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Title: Ze Liger Zero


Solaris - January 26, 2006 04:48 PM (GMT)
Alright, so y'all might've noticed two things around here.
One, we have a new Judge.
Two, I have a Liger Zero Jaeger.
Considering I can now no longer properly 'wing it,' I need some bios written up for the Liger Zero Jaeger and the other CAUs. Anybody may write them, but they have to be based on canon and the anime to an extent. The Jaeger is only gonna run about as fast as the Saix, unless you find data stating otherwise. Anybody writing a bio, regardless of quality, will receive 15k. The one who writes the bios I use will receive a two free modification slips per Team they own. This prize is given out a maximum of three times, one for each of the CAUs. Bear in mind that each CAU is unique and over a century old, but has probably been well-maintained.

Orpheus - January 28, 2006 02:31 PM (GMT)
CAS-002 Liger Zero Jager CAS

Name: Liger Zero Jager
Alignment: Helic Republic
Classification: Liger
Height: 10.8 metres
Length: 24.1 metres
Weight: 132 tons
Top Speed:
295 km/h (running)
330 km/h (Ion Boosters)

Equipment:
Laser Fangs
Quad Strike Claws
AZ208mm Dual Shock Cannon
Twin Vulcan Pods
Flying Vulcan Pod
Strike Laser Claw
Ion Boosters
Multi-Blade Antennae
Objective Blade Sensors

Armour Description:
The armour coverage of the Jager is not very good, being lightweight and designed to reduce drag, not defend against weaponry. That said, the armour is as strong as a Shield Liger’s, although much lighter, so it’s quite good. The armour is located mostly on the back, face, and a few patches on the legs, which it reinforces to raise the running speed. Being a CAU for the Liger Zero, the Jager armour is attached in a much looser fashion than normal armour, so it can be easily removed and attached. The downside to this is that high-power kinetic attacks are quite capable of removing chunks of the armour with relative ease.

Mobility and Power Source:
The Liger Zero Jager CAS was designed with one thing in mind. Speed. Equipped with powerful new-age boosters and the like, the Jager has a top running speed of 330 km/h, beating out even the Lightning Saix in terms of speed. The Jager is highly maneuverable, able to pivot the back mounted boosters to perform assisted jumps and the likes. The boosters are able to pivot completely on the horizontal axis, so they can face forwards, allowing for some interesting tricks. The boosters are also high-efficiency models that have been tweaked and maintained over the years, so the Jager has a very low consumption rate for the amount of power it puts out. Despite the increased weight, the new details and aerodynamic sections of the armour actually increase the natural running speed of the Liger Zero by 10 km/h.

Weapons:

Laser Fangs
The two long front teeth of the Jager are called laser sabres and are pretty much big, sharp fangs. They alone are several meters long and quite thick. They curve back slightly like bananas and have a sharp edge. They are thin side-to-side rather than rounded, indicating they are best used for piercing and tearing rather than crushing. Additionally, the lower jaw is farther back than the upper jaw, allowing the sabres to be used more effectively as stabbing weapons should the Liger bring it's head back enough. The sabre fangs can be charged with laser energy for greater damage to both armor and energy shields.

Quad Strike Claws
The Liger Zero Jager’s four four-toed strike claws are excellent weapons for slashing and smashing. Backed by extremely powerful legs and the weight of a 132 ton Liger they can do a lot of damage, and they can be charged with the Strike Laser Claw, just to add to their power.

Twin Vulcan Pods
Mounted onto either side of the Jager’s face is a small Vulcan pod, which is single-barreled, but capable of firing thirty rounds a second. Being mounted inside the facial armour, these Vulcan pods can only fire where the Jager is facing. Each of these Vulcan pods has a caliber of AZ30mm, meaning that with continuous fire, they can rack up some good damage.

Flying Vulcan Pod
This Vulcan Pod, mounted in the armoured tip of the tail, is similar to the Vulcan Pods mounted on the face of the Jager, but instead of a single AZ30mm barrel, sports two AZ20mm barrels, and is capable of firing forty five rounds per second. This gun is mainly for rear-defense, but can be aimed wherever the tail can point.

