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Metal Combat: Century After Next > Zoid Models and Games > Pilot made Mods



Title: Pilot made Mods
Description: Cause we all got one we wanna get out.


Dyne Ralley - February 21, 2004 06:53 PM (GMT)
CP-01 Duel Beam Cannons

For:
Shield Liger

Ok, so the Shield Liger isn't the greatest in terms of overall firepower, and it has a real hard time taking down anything with or without a shield. Well, these huge big bore cannons change all that. The Duel Beam Cannons are specifically designed for Shield Breaking, and they do it very very well. But how do they do it? Well, there is alot of equipment involved in this CP and while most of is regulated to the energy supply and actual cannons themselves there is one little note of an advanced scanning computer. Said computer plugs into Shield Liger's sensors and gives them the ability to disern specific shield frequencies. It identifies what the target shield is weak against and calibrates the cannons beams to make them more effective. Thusly these cannons can put down any shield with about 4-6 rounds (that's 2-3 rounds from each cannon).

However, there is a down side to all this... well, several actually. First off, these cannons were designed for Shield Breaking. That means they have a field day with shields. Armor and structure is a different story, the beams can only deal moderat damage at best. But, depending on what kind of armor they're being used against that could change. Another downer is the time it takes to fire these things and their firing rate. It takes a moment for the cannons to collect the energy they need to fire so they're not even close to semi-auto. At best, one can get a shot off every two seconds. The charge time doesn't take that long, but thermal shielding on the cannons is sup-par and safties were installed to prevent them from firing in rapid succession so they won't melt off when a pilot gets a little trigger happy. One more thing. Consirning the computer that handles the calibration of the cannons. It only activates in the presence of a shield. This means that the cannons are calibrated only when an opponent activates their shield, and each Zoid has a rotating frequency that automatically changes after a battle. However, once a specific shield has been calibrated for that sticks for the whole battle.

The cannons mount to side arms of the Shield Liger that normally hold the Missile Boxes. When mounted, the Missile Boxes are moved to the back of Liger just above the butt on a inclining mounting. This means they fire in a parabolic arc to avoid hitting the Liger in the back of the head. The side arms can swivel down as normal to allow use of the 20mm Machine Guns to be used.


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CP-02 Saber Assault Unit

Otherwise known as the Great Saber modification this CP gives the Saber Tiger a leaping and ariel manuverability prowess that is unrivled by any other normal ground based Zoid. The SAU comes complete with a powerful booster, wings, and a couple lightly armored fuel tanks, as well as enough mountings to position all the weaponry the Zaber must move around to use it.

With this CP equiped a Saber Tiger can leap nearly three times as high and over five times as far as it normally can, not to mention being able to roll in mid-air or flip over (front flip or back flip is up to the pilot), as well a lovely little 40KPH speed boost. This mod was designed for the accrobatic, showboating pilot who loves to put a little dramatic flair into his/her battles. Not only that, but it comes with some extra firepower to boot. Contained in a pivoting cradel on front of the unit are eight rocket propeled morters. The cradel normally faces straight up meaning they can be fired like normal morters, but since the cradel can pivot to face straight forwards they can also be fire as high yeild rockets.

The SAU moves around the two 20mm's on the Saber's shoulders to a mounting arm on the right of the morter cradel. One cannon mounts directly on te end, the other on the top. The arm has it's own 20mm beam cannon buit into it and can rotate around 360 degrees, thus giving it the ability anything in frotn of, above, under (to a limited extent), and behind the Saber Tiger. The missile box is moved to the top of the unit and given a full 360 degree turret. The downside is, the duel 30mm's are mounted facing the rear and the tower that the missile box mounts to keeps it from facing forwards. Bummer I know, but dem's da breaks. On the plus side the cannons have a commanding field of fire behind the Saber, capable of facing to the left, directly behind, and right, as well as all points in between. Given the speed boost the Saber gets from the SAU it's a logical conclusion that there are gonna be some Zoids looking at it's backside.

