EZ-049 Berserk Fury
Type: Tyrannosaurus Rex
Total Length: 22.7 meters
Total Height: 12.3 meters
Weight: 127 metric tons
Speed:
Overland
280 kilometers per hour
77.78 meters per second
Hovering
200 kilometers per hour
55.56 meters per second
Ion Thrusters active
340 kilometers per hour
94.44 meters per second
Equipment
CAS
Vernier Thruster x10
High Maneuver Thruster x2
Ion Booster Pack
Electron Fangs
Strike Laser Claws x2
Strike Claws x2
Strike Smash Tail
Buster Claw x2
Charged Particle Cannon
Charged Particle Generator x3
Anchor x4
Armor Description:
An Imperial version of the Giga Gojulas, the Berserk Fury is a more advanced cousin to the Geno Breaker. Constructed of advanced titanium alloys in one of the most efficient designs known to Zi, the Fury’s structure alone is capable of withstanding some lower-end fire with minimal damage. It is a fairly tight design, though a lack of redundant systems plagues the Fury.
The armor is similarly durable. The armor is made of the same stuff as the Elephander’s, only in somewhat smaller quantity. As such it is capable of taking a lot of punishment before failing. The main failure of it, though, is that it is joined to the structure somewhat more loosely than the armor of a normal zoid. As such, it can come off much easier than it will break.
Mobility and Power Source
As the Empire’s top-of-the-line model, the Berserk Fury is surprisingly nimble for a zoid its size. While not exactly a Rev Raptor thanks to its inertia, it can certainly perform some interesting maneuvers with vernier assistance. Much like the Geno Saurer, though, the Fury cannot last for very long in combat. It has a large reservoir of power, but a slow regeneration rate. It notes a great decrease in performance as the power goes, especially after it fires the Charged Particle Cannon.
Equipment:
Conversion Armor System
This is the reason the armor is so loose. The Fury can switch out armors called Conversion Armor Units (CAUs) like modifications, and even eject them in mid-battle should the need arise.
Vernier Thrusters x10
High-output thrusters mounted in the armor, these provide the Fury with a good deal of its mobility. One mounts in between each anchor, allowing the Fury to hover about a meter above the ground, and one mounts behind the knee to provide more precise maneuvering. Two more mount on the backs of the thighs, one at the base of the tail facing forwards, and the other three on the bottom of the main tail segments. Thanks to thrust vectoring the thrusters can effectively push the zoid in just about any direction save reverse, though they only allot it a speed of about 200 kph without the main thrusters. Experienced pilots have been known to make the Fury drift in reverse, though it is usually more prudent to simply spin around and head off in a different direction. They can burn continuously, though necessarily not when the CPG fires. The verniers burn energy at a slow but steady rate, meaning firing all of them at the same time is not the wisest idea. While the Fury certainly can handle them all and then some, it is an unwise use of fuel. Each vernier has about twenty minutes of fuel, whereas the foot-mounted verniers have sixty. The Fury requires only the foot-mounted verniers to stay in the air, though it needs others to move in any direction.
High Maneuver Thrusters x2
Thrusters mounted to either side of the ion booster pack, these are responsible for the Fury’s agility. Ferocious energy-burners, they provide bursts of speed roughly equivalent to 60 kph each for only about a half a second. One is angled to the Fury’s four o’clock, the other the Fury’s eight o’clock. Note that, even with these, the Fury cannot strafe at high speeds, but instead perform a zigzag maneuver. They have fuel for about six continual seconds of burn, making them more boosters than thrusters.
Ion Booster Pack
Mounted in the same base as the Buster Claws, the ion booster pack is an oversized cousin of the Rev Raptor’s Ion Charger. It can provide up to sixty kilometers per hour of thrust in field tests while the Fury is running, though it has the potential to make much more output if the Fury didn’t have to worry about the sticky ground. The pack also plays a role in the beam cannons and buster claws as the main particle converter that provides the plasma they use. While the Buster Claws can vent plasma (laymen call it the ‘Strike Laser Claw’) during the boosters’ function, the beam cannons require more. As such, the Ion Booster Pack cannot be fired while the beam cannons are firing or recharging.
Electron Fangs
Rows of razor-sharp alloy teeth line the Fury's sleek jaws. They can be charged up with electric energy for a lot of shocking electrical damage to go along with the physical damage. Generally used as a last resort, this is far inferior in damage-dealing capability to the Buster Claws.