AZ 208mm Dual Shock Cannon
The Dual Shock Cannon utilizes a short-barreled gun which fires shells that smash on impact with explosive force. The Dual Shock Cannon is very powerful, and a few shots from this will tear away even the toughest of armour. However, due to the short barrels, this weapon becomes almost useless at a range of more than 250m. It is fixed to the underside of the Liger Zero, and as such can only fire where the Liger faces. It becomes inaccurate if fired while on the move.

Strike Laser Claw
This technique is the trademark of the Liger Zero, and is put to good use by most Zero pilots. It involves charging one or more claws with energy and then swiping the claw down, across, up or whatever direction you want at a Zoid. Because of the way the claw is charged this weapon is brutally effective. A single hit from this will impart massive amounts of thermal and kinetic energy upon the impact zone, often easily able to crush and tear armour. When used correctly, this weapon is the only one you will ever need.

Ion Boosters
Mounted on the back of the Jager are two huge boosters, made of sturdy Zoid Magnite. This makes them incredibly tough and hard to take out, and the bases of them are made of the same material. These huge ion boosters each add 17.5 km/h worth of thrust, meaning the standard running speed of the Jager is 295 km/h. The force these boosters generate is immense, and the pilot can often risk a loss of concentration and coherent though due to the immense G’s the pilot suffers while in this Zoid. The boosters are capable of pivoting a full 360 degrees individually, making them excellent for sharp brakes and turning. However, these are boosters, not thrusters, and as such can’t be used for long periods of time.

Advanced management systems mean the boosters can run for twelve seconds at their maximum recommended speed, though they would then require six seconds to cool. Used at lower speeds, the boosters can run for longer, and at a maximum speed of 5 km/h each they can run indefinitely. The boosters can be switched to a high-energy mode that consumes all the charged ions in a single blast, boosting the Jager up to around 370 km/h for a few seconds, before the boosters run out of fuel and require 18 seconds to collect the ions needed to restart. Because of the older and more archaic design of the boosters, they make a lot of noise and smoke when in use, which can be either an aid or a hindrance to the pilot.

Multi-Blade Antennae
The mane of the Jager sports two large bladelike protrusions that sweep backwards over the Jager’s neck. These blades are actually the Multi-Blade Antennae. When activated they allow the Liger Zero Jager to use both advanced communications and transfer data to and from allies. This gives the Liger Zero Jager access to sensory information from allied zoids and transports.

Objective Blade Sensors
The tail of the Jager sports not just a Flying Vulcan pod, but two blades that stick off the sides of it. These are the Objective Blade Sensors. While these blades are intact, they lend the Jager a handy, but old fashioned, 3D RADAR. This RADAR provides a map of the surrounding terrain, as well as wireframes of all the Zoids, all within 10 kilometer vicinity. Because it is an older model, this system is affected quite adversely by complex terrain and harsh weather, but the Jager is also loaded with an advanced path-finding program that traces the fastest, safest and most balanced routes to a target, as well as highlighting probable danger zones and ambush areas to avoid. The system is one of a kind, and can be very handy in real-life situations.

CAS-003 Liger Zero Schneider CAS

Name: Liger Zero Schneider
Alignment: Helic Republic
Classification: Liger
Height: 10.1 metres
Length: 24.1 metres
Weight: 135 tons
Top Speed:
280 km/h (Running)
315 km/h (Boosters)

Equipment:
Laser Fangs
Quad Strike Claws
Facial Blade Array
Electro-static Blades
Hardened Alloy Tail Blades
AZ 208mm Dual Shock Cannon
E-Shield Generator
Multi-sensor Scouting Pod

Armour Description:
Schneider was always intended for close combat, and therefore has a pretty good armour coverage. The strength of the armour is approximately that of a Geno Saurer’s, using the advanced poly-weave armour that allows lightweight but durable cover. Of course, the Schneider is a CAU and as such, the armour pieces are much easier than normal to remove with high-energy kinetic attacks. The armour of the Schneider includes seven streamlined ion boosters that can be fired for up to 4 seconds before requiring 2 seconds to recharge, and each one imparts 5 km/h of thrust to the Schneider. Two can be located on the mane, one booster on top of and below each blade base, and the final one mounted at the base of the tail.