It should also be noted that with the SAU equiped the Saber's Sensory Unit gains a little added bonus of being able to send data to a team mate via the array on the left side morter cradel.

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CP-03 Hilbit Gatling Unit

For:
Dark Horn
Red Horn (assuming we're using it)

Raise your hand if you love/adore large caliber cannons capable of massive amount of shelling in a short amount of time. Yea... that's what I thought. The HGU embodies the notion of "supressing fire." It's six AZ60mm barrels can pump out ammo at blistering thirty rounds a second for much justice across the battle field. It mounts on Horn's weapons base, and is more or less identical to the one currently mounted on the Dark Horn standard. Since it mounts were it does it gets a full 360 degree turreting as well as a minor 10 degree verticle incline.

In addition to the large Gatling a Tri-Barreled Artillary Cannon and 80mm Beam Cannon are also included for reasons of symetry. The TBAC is mounted on the outside of the cannon's base and the 80mm is mounted inside, like a reflection of the standard Vulcan, 80mm, and TBAC. They both function exactly like the normal ones mounted on the Dark Horn.

This CP has no downsides. It was built for one thing, and one thing only, load and loads of added fire. Since it's function is so simple it's construction and mounting are equally as simple. However, it does suffer the same vulnerability as the Dark Horn's normal weapons.

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CP-05 Heavy Beam Cannon

For:
Cannon Tortoise

This cannon is one of those CP's that was obviously created by a person with an inferiority complex since it's just about the biggest CP avaliable. This cannon defines "big bore." It's caliber is in the range of 350-400mm so even a glancing blow is fairly painful. Like all beam cannons it fires a mass of energy, but this one is so large and exits the barrel at such a greater speed it can knock middle weight Zoids (80-115ton) off their feet.

Now for the bad stuff. The weapon is larger then the Zoids it mounts to, so makes them even more cumbersome and slow. The Cannon Tortoise gets it's speed hacked by a good 40kph, and it's turning ability turned into something even shittier (yes it's possible). Not only that, but the Cannon is slow firing, one shot every 2 seconds... well, one accurate shot at least. See, the cannon has a fairly noticable recoil and throws off the aim a large degree. As such it will take a moment to get it back into line, but if one gets a solid hit on their opponent that shouldn't too much trouble.

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I'll do some more later on...

Shiro the Destroyer - February 21, 2004 07:59 PM (GMT)
How'd I kNow you'd do all the big gun Bios 1st :P



Anyway ::Stamps with Mark of approval:::

now you just got to get kimi to apporve it..

Dyne Ralley - February 21, 2004 09:01 PM (GMT)
Actually I went in order or number... kinda.

I didn't bother with the CP-04 since the normal Command Wolf isn't avaliable and Pheno didn't have a picture of it on the Cannon Tortoise or Stealth Viper I could go off of.

And if I was gonna do all the big gun bios I'd definatly have the Gojulas Cannons in there already.

Mary - February 22, 2004 02:40 AM (GMT)
Hmm, well... all in all I love those bios. However, a few things need to be edited. Names, shortening of body text, a few caliber changes, the adding of a few things you missed... though you actually didn't miss much. But I'm digressing here. I can tell you this much though, some version or another of Dyne's original bios will be put up on the site sometime soon. Good work Dyne. ^_^ This makes things easier for me.

Dyne Ralley - February 22, 2004 05:51 AM (GMT)
Cool. I'll do some more either tonight or tomorrow.

Dyne Ralley - February 22, 2004 06:34 PM (GMT)
CP-07Cannonry Unit

For:
Genosaurer

Gee, guess what this weapons is? Yep, a big ass cannon! Might be why it's called The Cannonry Unit. This is a giant 150mm Long Range Sniper Cannon of doom, well worth the trade off of two 144mm cannons (cause it mounts in the same place the cannons are). Now, why would a single 150mm sinper cannon be worth trading two 144mm pulse cannons? I shall inform you. See this cannons deals out damage like a mini suped up version of the CP-05 Heavy Beam Cannon.

