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Metal Combat: Century After Next > Customized Designs > Jet Raptor



Title: Jet Raptor


Jamison Riley - June 10, 2005 01:43 AM (GMT)
Name: Jet Raptor
Designation: RZ-JRM-001
Height: 9.21 Meters
Length: 16.32 Meters
Weight: 54.75 Tons
Top Speed: 200 km/h (Running), 300 km/h (Boosting)
Equipment: Hardened Alloy Claws/Teeth/Talons, Dual Twin 40mm Burst Rifles, Crusher Tail.

With scout zoids quickly being overwhelmed by new power-monger zoids the Helic Republic was at a loss it needed a new patrol zoid that had a survivability factor to it. While modifications to the infamous Gun Sniper series have been taken into account the zoids are not good at running away espically if caught by something like the Geno Saurer. Finally after months of R&R research the Republic regretfully concluded if you can't beat them than join them. The Jet Raptor was created during a zoid project competition the Raptor showing to have some durability. It was going to be scraped until officers noted one thing. The raptor was unbeliebably quick. Showing a very high evasion ability despite early problems with the flight system the Jet Raptor proved to be a capable scout.

The problem with the raptor came to light however and after winning the initial competition the company corrected numerous overheating problems by exposing some of the booster systems. A better cooling system was installed to help manage the heat being generated. Despite the obvious booster drain the Jet Raptor is able to support a series of modifications designed to be a multi-purpose scout. Obviously the base model however is lacking in the ranged department but excels in the melee department. Once modified the Jet Raptor is a serious adversary but its potential as all zoids rests in the pilot not in a data sheet.

(Physical description)
The Jet Raptor is much like a larger version of the Rev Raptor except without the scythes and a fbooster system to boot. A backpack unit has mounting points for modifications one point on each side and one on top. There is also modification mounting points on the chest and the fore-arms of the zoid. The Jet Raptor admitedly rather odd in appearance at first having a sort of rexish look to it with the large over-sized head filled with rows of teeth. The legs of the zoid are quite developed and the arms are by no means short. Large claws and talons had an almost wicked purpose to them and the zoid's eyes seem to gleam wickedly. One of the more notable aspects is a good deal of the zoid has been stream-lined to help improve its agility. Boosters are installed near the lower back as well as in the lower and upper legs of the zoid which are exposed during usage. When not in use they are covered by plates of armor.
(Performance readouts)
[*]Armor Strength - The armor of the Jet Raptor is not at all strong on par with the Lightning Siax in terms of durability. However the coverage is only so-so leaving most joint areas exposed to improve flexibility. The back area Designers left this area exposed to help deal with any heat problems. The armor is notably stronger at the tail and legs to give the raptor some better endurance in melee.
[*]Agility - This zoid packs agility in spades and is quite capable of gut-wrenching manuevers that any speed demon could enjoy. Powerful legs leaves it capable of doing a series of leaping and jumping manuevers and its been documented that the Jet Raptor can weave through fire with the best of them. With the boosters the Jet Raptor has enough leaping ability to give anything a headache in a jumping contest.
[*]Physical Strength - As always with Raptors the Jet Raptor doesn't have much in terms of physical strength for the arms. However the legs and the tail pack quite a bit of force behind them the tail being one of the Raptor's more deadly assests. The legs of the Jet Raptor aren't to be ignored as it was documented that the Jet Raptor can kick with TERRIFIC force that belies its light weight. Because of this strong leg strength the Jet Raptor is quite the jumper able to perform large leaps without much problem.
[*]Targeting - The Jet Raptor's targeting system is for that of an aireal zoid having fast tracking abilities as well as a good deal of accuracy. Infrared and Laser targeting systems enhance its ability to stay locked onto a target.

(Equipment)
Hardened Alloy Teeth/Claws/Talons
The most feral of zoid combat weaponry these weapons are tough as nails and are sharpened to a deadly edge. In the hands of a capable pilot these weapons can give any zoid a bad day.

Dual Twin 40mm Burst Rifles
Standard issue to the Jet Raptor a pair of rifles are mounted on a rotating turret which is mounted on the side of either shoulder. The turret has 40 degree vertical inclination and 20 degree horizantal axis movement. The turret is armored and the guns fire bursts of 3 shots per second. The rounds have good piercing and the rifles boast good accuracy and range.

Crusher Tail
The main weapon of the Jet Raptor for melee the Crusher tail is literally an armor-plated tail that the Jet Raptor can put quite a bit of force behind. The Crusher Tail can deal quite a bit of damage with a single blow and is useful for keeping enemies that got behind the Jet Raptor away.

Solaris - June 10, 2005 02:04 AM (GMT)
Once you start me up . . .
*Yanks the ripcord*
Once you start me up . . .
*Yanks it again, starting the chainsaw's engine.*
. . . I'll never stop . . .

Once you get passed forty tons, it ain't a scout zoid anymore. That said, fifty tons is too big to be flying.
Oh, and what the Hell is the RoZ? I see no circles-on-shields here. Only the Helic Republic.
I 'suggest' rather strongly that you ditch the flight pack entirely.
You should specify the mounting points on that there backpack.
Specify where those hard points on the body are.
That armor coverage is going to require reduction so it doesn't hinder the zoid as much. If you get flexibility, you have to trade something. Namely, armor coverage.
Remove the sensory pack, or at the very least reduce it by a lot. You're not going to be super-spy. This isn't so much a scout zoid as a light skirmisher. It's too big to be a scout.
Give how much those turrets the guns are mounted on can rotate. Better yet, have them be fixed in place.

I'm not done yet. This is just the first impression.

Jamison Riley - June 10, 2005 02:18 AM (GMT)
Updated.

Solaris - June 10, 2005 02:23 AM (GMT)
Dude, that's still not a scout zoid. The Raynos is a scout zoid. The Helcat is a scout zoid. The Jet Raptor is a patrol mech, maybe skirmish and escort duties. It's too big and too 'noisy' to be a real scout. The thermal signature alone would prevent it from filling the role.
So, how is it capable of flying without being aerodynamic in the least and apparently without engines capable of sufficient thrust?

Jamison Riley - June 10, 2005 02:52 AM (GMT)
Updated again *mutters*

Solaris - June 11, 2005 12:09 AM (GMT)
After further discussion with Jules, I am sorry to say that this design is intrinsically flawed. As such, it has to be denied.
Rules Two and Six form the basis of this logic. You designed a zoid to basically be a hybrid between a Rev Raptor and a Geno Saurer. Once we made you remove the flight, and once the GAU-8 disappeared, you really don't need the bigger zoid anymore.
So make it a booster modification for the Rev Raptor and save yourself 50,000.




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