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Metal Combat: Century After Next > Mass-Produced Designs > DV-05E Blue Redler Upgrade



Title: DV-05E Blue Redler Upgrade


Alex Carrigan - February 3, 2006 06:12 PM (GMT)
DV-005E Blue Redler Upgrade
Cost: $160,000
Zoid(s) Redler

The premise behind the Blue Redler, developed by the same inventor as the Crimson Molga, and resurrected by diVossi Industries, was twofold. First, it upgrades a venerable design to compete with modern machinery, and second, to accomplish something wholly new in the field of flying Zoids: electronics. Yes, electronics. The closest aerial Zoid to being considered a "special-operations" model was the Triple S of long ago, whose modifications were tailored towards a specific purpose. So far, the Blue Redler has performed admirably in combat against many types of Zoids.

The Blue Redler is almost a polar opposite of the <CLASSIFIED>, and the two perform with frightening efficiency if they work as a team. While the <CLASSIFIED> uses <SPECIFICATIONS WITHELD>, the Blue Redler relies on special abilities to prevail.

The Blue Redler also includes a number of small cosmetic upgrades to distinguish it from its brethren, giving it the impression of a sea-drake. It receives a bright metallic cerulean paint job on its dorsal surface, and a sky-blue underbelly, making it slightly difficult to notice offhand from below. It has a few teal details, as well, such as a few small, membranous fins here and there. Two are behind the "ears," one small, finlike crest is on the head, and a small horizontal one encircles the end of the tail, in no way preventing the blade from working.

QUOTE
EZ-005E Blue Redler
Type: Dragon
Length: 17 meters
Height: 6 meters
Weight: 37.3 tons
Speed:
Mach 2.6

Equipment:
Dual 30mm Lightning Repeater Rifles
Strike Claw x4
Thunder Blade
Dual Remora Missiles
Pop-Up Laser Gatling Turret
Eagle-Eye Sensory Suite
Thunderball System
Ion Discharge Vanes

Armor Description:
The Blue Redler has the exact same armor as its stock brother. That said, it's very well protected in the world of aerial Zoids. It's tough and lightweight, made from the same poly-weave material found on the Heldigunner and Rev Raptor, granting it excellent protection against lasers, bullets and most air-targeting missiles.

Mobility and Power Source:
The Blue Redler, like the original design, is very maneuverable, with response time and a turn circle equal to the Zabat. It doesn't roll quite as fast as most other fighters (thanks to the legs providing off-center mass), but this is made up for by its outstanding performance in basically every other regard. Like its original form, the Blue Redler is quick and agile on the ground, able to make 220 kph with Saber Tiger-like agility. The extensive modifications to the airframe, however, impact its top speed, and as such the Blue Redler isn't quite as fast top-end as it was originally.

Dual 30mm Lightning Repeater Rifles:
These are the main conventional armaments of the Blue Redler, mounted to the sides of the head. Each appears as a small, silver gun barrel with various small conduits running into the head it mounts to. They have a fully-automatic rate of fire, approximately 10 shots a second. The technology borrows from the Lightning Saix, and thus they are very accurate. They have excellent penetration power, if not much stopping power.

Strike Claw x4
Just normal alloy claws found on most Zoids. They are especially important to the Redler. With four of them in positions similar to a four-legged ground Zoid, the Redler is actually one of the best air Zoids when it comes to traveling on land. So if it can manage to land safely it can actually still fight on land, able to travel at 220 kph with maneuverability comparable to a Saber Tiger.

Thunder Blade
Exactly the same as the standard Laser Blade, except the charging system has been swapped out for an uplink to the Thunderball capacitors. Instead of a laser-charged blade, the tail blade will now, if charged, deliver a colossal spark to your foe. While it lacks the cutting power of the Laser Blade, the large electrical spark is enough to briefly numb or deaden the part of the Zoid it hits, depending on location. A fully charged Thunderball system has enough juice for two swipes, though it's unadviseable to keep it activated too long, as the electricity will ionize its way into the air and drain the system's charge within eight seconds.

Dual Remora Missiles:
These strange weapons, one of which is under each wing, are elongated AAMs with their explosive payloads removed. While each one requires a lock (which they achieve very quickly, once it hits, it attaches to the enemy rather than exploding, and sends out a "lure" signal for all other missiles, drawing them to that Zoid. This goes for all missiles, friendly or enemy, and the strong signal from the Remora overpowers missile locks. Needless to say, many pilots soon found that their best chance of downing a Blue Redler was to alpha-strike all their missiles at it before the Remora could hit. Test results against Liger Zero Panzers are forthcoming, but are expected to be....interesting, to say the least.

Pop-Up Laser Gatling Turret:
The Blue Redler is heavy on processing power and advanced intelligence, making it one of the most "intelligent" Zoids in existence. This small turret, therefore, is controlled directly by the Zoid itself, and can be "toggled" on or off at the pilot's discretion. A quartet of 10mm laser gatling guns spray bullets out at an amazing pace, intended for shooting down missiles, but will also give other aerial Zoids a little bit of hell. The assembly is a disk-shaped structure flush with the Zoid's back, but owing to its name, pops up to shoot at any nearby enemies. It can (and probably will) hit anything around it, except when parts of the Blue Redler itself block the way. The Redler itself is quite smart, and by no means will it shoot itself trying to down a missile.

Eagle-Eye Sensory Suite:
One of the most interesting sensory suites around. While it's a fairly respectable electronics package on its own, a few shades lower than that on the Dimetrodon, its real value is its amazingly long range. The Blue Redler has a twenty-kilometer sensory bubble, able to sense up to a kilometer underwater, one hundred meters underground, and the full distance in air. While the sensory data won't help targeting much (around a 10% boost), it can be used to spy on enemies far outside their own sensory range. It uses everything from radio waves up to visible light, as well as ground-penetrating radar and a long-range soundwave deciphering device to sense naval zoids.

Thunderball System:
The TS is a series of turbines arrayed throughout the Blue Redler's fuselage, which spin and generate electricity. Its amazing speed allowing for excellent power generation, the TS nonetheless cannot be used above Mach 1 due to potential damage to the turbines. It includes a special door for each turbine that closes right before the Redler breaks the sound barrier. Half a round of subsonic flight (or merely the act of accelerating to supersonic speeds) is all that is required to charge the system. The Thunderball System can then fire a large chunk of ball lightning from the Lightning Repeaters on the head, rendering them inoperable for the second it takes to prep and fire the stored lightning, as well as two seconds afterwards for stabilization. After that, they are free to fire as usual. Due to the short-range (less than 400m) nature of the attack, the Blue Redler's pilot must be both skilled and daring to use it, particularly against fellow aerial Zoids, to which it is devastating. The ball lightning feels something like a canned Electron Discharge, meaning it hurts pretty bad, continuing to gradually fry electronics and degrade performance over four seconds.

Ion Discharge Vanes:
The trailing edge of each of the Blue Redler's wings is a series of sharp vanes. These can use the stored Thunderball energy to create a cloud of highly charged ions in the air, which discharges electrical impulses regularly until it stabilizes with the rest of the atmosphere. Anything that flies or runs through it will be subject to not only a "shocking" experience, but have their performance decreased roughly 10% for the remainder of the round. The cloud is also a huge "attention-getter" for tracking systems, and all autonomous weapons (including missiles, regardless of their tracking nature) will aim directly toward the cloud for the time it persists. Sadly, the cloud dissipates after six to eight seconds, and uses all the stored energy from the Thunderball System, so use it wisely.




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