Mobility and Power Source:
Being designed as a melee specialist, the Schneider has some excellent agility, even more so than the normal Liger Zero. The series of small boosters located around the body are for this purpose mainly, to increase agility and not speed. Schneider is able to utilize the Liger’s onboard AI to do some amazing tricks, but still fails to match the Rev Raptor. Still, it gets quite close. The power source for the Liger Zero is, as with the Standard type, quite archaic and can put out a good amount of power in small bursts, but takes a long time to recover. The aim with this CAU is to get in and finish the enemy quickly.

Weapons:

Laser Fangs
The two long front teeth of the Schneider are called laser sabres and are pretty much big, sharp fangs. They alone are several meters long and quite thick. They curve back slightly like bananas and have a sharp edge. They are thin side-to-side rather than rounded, indicating they are best used for piercing and tearing rather than crushing. Additionally, the lower jaw is farther back than the upper jaw, allowing the sabres to be used more effectively as stabbing weapons should the Liger bring it's head back enough. The sabre fangs can be charged with laser energy for greater damage to both armor and energy shields.

Quad Strike Claws
The Liger Zero Schneider’s four four-toed strike claws are excellent weapons for slashing and smashing. Backed by extremely powerful legs and the weight of a 135 ton Liger they can do a lot of damage, and they can be charged with the Strike Laser Claw, just to add to their power.

Facial Blade Array
Five blades that swing from behind the head running down the neck to form a bladed wedge shaped over Schneider’s cockpit. The cockpit is designed specifically to allow the blades to charge without endangering the pilot, so they are as strong as any normal charged blade, if not more so since they have the full weight of Schneider behind them.

The top blade is 8.2 metres long, meaning that 4.3 metres of the blades extend past the cockpit. The blades on the side of the face are 6.6 metres long, with 3.2 metres of reach, and the other two underblades are 4.3 metres in length, with 1.6 metres being able to cut past the cockpit. Hard to snap off, and excellent for cracking through armour, this wedge shape also proves to be the best possible shape for damaging shields, as it pushes the energy apart. So this array will do double what a normal charged blade would do to a shield.

Electro-static Blades
Longer and stronger than the blades of a Blade Liger, these weapons make Schneider the big boy of the Liger class in terms of blade weapons. The blades are made of hardened alloy, so when they aren’t charged they are still fairly effective at dealing damage, but the electro-static aura they generate makes them highly effective, far more than those of a Blade Liger. Of course,t he energy required is also increased over that of the Blade Liger, making skirmishes with the Schneider all the quicker.

The blades can be extended out to the sides or swung to face forward so you can stab whatever you like. The blades are as strong as those of a Blade Liger, but more studily attached, so they are harder to remove. The electro-static blades cause particles in the air to shift and wobble, so if these blades are pointed straight forward and a Charged Particle Cannon hits dead on, the power of the CPC will be reduced by a huge 80%. Of course, this is still a deadly amount of power, so it’s still considered illegal to shoot a Schneider directly with a CPG.

Hardened Alloy Tail Blades
Located on the Schneider's tail, one on each side, are two hardened alloy blades. Each blade features 90 degrees of movement on the open side. Because of the tail’s flexibility, it’s quite possible for the tail blades to attack any target that’s within the tail’s reach behind the Schneider. Each blade is 3.2 meters long and razor-sharp, making for quite a valuable melee weapon. When extended out to the sides, they stick out 2.1 meters. When facing backward, they stick out 1.8 meters.

AZ 208mm Dual Shock Cannon
The Dual Shock Cannon utilizes a short-barreled gun which fires shells that smash on impact with explosive force. The Dual Shock Cannon is very powerful, and a few shots from this will tear away even the toughest of armour. However, due to the short barrels, this weapon becomes almost useless at a range of more than 250m. It is fixed to the underside of the Liger Zero, and as such can only fire where the Liger faces. It becomes inaccurate if fired while on the move.

E-Shield Generator
Situated around the face and head of Schneider is solid orange fairing that houses five energy shield generators. At the flip of a switch, the generators activate and the Frontal Force Shield is formed. As far as strength is concerned, the Schneider’s shield is more powerful than any shield seen before on a Liger, being roughly twice that of a Shield Liger in strength. However, it only protects the front and sides of the Liger (all the way to the back); the Liger is still open to attack from the rear. The shield can also be used as a battering ram, and quite effectively so. However, being an old design, the generators are very energy-inefficient, being quite severe energy suckers.

