Electron-Type Radar
The Killer Dome was born when the Guylos military realized that no matter how cool their new radome was, it wasn't much use if it wasn't able to move. So they added legs, a pair of claws, and a spinning shell on top. In fact, the radome itself was immensely reinforced and became the shell. *This* is the true purpose of the Killer Dome, everything else is simply gravy. The Dome boasts the most powerful radar system in existence, and it's supplemented by infrared tracking, laser motion detectors, X-ray and UV tracking, and all-weather capabilities. Basically, if it's an electromagnetic wave, the Killer Dome's computer banks can pick it up and decipher it. The scanning range is an eleven kilometer bubble in all directions around the Dome, including water, obstructions, and ground. The Dome, being an aquatic Zoid, also features sonar. All this boosts the Dome's accuracy by 30%, and it can send this boost to its teammates.
Advanced Cockpit, Holographic Heads' Up Display
The Dome's pilot is completely enclosed, more so than any other Zoid around, achieving egress and ingress via a small hatch on the underbelly. A special cockpit was designed as a small chamber below the spinner shell, with a holographic heads' up display projected before and around the pilot. Since the Dome sees in every direction simultaneously, the H-HUD is projected all around the pilot for an unparalleled view of the surroundings. This is fleshed out with information from all the sensors fed directly into the display, making it seem like the pilot is the Zoid itself watching its surroundings.
Coupling Latch
Yep, it's probably what you've been looking for this whole time. Truth be told, this wasn't a primary feature on the original Dome. Once the Dark Spiner was developed, however, the developers found that the energy flow patterns, oddly enough, closely matched that of the Dome. Thus, the couping latch was created and installed. A series of plugs on the belly of the Dome allow the crab to connect to the retracted spines of the Dark Spiner, via a tiny set of boosters limited for this use only. The coupled Zoids are still considered separate machines and each pilot still controls their respective Zoid. However, each receives some unique benefits and drawbacks:
Dark Spiner:
-Spinal Array is disabled, meaning no electrical discharge, or jamming function.
-Sensor capability is radically enhanced, offering a 50% boost to targeting and fire control.
Killer Dome:
-Mobility is restricted to wherever the Spiner takes you. The Dome, additionally, is fixed forwards facing and may not rotate.
-Underbelly is slightly exposed and legs, moved to rear, are disabled and can be shot off slightly easier.
-Receives the power that would be going to the Spiner's spines. That equates to a MASSIVE boost in the weaponry. The gatlings are ramped up to AZ40mm per shot, and the laser cannons become AZ80mm. However, they overheat even faster, so the pilot has to be extra careful with the cooling systems. The true terror, however, are the shell-mounted pulse lasers - each gets ramped up to AZ20mm. The crushing power of the claws is improved, as well.
-The improved power flow allows targeting and tracking functions to be improved by 50%, just like the Spiner.
The Killer Spiner, though it requires two pilots to operate, is a Class S Zoid, and that should be taken into consideration before battling it.