The shells fired would appear to be standard cannon rounds at first glance, but one need to look inside to see where the magic is. The CU rounds utilize a depleated uranium shape charge warhead. This means they will penetrate heavy armor with ease then explode inside for massive damage and stripping of armor. A solid hit on a Command Wolf's knee joint while it's charging head on will tear the limb off, and even an Elephander will feel the sting of this weapon. However, it's firing rate is about one round a second.

It's highly accurate, especially at long range, and even while the Genosaurer is on the move. Because it was designed to accurate long range punishment it comes equiped with specialized recoil absorbers that allow it to keep a realitivly high degree of stability when firing. The Cannonry Unit even some complete with a built in scanning and tracking aray. The Genosaurer greatly benifits form this due to its lack of standard sensors. There's nothing fancy about them, just a normal radar and laser tracking device to give the user an idea of what's out there and an accurate way of targeting an opponent.


[]I think I'm missing something on this one... aside from what all it mounts to...[]

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CP-10 Twin Republican Super Cannons

For:
Gojulas
Gojulas Giga
Gordos

Now, chances are, if you have one of the Gojulas line, or a Gordos, then you like dealing out massive amounts of punishing fire. The chances are also equally as likly you'll adore these cannons.

Quite possibly the oldest design still being produced today these cannons are twin set of 160mm's of pain and punishment. They fire standard cannons shells via a magnetic accelerator line in the barrels when spits them out at nearly the speed of light. This makes them very difficult to dodge, and also tacks on one badass recoil, enough to bend a Gojulas from leaning forwards to nearly tipping over backwards, or sliding a Gordos back a meter or two. This being the case, it is recomended that no Zoid mounting these cannons be moving forwards or backwards when they are fired.

I know what you're thinking, "with a 160mm cannon shell traveling at learly the speed of light I'll own anything with a couple shots." Well think again buster. See, the shells it fires are just normal cannon shells, and those were never ment to travel at that speed. As such they tend to shatter apart upon contact. This is a double edged sword. While lighter Zoids will have armor stripped off from the kenitic force larger Zoids can stand up to it. However, while larger Zoids can take a hit they are still left hurting. The cannon shells are very adept at shattering armor and transfering kenitic force into the structure, making them alot like a long range mace.

The cannons have two modes of fire. Linked, where both cannons fire together and the target is left really hurting. Or Slight Ociliation, where one cannons fires a split second before the other so one round hits just before the other and damage is maxamized in a small area. In both modes one is not going to get more one round form each cannon every two seconds.

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CP-11 Manuver Thruster Unit

For:
Iron Kong

Well hot damn! A CP that's not a giant gun. The Manuver Thruster Unit turns a normally slow and cumbersom Kong in an Agile, Mobile, and Hostile threat. When used properly this CP can give an Iron Kong manuvering capabilities just slightly less then that of a Blade Liger. In addition to that it can also tack on a wonderful 50KPH speed boost to the Kong's normal running speed... Ohhh yes, it's a good day to have a Kong.

One big downer is that the only Zoid these mount to is increadibly heavy, and this puts the boosters under a heavy strain to hauls it's fat monkey ass around like that. As such extended use of the boosters at full output will cause them to overload and explode... that's a bad thing.

However, one other good thing about this CP is that is runs directly off the Kongs own core power. Why is this good? The Kong is a naturally low consumer of energy because it uses no energy based weapons and has a good reserve of power to supply the thrusters. This is also good because there are no fuel tanks to be targeted and exploded.

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I'll do some more later on.

Mary - February 22, 2004 11:21 PM (GMT)
Nice work Dyne. Keep up the good work. ^_^

I'm not so sure about the Cannonry Unit. For now I'm split on whether or not to change how it works. The idea of it being a sniper-type with lots of force definitely appeals to me though.

The Twin Republic Super Cannons... other than changing the name and allowing it to be mounted to more Zoids (evil laugh) it looks perfect.

