View Full Version: Modification Suggestions

Metal Combat: Century After Next > General > Modification Suggestions

Pages: [1] 2


Title: Modification Suggestions


Solaris - June 11, 2005 06:09 AM (GMT)
That's right folks. I'm taking suggestions for modifications available for mass production. Save ya the hassle of the Custom Parts Forum and save me the hassle of trying to guess what you want. It can be anything from a quickie description to a full-blown part app. I'll take 'em all into consideration.

Solaris - September 2, 2005 01:40 AM (GMT)
Hmm. Seems y'all need convincin'.
Alright, then. I'll pay you for posting here. If you post a part and I don't use it, but agree that someone could use it as a custom or some such, then you get 10k for it. If you post an idea, and I agree that though it won't be produced, someone could use it for a custom, then you get between 4k and 9k, depending on how complete it is. If you post a complete modification that I use for mass-production, it's treated just the same as if you'd made a Custom that I approved for mass-production. You get 20k, plus an additional 10% of the part's cost every time someone buys one.

kitsune106 - September 2, 2005 02:02 AM (GMT)
basic idea, although trying to make it look offical
. IF anyone wants to use the idea or take basic idea and modify it, go ahead, although would a bit of credit would be nice.
Name: Pike from Hell (name can change)
Zoid For: Gordos, Red Horn (and upgrades), Elephander, goujlas, DiBIson (can add more zoids if needed) CAnnon Tortsise.
Equipment Added: pike hard point X 4 for goujlas and possibility red horn, 6 hard points for the others, and a set of pikes for the pike hard points
Equipment Removed: none (can be changed if needed for balance)

The PfH where designed as a counter for gunbunnies who suffered from side attackers from the more melee oriented zoids. These system was designed to allow the fast charging enemy zoid to literally impale themselves on an 11 meter long pike.
(Physical description) The pike hardpoints are mounted to the zoid, which requires modification to the chassis/ structure which requires an overhaul to install.
there are either 4 or 6 pike hard points added to the zoid, meaning 2 or 3 on each side. the 4 mount version fits the lances with 1 back left, 1 back right, 1 front left and 1 front right. the 6 mount is like the 4 but adds 1 middle right and 1 middle left. The lances have some movement so they can be used to point towards the incoming enemy zoids and have ability to fold straight up to go through tight areas. there are several sets of lances:
the standard set: basically these are solid lances, with nothing too special about them. they can break, although it is difficult to due so thanks to their solid construction.
SL counter: ah. These lances are great to counter the dreaded SL shield ram. these pikes are charged before shield ram and are able to pierce shields. unfortunately, the lance is weaker than the standard set and only 1 charge for the shield penetrating.
Boom lances: these lances are less sturdy than the standard set, but conation an armor piercing tip to penetrate the armor and an explosive charge to detonate after the lance has penetrated. 1 time use
Acid: These lances are like the boom lances, but instead of explosive, they pour acid into the enemy zoid. only have 1 charge.

The hard points also have a feature where they can jettison the pikes, although it is a delicate system and can be triggered early or malfunction when the has suffered heavy damage:



(Performance readouts -- hindrance, weapon abilities, booster output, etc.)
not much performance issue, but the lances/pikes make the zoid a wide load bearer, more suited to open battlefields.
weapon abilities: basically the various lances and the ability to eject a lance, useful to leave the lance hanging form the opponent.

Solaris - September 2, 2005 02:28 AM (GMT)
Hm. It's a little raw, and I shudder to think of what would happen if it were mass-produced. Still, it's a rather sound concept and good for a custom or some such.
Hint, hint, Chris.
So I'll give ya eight thousand creds for postin' it.

Orpheus - September 2, 2005 04:25 AM (GMT)
These five modifications are the Grade Up weapons that were released in Japan some time ago. Because I'm not so sure of what Zoids are Grade Up Zoids, I've modified them to fit on various Zoids, though all of them can mount on the King Liger, using that power connector it has.

RGU-01 Hyper Beam Cannon

Zoid(s) For: Hound Soldier, King Liger, Gorhecks
Weapons added: Republic Hyper Beam Cannon x2
Special Abilities Added: Laser Sensor Unit, Boosters
Suggested Cost: 45,000

During the war, a set of modifications known as Grade Ups were created, to improve the power of Zoids that were designed with special Grade Up ports. The first of these designs was this, the Hyper Beam Cannon. The Hyper Beam Cannon was a large and powerful unit that was composed of two cannons that fire highly incendiary beams that melt and buckle armour and structure to great effect. Although the Hound Soldier loses its normal boosters that mount on its back, the Hyper Beam Gun provides a lot of extra power, along with two boosters on the rear end of the cannons that each add around 20 km/h of speed, and can each be fired for around three seconds before needing to cool.

Mounted in between the Hyper Beam Cannons is a boxy unit which is the power generator for the cannons, so that there is no increased energy consumption to strain the Zoid. However, because it has limited power, each cannon may only fire once every six seconds. Also, on the top of the generator is a small dome unit, which is the Laser Sensor Unit. This device adds a sensor radome that utilizes laser mapping to accurately find Zoids in any terrain and any weather condition.

------------------------------------------------------------------------------------------------

GU-02 Pulse Cannon

Zoid(s) For: Zeek Dober, Ice Blazer, King Liger, Guntiger, Aro Saurer
Weapons Added: Dual-Barrelled Pulse Cannon
Special Abilities Added: None
Suggested Cost: 50,000

Designed specifically for the now defunct Ice Blazer and Zeek Dober, the Pulse Cannon is a powerful weapon. It utilizes a powerful plasma mechanism to spray roughly seventy bolts of plasma per second from each of its two barrels. The bolts of plasma fired are sheathed in laser packages, for added penetration, and have a calibre of around AZ40mm. However, due to the short barrels of the Pulse Cannon, the device is only accurate out to a range of three hundred meters, and it drains a lot of power from the Zoid core. Overheating can also be an issue, so it can only be fired in two-second bursts, with two seconds in between to cool. With a little retrofitting, the Pulse Cannon can also be installed on other Grade Up Zoids like the King Liger, but suffer a decrease in power, with the bolts only about AZ30mm by comparison.

On the standard sorts of Zoids like the Guntiger, the Pulse Cannon retains the same caliber, but it burns up a lot more energy to fire the cannon, so without careful use you could stall quite easily.

------------------------------------------------------------------------------------------------

GU-03 Eye Flasher

Zoid(s) For: Zeek Dober, King Liger, Helcat
Weapons Added: None
Special Abilities Added: Search Radar, Energy Capacitor
Suggested Cost: 12,000

Mounting on the underbelly of the Zeek Dober, and on the Power Connector of the King Liger, the Eye Flasher is a very powerful radar system that also doubles as an energy capacitor. The radar it uses is an incredibly powerful aerial model adapted for ground use, so it can provide accurate data on the terrain and any Zoids within a fifteen kilometre radius. The radar is incredibly robust, able to penetrate the ground, rock and water alike, and will operate in any terrain, any condition, no matter how cluttered or dangerous it is.

As if that weren’t enough, the Eye Flasher also provides an energy capacitor that supplies the equipped Zoid with roughly 30% more power than it normally has, allowing it to be more energy intensive than usual. On the King Liger, this Grade Up modification is structurally insecure, and can be removed with not too much effort. On the Helcat it is much better secured, but the back mounted cannons must be removed to use this, though it can be used in conjunction with any modifications that can be used with the back mounted cannons.

------------------------------------------------------------------------------------------------

GU-04 Wing Rider

Zoid(s) For: King Liger
Weapons Added: Double-Barrelled Balkan Cannon x2
Special Abilities Added: Flight Manoeuvre Pack
Suggested Cost: 87,000

This Grade Up was designed specifically to mesh with the Power Connector of the King Liger, and raises the power and attacking capability of the King Liger by a good degree. The Flight Manoeuvre Pack consists of two thin wing blades that serve more as aerofoils, allowing the King Liger to pull far more impressive stunts of agility and skill. However, the wing blades can emit specialized planar energy, much like how an E-Shield does, by drawing power from the E-Shield generators in the legs of the King Liger. While this disables the E-Shield, it creates quite a large wing area for the King to utilize, and with a set of small aerial-quality boosters installed in the back, the King Liger is capable of sustaining flight for as long as twelve seconds before the boosters need to shut down and recharge, which takes about six seconds. While the boosters are in use, the top speed of the King Liger increases to 320 km/h while running, and 370 in flight.

Also included with the flight pack are a pair of specialized Balkan cannons, that fire packets of super-heated particles at a rate of roughly twice a second from each barrel, meaning roughly four shots per second per cannon. These particle packets are incredibly condensed and have excellent piercing ability, able to break through shields with relative ease. However, being so condensed, they only do damage much like an AZ20mm beam.

Being designed specifically for the King Liger, the Wing Rider modification can utilize the Energy Management System, which increases the power of a specific device at the expense of others. If the power is rerouted to the Flight Manoeuvre Pack, the boosters become much more powerful, allowing the King Liger to take to the air for roughly 24 seconds instead of 12, and propelling it to heights of roughly two hundred meters. However, after that use, they burn out, and the Flight Manoeuvre Pack can’t be used again. The power can also be redirected to the Balkan Cannons, which increases their firing rate to roughly four times per second per barrel, and the calibre increases to AZ40mm. Overall, an excellent purchase for any King Liger owner.

------------------------------------------------------------------------------------------------

GU-05 Gyro Hover

Zoid(s) For: King Liger, Command Wolf (any type), Helcat
Weapons Added: None
Special Abilities Added: Hover System, Energy Amplification System
Suggested Cost: 53,000

Originally designed for the Gul Tiger, the Gyro Hover is a very strange modification. Utilizing two large aero-fans, the equipped Zoid is capable of performing VTOL manoeuvres, good for dodging attacks and taking people by surprise. The hover system fans can move a full 360 degrees vertically, independently of each other, which means that you can fly forward, backwards, spin and do all sorts of crazy stunts with this hover system. While in flight, your Zoid can fly at roughly 220 kilometers per hour, and if the fans are turned 90 degrees, they will face forwards, adding a 10 km/h speed boost to your Zoid on the ground, and making its jumps faster.

The Gyro Hover also provides an Energy Amplification System that increases the strength of energy-based weaponry by around 25%, meaning that it makes weapons that much deadlier. However, if the Gyro Hover is destroyed, the Energy Amplification System backfires, reducing the strength of all energy based weapons by 50% from their original power. Be warned. When mounted on the Command Wolf, this system mounts over the 50mm Cannons or the Long Range Rifle of the Command Wolf LC, restricting them to firing forward only. Also, because of where it mounts, no other back mounted weaponry may be mounted while the Gyro Hover is in use. On the Helcat, the back mounted cannons are completely removed, along with any other modifications mounting on the back. This means that only the chest-mounted beam machine guns are left intact, but they become more powerful. The Gyro Hover kinda negates the stealth aspect though.

Orpheus - September 2, 2005 01:50 PM (GMT)
Designation: CP-19
Zoid(s) For: Zabat
Weapons Added: Micro-Bomb x20
Special Abilities Added: Mechanical Repair Station, Bomb Chamber
Cost: 34,000

The Bind Container was a modification designed to make the Zabat more independent of bases. It originally provided the Zabat with a small repair station, at the cost of its Heavy Smart Bomb. In this day and age of ultra-fast Zoid battles, a portable repair station is hardly a viable idea. Or is it? Through some careful design upgrades, and a little bit of modular genius, the Bind Container now acts as a multiple-tactic device. It may be used as a simple bomb chamber, which holds twenty micro-bombs, each half as powerful as a normal missile. This is the more simple of the uses, as you simply open the container, the bombs fall out, they hit something, and they explode. Once used, the Zabat must go back to the transport to reload.

The second use for the Bind Container, and the more useful one at that, is the ability to become what is effectively a mini-transport. By fitting in a modular mechanic’s station, which consists of implements like a plasma torch, a chainsaw, and a manipulator arm, the mechanic can sit in a control seat in the centre of this spider-like device, protected by a concentrated micro-shield. This means that the Zabat can carry ammunition and explosives reloads to Zoids on the battlefield and reload them mid-battle, or even take out modifications and switch them out in the middle of a crossfire.

What is the benefit of that, when you could just return to your transport? Well, for starters, you must have actually bought your transport to be allowed reloads and installations. The Bind Container is certainly a lot cheaper than most transports. Secondly, each league has a restriction on the amount of time Zoids can spend in their transports. However, the Zabat doesn’t count as a transport, so it can reload and reequip Zoids as many times as it likes. It takes roughly four seconds to reload a Zoid, while it takes six seconds to install a new part. While this process is taking place, the Zabat will use its magnesser technology to hover in place, and at this time is utterly incapable of firing its weapons. The other Zoid must be standing still too, leaving some rather large openings for an attack.

