EZ-034 Geno Breaker
Type: T-Rex
Total Length: 23 meters
Total Height: 13.7 meters
Weight: 137.5 metric tons
Speed:
345 kilometers per hour
95.83 meters per second
Equipment
X-Breaker x2
Articulated Round Shield x2
Wing Thrusters x2
NZR Composite Sensor
Laser Charging Blade
Charged Particle Cannon
Particle Converter
Hyper Killer Fangs
Hyper Killer Claws x2
Hyper Strike Claws x2
Right Weapon Binder
Left Weapon Binder
Anchor x2
E-Shield Generator
Armor Description:
Let’s face it. The Geno Breaker is one of the most powerful zoids out there, ranking right up there with the White Liger and Berserk Fury. Its structure is as tough as that of the Berserk Fury, surpassing even the Psycho Geno Saurer’s durability. The armor is of similar make and durability to the Shield Liger, giving the zoid a relatively soft shell. Relatively speaking, I mean; that’s still tougher than just about anything out there.
Mobility and Power Source
The Geno Breaker is mobile and lethal. It has a good top speed for any bulk and make, able to outpace even the Lightning Saix while hovering and thrusting. The Breaker's agility is also good, though by no means whatsoever is it comparable to the feline zoids. The Breaker has poor endurance, much like its predecessors. While the maximum energy storage may not be high, the Breaker's core is a high-output model that churns out power at a good clip, and thus it can recover relatively quickly from exhaustion. It would have to be, for the CPC is one of the heaviest energy-draining weapons known to Zi.
Equipment:
X-Breaker x2
The Breaker’s namesake armament, though by no means its most powerful, the X-Breakers are a pair of large pincers measuring roughly seven meters from tip to base. They mount inside the articulated shields, deploying out like a pair of switchblades when needed. Though not particularly sharp, the pincers do pack a lot of crushing power behind them. The shields also mount on powerful pylons, and so the Breaker is capable of lifting and bullyragging zoids weighing up to eighty tons with both pincers, or thirty tons with just one.
Articulated Round Shields x2
A good deal tougher than the Breaker itself, the Articulated Shields are made of molecularly-laminated Zoid Magnite, as is the armor protecting the pylons, making them a little more durable than the Gojulas’s armor. They can swivel about the zoid, able to cover just about every angle of attack save underneath, directly ahead, and the last half of the tail. Naturally, they can only protect in two directions at once, so a total bombardment like from a WWU or Zero Panzer would certainly deal damage directly to the zoid itself. The Articulated shields are almost impossible to destroy, able to withstand a direct hit from a Heavy Beam Cannon with some function remaining.
Wing Thrusters x2
A pair of large jet engines mounted on the back of the zoid, these are fixed facing backwards and provide the bulk of the Breaker’s speed. Without them it can only go about 260 km/h. Through thrust vectoring the Breaker can achieve some maneuverability at its top speed, but it is by no mental gymnastics a dogfighter. The Wing Thrusters only provide the thrust; the Breaker floats in the air through use of continual antigravity generators. It can maintain the thrust for up to two minutes on continual burn, though most of the time is spent cruising on the inertia from the last burst of thrust, and the antigravity generators can power for about thirty minutes before requiring a two-minute recharge time.
NZR Composite Sensor
The NZR Composite Sensor allows the Geno Breaker to track enemy movements through infrared, visible, ultraviolet, radio, and X-ray Doppler-style radars. Though sensory units are embedded throughout the zoid in the stabilizer caps, the main portions are located in the head, replacing the 44mm laser. This unit also assists with target tracking, providing an increase of about ten percent on the zoid’s overall accuracy. It can track and retain up to six targets at once, and this targeting computer is now compatible with the missile pods.
Laser Charging Blade
The blade on the Breaker’s head measures about two and a half meters long and can charge up with energy, much like those of its ancient nemesis, the Blade Liger. Sharp and pointy, the blade finds limited use attached to the top of the Breaker’s NZR unit and facing backwards, but it is capable of pointing forwards like the Battle Cougar’s blade.
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 two seconds to charge, during which time it is possible for the Breaker to move around, though the procedure aborts if it discharges another weapon.