The Maneuver Thruster Pack makes my Iron Kong feel giddy, but there is an official speed for it and it's lower than what you gave it. ;_; And my consciensce wants me to give it the official speed. Still, it looks good.

Also, I've edited the first four you posted and they are all ready to be put up on the site... when I feel like it. I want you to keep on making bios so we can have a large number to put up all at once.

Dyne Ralley - February 23, 2004 01:04 AM (GMT)
::tear:: But I so love the acronym TRSC... it just makes me feel so good inside to type it.

I'll do some more tomorrow after class.

Dyne Ralley - February 23, 2004 05:10 AM (GMT)
Ehhhh... I'll do this one tonight cause there's alot of Blade Liger's popping up... ugh...


CP-12 Attack Booster Unit

For:
Blade Liger

Ohhhh joy! Another reason for people to get a Blade Liger... ::curses::. The ABU is indeed a wonderful CP for the Blade Liger, adding both a fair boost of speed and some extra firepower. The 40KPH boost puts the Blade Liger's speed just above that of he Lightning Saix and Hound Soldier, very nice indeed. However, the Blade Liger wasn't meant to go that fast and as such it looses some of its manuverability at the new top speed. It's not anything major sine the Liger's leg structure is very sturdy, but try doing alot of fancy moves and manuvering at top speed for extended periods of time (read 3-4 turns or more) and you're asking for trouble. Firepower wise this CP just adds a pair of 30mm beam repeater cannons. Nothing special, just normal 30mm beam repeater cannons.

It should be noted that one can only use the boosters and repeaters one a time since using them requires the ABU to be in a different position. When facing backwards one can use the boosters. When the Unit is facing forwards one can use the repeaters. Why is this? Because the repeaters don't function unless the ABU is flipped forwards and using the boosters while the unit is facing forwards would cause the cockpit to melt and kill the pilot.

Another interesting note it that the blades can be extended to the sides with the ABU attached. However, using the boosters while the blades down will cause the fragile arms the blades are mounted on to frey and crack. While this won't happen instantly, it will happen sooner then one likes. So use the boosters spairingly when the blade arms are down.

Mary - February 23, 2004 05:34 AM (GMT)
Hmm, better if I do the ABU. o.o My info leans in the opposite direction for those beam cannons.

Shiro the Destroyer - February 23, 2004 05:47 AM (GMT)
QUOTE (Dyne Ralley @ Feb 23 2004, 05:10 AM)
Ehhhh... I'll do this one tonight cause there's alot of Blade Liger's popping up... ugh...


Ph34r Not Dyne! Once I get the BD up I'll Start creating customs that will make those blade ligers BEG for mercy! Muahahah! ::Spooky thunder and all that jazz::

Dyne Ralley - February 23, 2004 05:51 AM (GMT)
Ehhh... I matters not to me. I've already got two custom mods thought up for both my Zoids, but they're way too powerful to be avaliable for purchace.

If I'd become an Admin I'd have asked to have them instead of an Organoid, cause they're more useful then an organoid at this point... But I didn't, so there's nothing to fear from them at this point.

Shiro the Destroyer - February 23, 2004 05:58 AM (GMT)
You can always comeover ot the dark side my son >:D

THe BD can use a pilot so skiled at Crushing others under his foot..

Dyne Ralley - February 23, 2004 06:00 AM (GMT)
Yea, I'll probably join the BD since I have the EXP as a BD pilot here... unless yall are BD on another board.

Kimi, you never even disrupted a battle so there... :P

Mary - February 23, 2004 06:32 AM (GMT)
I still hold the record for shortest period as a BD member. One week before it was disbanded. ^_^ I chose the wrong side at the wrong time I daresay.

Dyne Ralley - February 24, 2004 07:20 PM (GMT)
CP-13 Wild Weasel Unit

For:
Gun Sniper

Well... back to lots of big guns for the trigger happy pilots out there. Yall know something? There's a reason this CP is designated 13. It's very unlucky to be on the receiving end of the kind of the kind of the wall of ammo this thing dumps out.