The Bind Container can carry a maximum of three modifications, or possibly four depending on their size. Of course, common sense must be used when dictating what parts can fit in the Bind Container. Please note that a single reload’s worth of ammunition will count as one very small mod, meaning that you can store up to four ammo reloads in the Bind Container. These mods must be declared at the start of a battle, however, the Zabat can return to the transport to exchange the mods or reloads it is carrying for others. This is counted as a standard reloading of the Zoid, and the rest of the Zoid is reloaded while this process takes place. Overall, CP-19 turns the Zabat into an excellent support Zoid for those longer matches where utilizing the transport well is vital.

Solaris - September 2, 2005 02:01 PM (GMT)
Hrm. Most of them are too raw and seem a little unbalanced, but I rather like the King Liger's modification. That one I'll give you 20k and royalties for.
The others, 9k each.

I rather like the Zabat's Bind Container, as well. 20k and royalties for it, too. Total earnings of 76k.

Orpheus - September 2, 2005 02:48 PM (GMT)
Got two more for ya, Sol. Official CP parts, too. CP-14 Viking's Lance and CP-18 Quattro Impact Cannon!

Designation: CP-14
Zoid(s) For: Hammerhead, Command Wolf (all versions)
Weapons Added: Hyper-Alloy Harpoon
Special Abilities Added: RADOME Shield
Cost: 50,000

During the war, the Viking’s Lance modification was designed to give the search-and-destroy Zoids, namely the Hammerhead and the Command Wolf. These were important Zoids for the Republic, and this unit was designed to enhance their tracking skills. The Viking’s Lance is composed of two parts, a Harpoon Unit and a Shield Unit. The Harpoon fits on the right side of the Hammerhead, where the Manoeuvre Missile Pod usually sits, just beside the head, while the Shield mounts on the other Manoeuvre Missile Pod hardpoint, removing these weapons. On the Command Wolf, the Harpoon sits on the Left foreleg, and the shield on the right foreleg. Because of how they are placed, the Viking Lance reduces the top speed of the Command Wolf by 15 km/h.

The Harpoon of the Viking’s Lance modification is a Hyper-Alloy Harpoon that is installed into a firing unit. It is basically a large, barbed spearhead that can be fired from the unit at speeds reaching 600 kilometres per hour, meaning it is quite able to punch into armour and hold fast because of the vicious barbs. It is attached to a seventy-five meter long reinforced steel cable, that is capable of reeling in the Zoid that has been harpooned. Of course, the Command Wolf, being so light, could just as easily end up reeling itself into the enemy Zoid, and in the water, unless it is reversing, the Hammerhead will move part of the way during the reeling in process. However, there is one special ability of the harpoon that is intended as a final-use technique. Packed into the core of the harpoon is a rather large amount of high explosives. Upon the command of the pilot, the harpoon can release from the cable, and at any time after that can be triggered to explode with the force of three missiles.

The other part of the Viking’s Lance unit is the RADOME Shield. Encased in tough Hyper-Alloy, the RADOME is responsible for really improving the searching abilities of these Zoids. The RADOME provides both Zoids with some useful sensory equipment. It provides the standard Doppler RADAR, Infrared and specialized mapping, but it also provides an ability that was once displayed by the sharks of Old Earth. The RADOME is ably to accurately track and display changes in the electromagnetic field of the planet to a distance of four kilometres overland, and ten kilometres underwater. The means that the RADOME can detect with unerring accuracy where any and all Zoids are within that radius. Not only that, but the RADOME can detect the volume of the change, providing information on the sort of power each Zoid is putting out. This leads to the Hammerhead and the Command Wolf being able to track any Zoid at all, even if they are completely stealthed, as no scientist has yet come up with a way to stifle the electromagnetic effect of Zoids on the environment.

The data collated by the RADOME contributes to an approximate 20% increase in accuracy to the equipped Zoid, due to advanced locating and GPS that serves to assist the RADOME. Any and all ally Zoids, whom the data can be broadcast to via the RADOME unit, receive a 10% bonus. All in all, the Viking’s Lance is actually a whole lot more than it seems, and is very worthwhile.

------------------------------

Designation: CP-18
Zoid(s) For: Spinosapper (replaces Beam Saws), Raynos (replaces Electron Targeting Dish)
Weapons Added: Quad-Barrelled Impact Cannon
Special Abilities Added: RADAR Antennae
Cost: 14,000

After using the Spinosapper for a period of time, something became apparent to Republican Soldiers. The Beam Saws were good, but only if you could get close enough to the enemy to use them. More long range firepower was required. A novel solution was engineered, resulting in the Quattro Impact Cannon. This modification basically amounts to four AZ208mm impact cannons that can face in almost any direction on the back of the Spinosapper. They can point over the shoulders, vertically, directly behind, out to the sides, you name it. To improve upon this omni-directional capability, each barrel possesses its own range of movement, meaning that all four barrels can point in different directions.

The Impact Cannons fire AZ208mm kinetic shells that shatter upon impact with Zoid armour, stripping it away with relative ease, but possessing little penetration or effective damage against structure. Each cannon can fire one shell a second, meaning that the whole array can fire once every quarter of a second, and due to longer barrels than most impact cannons, the range is also extended, to around 600 meters.

Also included with this cannon array are two RADAR antennae, which are capable of generating 3D maps to show where Zoids are, in respect to you. They only show Zoids as dots on a map, but they are still useful on a Zoid with no sensory capabilities except the mundane.

Through an interesting design quirk, it turns out the Quattro Impact Cannon can also mount on the Raynos, replacing the Electron Targeting Dish on the back. This tends to make the Raynos somewhat less aerodynamic though, reducing speed by Mach 0.3, and hampering agility too. Given that in the air, 600 meters is not a very good range, the Quattro Impact Cannon is not overly impressive while equipped to the Raynos.

Solaris - September 2, 2005 04:07 PM (GMT)
They need a spot of tweaking, but somebody was complaining about how we don't have the CPs for the zoids nobody ever uses.
40k and royalties to the both of them.

Orpheus - September 2, 2005 04:17 PM (GMT)
While I'm at it, I'll show you a couple of others I have around. Don't expect any of these to be picked up, but hey, I might still get a little bit of cash for them anways.

VM-01 Fatal Ferret Pack

Zoid(s) For: Gun Sniper, Snipe Master, Godos, Stealth Viper, Rev Raptor
Weapons Added: Tri-Barrelled 40mm Gatling Cannon x2, Dual-Barrelled Beam Repeater Cannon x2, 12-shot Missile Pod
Special Abilities Added: Weapon Hardpoint x2, Sensor Dome
Suggested Cost: 12,600

When Team Vagrant’s strategist, John Simmons, heard that the team leader Blaine wished to return to a more pure form of Gun Sniper, he realized that the Wild Weasel Unit would soon be scrapped. John was confused by this path, as he’d always been awed by the power of the Wild Weasel Unit. In fact, he wished that it could mount to other Zoids, and it was then that an idea hit him. He set out to design a WWU-in-a-can, and came up with this, the Fatal Ferret Pack.

The Fatal Ferret Pack is a small armoured box module, which is designed to fit onto the back of the Zoid, with two parts extending over the shoulders. Because of how it is designed though, it can be rigged up alongside less obvious back-mounted pieces, and so can fit in with the Ion Charger of the Rev Raptor or the Rocket Boosters of the Gun Sniper. On the Stealth Viper it mounts onto the central box, and prevents the mounting of the CP-04 and CP-05 modifications.

The armoured box is rather tough, made out of alloy about as strong as that of a Hammerrock. From the twin protrusions that are designed to fit over the shoulders of the Zoid extend four guns. The top cannon on each protrusion is a 40mm Gatling Cannon. Capable of firing roughly 30 rounds per second with relative ease, and fixed forward, the Gatling Cannons are accurate out to around 500 meters, but otherwise aren’t very useful. Underneath the Gatling Cannons are dual-barrelled beam repeaters, that fire small packets of particles encased in laser energy at a rate of 15 shots per second. These are more accurate than the Gatling Cannons, and are also more accurate, but are quite energy-intensive to most of these Zoids.

Inside the top part of the Fatal Ferret Pack, under a sheet of unfolding armour, is a 12-shot missile box which is capable of firing all 12 missiles at once. They track via IR information received from the Sensor Dome, and are as powerful as a normal missile. There are twelve spare missiles that can be reloaded once the first twelve have been spent. They arc up into the air and then back down towards their target, and are strictly for ground targets only, as they travel at subsonic speeds.

Underneath yet another sheet of armour, on the back of the FFP, is a delicate Sensor Dome. By retracting the armour, and extending the dome out and above the Zoid, the equipped Zoid can take advantage of Infrared data and a fairly advanced 3D radar. These systems provide an accuracy boost of around 15%, and while active, the dome allows the equipped Zoid to target up to six Zoids at a time. The last secret of the FFP is that on either side of the pack is a small hardpoint that can mount either the HT-01 Plasma Lances, or the HT-02 Gauss Gatling Units.

There are some downsides to the Fatal Ferret Pack, however. The first is that it tends to unbalance every Zoid except the Stealth Viper, leading to 10 km/h drop in speed, and reducing the agility of some Zoids, like the Rev Raptor. Secondly, unless used carefully, the Feral Ferret Pack can lead to a lot of energy drain, meaning you can stall your Zoid that much easier.

VM-02 Riot Shield

Zoid(s) For: Gunblaster
Weapons Added: none
Special Abilities Added: Armour Sheath
Suggested Cost: 1,300

A simple modification, the Riot Shield was developed by the aging Republic to assist the hoards of Gunblasters it relied upon to defend itself with. Knowing that the Energy Charger conduit of the first line of Gunblasters was exposed, and could potentially leave it crippled, the next line of military-issue Gunblasters had specially melded super-alloy plates that fit straight over the conduit, protecting it from attack as well as any other piece of armour. This retcon is now available for civilian Gunblasters, removing one of the main weaknesses of them. Considering it’s just a plate of metal too, it’s pretty darn cheap.

VM-03 Balkan Hiblit Generators

Zoid(s) For: Red/Dark Horn (mounts on hips, where CP-12 goes), Iron Kong (replaces Ballistic Missiles)
Weapons Added: none
Special Abilities Added: Power Reservoir
Suggested Cost: 13,000

This modification was dreamt up by Matthew Galloway, who had become irritated with the short firing time of the CP-03 Beam Gatling Unit. Using the GU-03 Eye Flasher as inspiration, Matthew developed two armoured “tanks” that had capacitors, generators, storage units and the like, and designed them to mount where the CP-12 Attack Booster Unit mounted, so as to leave space for the CP-03 units. With a little bit of experimentation, Matthew was able to get the tanks to fit onto the back of the Iron Kong for a friend, at the cost of losing the Ballistic Missiles.

These advanced generators have large armoured conduits that each run to a CP-03 on the Dark Horn, or both run to the same CP-03 on the Iron Kong or Red Horn. These units purify and distil the plasma from the core on its way to the CP-03, allowing for much more efficient usage of the energy source. When one generator is connected to a CP-03, as with the Dark Horn, the CP-03 is able to fire for half again as long as normal, whilst maintaining the normal recharge time. When two generators are linked to the one CP-03 unit, they effectively double the firing time of the CP-03 whilst maintaining the regular recovery period. While this allows the CP-03 to pump out a lot more power, the Gatling Units are still the same, meaning that a Red Horn would be pushing the heat limit of the CP-03, while an Iron Kong pilot would have to be very audacious to fire the gun for six seconds flat.

VM-04 Particle Dispersal Filter

Zoid(s) For: Geno Saurer, Geno Breaker, Berserk Fury
Weapons Added: none
Special Abilities Added: Permanent Particle Filter
Suggested Cost: 21,000

This modification was dreamed up by Matthew Galloway during an alcohol binge, and he actually followed through with this, utilizing the engineering genius of several associates of his to design it. Why he made it, he doesn’t know, as he never plans to own any of these Zoids. What this modification is is a small filter made out of special particle-resistant material. It fits into the throat of the equipped Zoid, and turns the Charged Particle weapon of the equipped Zoid into a fiery plasma breath.

This plasma jet extends out to around 75 meters, due to the charge of the particles being so large, and this plasma is immensely hot. It is capable of reducing most armour to molten slag with only a few seconds application, and has very little recoil, so the head can move while firing it, and it is even free firing. The equipped Zoid can walk, run, hover, fly or do whatever it normally does, all while breathing super-heated doom. There is one more very cool aspect of this modification. Because the particles are far more dispersed, not as many are required, so the particle collectors can keep up with this demand easily, allowing for indefinite firing time. However, after twelve seconds of firing, at least six seconds must be allowed to give the Zoid itself time to cool.

There is only one big downside to this device. When this modification is installed into a Zoid, it becomes permanent, and cannot be removed. That means your Zoid will lose its CPG forever. In the case of the Berserk Fury, it loses the mouth-CPG, but the Buster Claws are capable of combining their plasma efforts, to fire somewhat of a short-range Charged Particle Gun, which maintains the power of the Charged Particle Gun, but only fires to a distance of roughly a kilometre.

