EZ-047 Maccurtis
Type: Crawfish
Alignment: Zenevas Empire
Weight(t) 12.0
Length(m) 10.8
Height(m) 2.7
Max Speed: 32 knots (sea), 120 km/hr (land, burrowing), 90 km/hr (seafloor burrowing)
Armor Description:
The armor on the Maccurtis is quite thick, and made of the same stuff as the Molga. Its articulated nature means that there will be more gaps in the armor than on the Molga, and its small size means there isn't as much of it. The claws and the back plate are the toughest, followed by the tail and legs, then the underbelly. Though this Zoid's armor, like the Molga's, is thick for its size, its aforementioned small size means that it's almost always a better idea to flee than get shot at.
Mobility and Power Source:
The Maccurtis is very maneuverable, scuttling along on its eight legs, and can move at its top speed of 120 km/hr in any direction it chooses. It's not quite as agile on land as the Guysack, but it's just as hard to hit. It's great at burrowing, and it can dig through the earth just as well as the Heldigunner, making best time through sand while it's sluggish through soft rock. Underwater, the Maccurtis can swim forwards or crawl on the seafloor at 32 knots, or repeatedly jet backwards at 50 knots. It's hard to tire out, especially underwater, and it makes a great surprise fighter.
Weaponry and Equipment:
Hyper Killer Claw, Hyper Bite Claw
The large claws on the "arms" of the Maccurtis are incredibly strong and well-armored. In fact, they are possibly the most durable section of the Maccurtis in the first place. The Killer claw is the large one, shaped like a common crawfish's claw, whereas the Bite claw is the smaller, more utilitarian one. Both can exert a nasty pressure on an opponent, but the Killer claw, thanks to its design, is better at cracking through and crushing armor, particularly if the pilot applies a repeating crunching action. The Bite claw has its uses, particularly out of battle to more carefully manipulate things and excavate. The claws can drag quite a bit of weight around, as documented by a Maccurtis nearly dragging a Liger Zero into a lake. Care must be taken not to mess with something that would put too much stress on the claws, such as a massive, fast-moving Zoid, or an extremely large Zoid. Luckily, the Maccurtis would find it difficult to get its claws around such a large object, so exsessively large Zoids wouldn't be that much of a problem.
Vulcan Cannon
Mounted on the tail, this small weapon has a caliber of 15mm, and can chunk out bullets at the standard rate of 30 rounds per second. Good for discouraging pursuit, or as a weapon to spray around whilst burrowing into the ground. It can fire while underwater, but not below ground.
Triple-barreled Vulcan Cannon
Mounted right above the head, this is one of the Maccurtis' primary weapons. It's a cluster of three vulcan cannons that can fire anywhere, below ground, on the surface, or underwater. The two outside ones have a caliber of 15mm, and the middle one has a caliber of 20mm. Each has a firing rate less than the average vulcan (20 shells/second), but fires at a higher velocity to punch through earth and water. Aboveground, this translates into a bit more damage from the increased kinetic energy, as well as a little more accuracy.
Pulse Laser Cannon
Located in the vertex of the Killer Claw's...claw, this small weapon was specifically designed to cut into the armor of a Zoid being held by the Maccurtis. It's a drilling weapon, with a beam that destabilizes and becomes useless after a few meters. Essentially, the pulse laser is a melee weapon to drill through armor and weaken it for the crushing force of the Killer Claw. It can be used in all environments.
Twin Accelerated Beam Cannon
These are officially the primary weapons of the Maccurtis. Each packs a caliber of 40mm, and they fire semi-automatically, in a chain-linked fashion. Meaning, you get four shots per second from the two cannons combined. They fire accelerated bursts of particles which deal fairly decent damage. Capable of breaking away armor after a few seconds of shelling, these particle projection cannons serve the Maccurtis nicely as primary weaponry. They can fire aboveground and underwater only.
Multi-Antennae
The Multi-antennae use three different types of scanning to locate foes, receive targeting information from other Maccurtis, and relay sensory information to allies. They scan with 3D radar, mapping a holographic display into the cockpit, along with infrared sensing to detect footprints and heat signatures. Finally, the antennae house the sonar/audio equipment, which pinpoints Zoids based on their noise generation as well as refracted sound pulses. The Maccurtis must be in contact with the ground or water to use this, and can detect footfalls as well as booster wash, provided that booster wash is both close to the ground and powerful, such as that of a Geno Saurer. The antennae can either point forward, or lay flush with the Maccurtis' body. Being on ball-joints, they have a tremendous range of motion, useful for waving them around like a real crawfish.
Small Smoke Discharger x8
These eight small dischargers are located around the periphery of the Maccurtis' main shell, and release a thick, inky black cloud of smoke in every direction. In water, the thick, heavy particles act as a form of ink cloud. The Maccurtis' smoke generator contains enough smoke to operate for thirty seconds, and each second the smoke is emitted adds eight meters to the radius of the smoke cloud, to a maximum of fifty meters while stationary before the smoke begins to disperse.