The WWU is a set of eight AZ cannons and a radar dome. Four AZ160mm Immolator Laser Cannons, and four AZ180mm Beam Spray Cannons divided into two groups. Each group consists of four cannons, 2 160's on top, and 2 180's on the bottom. Each group is set on a moving arm that juts out from the Zoid's back, facing forwards, with the radar dome tail coming out from the middle. All the cannons are semiautomatic.

Now, both cannon sets have different designation and a specific purpose since they are designed to work in conjunction with the other. The 160's rounds travel faster then the 180 rounds by design so they hit first. The rounds are made to give maximum penertarion and weaken the armor around where the round hit with intence heat well above 15,000 degrees F (hence the Immolator in the name). The area that is effected by these rounds is about 200mm in diameter, that's 160mm's from the round and an extra 40mm's effected from the heat. The extra 40mm area will glow white hot and begin to melt off in the most effected area, the area between where the rounds hit. The minimum temperature for most kinds of metal alloys to melt is 10,000 degrees F, so the extra 5,000 degrees goes a long way.

The 180mm Beam Spray Cannons take advantage the work done by the 160mm cannons to the next level. The Spray designation means the cannons rounds cover a wide area, and they kinda do. The beam fired expand once they leave the barrel to about 220mm, but they retain their normal strength. This means an opponent will be hit by a 220mm beam with the overall power of a 180mm beam. Seems like it sucks but remember that these rounds were designed to hit armor that was nearly melted off. As such there is alot of armor removed and alot more penetration gained then one would normally get.

All this helps set up a Gun Sniper's normal weapons to tear up internals and structure with ease.

The Radar Dome is just a collection of tracking and scanning sensors that boost a Gun Snipers accuracy with all it's weapons 25%.

The only way the cannons are linked to the Gun Snipers systems in anyway is for fire control, aiming and such. The arms are almost solid Hardened Alloy and as such the cannons cannot run off the GS's power supply. The cannons do have their own internal power generator, but it is very limited, only being able to power the cannons for a maximum of two seconds at a time before needed a good eight seconds to recharge. This means that with the cannons semi-auto firing rate they can get off four shots before the generator needs to cool off. Of course a smart pilot can give some pause between the rounds to make the generator last longer. Then there's the little function of "Total Assault." This is when a pilot super carges the generators for two seconds and unleashes rounds that are twice as powerful as normal in a semi-auto rate for a full three seconds. After this the cannons will need to be allowed to cool for twelve seconds before they fire normally and the generators fifteen to recharge. The cannons will remain abnormally hot for the rest of the battle and performing another Total Assault will cause the barrels to melt totally.

The big downer for this CP is that it disables the Gun Sniper's longshot mode so it can't use the 144mm Sniper Cannon.

[]Suggested retail price: 35,000 - 40,000[]

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CP-15 Assault Gatling Unit

For:
Elephander
Blade Liger

This mod is absolutly wonderful. It combines an AZ35mm Laser Vulcan, 4 Chain-linked AZ30mm Beam Cannons, and 16 Multi-Purpose Missiles all in one bigass unit mounted on a 360degree turret. This CP is a God-send for Elephander pilots and turns the Blade Liger into ranged threat.

The Vulcan and Beam Cannons are mounted on one side, and the missile box on the opposite side, so they cannot fire in the same direction ever. However, they can move with a slight degree of independence of one another, the Vulcan/Cannons can move up and down 15 degrees and left and right 10 degrees. This has no effect on the whole unit being able to turn around 360 degrees.

The missiles have a special anti-gravity engine that allows them to follow just about any Zoid. This was included to make them able to hit flying Zoids while still retaining the same size and power as a norml Surface-to-Surface missile. The engine in no way increases the speed or tracking power of the missile, they travel as fast as a normal StS missile, and hit with that same power and blast radius.