Solaris - September 2, 2005 04:36 PM (GMT)
VM-01: Definitely a custom-only. 10k.
VM-02: That's something that covers a zoid's weakness. I wouldn't like to see it used, 'cept for maybe as a custom. 4k.
VM-03: That's also definitely custom-only material, but it's pretty shpiffeh. 10k.
VM-04: You've a few technical things wrong with it, including the buster claws' beams being capable of matching CPC power, but I'd actually like to see someone using that. 10k, and heavily encouraged for someone to try using something similar on their Saurer/Fury.

Orpheus - September 2, 2005 04:42 PM (GMT)
Yeah, well... Apart from the money, that was my main reason to post these mods. I want ot have a nice little database of ideas people can draw from if they are stuck trying to think up a Custom Mod, and I'd like to think I can provide some ideas for them.

Hell, may as well post the other four mods before I go to sleep... I'd post my two upgrade packages too, but meh...

------------------------------

VM-06 Hyper Shield Generator

Zoid(s) For: Shield Liger
Weapons Added: none (removes AMD double-barrelled 20mm Beam Cannon, prevents use of Fokker Device)
Special Abilities Added: Hyper Body Cast Shield
Suggested Cost: 45,000

This modification was designed to enhance the Shield Liger, and make it more true to its name. With the Blade Liger and King Liger both sporting shields equal to or greater than it, the Shield Liger has really lost some of its lustre. This modification solves all of that. By reformatting the fairing around the face of the Shield Liger, the Zoid becomes capable of generating a skin-tight shield that hovers mere centimetres above the surface of the Liger itself. This shield, which glows bright violet, is intensely strong, matching the power of the Berserk Fury’s shield, so it is able to take three Charged Particle Guns before falling. The shield happens to be calibrated more towards taking energy- and beam-based damage, while projectile weaponry fairs better against it.

As before stated, the shield hovers just three centimetres from the surface of the Shield Liger, kept in check, and also from touching the Liger, by powerful electromagnetic fields. If the fields fail, a safety activates, forcing the shield energy outwards from the Liger in somewhat of an energized dome blast, that will hurl back any Zoid it hits. It fades after about 100 meters. There is included a manual device to trigger this event, but it should be used with caution, as the use of the shield in this manner prevents it from being used again in that battle. Another disadvantage of the Hyper Shield Generator is that the Generators themselves are installed in the armour, where the pop-out beam cannons on the back were located. This strips the Shield Liger of a good deal of its power, forcing it to become more melee-oriented. On the upside though, the DCS-J upgrade can still be installed with this modification.

--------------------------------

VM-07 RSI Module

Zoid(s) For: Helcat (replaces back-mounted beam guns), Stealth Viper (prevents mounting of CP-04, CP-05 and VM-01), Command Wolf (replaces 50mm Cannons, can mount on top of CP-04), Gorhecks, Snipe Master
Weapons Added: none
Special Abilities Added: Reconnaissance/Scouting/Infiltration Module
Suggested Cost: 67,000

The RSI Module is an advanced piece of technology that is basically a small and highly-armoured box packed with all sorts of special devices and tricks for detecting things. It mounts on the back of all the Zoids it is compatible with, and increases the data-collecting abilities of these Zoids by a vast amount, increasing accuracy by 30%.

-Infrared Sensors
Standard fare in Zoid warfare, these allow the equipped Zoid to detect Zoids based on the heat they emit. Coolant and IR suppression renders these sensors useless.

-3D All Terrain/All Weather Doppler Radar
Quite simply the most advanced radar equipment yet introduced to Zoids. This radar will generate an incredibly accurate map of the surroundings up to three kilometres, and up to fifty meters under ground and water. Zoids show up on it as little dots, but it cannot provide any information about their orientation and the like.

-Long Range HD Satellite Visual Feedback
Using high definition satellite imaging, the Zoid can get incredibly detailed images of the area surrounding it for a radius of three kilometres. The satellite images can zoom in to several hundreds of times, able to read newspaper text on the surface from up in space. Because of the distance between the satellite and the Zoid, animated visual can be jerky and a bit pixelated, but still provides plenty of detail. In addition, the satellite feedback can be relied upon when no other sensors are working, like when you are stuck in a cloud of harmonic resonance, for instance.

-Enhanced Motion Detector
This sensor system can effectively detect movement within 500 meters in all directions of the Zoid and then alert it. It makes a good early warning system, but isn't too useful otherwise. This system is always active, and will only warn you of an object's movement once inside the field if it ceases movement and then resumes it.

-Active Sensory Detection System
Designed as a counter to the Multi-sensors of the Shadow Fox, this system triangulates the position of all objects that are actively attempting to trace the Zoid. This doesn't affect passive sensors, but it will provide you with the position of all Judge Satellites, your transport, and any missiles or other weapons locked onto you with. Of course, as stated, it will also track down any users of Multi-sensors too. Best thing is that this, being a stealth counter-detection system, is very hard to trace and recognize for what it is.

-Advanced Strategic Data Transmission Module
Installed into the front of the RSI module is a green panel that transmits all the data the Zoid collects to the transport and any other friendly Zoids on the team, and it updates the transmitted information every tenth of a second. It operates on a rotating frequency that is impossible to jam.

--------------------------------

VM-08 Electrostatic Lances

Zoid(s) For: Hound Soldier
Weapons Added: Electrostatic Lance x2
Special Abilities Added: E-Discharge
Suggested Price: 43,000

Hmm, these are big lances. These are bad lances. These are devastating lances damn close to 11 meters long. These lances are mounted to the same place on the Hound Soldier that the normal lances mount, more specifically the back of the neck. Where the neck forms to the body. They are strong, made of hardened alloy, and mounted with extra durability to absorb impact. The lances themselves can be mounted back in their default position, resting along the back of the Soldier, or in their "Attack Position” in which they flip forward, extending outward for ramming and piercing action. With continued pressure, or decent momentum behind the lances, they can only so easily break through most alloy armor. In addition, the lances can charge with energy similar to the E-Drive of the Dark Spiner, making for an even more potent electrifying attack. They can, in addition, actually drill, for enhanced piercing capability and power. They're the best piercing weapons available to any Zoid.

In addition, a new ability comes into play, which is even more similar to the E-Drive than the electrostatic charging. The lances can move independently of each other, and to perform the E-Discharge, one of the lances must be raised vertically, so it is pointing straight up, while the other points directly forward. The vertical one begins to charge, acting as a lightning rod, and begins drawing static energy from the air around the Hound Soldier. This electricity takes around 3 seconds to build up and is then transferred to the other lance, and can be discharged in whatever direction the lance happens to be pointing. From that lance, a brilliant white bolt of lightning surges forward, arcing towards anything in front of the Soldier that happens to be metal. On impact, the bolt inflicts a lot of electrical damage, about the equivalent of the Dark Spiner’s Electron Discharge, as well as a little heat-based scorching damage where the bolt actually hit.

The only limitations to this technique is that it may only be used once per battle, and when using it, the Hound Soldier must stand still with all four legs in contact with the ground, otherwise it will fry itself and induce a self-Command System Freeze.

-------------------------

VM-10 Genzapert Cannon

Zoid(s) For: Gun Sniper (removes Missile Pods, Rocket Boosters)
Weapons Added: Genzapert-Class Long Range Cannon
Special Abilities Added: Advanced Fire Control System, Poly-Sensor Panel, Third Eye Optic
Suggested Price: 110,000

The Genzapert Cannon is what most people would call overkill. It is, in effect, a really huge railgun. It is a very large and very long cannon that mounts over the left shoulder, and it has a large set of computation devices and sensors and the likes that mounts on the back, along with an auxiliary generator to provide power to the Gauss mechanisms of the cannon. What this means is that you tend to end up with a very unbalanced Gun Sniper, which must not exceed 150 km per hour to maintain a steady balance. However, the gun sniper can actually reach up to 175 km/h while the Genzapert Cannon is equipped. But still, be careful, cause a good knock against the right side can send the Zoid sprawling, and if it’s down on its left side, it probably won’t be standing up again anytime soon.

By utilizing advanced gauss firing mechanisms, the Genzapert-Class Long Range Cannon fires gold-alloy slugs at a velocity exceeding 5000 kilometres per hour, with a calibre exceeding 410mm. That basically means that a hit from this will tear through any armour or structure in its way. Indeed, a round from the Genzapert Cannon would have little trouble moving clean through many Zoids. It is used to deal enormous amounts of damage in a single strike, and that is what the Genzapert Cannon does. However, that is not the end of it. The gold slugs are made of highly ionized material, and once they strike a metal target they trace an invisible beam of ions back to the cannon, which then fires its second-stage blast, a huge maser blast that seeks to scorch and fry armour and equipment off the Zoid in a radius of around a meter around the impact point. This maser beam tends to be a very striking orange beam, and the immolation lasts for around three seconds after the slug is fired.

Basically, this means that the Genzapert Cannon is massively powerful. So massively powerful in fact, that it can only be fired once every 15 seconds, due to cool-down and recharge time. To compensate for this, the designers went out of their way to try and ensure that the first hit would destroy the target. To this end, the Genzapert Cannon can turret up around sixty degrees from pointing straight ahead, and about ten degrees out. Mounted right next to it is a highly-advanced Poly-Sensor Panel, that bestows infrared, 3D Radar, ultraviolet and energy emission tracking capabilities to the Gun Sniper. This increases accuracy with the Genzapert Cannon by about 20%. Installed over the canopy is a small violet optic unit, that allows the Gun Sniper to see through smoke, steam, fog, sand and water to get a good shot, and even provides full-blown X-ray vision. This adds another 10% to the accuracy of the Genzapert Cannon, and all the other weapons of the Gun Sniper. However, because it is a railgun, it is recoilless and therefore is even more accurate than a normal cannon of its calibre.


NB Yes, I know the Genzapert is 00ber... so sue me. It's never gonna be a real mod, most likely, so who cares? It's actually a good lesson in what's over the top and unrealistic. I based this off a picture I found on the internet, obviously made by someone who was seriously compensating something or another. Never try to submit a custom like this. Nev3r.

Solaris - September 2, 2005 04:45 PM (GMT)
Yub yub. That's actually the whole point in this thingie. Normal copyrights don't apply to stuff here, 'cause everything in this thread is considered open-sourced.

Kesshi - September 2, 2005 07:49 PM (GMT)
HX-001 Lightning Lances
For: Hound Soldier

Weapons Added: None
Equipment Added: Generators

The generators are added internally and they are used to create an electrical current that flows through the lances. The left lance is positive the right lance is negative. When both lances peirce the zoid and make contact the zoid completes the circuit adding to the damage as the zoid would have more voltage than it can handle passing through it.
-----------------------------------------------------------------------------------------
HX-002 Grenade Cluster Cannon
For: Dark Horn, Red Horn, Elephander, Gojulas, Geno Saurer, Command Wolf IC

It's a large 500mm Capital Class Flak Cannon that fires out canisters filled with grenades. The canisters utilize both barometer switches and proximity target to make them as accurate as possible. Each canister is packing 99 grenades. The Weapon's ammo is on top of the weapon itself inside of an upside down clip. The clip holds only 3 canisters. The weapons sits on a turret because its meant for AAW. The turret is able to rotate 360 degrees and incline 90 degrees. The barrell of this weapon is roughly 8 meters.

The grenades go different ranges and the blow up at seperate times. The first wave of 33 grenades will hit having a blast radius of roughly 30 meters. The second wave will hit having a blast radius of 60 meters. The 3rd and final wave will have a blast radius of 80 meters. Each wave consists of 33 grenades. The vertical diameter is 20 meters.

Solaris - September 2, 2005 07:54 PM (GMT)
HX-001: It's a neat idea, but not nearly refined enough. 7k.
HX-002: Ditto above. 8k.

Solaris - September 3, 2005 12:01 AM (GMT)
QUOTE (Orpheus @ Sep 2 2005, 10:42 AM)
Yeah, well... Apart from the money, that was my main reason to post these mods. I want ot have a nice little database of ideas people can draw from if they are stuck trying to think up a Custom Mod, and I'd like to think I can provide some ideas for them.

Hell, may as well post the other four mods before I go to sleep... I'd post my two upgrade packages too, but meh...

------------------------------

VM-06 Hyper Shield Generator

Zoid(s) For: Shield Liger
Weapons Added: none (removes AMD double-barrelled 20mm Beam Cannon, prevents use of Fokker Device)
Special Abilities Added: Hyper Body Cast Shield
Suggested Cost: 45,000

This modification was designed to enhance the Shield Liger, and make it more true to its name. With the Blade Liger and King Liger both sporting shields equal to or greater than it, the Shield Liger has really lost some of its lustre. This modification solves all of that. By reformatting the fairing around the face of the Shield Liger, the Zoid becomes capable of generating a skin-tight shield that hovers mere centimetres above the surface of the Liger itself. This shield, which glows bright violet, is intensely strong, matching the power of the Berserk Fury’s shield, so it is able to take three Charged Particle Guns before falling. The shield happens to be calibrated more towards taking energy- and beam-based damage, while projectile weaponry fairs better against it.