Multi-Sensor Scouting Pod
The Multi-Sensor Scouting Pod is the black armour piece mounted on the tail of Liger Zero Schneider. This pod provides the Schneider with the location of every Zoid within five kilometers of it, utilizing 3D RADAR, an antiquated IR system and a mapping/probability program that analyses data flows and predicts enemy movement based upon the received data. The 3D RADAR is identical to that of the Jager armour, while the IR system provides an updated static thermal image of the surrounds every 6 seconds, meaning you have to choose a good time to use it.


CAS-004 Liger Zero Panzer CAS

Name: Liger Zero Panzer
Alignment: Helic Republic
Classification: Liger
Height: 8.3 metres
Length: 24.0 metres
Weight: 163.2 tons
Top Speed:
285 km/h

Equipment:
Laser Fangs
Quad Strike Claw
Hybrid Cannons x2
3-Shot Grenade Launcher
2-Shot AZ Missile Pods x4
2-Shot Micro-Homing AZ Missile Pods x2
3-Shot Micro-Homing AZ Missile Pods x2
6-Shot Micro-Homing AZ Missile Pods x4
Multi-Blade Antennae
Advanced Missile Targeting System

Armour Coverage:
Panzer has the best armour coverage of any of the Liger family, with it covering just about every centimeter of Liger Zero’s body. The armour is high tensile steel that roughly matches the armour of an Iron Kong, pretty much everywhere. Of course, the downsides to this armour are rather noticeable. The speed of the Zoid is quite heavily reduced, only able to reach a maximum of 285 km/h, and only for short periods of time. The weight and coverage of the armour also has the tendency to restrict movement, so the Panzer is an unwieldy bastard. Secondly, all that armour traps heat within the Liger Zero, only enhancing the overheating issues the Liger Zero sports. In any case, once the Panzer begins to overheat, the controls begin to get sluggish and the internal systems become degraded by the heat. The armor can be jettisoned at the pilot’s wish, however, and this will prevent the heat from becoming extensively damaging.

Mobility and Power Source:
The mobility of the Panzer is laughable at best. Its normal traveling speed is around 150 km/h, but in times of great need it can be pushed as high as 285 km/h, though this greatly increases overheating and structural stresses, and makes the Panzer even less maneuverable. In general, the Panzer has agility akin to that of a Gordos, which is to say, not much. Luckily, the only real energy drainers of the Panzer are the Hybrid Cannons, so it can fight for a lot longer than the other armours if you’re cautious with it.

Weapons:

Laser Fangs
The two long front teeth of the Panzer are called laser sabres and are pretty much big, sharp fangs. They alone are several meters long and quite thick. They curve back slightly like bananas and have a sharp edge. They are thin side-to-side rather than rounded, indicating they are best used for piercing and tearing rather than crushing. Additionally, the lower jaw is farther back than the upper jaw, allowing the sabres to be used more effectively as stabbing weapons should the Liger bring it's head back enough. The sabre fangs can be charged with laser energy for greater damage to both armor and energy shields.

Quad Strike Claws
The Liger Zero Panzer’s four four-toed strike claws are excellent weapons for slashing and smashing. Backed by extremely powerful legs and the weight of a 163 ton Liger they can do a lot of damage, assuming you can get the Panzer’s fat ass on top of an enemy.

Three-Shot AZ Grenade Launcher
The Panzer is pretty much the only Liger Zero CAU that doesn’t sport the Dual Shock Cannon, instead carrying this little beast. Nestled between the front legs of the Panzer is a triple-barreled grenade launcher loaded up with eighteen Anti Zoid explosives. The range of the grenade launcher is about 250m, though having higher terrain than the opponent increases the range. The grenades fired are high explosive and have big 15m blast radii, packing a lot of power into the grenades themselves. Each barrel can fire once a second, but it takes a second to reload a barrel after firing.

Two-Shot AZ Missile Pods
Located on either side of the face, and on either front leg, are two small missile pods loaded up with four missiles, in two tubes that face directly forward. These missiles are Anti Zoid, as the designation implies, and they track via a combination of IR and visual imaging, meaning they’re really just standard missiles. However, the warheads are shaped charges, meaning they’re that much more effective at blowing into Zoid armour. It takes a few moments to lock on with these missiles, and about a second to reload the tubes.

