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Metal Combat: Century After Next > Mass-Produced Designs > ZU-02 Psycho Upgrade Package



Title: ZU-02 Psycho Upgrade Package


Solaris - August 5, 2005 03:22 AM (GMT)
Designation: ZU-02
Zoid(s) For: Geno Saurer
Cost: 92,500

Following in the example set by Raven and his Geno Saurer, the Empire toiled for years to develop a mass-produced form of the Geno Breaker. Their project yielded limited results, though several later projects resulted in more successful measures. The initial project yielded a simple upgrade to the Geno Saurer’s systems, though the articulated shields and leg-mounted weapon binders are conspicuously absent. It is effectively a red Geno Saurer that bears a few cosmetic differences, stronger armor, tougher and more flexible structure, advanced sensors, and a more powerful CPC. In other words, the Psycho Geno Saurer. This requires an overhaul to install or remove.

QUOTE
EZ-026+ Psycho Geno Saurer
Type: Tyrannosaurus
Length: 23 meters
Height: 11.7 meters
Weight: 117.8 tons
Speed:
260 kilometers per hour
72.02 Meters per second

Equipment:
NZR Composite Sensor
AZ144mm Pulse Laser Rifle x2
8-Tube Missile Pod x2
Boosters
Charged Particle Gun
Grappling Hook Arms
Anchors

Armor Description:
The Geno Saurer was designed as the most balanced Zoid in the Guylos arsenal. Complimenting its agility, speed, and firepower is an according degree of tough armor. While the armor isn't as thick as the Republic's boomers, nor the Empire's own Malder and Killer Dome units, it's certainly of excellent make, about the same stuff that the Molga's got. Of course, the Psycho Saurer being a whole lot bigger than the Molga, has a whole lot more armor, with few exposed spots. The Psycho's armor only has a couple exposed gaps, located on the knees and the rear-side of the hips. There are tiny chinks here and there, though, mostly in the joints of the tail, neck, head and hips, though you'd need something very precise to take advantage of them. Thanks to the upgrade, the Psycho Geno Saurer’s structure is much more durable than that of the average zoid, just below the Berserk Fury’s. At this point, it is structurally more similar to the Breaker than the Saurer.

Mobility and Power Source:
The Psycho Saurer is highly mobile, even without the boosters. It has a good top speed for its bulk and make, able to outpace even the Giga Gojulas. The Saurer's agility is also good, though by no means whatsoever is it comparable to the feline zoids. It is an ambush hunter, unlike the more dogged Republican counterpart. The Saurer can only run for a short time before tiring out, a time greatly reduced by the heavy drain of the boosters. While the maximum energy storage may not be high, the Psycho's core is a high-output model that churns out power at a good clip, and thus it can recover relatively quickly from exhaustion. It would have to be, for the CPG is one of the heaviest energy-draining weapons known to Zi.

NZR Composite Sensor
One of the few pieces of non-structural equipment the Geno Breaker also mounts, the NZR Composite Sensor allows the Psycho Geno Saurer to track enemy movements through infrared, visible, ultraviolet, radio, and X-ray Doppler-style radars. Though sensory units are embedded throughout the zoid in the stabilizer caps, the main portions are located in the head, replacing the 44mm laser. This unit also assists with target tracking, providing an increase of about ten percent on the zoid’s overall accuracy. It can track and retain up to six targets at once, though this targeting computer is not compatible with the missile pods.

AZ144mm Pulse Laser Rifle x2
These weapons are mounted on the Psycho Geno Saurer's back. Attached to each other at the base, the entire mount has 360 degrees of horizontal pivoting and each individual rifle has enough independent vertical pivoting to almost point straight up. The pulse laser rifles are the Psycho Saurer’s primary ranged weaponry, despite the fame of the CPG. The rifles are much like the ones installed on the Lightning Saix, but cover a wider spread thanks to the increased aperture. Like the Lightning Saix's rifles, these fire concentrated bursts of laser energy. Pulling the trigger results in a highly compressed beam of between two hundred to two hundred fifty laser bolts all firing within 1/16th of a second. Needless to say, each burst looks like a single bolt, and the rifles can manage one burst every second and a half. They're powerful, assault-model weapons made for drilling into armor very quickly. The superheated explosion these induce in the target's armor creates the illusion of being hit with a high-caliber, solid shell. They have an improved recycle time as compared to the Geno’s weapons, capable of firing at twice the previous models’ rate. They are also uncannily accurate, thanks to the zoid’s highly advanced FCS.