As before stated, the shield hovers just three centimetres from the surface of the Shield Liger, kept in check, and also from touching the Liger, by powerful electromagnetic fields. If the fields fail, a safety activates, forcing the shield energy outwards from the Liger in somewhat of an energized dome blast, that will hurl back any Zoid it hits. It fades after about 100 meters. There is included a manual device to trigger this event, but it should be used with caution, as the use of the shield in this manner prevents it from being used again in that battle. Another disadvantage of the Hyper Shield Generator is that the Generators themselves are installed in the armour, where the pop-out beam cannons on the back were located. This strips the Shield Liger of a good deal of its power, forcing it to become more melee-oriented. On the upside though, the DCS-J upgrade can still be installed with this modification.

--------------------------------

VM-07 RSI Module

Zoid(s) For: Helcat (replaces back-mounted beam guns), Stealth Viper (prevents mounting of CP-04, CP-05 and VM-01), Command Wolf (replaces 50mm Cannons, can mount on top of CP-04), Gorhecks, Snipe Master
Weapons Added: none
Special Abilities Added: Reconnaissance/Scouting/Infiltration Module
Suggested Cost: 67,000

The RSI Module is an advanced piece of technology that is basically a small and highly-armoured box packed with all sorts of special devices and tricks for detecting things. It mounts on the back of all the Zoids it is compatible with, and increases the data-collecting abilities of these Zoids by a vast amount, increasing accuracy by 30%.

-Infrared Sensors
Standard fare in Zoid warfare, these allow the equipped Zoid to detect Zoids based on the heat they emit. Coolant and IR suppression renders these sensors useless.

-3D All Terrain/All Weather Doppler Radar
Quite simply the most advanced radar equipment yet introduced to Zoids. This radar will generate an incredibly accurate map of the surroundings up to three kilometres, and up to fifty meters under ground and water. Zoids show up on it as little dots, but it cannot provide any information about their orientation and the like.

-Long Range HD Satellite Visual Feedback
Using high definition satellite imaging, the Zoid can get incredibly detailed images of the area surrounding it for a radius of three kilometres. The satellite images can zoom in to several hundreds of times, able to read newspaper text on the surface from up in space. Because of the distance between the satellite and the Zoid, animated visual can be jerky and a bit pixelated, but still provides plenty of detail. In addition, the satellite feedback can be relied upon when no other sensors are working, like when you are stuck in a cloud of harmonic resonance, for instance.

-Enhanced Motion Detector
This sensor system can effectively detect movement within 500 meters in all directions of the Zoid and then alert it. It makes a good early warning system, but isn't too useful otherwise. This system is always active, and will only warn you of an object's movement once inside the field if it ceases movement and then resumes it.

-Active Sensory Detection System
Designed as a counter to the Multi-sensors of the Shadow Fox, this system triangulates the position of all objects that are actively attempting to trace the Zoid. This doesn't affect passive sensors, but it will provide you with the position of all Judge Satellites, your transport, and any missiles or other weapons locked onto you with. Of course, as stated, it will also track down any users of Multi-sensors too. Best thing is that this, being a stealth counter-detection system, is very hard to trace and recognize for what it is.

-Advanced Strategic Data Transmission Module
Installed into the front of the RSI module is a green panel that transmits all the data the Zoid collects to the transport and any other friendly Zoids on the team, and it updates the transmitted information every tenth of a second. It operates on a rotating frequency that is impossible to jam.

--------------------------------

VM-08 Electrostatic Lances

Zoid(s) For: Hound Soldier
Weapons Added: Electrostatic Lance x2
Special Abilities Added: E-Discharge
Suggested Price: 43,000

Hmm, these are big lances. These are bad lances. These are devastating lances damn close to 11 meters long. These lances are mounted to the same place on the Hound Soldier that the normal lances mount, more specifically the back of the neck. Where the neck forms to the body. They are strong, made of hardened alloy, and mounted with extra durability to absorb impact. The lances themselves can be mounted back in their default position, resting along the back of the Soldier, or in their "Attack Position” in which they flip forward, extending outward for ramming and piercing action. With continued pressure, or decent momentum behind the lances, they can only so easily break through most alloy armor. In addition, the lances can charge with energy similar to the E-Drive of the Dark Spiner, making for an even more potent electrifying attack. They can, in addition, actually drill, for enhanced piercing capability and power. They're the best piercing weapons available to any Zoid.

In addition, a new ability comes into play, which is even more similar to the E-Drive than the electrostatic charging. The lances can move independently of each other, and to perform the E-Discharge, one of the lances must be raised vertically, so it is pointing straight up, while the other points directly forward. The vertical one begins to charge, acting as a lightning rod, and begins drawing static energy from the air around the Hound Soldier. This electricity takes around 3 seconds to build up and is then transferred to the other lance, and can be discharged in whatever direction the lance happens to be pointing. From that lance, a brilliant white bolt of lightning surges forward, arcing towards anything in front of the Soldier that happens to be metal. On impact, the bolt inflicts a lot of electrical damage, about the equivalent of the Dark Spiner’s Electron Discharge, as well as a little heat-based scorching damage where the bolt actually hit.

The only limitations to this technique is that it may only be used once per battle, and when using it, the Hound Soldier must stand still with all four legs in contact with the ground, otherwise it will fry itself and induce a self-Command System Freeze.

-------------------------

VM-10 Genzapert Cannon

Zoid(s) For: Gun Sniper (removes Missile Pods, Rocket Boosters)
Weapons Added: Genzapert-Class Long Range Cannon
Special Abilities Added: Advanced Fire Control System, Poly-Sensor Panel, Third Eye Optic
Suggested Price: 110,000

The Genzapert Cannon is what most people would call overkill. It is, in effect, a really huge railgun. It is a very large and very long cannon that mounts over the left shoulder, and it has a large set of computation devices and sensors and the likes that mounts on the back, along with an auxiliary generator to provide power to the Gauss mechanisms of the cannon. What this means is that you tend to end up with a very unbalanced Gun Sniper, which must not exceed 150 km per hour to maintain a steady balance. However, the gun sniper can actually reach up to 175 km/h while the Genzapert Cannon is equipped. But still, be careful, cause a good knock against the right side can send the Zoid sprawling, and if it’s down on its left side, it probably won’t be standing up again anytime soon.

By utilizing advanced gauss firing mechanisms, the Genzapert-Class Long Range Cannon fires gold-alloy slugs at a velocity exceeding 5000 kilometres per hour, with a calibre exceeding 410mm. That basically means that a hit from this will tear through any armour or structure in its way. Indeed, a round from the Genzapert Cannon would have little trouble moving clean through many Zoids. It is used to deal enormous amounts of damage in a single strike, and that is what the Genzapert Cannon does. However, that is not the end of it. The gold slugs are made of highly ionized material, and once they strike a metal target they trace an invisible beam of ions back to the cannon, which then fires its second-stage blast, a huge maser blast that seeks to scorch and fry armour and equipment off the Zoid in a radius of around a meter around the impact point. This maser beam tends to be a very striking orange beam, and the immolation lasts for around three seconds after the slug is fired.

Basically, this means that the Genzapert Cannon is massively powerful. So massively powerful in fact, that it can only be fired once every 15 seconds, due to cool-down and recharge time. To compensate for this, the designers went out of their way to try and ensure that the first hit would destroy the target. To this end, the Genzapert Cannon can turret up around sixty degrees from pointing straight ahead, and about ten degrees out. Mounted right next to it is a highly-advanced Poly-Sensor Panel, that bestows infrared, 3D Radar, ultraviolet and energy emission tracking capabilities to the Gun Sniper. This increases accuracy with the Genzapert Cannon by about 20%. Installed over the canopy is a small violet optic unit, that allows the Gun Sniper to see through smoke, steam, fog, sand and water to get a good shot, and even provides full-blown X-ray vision. This adds another 10% to the accuracy of the Genzapert Cannon, and all the other weapons of the Gun Sniper. However, because it is a railgun, it is recoilless and therefore is even more accurate than a normal cannon of its calibre.


NB Yes, I know the Genzapert is 00ber... so sue me. It's never gonna be a real mod, most likely, so who cares? It's actually a good lesson in what's over the top and unrealistic. I based this off a picture I found on the internet, obviously made by someone who was seriously compensating something or another. Never try to submit a custom like this. Nev3r.

VM-06: *Twitch* So not gonna see the light of day. But you deserve to find this on a Big Bad. 5k.
VM-07: I've been toying with the idea of a sensory package, but decided against it. Custom-only, and refined enough for finished work. 10k.
VM-08: *Huggles* 20k and royalties. You should get this one, Chris.
VM-10: Yes, this is a prime example of What Not To Do. Just go with the UvASER and cackle at the folks who're misusing MASERs and flinging about half-ton shells. 4k.

Hero, I'm not going to punish you this time, but don't make mods that're so heavily based off of the ones in the post right above yours. This goes for everybody, too. Just 'cause this isn't the Customs Forum doesn't mean I like it when people swipe ideas for money.

Orpheus - September 3, 2005 12:34 AM (GMT)
Designation: CP-23
Zoid(s) For: Konig Wolf
Equipment Added: Spread Missile Pod x4
Cost: 23,700

The Konig Wolf is rather a defenceless Zoid when it comes to fighting anything further away than its claws. To help fix this weakness, developers designed these, the Anti-Zoid 5-Spread Missile Pods. By removing the armour on the front shoulders of the Konig Wolf, a new set of armour with the hardpoints to mount this modification can be fitted. The armour comes standard with the modification, so there is no extra cost. However, the replacement armour is a bit weaker than the normal armour, being standard armour and not the energy-resistant material of the Konig’s original armour. It’s roughly as strong as Saber Tiger armour.

There are two hardpoints on each armour plate, meaning that a total of four Missile Pods can be mounted, two to each shoulder. The pods are large, black, heavily armoured boxes that mount one above the other. Stored inside each of these pods are five Anti-Zoid Spread Missiles, which are protected by a thicker-than-normal armour plate serving as the hatch. The missiles take around two seconds to lock onto a target, and track the target via IR sensors. They are designed to be multi-purpose and thus can be fired at either ground or aerial targets.

Each Missile Pod holds two salvos of five missiles, and each salvo is keyed to fire as a coherent formation. That means every time you fire with one of these pods, all five missiles will fire out, fan out, and arc towards the target Zoid from different angles to increase the chances of hitting the Zoid. Each missile packs a shaped-charged explosive that forces 80% of the explosion into the point of impact, so they are very effective at damaging all aspects of a Zoid. Although they only have a standard warhead, it is for this reason that they are deemed Anti-Zoid.


Solaris - September 3, 2005 12:39 AM (GMT)
Folks who complain about having less money than you should try working as much as you do. Approved, full production with royalties.

Orpheus - September 3, 2005 01:06 AM (GMT)
Designation: CP-24
Zoid(s) For: Snipe Master, Helcat, Spinosapper, Hammerrock
Equipment Added: Manoeuvre Booster x2, Variable Weapon Port x2, Concentrated Beam Cannon x2, Anti-Zoid Micro-Missile x2, Hammer Strike Claw
Cost: 15,800

The Flexible Booster Unit was designed by engineers attempting to give smaller Zoids more of a kick. It was carefully designed to mount to Zoids that had very few modifications, without really hampering them in any way. The result was a set of two large, almost cone-shaped boosters that have a very modular design, allowing for ease of transition. The boosters can mount onto the side of the Snipe Master, Helcat and Spinosapper, and mounts on the shoulders of the Hammerrock. The boosters are mounted on extremely flexible pivotable joints that allow them to point in almost any direction, independently of each other.

The boosters each add 20 kilometres per hour of thrust, and this large thrust combined with the positions the boosters can reach means that any Zoid with this equipped will have a huge manoeuvrability boost. You can make the equipped Zoid spin, dance or do the cha-cha. It’s all possible with this excellent modification. Just be warned that the boosters are meant for manoeuvring, and not constant speed. They utilize an ion charger system, which allows each one to fire for two seconds before requiring two more seconds to charge. Pushing this could mean the boosters malfunctioning, or even doing something as evil as short-circuiting, sending huge ionized charges through your Zoid. Not pretty.

Installed on the front end of each booster is a tough armoured hatch, which protects the Variable Weapon Port. This port is designed as a modular, easy-exchange device, which gives you two choices of weapons. Beam Cannons or missiles are the prospective choices, and both are appealing. The Beam Cannons extend a fair way from the front of the boosters, maybe restricting the movement of the boosters just a little bit, but they fire concentrated bursts of laser-encased plasma at a rate of twice per second. In terms of how effective these blasts are, imagine a 40mm shell that can penetrate armour with relative ease and then explode messily inside the armour in a burst of superheated particles. That’s basically what these cannons do.

