View Full Version: CAU-03 Panzer Armour

Metal Combat: Century After Next > Customized Designs > CAU-03 Panzer Armour



Title: CAU-03 Panzer Armour


Orpheus - January 29, 2006 02:04 AM (GMT)
CAS-003 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 AZ256mm 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.




Hosted for free by InvisionFree