Two-Shot Micro-Homing AZ Missile Pods
Located on the back of the Panzer are two armoured boxes that have twin-tubed missile pods within them. Each of these pods carries four missiles in total, two being pre-loaded. These launchers face straight up, and so they utilize laser targeting systems to “paint’ a target and track it down, making these missiles viable against aerial and land targets. It takes a few seconds to gain a lock with these missiles, and the pods automatically reload at the end of a round if any missiles have been fired. Just like the Two-Shot AZ Missile Pods, these missiles use shaped warheads to blow through armour very effectively.

Three-Shot Micro-Homing AZ Missile Pods
The rear hips of the Panzer have a missile pod each, coated in thick armour. These missile pods have three tubes, all pre-loaded with three missiles, and stocked with three more each. The missiles in these pods are also anti-Zoid. Because of this, they excel in blowing armor to bits. Like the back-mounted missiles these utilize laser targeting systems to “paint’ a target and track it down, making these missiles viable against aerial and land targets. It takes a few seconds to lock the missiles, and around a second to load up the next round of missiles. As with every other missile Panzer carries, these utilize shaped charges for increased effectiveness.

Six-Shot Micro-Homing AZ Missile Pods
There are four of these large pods, two being located on the flanks, between the front and back legs, one one the tail and one between the Hybrid Cannons. As with all the other pods, they are loaded up with a full complement of missiles, plus a full reload of six missiles each. The side pods fold up into the sides, making them less vulnerable to attack, as the bottom of the pod is a large plate of armor. They can fire in virtually any direction, allowing 360 degree offensive range, but they do have to arc out of the pods before they make their way to their targets. The one mounted on the tail can swivel 180 degrees up and down, and left to right, so can fire in almost any direction when combined with the tail’s own movement. The one on the back can be fired forward or backwards. As with the other homing missiles, it takes a few seconds to lock these, but they’re multi purpose, and use the shaped warheads to deliver an extra kick.

Twin Hybrid Cannons
The literal big guns of the Panzer’s armoury are these monsters, mounted on the back. They are capable of rotating up by about 50 degrees, and outwards by 10, but otherwise are limited in movement. They are called Hybrid Cannons because they are composed of both railguns and beam cannons, linked to seperatte firing systems. The railguns fire titanium-tipped slugs at speeds exceeding 18,000 km/h, or 5 km per second, making them pretty much impossible to dodge, and they lay the absolute smackdown on anything they hit, punching straight through most things with ease. However, due to old charging systems, each cannon can only fire once every twelve seconds, meaning one shot per round from the set. The lower cannon in each pair is a very powerful AZ144mm Beam Rifle, matching the power of the Geno Saurer’s pulse rifles, and able to fire twice per second. Of course, these beam cannons are humungous energy consumers, so they must be used carefully. The system can be set to sync the timing of the beam impact with that of a railgun impact, within 30mm of each other, for ultimate pain.

Advanced Missile Targeting System
The biggest coup of the Panzer was not the Hybrid Cannons but this program, a program that has since been integrated into the RADOME of the CP-13 Wild Weasel Unit. It allows the system to target up to 64 targets at any one time, utilizing all the missiles at your disposal. It takes about three seconds to lock using this, but it increases the accuracy of all missiles being used by 50%, and syncs them to fire in waves, allowing for extraordinary levels of firepower.

Multi-Blade Antennae
The mane of the Panzer sports two large bladelike protrusions that sweep backwards over the Panzer’s neck. These blades are actually the Multi-Blade Antennae. When activated they allow the Liger Zero Panzer to use both advanced communications and transfer data to and from allies. This gives the Liger Zero Panzer access to sensory information from allied zoids and transports.


That's all three. I also have X, Phoenix and Falcon CAU bios if you're at all interested in them.

Solaris - January 28, 2006 09:07 PM (GMT)
I already received a Schneider from Augusts, one which he didn't post here. I'd like to go with his, but he neglected the CAUs' ages. Considering these are probably the best we'll get, I'm using Orpheus's versions. Augustus gets two mod slips and 15k 'cause his was pretty much as well-written as the other, and Orpheus gets six mod slips and 45k.

And 'cause I like to abuse staffer power, Orpheus, post them please.

Orpheus - January 29, 2006 02:06 AM (GMT)
Okay Sol, I stuck them into the Custom Mod section, since they're one of a kind and all. I messed up the thread name for Schneider though. I'm sorry!




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