On the other hand, you can mount a single Anti-Zoid Micro-Missile inside the weapon port, protected at all times by the tough armoured hatches that fold over. These missiles track with a unique system of IR, LASER tracking and 3D mapping, making them very hard to shake off. However, due to their small size, they are only suitable for use against ground zooids and pack half the standard warhead in a shaped charge designed to simulate the effect of a full standard warhead. Once these missiles are used, you may return to the transport for a reload, which in this case, due to the simple design, can mean swapping for the beam cannons or vice versa.

There is one more part for the Flexible Booster Unit, which seems rather a strange addition. It is a large three-clawed… claw that can mount on the right wrist of the Hammerrock. This Hammer Strike Claw is made of a tough and durable material, and though unchargeable, with the power the Hammerrock has in its arm, the claw can deal some pretty nasty blows.

Designation: CP-25
Zoid(s) For: Snipe Master, Helcat, Spinosapper, Hammerrock
Equipment Added: E-Shield Generator x2, Tri-Barrelled Impact Cannon, ARZ 45mm Cannon x2, TEZ 25mm Cannon x2
Cost: 32,100

Designed alongside CP-24, the Active Shield Unit was the second idea for improving little baby Zoids. Give them better defence, and while you’re at it, offense too seemed to be the general idea of this modification. Mounted onto the hips of the Snipe Master, Helcat and Spinosapper, and the shoulders of the Hammerrock are two large multi-panel shield generators. They can fold in half, revealing a tough armour plate on the back of the generators, about equal to the Spinosapper’s armour. However, to create the shield, the panels must open, and this is when they can be attacked.

The generators create a unique ring-shaped shield that is designed to allow the equipped Zoid full freedom of movement, while providing pseudo-omnidirectional protection. This ring extends from just above the feet to about a meter or so above the maximum height of the Zoid, meaning that it can still be shot at from above. Because of how large the panels are, the shield all the way around is as strong as a Shield Liger’s, but be warned, because it also draws just as much power, and on Zoids like these, that will tire them out pretty quickly. Use the shield carefully and judiciously and it will be your eternal friend. Use it willy-nilly and it will punish you for being so careless.

The CP-25 also provides a set of weapons that can beef up any Zoid they’re equipped to. The first weapon is a tri-barrelled impact cannon. This cannon has a smaller calibre than the standard ones, measuring in at AZ88mm. The three barrels are also splayed slightly apart, increasing the chance of one shell hitting, but severely reducing the chance of them all hitting the target. The maximum effective range of this weapon is 150 meters, and it mounts on the tail of the Snipe Master, facing backwards, on the left wrist of the Hammerrock, and replacing the 115mm Machine Gun of the Spinosapper, facing backwards. On the Helcat it is absent.

The next set of weapons are two ARZ 45mm cannons. These are standard cannons with the usual projectiles, and they fire at a rate of three shots per second each. They are fixed forward on the wrists of the Snipe Master, the shoulders of the Spinosapper and the front shoulders of the Helcat, adding much needed dependable firepower. On the Hammerrock, these cannons are missing. The final pair of weapons are two TEZ 25mm Cannons that operate in basically the same way as the ARZ cannons, but with a slightly reduced range and a faster firing rate of five shots per second. These mount on the back of the Snipe Master, to either side of the scope package, on the back of the Hammerrock, replacing the missiles and pointing backwards for rear defence and on either side of the back-mounted guns on the Helcat.

Designation: CP-26
Zoid(s) For: Snipe Master, Helcat, Spinosapper, Hammerrock
Equipment Added: Rapid-Launch Missile Rack, Heavy Missile Rack, Anti-Air Missile Frame, Targeting Goggles, RADOME
Cost: 29,000

The third and last of the modifications made to beef up the small Zoids, the Omnidirectional Missile Unit is little more than missiles. Lots and lots of them. There are four pieces that come with this modification. Each of the four Zoids that mount this mod can mount different combinations of the units, but the Hammerrock gains the most out of it all. The only real issue so far identified with the Missile Unit is that the Rapid-Launch Rack is mounted on a very fragile arm, and can be removed with little effort, and the Anti-Air missiles tend to stick out a bit, so can be broken in rough’n’tumble fights.

The first piece of equipment, the Rapid-Launch Missile Rack, holds nine standard missiles in a crescent-shaped rack. These missiles lock onto their targets using IR, but are capable only of chasing ground targets, due to limited fuel. As the missiles fire, the rack drops progressively lower, allowing each missile to be fired straight ahead and maintain maximum acceleration. The rack itself can turn to face in any direction, and on the Hammerrock it mounts on the right shoulder. On the Snipe Master and Spinosapper, it fits onto the right hip, while it mounts on the upper back of the Helcat, nearest the head. Because of the placement of the missile rack, the Helcat loses its back-mounted guns.

The second unit is the Heavy Missile Pack, a sturdy metal frame that holds two large missiles in it. These missiles are large for a reason, they pack three times the explosive power of a normal missile, but are otherwise limited to the same restrictions as the Rapid-Launch Rack. The unit can rotate 360 degrees horizontally, which means that when mounted on the left hip of the Snipe Master and the Spinosapper it can rotate up and down to face backwards. It mounts on the left shoulder of the Hammerrock, and is absent on the Helcat.

The third set of missiles is a fairly fragile frame that holds two long and fast Anti-Air missiles. These track via a combination of IR and laser targeting, and move at speeds of Mach 3, so they are only good for hunting down aerial Zoids. On the Hammerrock, these mount below the four normal missiles, facing backwards, while on the Snipe Master the rack fits on the back, around the scope package. The Anti-Air Missiles fit onto the base of the tail for the Spinosapper, facing backwards, and on the back, near the tail, for the Helcat. On the Helcat, the Anti-Air Unit is able to rotate 360 degrees.

There are two pieces of support equipment that come with the Omnidirectional Missile Unit. The first is a small set of targeting goggles that provide light-filtering and infrared spectrum views to the pilot. The only Zoid these mount to is the Hammerrock, with these nestled snugly on its head. The second piece of equipment is a small RADOME that serves to allow the missiles to target multiple targets at once. The RADOME can cope with targeting around four people before it runs into difficulties, and is mounted on top of the goggles on the Hammerrock, whilst it mounts on the Anti-Air missile frame on the Helcat. In both cases the RADOME can pivot 360 degrees independently, but has no armour, so it is very easy to damage.

Vincent Claybourne - September 3, 2005 04:43 AM (GMT)
Name: Starburst Mine Launcher
Function: Mine Layer
Limitations: Replaces one normal cannon above 100mm. Cannot rotate.
Abstract: A mortar that lays a field of mines.
Description:
What better way to make weapons than when drunk? That's exactly what Vincent was thinking in his wilder years, and the Starburst Mine Launcher came out of it.

In conception, the Starburst Mine Launcher is basically a huge mortar that replaces a cannon greater than 100mm in size. The cannon itself fires a VERY large and heavy shell, which promptly hits 50 meters and explodes in a controlled fashion at the top of it's arc, showering an area with mines. The mines, upon the initial jolt, start up a timer. Once the timer counts down to nothing, the mines arm themselves, and given enough pressure, will explode and damage anything that treads on them. The mines are specifically calibrated to be more or less active a half second after they hit the ground.

The mines themselves deal a decent amount of damage, and since the mines cover a decent area, that damage can rack up quick.



Name: Buckler Gun
Function: Shield Launcher
Limitations: Replaces one normal cannon above 80mm.
Abstract: A cannon that fires a mine that creates a small but powerful shield where it lands.
Description:
A weapon that had long been on Vincent's mind. The Buckler Gun fires a moderate-sized sticky mine, not at all much unlike the mines from the Reaper Vulcans, which promptly stick to a zoid... and draw off power from it. Not a lot, but enough to activate a small, 1-2 meter wide spherical shield around itself.

The shield itself is quite powerful for it's size. The only real way to rid a zoid of these barnacle-like mines is to literally blow away the shield and then the mine, which could prove a bit tricky.

Remember how it's said that the shield drains a small amount of power from the zoid? Yeah. Imagine what happens when multiple amounts of these clutter up a zoid. The power draw can be enough to literally keep a zoid down for a long time. But, the Buckler Gun has other uses, many of which Polaris keeps to himself.



Name: Mako Repeater
Function: Repeating Cannon
Limitations: Replaces one normal cannon above 120mm in size.
Abstract: A very fast, if inaccurate, cannon.
Description:
A simple cannon. This cannon replaces a large cannon, and sacrifices accuracy for... well... ungodly speed. That's about it. Just a very fast, mostly inaccurate weapon.


Look familiar? :D

Nighteyes - September 3, 2005 02:56 PM (GMT)
Name: ZM-28 "Darkreign Unit"
Designed for: Lightning Saix
Components Included: Pulse Laser Rifle refit, Double-Barreled Laser Vulcan Gun refit, High-Wavelength Visual Sensors

As a stealth/ambush Zoid, the Lightning Saix has many things in its favor... but it has bloody bright laser weapons that might as well draw a line saying "I'm here! Punish me for my weak armor!" Well now, the Saix can strike out of ambush or fight its opponents in the dark without worrying about its laser weapons drawing a line straight back to it. The Darkreign Unit converts its laser weapons to fire on ultraviolet wavelengths, making its fire undetectable by most enemy Zoids. A sharp-eyed pilot can sometimes catch a glimpse of purplish light as the air scatters the energy of the blasts, especially with the lower-powered constant-firing Laser Vulcan Gun, but it's still danged hard, espeically when the Saix's powerful back-mounted weapons are shaking you around.

The refitted weapons have about a 5-10% increase in penetration power over their counterparts. While that not seem like much, think for a moment about how many individual blasts the Pulse Laser rifle fires... yeeah. Not nice. On the other hand, the improved weapons do draw more power when firing in UV mode, so you must be careful when firing on the run not to stall your cheetah. Note that the Saix still maintains the option of firing on visual wavelengths, although the beam color is blue-purple just for the pretty visual effect.

The last component of the package is a visual sensor that allows the Zoid to see on higher frequencies. This will allow you to track and aim your shots better, and will also see through some lower-end stealth shields. On the other hand, the switchover can be temporarily disorienting for the pilot. Best to plan it out in advance and NOT be running at full speed when it happens. Tripping over a rock you didn't see at 350 kph HURTS.


ZM-32 "Catstongue"
Designed for: Lightning Saix
Replaces: Dual-Barreled Laser Vulcans
Components Included: Power Converter, Capacitator, Twin High-Intensity Short Range Laser Cutters

When it comes to melee against bigger Zoids, especially Liger-types and such, the Saix needs all the help it can get. This mod brings some relief and makes the Saix's bite NASTY.

The Laser Vulcans are switched out and where their external mounting would go, there is a power converter and capacitator that takes the feed that would normally go to firing them and turns it into a form usable by two high-intensity laser cutters. The fun part is that these cutters are inside the mouth of the Saix, about where the tongue would be. When the Saix bites down, these cutters can go to work at boring through just about anything and assisting the Laser Sabers in doing their riptearmaul work. They're danged powerful for such small units, and can operate for a good five seconds on a full charge, at which point they need to wait for the Laser Vulcan power feed to recharge them for about the same length of time.

Two things to keep in mind. First, you're giving up one of the Saix's main ranged weapons, and its only viable anti-missile defense outside of the Ghost Unit. Second, a direct and powerful blow to the capacitator could cause Bad Things to happen, like the loss of your entire lower jaw. Fortunately, it's a ridiculously small target. Even the very best sniper will have trouble hitting it and not the cockpit at the same time.


ZM-05 "NARC Missile Unit"
Designed for: Zoids traditionally designated as "scout" Zoids (you know more than I do)
Components Included: Launcher Housing and Five Beacon Ammo Supply

On the battlefield, scout units are of extreme importance. Information on where the enemy is and what he's doing is vital to the success of any operation. On the field of competition, however, you already know where the enemy is, what he's doing and what mods he's mounting. What use, then, to have a weakly-armed Zoid to tell you what you already know?

Here's a use. This pod contains five beacons; up to one can be launched every six seconds. The base is a standard missile body with extremely sensitive infrared homing. It's a good 50% more likely to strike its target than a standard missile, which is good because you don't have many to play with. Once it strikes its target, however, the warhead buries itself in the enemy Zoid's armor and starts broadcasting a transmitter signal.

And then the real fun begins.

First, any unlocked missiles with homing capability launched by a friendly unit will automatically seek out the beacon signal and do their best to maimkillpunish the Zoid that got NARCed. Second, the Zoid's location will show up on your sensors even if they have the most advanced stealth package in the world -- 'cause there's a little transmitter in their side sending out a "Here I Am! Hit Me!" Even better, because the location of the beacon can be traced so accurately by Zoid targeting computers, direct-fire weapons gain a 20% accuracy boost when aiming at the NARCed Zoid, and weapons firing indirectly gain a whopping 40% accuracy boost. Knowing just where your enemy is and how fast he's moving helps a lot.