Strike Claws x2
The Fury’s big ol’ feet are tipped with some big ol’ claws. Thanks to the Fury’s strength and mass, they can deliver a wallop.
Strike Smash Tail
Somewhat like the strike claws in that it has a good chunk of the Fury’s mass behind it, the tail is more of a large whip for slapping things. Though it is protected by armor, the tail’s main structure is composed of the intake vents for the charged particle cannon. Should those be significantly damaged, the CPC is very likely to fail outright.
Buster Claw x2
Often described as giant eggbeaters, the Buster Claw is a trio of claw-like blades roughly nine meters long centered around a very robust gun barrel. They can open wide and clamp down with surprising strength, and are made out of a highly heat-resistant material in order to withstand the plasma discharge from the grooves running down either side of the claw-blades. The blades mount on a ring capable of rotating at a fairly decent clip, although using them for a drill isn’t highly advised due to the torque exerted on the narrow blades. The claw mounts on arms much like those of the Geno Breaker’s articulated shields, allowing them to reach just about anywhere within fifteen meters or so of the Ion Booster Pack, where they are based. They have difficulty reaching behind the Fury, though they can certainly point in that direction. The pylons are unarmored, meaning they can be relatively easily damaged. Their structure is softer than the rest of the Fury’s, but still fairly durable.
Strike Laser Claw
Drawing out plasma vented from the Ion Pack’s particle converter, the Buster Claw can glow brightly as it heats up to greatly amplify its damage-dealing ability. When charged and going through an enemy zoid in their grasp, they have been likened to scissors cutting paper.
E-Shield
The Berserk Fury’s electromagnetic shield generator has three major components: the generator itself, mounted on the front of the Ion Pack, and the emitter rings around the barrels of the beam cannons. It is roughly six times the strength of the Shield Liger’s shield, able to withstand three charged particle cannons at close range simultaneously. Of course, it then fails, but it still survived them to begin with.
AZ185mm Beam Cannon x2
A rather large plasma cannon, the AZ185mms are the Berserk Fury’s primary ranged armament. Generating bolts of searing-hot compressed plasma piped up from the Ion Pack, the E-Shield emitter rings do the job of the laser-sealing barrel on normal beam cannons. The plasma streams have a short effective range, only about seven hundred meters, and deliver a great deal of damage to both armor and structure. Unlike normal beam cannons, they cannot bypass shields, but their ability to positively ruin things on the receiving end of their searing streams. Each cannon can fire only one shot every three seconds due to the small space available to the breech.
Charged Particle Cannon
The most infamous of Imperial weapons, the CPC is a larger, more powerful version of the CPG. It has a very similar firing procedure, requiring the anchors’ deployment and the charged-particle generators to take in sufficient mass. It takes about eight seconds to charge, during which time it is possible for the Fury to move around, though the procedure aborts if it discharges another weapon or activates any thrusters. The anchors absolutely must be engaged at the time of firing, and failsafes in the system force them to engage at the sixth second.
The weapon discharges a cylindrical stream of very densely-packed superheated charged particles that is about ten 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 twenty-eight 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 one-hundred-and-fifty tons off their feet, but rapidly lose strength until they are merely an unbalancing force to sixty-tonners at the hundred-meter mark.
That said; the stream of plasma is more than capable of annihilating anything softer than a Hover Cargo’s primary defense shield. It lasts for about two seconds, during which time the superheated plasma disintegrates the target zoid’s armor and structure like the searing gasses of a star, leaving only twisted remains behind. Pilot deaths are not uncommon when their zoids are hit directly, so the wielder of this weapon must take care.
Charged Particle Generators x3
Forming the bulk of the three largest tail segments, these work with the internal systems to create the terror known as the CPC. They are easily the most vulnerable components, though they have armor protecting them when not open and sucking air. When open, they are highly exposed, as is a good deal of the tail’s structure.
Anchor x4
These are four reverse-magnesser pads that are very, very necessary for the Fury to handle the CPC’s recoil. Mounted two to a foot, with the hovering vernier in between them, the anchors are barely enough to handle the CPC’s recoil.
I would make a pun about Achilles’ Heels, but I’m afraid of slow and painful death.