Designation: CP-03 Beam Gatling Unit
Zoid(s) For: Red Horn (can mount one, mounts to back exactly like Dark Horn), Dark Horn (can mount one, moves existing CP-03 to the side in order to fit both), Iron Kong (can mount one, mounts to right shoulder, replaces shoulder-mounted missile launcher), Zaber Fang (can mount one, mounts to middle of back, may mount two if using CP-02 Assault Unit)
Weapons Added: Beam Gatling Cannon, 4-shot Missile Pod, Triple Grenade Launcher
Price: 60,500
The Beam Gatling Unit is one of the simpler, more reliable weapons out there. It's a powerful unit that adds a lot of weaponry to the Zoid that mounts one (or two), so it definitely merits a buy. Not only are you getting a main gatling cannon, but mounted to it is a missile pod and grenade launcher to boot. However, it is a very heavy and rather draining weapon, so it tends to impact performance somewhat.
First, let's talk about the gatling unit. It's a beam weapon with a 60mm aperture ("caliber") that fires bolts of hot plasma from the core, 25 per second. Each of the eight barrels holds magnets that charge while rotating, then encapsulate the plasma bolt as it travels down the barrel. This means that slicing off the barrels can severely impact the range and accuracy of this weapon, which is already fairly good considering it fires energy rather than lead. Of course, since it takes its energy from the core in a purer form than lasers, it consumes more of it, and can quickly stall your Zoid out if you fire it too long. It works most efficiently if you fire in two-second bursts, after which it begins to heat up, and grossly extended firing will most likely melt the barrels or explode the ordnance in the other two weapons.
The missile pod is another nice little bonus. It's just a foursome of missiles that aren't particularly powerful on their own, but add a nice punch to the battle. When fired, they streak upwards at a 45-degree angle to get out of the Gatling's line of fire, then rain down on the target from above. This means that they tend to hit back-mounted components more often. In every respect, they're normal missiles, and should be fired once you get a lock.
The burst grenade launcher is a flattish, three-barreled box mounting to one side of the CP-03 that provides a kick in short to mid-range firepower. It houses nine grenades approximately 150mm in caliber, though that's mostly their size rather than power. Unlike cannon shells, they don't pack a focused blast, so they're not too good at getting through armor. They are, however, very large, and burst into a large, hot fireball with a twenty meter radius that severely hurts exposed components. Each barrel of the burst grenade launcher has its own individual loading chamber for maximum redundancy, but can only fire once every three seconds. This means that you can effectively fire one grenade per second if you do so in a chainlinked fashion. Its maximum range is 200 meters, and its minimum is 40 meters.
Performance Specifications:
Red Horn/Dark Horn: Exactly the same; their powerful cores can sustain up to two seconds firing the CP-03 singly, or three seconds together before a stall. It's wise to give the core a two-second break between firings, though. It reduces their top speed by 10 km/hr for each one mounted.
Iron Kong: This bad boy can fire the CP-03 up to three seconds before a stall, though its core regenerates slightly slower. Give it a three-second break between long bursts. The mighty Kong, however, doesn't lose any speed, nor any mobility. w00t for Kong.
Zaber Fang: The meduim-sized cat doesn't have the raw power of the other three, so it can fire for a maximum of one second singly, or one half when mounting the Flight Pack and firing two. It regenerates faster, though, only needing a second between firings. It slows the Fang down by 15 km/hr for each one, though.