The signal lasts for six seconds... unless the furious bombardment unleashed manages to blow up the beacon before then. If that's the case, you can rest assured that it did its job.


FU-02 "Plot Device"
Designed for: Any Liger-type
Components Included: Protagonist Identification Tag

This simple little tag is priceless, for it identifies you as the protagonist of the storyline. This will immediately confer godlike status upon your Zoid, making it able to perform feats that defy any sensible laws of physics or engineering. Joints stressing from turns? Forget about it. Stupid gravity keeping you down? Suspend it for a midair clawing sequence.

Your character CAN be defeated, but only as a brief interlude to make you vow to work harder or to get you down only for a stunningly attractive female to hug you and cheer you up. Your character CAN suffer character death, but only for a noble sacrifice that will rid the world of great evil. As far as normal battles go, you're set.

Keep in mind that this can only ever be applied to a Liger-type, because we all know that the protagonist will pilot a Liger. It never, ever fails.


kitsune106 - September 3, 2005 03:07 PM (GMT)
Saber Tiger mod

Designation: ST-01 shocker net launcher
Zoid(s) For: Saber Tiger
Equipment Added: 3 shot shocker net launcher pod X 1
Equipment removed: AZ30mm Double-barreled Beam Cannon

Cost: 40,000


The Saber Tiger is a nice zoid, pretty good at melee, but the hard part is actually getting to melee still able to maul and tear. Unlike its counterpart, the Shield Liger, the Saber Tiger has no shield and its agility can’t evade tons of firepower. To attack heavily armed gunbunnies safely, some way would be needed to either sneak up on them or use be able to prevent them from firing for a short period of time. This mod uses the latter idea to help the Saber Tiger to get up close enough to do its job. Taking a page from the Hound Soldier, the back mounted AZ30mm Double-barreled Beam Cannon is removed and replaced with a single barrel shocker net launcher. Containing 3 rounds, the net launcher is used in conjunction in a charge to hopefully allow the Tiger to get in close to melee.

The 3 shot shocker net launcher pod got the basic idea from the Hound soldier’s net launcher, but some changes have been made. The pod contains 3 shocker net rockets which when fired , head towards their target and when the rocket’s proximity sensor is activated, it releases the shocker net onto the zoid to commence with the shocking for 5 seconds. As with other shocking nets, it stuns the opposing zoid for several seconds, around 4-5 seconds. Since it is a rocket, it can not distinguish between friend and foe so caution is advised when using it. The rockets can be shot down as well. The pod mounts to the AZ30mm Double-barreled Beam Cannon point, but has some extra horizontal pivoting as well making it able to point 45 degrees left or right from straight ahead.



Solaris - September 3, 2005 03:26 PM (GMT)
Orpheus -
CP-24: Full production with royalties.
CP-25: It'll need tweaking, but ditto above.
CP-26: Full production with royalties.
This totals out to sixty thousand credits from this go-round.

Claybourne -
Starburst Mine Launcher: Mm, death and destruction and other fun stuffs. Full production with royalties.
Buckler Gun: It's an interesting idea *Shifty eyes* but methinks it's too niche for mass-production. 10k for the concept.
Mako Repeater: Much like the Buckler, it's a bit too niche. After all, there just aren't that many guns around that're over 120mm. 8k for the concept.
Total of thirty-eight thousand credits this time-around for ya.

Nighteyes -
ZM-28: Ah, the inevitible arbitrarily-numbered modification . . . it's an interesting idea, and would certainly work, but there aren't enough Lightning Saixes laying about to warrant mass-production. 10k for the concept, and mah blessin' to make it once you've a Commission.
ZM-32: Ditto above. 10k for the concept.
ZM-05: Full production and royalties.
FU-02: You deserve for me to make this. You've called down the thunder, and now you've got it! Full production and royalties.
Total of forty thousand credits.

Kitsune -
ST-01: I'm actually gonna use this after revamping it. Full production and royalties. Twenty thousand.

Kesshi - September 4, 2005 02:36 AM (GMT)
HX-004 Electrostatic Crusher
For: Elephander
Type: Melee

Weapons Added: None
Equipment Added: Generator (2)

Two generators are installed into the jaws of the Elephander. The generators are linked so that they activate at the same time. The each tusk does a different charge of electricty flowing through it. The left tusk having a - charge and the right having a + charge. This is so that when the enemy zoid is peirced by both tusks it completes the circuit causing more damage to the internals of the zoids. The voltage output is very high in order to cause a lot of damage to the enemy zoid.
---------------------------------------------------------------------------------------------

HX-005 Crusader Unit
For: Command Wolf (All types)
Weapons Added: 60mm Gatling Gun, 2-shot rocket launcher (2), 3-shot missle pod(2)
Weapons Removed: All back mounted weaponry
Equipment Added: None

60mm Gatling Gun-
It fires steel shells at a rate of 40 shots per second and is belt fed. The ammo sits behind the weapon in an armored compartment. The armor on this compartment is comparable to that of the Sheild Liger's in strength.

2-shot Rocket Launcher (2)-
It is mounted on the sides of the Command Wolf's head. It fires standards rockets and only carries 2 rockets in each launcher. No reloads.

3-shot missle pod (2)-
One missle pod is positioned on top of the Gatling Gun. The second missle pod is mounted on the side of the Gatling Gun. Each missle pod is loaded with heat seaking missles. The missles require roughly 1.5 seconds to acquire a lock on the target. They can also be fired before then but they will be dumb fire.


Orpheus - September 4, 2005 08:32 AM (GMT)
Designation: VM-11 God's Eyes
Zoid(s) For: Helcat, Hound Soldier, Snipe Master, Lightning Saix
Weapons Added: none
Special Abilities Added: Omni-Sensor Optic Receptor x2

Certain Zoids are famous for being Scout Zoids, such as the Helcat and the Hound Soldier. The funny thing though is that these Zoids aren't really all that great at scouting out anything. They only have the most basic of non-standard sensors, infrared detection. Another so-called stealth Zoid, the Lightning Saix, doesn't even sport that. This modification takes care of that. It replaces the standard optics with luminous blue optic receptors that have a multitude of sensory abilities.

These 'eyes' provide the equipped Zoid with infrared vision, ultraviolet vision too, X-ray and Gamma-tracing technology, and simple light-amplification and filtering systems that allow the equipped Zoids to see clearly in any environment. The only downside to these optics is that they are still in the experimental stage, and thus too much damage to the head or neck can short out the optics, leaving you completely blind.

With a little retrofitting, it was found that the God's Eyes can also be installed into the Snipe Master, and this modification proves to be quite handy to it.

NB: If this ever makes it through, it will be hideously expensive most likely.

Kesshi - September 4, 2005 01:42 PM (GMT)
Name: HX-006 Storm Missles
For: Aerial Zoids (That can mount missiles)

Weapons Added: x4 Stinger Missles
Equipment Added: None

Storm Missles: The missle locks on and is fired heading straight for the target. Just seconds before the missle reaches its intended target the head breaks apart and several hundred peices of shrapnel fly out straight ahead of the missle hitting hte target, and then the missle hits and explodes with the power of a normal missle. The storm missles can track both land and air targets. The missles are mounted on the wings.
-----------------------------------------------------------------------------------------------


Vincent Claybourne - September 4, 2005 02:16 PM (GMT)
AA-01 Deadbolt
Mounts: All zoids.

The Deadbolt is a small cage that fits over the cockpit of your zoid. This not only provides the cockpit with some meager protection, but also locks the cockpit, keeping people from entering easily. Even if the cockpit is smashed in, the Deadbolt keeps someone from climbing in.

The Deadbolt is capable of being locked by remote control. Just pull it down when you leave, or when you get in, and press the button. It must be added that the Deadbolt was originally going to be named "The Club" but it suffered some lawsuit woes.



AA-02 Magnapads
Mounts to: All quadrupedal/bipedal zoids; mounts to feet

Zoid battling isn't always just Open Plains, Open Plains, Open Plains... there are a few exceptions to the rule. There have been battles in the past involving flying battlefields, and other such anomalies, that requires plenty of things to ensure pilot safety.

The Magnapads are one of these safety devices. The Magnapads are electromagnets to the extreme- magnets capable of holding a zoid down no matter what the terrain. Of course, the magnets are incapable of holding a zoid upsidedown in a normal gravity environment, but they still do a good job of ensuring pilot safety.

A few pilots requested that this part be allowed use outside of zoid battles- for anything that they can possibly think of. This part doesn't really HAVE a real combat use, but a spokesman for extending the part said, "We'll think of something".

These mount to all four feet of all quadrupedal zoids, and both feet of bipedal zoids- NOT the arms in bipedal zoid's case. Zoids such as the Molga don't get to use this part... poor Molga.


EDIT: Nighteyes = my hero for the FU-02 >_>

Nighteyes - September 6, 2005 01:32 AM (GMT)
((Okay, the numbers are up to you. You know the system.))

Name: "Flarestar Blades"
Designed for: King Liger, possibly others
Replaces: Laser Blades, 40mm machinecannons
Includes: Four Plasma Blade Emitters, Two Plasma Converters

Designed to equalize the playing field between the King Liger and its relative, the famous and powerful Blade Liger, the Flarestar Blades are a decided step up in power and utility, although they come with their own serious set of drawbacks.

The old blades are completely replaced by a forcefield emitter assembly that emits a polarized field not unlike that of an E-Shield that contains a blade of searing hot plasma, pressurized to incredibly high density and temperature. Two seperate plasma converters are mounted where the Liger's main cannons would normally reside, lined into nearby power lines. The blades can remain active for a maximum of twelve seconds before requiring a six-second shutdown to cool the emitters and circuitry.

When the field strikes a target, it parts and disrupts allowing plasma to burst forth, searing through armor, structure and internals at a ferocious rate. For this reason, there is often a "flare" around the blade as it pours out plasma, hence the name. The blade reseals after it exits the opposing Zoid, and the plasma is regenerated. It boasts similar power to a Blade Liger's charged blade attack, although with the drawback that the inferior positioning and inflexibility of the emitters makes executing cripping blade attacks harder. Still, it's a danged nasty attack.

On the King Liger, the blade system can link into the specialized power allocation system just as the normal blades can. When activated, the blades extend from four meters in length to seven meters, and the plasma intensity increases by almost 50%. This takes an incredible amount of power, however, and will additionally burn out the blade emitters after six seconds of continuous use, rendering them useless for the rest of the battle.

The downsides are considerable, however. First, when the blades are first filled with plasma and then later regenerated, it is a considerable strain on the King Liger's power supply. Although the older Liger is still robust enough to take the strain, if this mod is retrofitted to other Zoids it may prove a considerable drawback. Also, it replaces the formidable machinecannons, leaving the King Liger rather bereft of ranged weapons. Although this can be supplemented with a back mount, remember the power drain...


Name: "Devestator Beam Cannons"
Designed for: King Liger
Cannot be used with: GU-04 Wing Rider package or any that mounts to the same point
Contains: Two Heavy Beam Cannons, flexible support mounts

These cannons should look very familiar to any Liger pilot, and rightfully so, for they are based heavily on the Shield Liger's CP-01 unit. Many of the same parts were thiefed from the classic Liger mod to ensure ease of production and low cost. However, the DBCs offer considerable advantages to any King Baron pilot.

First, the cannons fire shots that are slightly less powerful per shot than the CP-01, with a beam width of AZ40mm and correspondingly less damage (although still a great deal higher than the caliber would imply). The beam is specially jacketed to pierce shields, as is the CP-01. Advances in cooling technology, however, allow a linked fire rate of two per second -- one shot per second per cannon. Thus, this is a reliable and powerful long-ranged weapon.

BUT! For extra funness, the cannons can link into the King Liger's energy allocation system for EVEN MORE power. Each shot becomes just a shade under the Leomaster's weapon in power, and the cannons can each fire two shots per round. That, my friend, will hurt. Badly. No ill effects for the cannons long-term, as the cooling system also gains extra power.

The mounting brackets for the cannons are highly flexible, and thus the cannons have just as much freedom of movement as their CP-01 counterparts. Be careful, though... as the King Liger was not built specifically for them, you might blow off one of your own blades or machinecannons if you're not careful. That would be quite embarrasing.


Name: "Dervish Missile Unit"
Designed For: King Liger
Cannot be used with: GU-04 Wing Rider package or any that mounts to the same point
Contains: Two Dervish Missile Pods, Advanced Targeting Unit

Another piece of good news for a King Liger pilot and bad news for everyone else is this, a missile unit designed specifically for the King's back mount. The upgrade consists of a rotating turret with two cylindrical missile pods, each holding a total of sixteen missiles with a complete reload for each pod -- a total of sixty-four. These pods are quite well-armored, protecting the missiles inside surprisingly well, plus the pods have the added boon of cellular ammunition storage that will vent any explosions harmlessly out the back. Well, relatively harmlessly, anyhow.

