EZ-060 Dark Spiner
Type: Spinosaurus
Length: 22.3 meters
Height: 16.6 meters
Weight: 118.0 tons
Speed:
240 kilometers per hour
Equipment:
Communications Jamming Blades
144mm Machine Gun x2
Electron Bite Fangs
Strike Laser Claw x2
60mm double-barreled Cannon
Quad Defensive Cannons
Strike Smash Tail
Electron Discharge
Anchors/Footlocks
Armor Description:
The Dark Spiner, being a high-budget, high-performance new model, has advanced armor covering nearly its entire body. While it's not particularly thick, the armor has amazing tensile strength as well as being slightly laser-reflective, giving it defense equivalent to a much more heavily-armored Zoid when it comes to facing high explosives and laser-based projectile weaponry. Standard slug-throwers are the weapons of choice when facing this monstrosity, as well as good old melee combat. The main weakness of the Dark Spiner is that its spinal array, which it relies on heavily for many of its cool abilities, is largely unarmored, and it's a very large target from the sides. The Spiner also has some serious gaps in the armor on the rear side of the legs.
Mobility and Power Source:
The Dark Spiner is a large, powerful, thickset Zoid, with a fair bit of muscle power behind its strikes. It tires faster than its Geno brother when performing physical activity, but makes up for a lack of endurance with brute strength. The Spiner's powerful jaws, tail, legs and arms can all be used to devastating effect in melee combat. Paradoxially, the Spiner has energy to spare when using its special systems, namely the electron discharge and the Jamming Blade functions. Even when supporting an alpha-striking Killer Dome on its back, the Dark Spiner finds it difficult to stall save physical overexertion. It's not as maneuverable as many Zoids, but it's still fairly agile for a 118 ton death machine.
Communications Jamming Blades
The first feature of the Dark Spiner's back-mounted spinal array is the ability to jam enemy communications and sensors. When activated, the communication jamming blades send out a continuous stream of "white noise" on the radio and infrared spectra, flooding all radar and IR sensors with a constant barrage of meaningless noise. The Spiner doesn't have any advanced sensors of its own, and this tends to put most Zoids on an even footing with it. In addition, radio transmissions from all parties are jammed into static, making it very difficult to communicate unless your transmissions resist jamming somehow.
144mm Machine Gun x2
The undisputed main weapons of the Dark Spiner; one is mounted on each shoulder and fixed forward facing. They have a little bit of vertical pivoting but have no independent horizontal pivoting. Though very high-caliber for machine guns, they carry a corresponding degree of recoil, so firing these without footlocks could result in unpleasant consequences. They fire 144mm bullets at a repeater-like rate of ten per second.
Electron Bite Fangs
Rows of razor-sharp alloy teeth line the Dark Spiner's long, powerful 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 equipment delivers quite a drain to the Dark Spiner's energy supply, though considering its high power flow, the Spiner's better at using this than many Zoids equipped with this system.
Strike Laser Claw x2
One on the end of each of the Dark Spiner's short arms, these claws are made of a sharp, extra-strength alloy. They can be charged with laser energy for more damage, possibly in consolation for their short range.
60mm double-barreled Cannon
Paired in the Spiner's chest, these are basically a pair of standard, semi-automatic 60mm cannons with no pivoting whatsoever, so aiming them is difficult. The main weapons of the Dark Spiner on the move.
Quad Defensive Cannons
Mounted on the rear most spine, these 20mm defensive laser machine guns suffer form a short range of less than 100 meters, but are capable of pivoting quite a bit on the vertical axis. Their energized light-speed laser shots can tag just about any Zoid in just a few seconds of constant fire. They're excellent for shooting down missiles, as each of the four cannons fires at a rate of fifteen bolts per second. Each bolt hits like a 20mm bullet.
Strike Smash Tail
The long, flexible, and armored tail of the Dark Spiner can become a powerful weapon itself if used properly. The Spiner's not quite as maneuverable as its Saurer kin, but it's just as mean, and has an extremely effective stun.
Electron Discharge
While the Spiner lacks the ability to fire a charged particle cannon like the rest of the Imperial therapod Zoids, the Spiner makes up for this weakness with the Electron Discharger. It is used by raising the spinal array, which serves as a temporary storage area for electrical buildup. After about 4 seconds of this, the Spiner fires a "leading beam" from its mouth that uses a complex, shifting magnetic field to sap the target of electricity and make it more conductive. This serves to "aim" the actual wave of electrical energy, making sure it goes where the leading beam is focused. The blast primarily deals a large amount of electrical damage to Zoid circuitry, with some nasty physical damage on the impact zone from heat. It lasts around two seconds, during which time the weapon has absolutely no recoil. Finally, the Spiner can move its spines and torso to aim the blast, making this attack incredibly dangerous. Unfortunately for the Spiner, this weapon can only be fired twice in battle, and never in two consecutive rounds due to the immense energy drain associated with the weapon. It also can‘t use any other weapons at all in the same round the Discharger is used. Also the loss of any of its spines reduces the amount of power of the blast proportional to how many spines are lost, disabling it if all the spines are removed. It should be noted that when firing the weapon, the Dark Spiner cannot move its legs at all, nor can the Discharger be used on the first round.
Anchors/Footlocks-
The Dark Spiner has a pair of long, heavy metal anchors, also known as footlocks, mounted on the back of each foot. They help absorb recoil from weapons fire and keep the Dark Spiner in one place. They are used primarily to help absorb the recoil of the machineguns, but there are some other clever uses for them too.