The Chain-linked Beam Cannons have a semi-auto firing rate but their firing times are linked together and timed just right so one cannon fires at a time, then the next, then the next and so on without the pilot needing to click the trigger constantly. The way in which they fire takes full advantage their firing rate so each cannon fires once every .5 seconds. This, combined with the Vulcan, puts out an amazingly large amount of shelling in a short amount of time making it a wonderful way of surpressing opponents.

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Sorry I didn't get these last night, Campus server went down.

Shiro the Destroyer - February 24, 2004 08:47 PM (GMT)
::Shivers:: That WWU bio Makes me All Tingly all over O.o

It does my old heart good to gaze upon the kind of fire power that Makes even Leena Toros happy. Well after a few more mods it does O.o


And the AGU Bio Is a Meh, I mean sure its a great bio.. but gawd help us.. were going to be flooded with Blade ligers O.o

Dyne Ralley - February 24, 2004 08:56 PM (GMT)
Slap a high price tag on it and call it day.


Actually... that's why I put the suggested price on the WWU. It's really powerful if you use it right, so high price tag.

Mary - February 25, 2004 12:05 AM (GMT)
Hmm... not as good as your other ones but the framework is still useful. I can tell you this much, I have all the official info on the WWU and it's gonna be much different. The AGU seems good though, except for one small change that I shall keep secret since it'll make Liger pilots even more tingly.

Nicholas - February 25, 2004 12:15 AM (GMT)
Cool, we have some mods now. I'll make a Parts List and Order forum, so we can get them up for sale and stuff.

Mary - February 25, 2004 12:17 AM (GMT)
*pokes Ben* Mrr, I'm not done editing them yet though. ;_;

Nicholas - February 25, 2004 12:26 AM (GMT)
It's okay, we need one up anyways. I already did it, too.

Dyne Ralley - February 25, 2004 02:41 AM (GMT)
I'll volunteer to lead said parts forum.

Dyne Ralley - February 25, 2004 04:06 AM (GMT)
QUOTE (Mary @ Feb 24 2004, 06:05 PM)
Hmm... not as good as your other ones but the framework is still useful. I can tell you this much, I have all the official info on the WWU and it's gonna be much different. The AGU seems good though, except for one small change that I shall keep secret since it'll make Liger pilots even more tingly.

Yea... I know. Like I said before I know nothing about these things Official Data. I'm just trying to make them different form the MMM versions... It ain't working like I planned.

Plus, the Pheno pics of the other CP's were alot more useful.

Dyne Ralley - February 27, 2004 08:43 PM (GMT)
Fire Breath (needs a better name)

For:
Gun Tiger
Gojulas Giga
Rev Raptor (maybe)

This fun little modification is for the pyro in all of us. It's simple and doesn't tax the energy reserves on any of the Zoids it mounts to. All it is is two seperate tanks of harmless chemicals specially formed and fitted to each Zoid that can equip it so it fits under the armor in the chest and belly so no movment is hindered. The tanks are well armored so there's no need to worry about them getting exploded easily.

Each tank, as said before, contains a seperate chemical. Both are utterly harmless on their own, so what's the fun of having them? Well, each tank has an armored hose connected to it and each hose runs to a high pressure nozzle on either side of a Zoid's mouth, just behind where the jaws open. The nozzles are set so that when the chemicals are discharged they meet about a meter beyond the Zoid's muzzle. This is when the fun beings. See when the chemicals contact each other they ignite and form a massive grout of fire that makes opponents sweat as well as hurt. The flame itself is red and green via the chemicals it uses so it's fairly visually impressive as well as burning about twice as hot as naphalm.

Any Zoid hit with the flame will receive much hurting, it's temperature will shoot up, its armor or will melt and it will more then likly remain on fire for a little bit.

There's a cuite part about this as well. See, both chemicals don't have to be discharged at once. One can be used to hose down an enemy Zoid then the other sprayed to ignite the chemically doused opponent allowing for fun times and good laughs... if you like praticularly dark/sick humor.

Suggested retail price: 18,000

Shiro the Destroyer - March 4, 2004 10:48 PM (GMT)
OHHHHHH YYEAAAAAH!! I am SOOO getting a Giga now....