The missiles contained therein are StS or StA that carry a warhead only slightly more potent and focused than normal. However, they each have enhanced maneuverability compared to equivalents in the Wild Weasel Unit. Definitely not to be underestimated.

Of course, what fun would it be if this unit were left out of the King's energy allocation game? Extra energy to the Advanced Targeting Unit activates a cooling system -- state-of-the-art, but highly energy-intensive -- that allows the ATU to run at FULL potential without burning out in a second. This locks on almost instantly, cuts through any jamming sans the Dark Spiner's field or something of the caliber and guides the missiles to a considerably higher accuracy level. Electronic anti-missile countermeasures can still work, but the failure rate will be much, much higher.

Remember that under any circumstances, the ATU can only target one enemy at a time. To split-fire, you'll have to re-lock to a new target which will take precious time, especially if you're supercharging the ATU.

Definitely a tool of dealing Massive Hurt. Not to be underestimated for the speedster or aerial... or for anyone.


Name: "Lightning-on-a-Leash Package"
Designed for: King Liger
Cannot be used with: GU-04 Wing Rider package or any that mounts to the same point
Parts included: Massive generator and capacitator

A deceptively simple upgrade, this puts a nice big capacitator on the King Liger's back. Extra power is all that's provided here -- no frills, no tricks. What's so nasty about it? Recall the King Liger's energy allocation system... and now realize that it has the power to supercharge a system for an entire six seconds before suffering ANY ill effects. It's like a temporary free pass. If that wasn't enough, the extra power generation halves the speed loss and reduction in other systems for a second six seconds of overclocking fun. Even better, after ten seconds of recharge it'll be full again and ready to repeat.

However, wait and listen before you slap this thing on your King Liger. Ever seen a power transformer station blow out? ...Yeah. That's what you're looking at if someone manages to breach the bloody heavy armor on this puppy. It would take a really darned powerful weapon or continous fire to do it, but once it happened you'd be looking at massive burning, shocking and internal damage to your Zoid. Remember, it is hooked straight into the power network so that's a LOT of carnage if it goes.

Risks aside, this is an excellent purchase for anyone looking to do some maiming, shredding or serious anti-missile duty. Just be aware of any really big guns pointed your way...

Orpheus - September 6, 2005 06:09 AM (GMT)
Name: VM-11 Banshee Blades
Designed for: Blade Liger
Replaces: Laser Blades
Includes: High-Frequency Blade x2
Suggested Cost: 25,000

The Blade Liger was, at the time of its creation, the most deadly melee Zoid around. The laser blades it sports made it lethal in close-combat, and people who attempted to fight it on its own terms usually ended up in more than one piece. However, time passed, new Zoids were developed, new technology came into being, and the Laser Blades, though highly effective, began to become outmoded. This was proved when the Saberlion came into being. A tiny Zoid, the Saberlion sports three new high-frequency blades that are much sharper and much better at cutting than the Laser Blades of the Blade Liger could ever hope to be.

With this in mind, scientists crafted a new set of blades for the Blade Liger, which pass over laser-based weapons for these vibrating blades. The blades vibrate at a specifically tuned frequency, designed to match the breakdown frequency of the bonds in standard Zoid armour. The end result is blades that cut 50% more effectively than Laser Blades, and they do not consume anywhere near as much energy as the normal blades. However, they do emit an incredibly loud and high-pitched wail when active, hence the name ‘Banshee Blades’. This tends to remove a lot of the stealthy capabilities a Liger pilot may hope for.

These blades are designed to exactly match the shape of the original blades, so they can move and operate in exactly the same ways, but they are a dark red instead of the normal yellow of the Blade Liger blades. Also, the Banshee Blades have a more delicate framework to allow for vibration, and this means that if used uncharged, the blades are more likely to break than the normal ones.

-----------------

Name: VM-12 Swordguard
Designed for: Blade Liger
Replaces: none
Includes: Blade Sheath x2, Surface-to-Surface Missile x2
Suggested Cost: 11,700

A simple enough modification for the Blade Liger, the Swordguard is no more than two specialized armour sheaths that the blades sit in while folded onto the back. The armour sheaths are made of armour roughly half again as strong as the normal armour of the Blade Liger. These sheaths were designed to attempt to prevent damage to the blades while not in use, from explosives or rough and tumble combat.

The guards are rather heavy, and as such reduce the top speed of the Blade Liger by roughly three kilometres per hour. However, this is compensated for by the addition of a single Surface-to-Surface missile that is mounted on top of the armour guards, facing forwards. These are standard missiles that track via Infrared, and add a little extra kick to the armaments of the Blade Liger.

--------------------

Name: VM-13 Hyper Vulcan Guns
Designed for: Gojulas, Giga Gojulas, Gordos
Replaces: none
Includes: Hyper-Velocity AZ80mm Vulcan Gatling Rifle x2, Compensator Unit x2
Suggested Cost: 92,100

The Gojulas family are tough, and they certainly have the firepower to bring most other Zoids to shame, but that firepower is high-recoil, slow-firing and massively powerful. The key there being slow-firing. This modification was designed to make a set of weapons for the Gojulas family that are high-recoil, massively power, and incredibly fast-firing. The result was the Hyper Vulcan Guns.

The Hyper Vulcan Guns are twin five-barrelled gatling rifles that spray out large projectile shells at a rate of roughly 3000 rounds per minute each. That is equivalent to approximately fifty rounds each per second. These rifles are large and long, being roughly a meter short of the length of the Gojulas Cannons in all. They propel AZ80mm projectiles at a rate three times as fast as a normal bullet, massively increasing the amount of kinetic energy imparted upon impact, making these guns excellent for tearing up anything.

The guns point directly forward, and down just a little, but can pivot upwards until they point directly upwards, due to advanced compensator units installed where the Gojulas Cannons go. Because the Hyper Vulcans are fixed into these units, they are able to decrease recoil quite well. However, firing the guns sideways would tip the Gojulas over, sot he guns may only fire in their forwards arc.

---------------------------

Now, my crowning achievement and a Custom Upgrade I intend to submit at some point when I have a Commission Slip. Behold, the Gun Sniper Tauros Custom!

Designation: ZU-05 Tauros Custom Upgrade
Zoid For: Gun Sniper
Parts Restricted by Upgrade: AD-02 Melanoma Unit, ZU-04 Heavy Armour Package, XP-04 Ghost Unit
Parts Required for Upgrade: CP-13 Wild Weasel Unit (lost once upgrade is used, due to customization that prevents it from use on normal Zoids)
Cost: 165,000 Credits

Before John left Athens, he had owned a Gun Sniper. Quite a heavily modified Gun Sniper at that. It was impounded at some point in time for being unregistered, but John got it back just before the Royal Cup. Following the Royal Cup, John revisited some of the greater Royal Cups of history. Of greatest interest to him were the early Cups, the ones that the Blitz Team had participated in. To be quite frank, John was captivated with a Gun Sniper that could put out enough firepower to level a city block. So, John began to review tapes of the battles that Leena Tauros and her Gun Sniper had participated in.

John tried to get Matthew to pull the old data on Leena’s Gun Sniper from the ZBC vaults with some favours, but since that would be mildly illegal, Matthew declined. John wasn’t discouraged though. Using the video footage, John analyzed the ways the various weapons functioned, and has come up with a design that, while not 100% true to the original model, comes pretty darn close.

QUOTE
Name: Gun Sniper Tauros Custom
Alignment: John Simmons
Family: Velociraptor
Height: 9.2 meters
Length: 11.9 meters
Weight: 35 tons
Top Speed: 150 kilometers per hour

Equipment:
Multi-Blade Antennae x2
3D Sensor
Bite Fangs
Beam Machinegun x2
AZ80mm Cannon
Bite Claw x2
Strike Anchor Claws x2
8-Shot Missile Pod x2
All-Range Dual Sensor
Auxiliary Power Generator x3
Custom Wild Weasel Unit
-Double-Barreled AZ188mm Burst Rifle x2
-Double-Barreled AZ144mm Burst Rifle x2
-8-Shot Predator Missile Pod x2
AZ50mm Specialized Gatling Unit x2
Tri-Barreled Linear Cannon x2
Custom Hi-Laser Rifle x2
Specialized Targeting Rectennae

Armour Description:
Visually identical to the standard Gun Sniper’s armour, this armour covers exactly the same areas and leaves exactly the same places exposed, meaning that there are a great variety of exploitable weaknesses in the coverage. However, the armour is new poly-weave material, much like a Rev Raptor’s, but proportionally thicker, making it roughly twice as tough as the standard Gun Sniper armour. Still, considering how light the original armour was, that’s not saying much.

Mobility and Power Source:
The Gun Sniper TC is not a very agile beast, considering the original form. However, this is no surprise when you look at the incredibly excessive amount of equipment fitted onto this upgrade. It is only able to lumber along at a mild 150 kilometers per hour, and that is only really in a straight line. Trying to turn at that sort of speed with such a top-heavy Zoid will most likely lead to dramatic toppling-overs. However, power consumption is another issue altogether. Knowing how top-heavy this Zoid is, the designer removed the options for Longshot Mode and the Sniper Rifle, and installed a series of auxiliary generators in the spare space, solving any real issues with energy consumption.

Multi-Blade Antennae x2
This is a pair of simple antenna blades on the head. The Gun Sniper can make use of infrared, 3D mapping, and radar to see most stealth Zoids and map out the nearby terrain. This is especially vital when sniping, as all the sensor data makes the pilot's job a lot easier. The infrared and 3D mapping provide an overlay of the standard scope allowing the pilot to pick out and fire at targets much easier, with increased accuracy. Overall, quite a valuable piece of equipment.

3D Sensor
A vital part of the Gun Sniper’s sensory suite, the 3D sensor is protected within the small protrusion on the forehead of the Gun Sniper. With this unit operating in collaboration with the Multi-Blade Antennae, unrivalled levels of detail can be achieved in virtually generated maps of the surrounding terrain.

All-Range Dual Sensor
The All-Range Dual Sensor is a rotating-radar sensor device that can ‘ping’ Zoids out to a distance of thirteen kilometers, providing rough approximations of their locations, but no other details. However, the sensor is dual mode, and the second ability it has it to detect any form of active lock that is currently targeting the Gun Sniper.

Auxiliary Power Generator x3
With the top-heavy weight of this Gun Sniper, John knew that sniping would be impossible, and this suited him just fine. So, in a sensible act, he removed the sniper rifle, and has replaced it with three high-output power generators. These generators serve to feed power to the Custom Hi-Laser Cannons mounted on the sides of the Wild Weasel Unit, but their power can be redirected if needed in another area.

Bite Fangs
Inside the mouth of the Gun Sniper are some stubby and not-overly-impressive teeth that can be used to bite your opponent, but probably not to overly great effect.

Bite Claw x2
The Gun Sniper TC sports some rather pointy claws on the ends of it’s rather stubby arms. Designed to hail back to the original Gun Sniper, these claws are long and sharp and made out of a toughened alloy, better able to slash and grip things.

Strike Anchor Claws x2
The feet of the Gun Sniper Tauros Custom have two very large, very sharp curved claws that are common to the velociraptor family of Zoids. On a normal Gun Sniper these could probably be effectively used for jumping slashing attacks, but not the Tauros Custom. Too weighty. However, they have a very important function. They act as footlocks. Originally this was for sniping purposes, but with the removal of the sniper rifle, the Tauros Custom finds a different use for them. These claws must be locked solidly into the dirt when you fire the Linear Cannons, lest you blow yourself backwards with the recoil.

Beam Machinegun x2
One mounted on each wrist they have nearly unlimited horizontal movement and rely on the arms themselves for vertical movement. Though each individual shot is powerful, being beams, they suffer from a low firing rate of five shots per second due to internal space constraints. Also, due to the Gun Sniper's bouncy velociraptor gait, these are very inaccurate while running

AZ80mm Cannon
Situated in the underbelly and protected by a plate of armor everywhere except at the front, this cannon is locked in a forward facing position. It's a powerful gun for such a small Zoid, but the downside is that due to ammunition constraints, the cannon only has ten shells available. It fires at a respectable rate of one shot per second.

8-Shot Missile Pod x2
Mounted onto the back of the Gun Sniper and directly in front of the Wild Weasel Unit, each missile pod, when opened, is capable of firing off up to 8 missiles. Due to size constraints, however, the missiles aren't as powerful as standard ones. Each one only packs half the warhead of a standard missile, though there are quite a few of them to make up for that. Each of the 16 total missiles is capable of limited heat seeking if the pilot takes the time to gain a visual lock. Also, due to loading issues, they take longer to file out, at four missiles from each pod per second, and can be shot down more easily by a prepared opponent.