8-Tube Missile Pod x2
These are a pair of missile pods mounted on the outer thighs. Each pod has eight tubes and two missiles per tube, to a total of thirty-two missiles between them. They rely upon a combination of thermal tracking and HUD guidance to toggle locks. The pilot highlights the enemy zoid with his targeting reticule, then the missiles use their onboard heat tracking to look for it. They can pursue ground targets easily, but have trouble against anything flying above the flight deck (300m). The warheads are designed to pierce armor with their cone-shaped blast, making them excellent for anti-zoid duty. They provide a splendid supplement to the AZ144mm Pulse Laser Rifles.

Boosters
Mounted on each leg is a trio of high-output ionic boosters with one facing rear-down, one facing right-down, and the other facing left-down. The boosters are powerful enough to lift the Psycho Geno Saurer a meter or two over the ground and hover at a top speed of 260 kilometers per hour. They can go to maximum burn and send the Saurer high into the air, though they can only continue this output for three or four seconds, and then they require a three-second cool-down time for every second of burn. Without them it can attain a top speed of 200 kilometers per hour. The boosters, due to their position, allow the Psycho Saurer to move side to side a bit, though at a lower speed than normal. Turning is also a lot easier for the Psycho Saurer than it is for other Zoids its size due to the leg boosters. When not in use the boosters are concealed under thick plates of armor making them extremely difficult to damage.
Keep in mind, however, that these are boosters. Not thrusters. As such, they are recommended for a maximum burn time of about eight seconds, with a one second cool-down time for every two seconds of burn.

Charged Particle Gun
The progenitor of the modern beam weapon was the original Particle Projection Cannon. Firing large wads of supercharged ions, the PPC was feared in its day as a solid, reliable assault weapon. The Charged Particle Gun is a particle weapon taken to the extreme. It has a rather complex firing procedure, taking about three seconds to perform thanks to improved particle converters. The first stage is opening the tail vents and slamming down the anchors. The second stage is activating the particle converters. The third stage is ogling the heap of slag that used to be the other guy.
The weapon discharges a cylindrical stream of charged particles that is about three meters in diameter, kept in check by a magnetic containment field. It extends for well beyond thirty kilometers, though it is only a direct-fire weapon. Once it passes the thirty kilometer mark it begins to deteriorate rapidly, becoming little more than a hot wind at thirty-one kilometers. The weapon’s primary damage-dealing component is the combined electromagnetic pulse and the shockwaves from the blast disrupting the air. Contrary to popular belief, the thunder is not directly linked with the damage-dealing shockwaves. It is merely the air collapsing back in on the vacuum left by the passing stream. The pulse stuns zoids within thirty meters, stalling out those under sixty tons, and the shockwaves knock around zoids within one hundred meters of the stream. They are the most intense near the blast, blowing zoids lighter than ninety tons off their feet, but rapidly lose strength until they are merely an unbalancing force to sixty-tonners at the eighty-meter mark.
That said; the stream of plasma is more than capable of annihilating anything softer than a military-rated Whale King. It lasts for about two seconds, during which time the superheated plasma disintegrates the zoid’s armor and structure, leaving only ashes behind. Pilot deaths are not uncommon, and as such this weapon is highly discouraged from frequent use against anything but the largest and hardest targets.

Grappling Hook Arms
Each of the Psycho Geno Saurer’s claws can be fired out like grappling hooks via a thin, metal wire. They have a max range of about 70 meters and can reel in whatever they grapple onto. One grappling hook arm alone was seen dragging a 124 ton Blade Liger, though this feat has been deemed difficult, if not impossible to reproduce without organoid assistance. The grappling hook arms also have the option of being charged up with electrical energy to give whatever is on the other end quite the shocking and even a little burning. The damage the other zoid suffers is directly proportional to how sturdy and/or heavy it is. The jolt could give a zoid weighing less than thirty tons a CSF after twenty seconds or so, but larger zoids suffer rapidly decreasing damage.

Anchors
The Psycho Geno Saurer has a pair of long, heavy metal anchors mounted on the back of each foot. They help absorb recoil from weapons fire and keep the Psycho Saurer in one place. When deployed, each foot also employs a miniature reverse-magnesser system to stick the Saurer firmly in place on terrains that would otherwise hamper the metal anchors. They are used primarily for the Charged Particle Gun, but there are some other clever uses for them too.




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