The weapon discharges a cylindrical stream of very densely-packed superheated charged particles that is about three 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.
Particle Converter
This little doohickey lets the CPC fire so quickly. An integral part of the Wing Thrusters, it saps some of their ionized air for use in the CPC. If the Wing Thrusters were destroyed, taking the Particle Converter with them, then the CPC would take twelve seconds to charge up.
Hyper Killer Fangs
The Geno Breaker has some vicious, vicious teeth. Serrated and sharpened to a fine edge, they’re great for ripping pieces off of enemy zoids. Given the powerful and flexible neck of the Breaker, they do much more damage compared to normal fangs.
Hyper Killer Claws x2
The Breaker’s claws are pretty nasty. Dealing more damage as compared to the norm and backed by the puny forearms, they are pretty good at discouraging melee with the beast.
‘Cause, y’know, the X-Breakers don’t already do a good enough job of that as it is.
Hyper Strike Claws x2
I would not relish the Breaker kicking my zoid, what with the powerful hindquarters being able to sail a kick clear through most zoids’ structure. Because the Breaker spends most of its time boosting around, they can get pretty nasty with those razor-sharp kicks.
Right Weapon Binder
Mounted on the hips, the weapon binders are the mainstay of the Geno Breaker’s ranged armaments. The right is designed for close-in gunplay, not longer-ranged combat. They can angle twenty degrees outward and rotate vertically all the way around.
AZ140mm Shock Gun x2
The two barrels poking out from the front end of the weapon binder are a pair of shock guns. Smaller than the shock cannons in the Liger series, these are more accurate due to their rotating turret design. The shock guns have an effective range of four hundred meters, greatly losing accuracy and killpower after that. They are more accurate due to rifling in the barrels, but the smaller shells make for less damage than the Ligers’ shock cannons.
Micro Poison Missile Pod
Popping up from the side of the binder is a three-tube missile pod with three missiles each. These missiles are all a third as powerful as a normal missile, though their smaller size and greater speed (Mach 4.45) make up for that failing. Certain Breakers have been known to carry mustard gas or neurotoxins in their micro-missiles, but modern Breakers utilize simple napalm in the missile’s payload. That, combined with the explosive warhead, is enough to make most zoids weep. They utilize the NZR Composite Sensor to achieve a lock in any one of the spectrums it detects. These missiles, because they fly entirely by command from the zoid, are especially vulnerable to NARCs.
Left Weapon Binder
Mounted on the hips, the weapon binders are the mainstay of the Geno Breaker’s ranged armaments. The left is designed for long-ranged gunplay, not close-ranged combat. They can angle twenty degrees outward and rotate vertically all the way around.
80mm Beam Cannons x2
Both of the barrels sticking out of the binder are beam weapons of rather average power, so far as beam weapons go. All they have going for them is their large caliber, really. They can fire at a rate of three shots per second.
Micro Poison Missile Pod
Popping up from the side of the binder is a three-tube missile pod with three missiles each. These missiles are all a third as powerful as a normal missile, though their smaller size and greater speed (Mach 4.45) make up for that failing. Certain Breakers have been known to carry mustard gas or neurotoxins in their micro-missiles, but modern Breakers utilize simple napalm in the missile’s payload. That, combined with the explosive warhead, is enough to make most zoids weep. They utilize the NZR Composite Sensor to achieve a lock in any one of the spectrums it detects. These missiles, because they fly entirely by command from the zoid, are especially vulnerable to NARCs.
Anchors
The Geno Breaker has a pair of long, heavy metal anchors mounted on the back of each foot. They help absorb recoil from weapons fire and keep the Breaker in one place. When deployed, each foot also employs a miniature reverse-magnesser system to stick the Saurer firmly in place on terrains that would otherwise hamper the metal anchors. They are used primarily for the Charged Particle Cannon when on the ground, but there are some other clever uses for them too.
E-Shield Generator
The Geno Breaker mounts a shield that rates at 190% SL Standard. Almost double the power of the Shield Liger’s; it forms half an ellipse around the front end of the Geno Breaker. Aside from the power, it is standard for shield technology.