Custom Wild Weasel Unit
This customized Wild Weasel Unit was designed based on visual data that could be collected from old video records of battles that the Blitz Team participated in. Unsatisfied with the current incarnation of the Wild Weasel Unit, John commissioned a frame modification for the CP-13 which returned it to its original state. This Wild Weasel Unit holds four missile boxes, an advanced targeting rectennae, and four high powered guns, along with wired hardpoints for various weapons. Included within the Wild Weasel Frame are five auxiliary generators that power the Burst Rifles, and a very complex FCS.

Double-Barreled AZ188mm Burst Rifle x2
Mounted underneath the AZ144mm Burst Rifles on either side of the Gun Sniper are these larger-caliber beam guns. They fire packets of superheated particles in small ‘bursts’, roughly five shots per burst. Each burst lasts half a second, but it takes half a second to prepare the next burst. These weapons, while quite energy intensive, are highly damaging, and can be lethal when used properly. Being mounted under the AZ144mm Burst Rifles, they cannot move very much, only five degrees in any given direction.

Double-Barreled AZ144mm Burst Rifle x2
Hanging from the Wild Weasel Frame are two dual barreled 144mm burst cannons. These cannons fire packets of superheated particles in ‘bursts’, roughly four shots per burst. Each burst is performed within a third of a second, but it takes the rifles another third of a second to cool, recharge and prepare to fire again. Like the AZ188mm Burst Rifles, these cannons can rotate five degrees in any given direction.

8-Shot Predator Missile Pod x4
On the front and back of the Wild Weasel Unit, to either side, is a single 8-shot missile pod that contains the lethal Predator Missiles. These missiles track like any other missile, via IR, and pack the same warhead, but this warhead is shaped to deliver half again as much damage as a normal missile. Each pod holds eight spare missiles, meaning there are a grand total of 64 missiles.

AZ50mm Specialized Gatling Unit x2
Mounted above the Burst Rifles are two high-powered Gatling Rifles. These six-barreled guns spray out roughly 60 bursts of laser energy per second, resulting in a hugfe amount of damage. Being energy weapons, they are also recoilless, and thus highly accurate. So why are they specialized? The energy these gatling units fire is of a highly incendiary nature, rapidly heating up armour along with their normal penetration, if multiple hits are scored. The Gatling Units can pivot up and down 45 degrees.

Tri-Barreled Linear Cannnon x2
Mounted at the very side of each strut on the Wild Weasel Unit is a triple-barreled gun with a caliber of roughly AZ100mm on each barrel. This cannon is best used against ground targets and fires packed shrapnel. It works a lot like a shotgun so it's best used in close range rather than long range. Each barrel fires once every 1.5 seconds, so if chainfired, it effectively becomes like a semi-auto shotgun. Each Linear cannon can rotate on the vertical axis a full 360 degrees. However, the recoil put out by these weapons is huge, easily enough to knock the Gun Sniper over if it doesn’t set down the Anchor Claws.

Custom Hi-Laser Rifle x2
Mounted on the outside of the Linear Cannons, right into them in fact, is a pair of cannons that John added to the Tauros Custom. These custom laser rifles are derivatives of the Hi-Laser Gunblade modification for the Saberlion. A small unit containing five exciters in a crystalline arrangement allows these cannons to fire beams with the power of 200mm beams, compressed into 20mm continuous-fire beams. While they draw a tremendous amount of power, and are the reason the TC relies on its auxiliary generators, the beams have unparalleled cutting and slicing power, greater even than the Saberlion’s Hi-Laser. However, the exciters are lined up so as to be variable usage. In effect, this means that the guns can fire with the power of a 40mm, 80mm, 120mm, 160mm or 200mm beam compressed into a 20mm beam, with the respective level of power drain. These rifles, being mounted to the Linear Cannons, sport the same range of movement as them.

Specialized Targeting Rectennae
The rectennae provides the Tauros Custom a constantly-updated 3D automap of the surrounding terrain, as well as real-time readouts of the speed, make, and bearing of all zoids within two kilometers of the zoid. It has noise counters and some ability to counter stealth, but a stealth shield will still defeat it. The rectennae is capable of tracking up to thirty-two targets, sending computer guidance to the missiles.

Solaris - September 6, 2005 09:33 PM (GMT)
Hero -
HX-004: That's basically the same thing as the Hound Soldier modification you posted earlier. I'm not going to give people money for reposting things.
HX-005: If there's no equipment added, then why are there three pieces of equipment listed in the bio? That Gatling fires awfully fast with no explanation on how it does it, and the whole just seems a tad overpowered. 5k.
HX-006: Those storm missiles are rather overpowered. 4k, and please don't make it as a custom.
Total of nine thousand credits.

Orpheus -
VM-11: My, that's a rather perfect example of what I loathe in a scout system. It equals the Fox's setup. 6k, and the person who tries making this gets shot down.
The Other VM-11: I do seem to recall mentioning something exactly like this to you. We were speaking about the Schneider and how stuff like the HT, LT, and the Liger Zero's CAUs wouldn't be found 'cause they were unique to Steven Toros. I dislike somebody portraying my ideas as their own.
VM-12: 10k. I don't see it as a mass-produced modification, but it's fine for a custom.
VM-13: 10k. Ditto above. Be glad I don't recall mentioning considering making something rather similar for the gunbunny zoids.
ZM-05: 5k. That'd need serious revision before getting made.
Total of thirty-one thousand credits.

Vincent Claybourne -
AA-01: Full production and royalties if you sell it through the Junkyard. 8k.
AA-02: Turn them into reverse magnessers. 10k, and I can see some rather interesting uses for 'em. You could sell those through the Junkyard as well, if you wish.
Total of eighteen thousand credits.

Nighteyes -
Flarestar Blades: Have I mentioned that I'd made something rather similar with shield generators and articulated shields on that monster nobody saw, the Draconis X? Full production and royalties.
Devastator Beam Cannons: Meh. 10k.
Dervish Missile Unit: This thing will not see the light of day. 5k.
LoL Package: 10k. It's fine for a custom, but not really fit for production.
Total of forty-five thousand credits.

Alright. I noticed a real problem with a lot of the things posted in here of late. Don't just spew ideas to get money. Don't make anything you wouldn't want to face - I'm real tired of seeing overpowered modifications with no real point in not getting them. Don't recycle ideas, and if I've said it, don't post it as your own. Not unless you want me giving myself the money.

Orpheus - September 6, 2005 10:16 PM (GMT)
Yo, Sol. I'm not taking any money for those mods. The Banshee Blades were indeed your idea, and I should have mentioned that. I just wrote them as some kind of framework for you to build on. The Swordguards are basically pieces of armour with missiles, nothing special, and I am definitely not taking money for the God's Eyes. I know when things are too uber to deserve money, and they fit quite comfortably into that category. Same goes for my Tauros Custom. I like people being able to see my ideas, and these ones weren't deserving of any cash. I don't want any, having people see my ideas is plenty of reward Sol. Not everyone does them for the cash.

Tell you what, since you did indeed give me the idea to write up the framework for the Banshee Blades for you to work on, and you apparently have worked on some form of the Hyper Vulcan Guns alreday, why don't you take... 10k and I'll donate the other 21k to the Junkyard, just to help it along. I don't like accepting what I consider to be 'dirty money'.

Solaris - September 6, 2005 11:22 PM (GMT)
Because if I'd've considered it dirty money, I wouldn't have given it to you. Just post a disclaimer or some such near the "I know it's too uber to live, but . . ." mods next time, or some such.

Orpheus - September 11, 2005 01:22 AM (GMT)
Okay, after looking at the Saber Tiger and the Shield Liger models recently, I've realized how amazingly versatile they are, and as such, I have designed a few modifications that I think are fairly realistic and would make good additions to the site.

EDIT DISCLAIMER: I was on a major sugar high. I'm over the Shield and Saber now...

Designation: VM-15 Holdout Railgun
Zoid(s) For: Shield Liger (DCS-J), Saber Tiger
Weapons Added: 42mm Electromagnetic Gauss Rifle
Special Abilities Added: nil
Cost: 25,000

The Triple Impact Cannon of the Shield Liger and Saber Tiger, apart from bveing a very powerful weapon, also sports a small mounting peg. On the Saber Tiger this peg holds a 20mm cannon, whilst on the Shield Liger, nothing is mounted. Taking advantage of this mounting peg, weapon designers created the 42mm Electromagnetic Gauss Rifle, or as it is more commonly known, Holdout Railgun.

The Holdout Railgun has a single fairly long barrel, which extends out from the chest of the equipped Zoid, an electromagnetic generator, which is the part that mounts to the TIC, and then behind the TIC, a small but powerful charging unit and a conduit that links right into the Zoid’s underbelly for power. This Railgun works like any other railgun, in that it propels solid shells at high fractions of c, allowing for incredible piercing damage.

Having a 42mm caliber, the shots from this railgun will hurt, quite a lot. They can punch through most armour with relative ease, and are very useful for penetrating limbs. However, the railgun produces a massive amount of recoil. There are specialized absorbers built to withstand the kickback, but they only work if the Liger is standing relatively still. In other cases, the railgun can be very inaccurate. This is a very good thing, because as can be seen, it is a fixed unit and basically points where the TIC does.

The thing you must take into account with the holdout railgun is that it only has two shells, and they can only be fired with a minimum of seven seconds of charge time. Whilst the Zoid can operate as normal while the electromagnetic charge is building, it does mean that this railgun is more suited for tight spots than as a dependable weapon. It’s not a Holdout Railgun for nothing.

Designation: VM-16 Patriot Assault Unit
Zoid(s) For: Shield Liger (DCS-J), Saber Tiger
Weapons Added: 15mm Laser Machinegun x2
Special Abilities Added: Power Limiter Unit
Cost: 25,000

Designed as the second modification of three that would mount onto the spare peg on the Triple Impact Cannon, the Patriot Assault Unit consists of little more than a small box that mounts underneath the TIC, with a single laser machinegun fitted onto either side of the box.

These machineguns fire 15mm laser bolts that really hit like 20mm cannon shells, at a rough rate of eight to ten shots per second each. They are fixed forward facing, but suffer no recoil and have excellent range so combined with the TIC, they make excellent suppressant weapons. The small box in between them is a power limiter unit that regulates the feed that goes to the machineguns. Because they are laser weaponry, they have an effective firing rate of roughly thirty bursts a second each, but this was found to drain too much energy, hence the Limiter. But if you want true assault capabilities, the Limiter can be disabled manually from the cockpit, allowing for maximum suppression fire at the cost of exponential energy consumption.

Designation: VM-17 Firestorm Missiles
Zoid(s) For: Shield Liger (DCS-J), Saber Tiger
Weapons Added: Dual Firestorm Missile Rack
Special Abilities Added: nil
Cost: 25,000

The third unit designed to fit onto the Triple Impact Cannon of the Saber Tiger and the Shield Liger, this modification equips a flattish sort of missile rack underneath the TIC, with two under slung missiles. These are very special missiles, known as Firestorm Missiles. In appearance they look almost the same as a normal missile, but they have a bulbous tip, and it is what is in this tip that gives them the name Firestorm Missiles.

When these missiles reach a proximity of ten meters from their target, they explode outwards, spraying highly-pressurized flammable liquid all over the target, soaking a good twenty meter radius, and less than a hundredth of a second after that the liquid ignites due to contact with oxygen, and burns incredibly fiercely. Some people have exaggerated how powerful the flames are, likening them to plasma, but the heat generated is more like that of several tons of highly unstable napalm, per every square meter. The general effect is that, while not as good as plasma, the liquid will continue burning for roughly five seconds, doing a very large amount of heat-based damage to the enemy.

The missiles track using a standard IR sensor, and because they are under the belly of the equipped Zoids, may only target ground-based Zoids. Also, there are only two of them, and you are not allowed to reload these missiles once used.

Designation: VM-18 Leg Warmers
Zoid(s) For: Shield Liger (DCS-J)
Weapons Added: 25mm Machinegun x2, Two-Shot Missile Pod x2
Special Abilities Added: Heavy Armour Covering x4
Cost: 12,000

Whilst the Shield Liger is an excellent Zoid, the armour coverage leaves something to be desired, and it is because of this that the Leg Warmers were developed. They are basically heavy armour jackets that match the strength of the normal armour on the Shield Liger, but cover every part of the legs, except a moderately sized area around the knee joints.

Added protection is not the only bonus of this unit. It also increases offensive power by quite a bit, with very Shield Liger-esque pop-out weaponry in the armour. On the front shoulders are two 25mm machineguns that fire at a rate of fifteen shots per second. However, they are fixed forward, and in the shoulders, that means they move up and down a whole lot. Installed into the top of the rear hip armour on either side is a single small missile pod that holds two standard multi-purpose missiles, that can fire at the same time.

Of course, with these benefits, one would think this a great mod. Well, it is, but there are some downfalls. Firstly, the added armour has reduced the rate at which heat can dissipate, meaning that with this mod the Liger is 15% more likely to overheat, and also, it receives a marked speed decrease of fifteen kilometers per hour.

Designation: VM-19 Glamour Unit
Zoid(s