::Cackles at the thought of Roasing someone alive..::


It looks Delightfully fun and painful... but Youve got to get Kimi to buy it... and she loves ot Poop on Painfull partys..

Shiro the Destroyer - March 12, 2004 07:35 PM (GMT)
Eh FIgured I'd help out on the bio department

CP-21 Twin Sniper Rifles


For: Konig Wolf


One of the more basic, and More deadly Mods, and the Konigs only Reliable (kinda) form of long-range Firepower.

The TSR are Essentally Very Large High velocity Sniper cannons, Accurate at ranges well over any distance that Will be encounterd in Modern zoid combat, and powerful enough to Pierce through most Known Armors in 1 to 2 shots.

The TSR boasts one of the Best firing rates of all sniper weapons, capable of firing 1 High velocity 140mm round per second, (one Barrle at a time) makine this weapon Absolutly Deadly in the hands of a calm Marksman.

The TSR's Only real weaknesses are their massive size. Its soo huge it Has to fold up when not in use to keep from obsurieng the piltos view. And its Low ammo count, it only Holds 24 shots (4 rounds worth) of ammo. so make 'em count.

WolfeFuzze - July 26, 2004 08:13 PM (GMT)
My Custom Mod for when the RC gets going, and should Steel Horizon win ('cos I like the Wish idea)

WC-01 Custom Shield Units

For: Rev Raptor

The CSU, designed by Wolfe before the Royal Cup, gives the Rev Raptor a much-needed defensive boost, as well as a novel new weapon. However, the Rev Raptor loses its only ranged weaponary in order to use this modification.

You take a couple of shield generators, and stick 'em on the arms where the 30mm laser guns were. But these aren't your usual shield generators, oh no... A whole range of new features have been added, most noticably the ability to modify the diameter, and forward extension of the shields generated.
The diameter and forwards extension of the shield can be changed to any value between 10m to 10cm. The larger the total area covered, the weaker the shield gets. A table of these values is enclosed.

... Or, more precisely, will be enclosed, when I have done all of the calculations. I hurt my brain, so the judges don't have to!

Crimson - July 26, 2004 08:34 PM (GMT)
Eh, special mod for the Shadow Fox, perhaps the Geno too.

Dual weapons platform.

Basicly, it goes ontop of normal platform, but this one allows you to hold two weapons. Each one has 180 degreez horizontal rotation, 90 vertical, but the platform itself has the original of 380 horizontal and 90 vertical?

The perpous of this is to give you extra weapons, but because of the 180 limitation, it is very hard for them to shoot at the same target, lol.

Idea, if ya'll want to, you can work out kinks and make it sound more official, and all of that,

Subaru - July 27, 2004 12:35 PM (GMT)
CP-22 AZ5 Missile Pods

For: Konig Wolf (x1, mounts to front shoulders)
Cost: 10000

A rather simple and straightforward modification indeed. As the name suggests, the main focus of this part is an addition of four, count them, four, 5-shot Anti-Zoid missile pods. The front shoulder armor is simply removed, and replaced with a new section with the pods mounted to the outside. Each missile is about one and a half times the strength as a standard missile, and so long as the pilot can achieve a visual, the missiles can lock onto any target, ground or air.

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CP-17 Liger Zero Schneider CAS

For: Liger Zero (X)
Cost: 55000

Length: 24.1m
Height: 10.1m
Weight: 135t
Top Speed: 310kph
Equipment: Alloy Laser Blades x 7, Alloy Rush Blades x 2, E-Shield Generator x 5, High Output Thrusters x 6
Special Abilities: Buster Slash

Designed specifically for the purpose of close range battle, the Liger Zero Schneider surpasses even the legendary Blade Liger in terms of sheer ferocity and power. With arguably the most sophisticated close quarters technology, there's not much that this Zoid can't take down. Most of the standard features of the normal Zero have been sacrificed, namely the ranged weaponry, and the ability to implement the Strike Laser Claw maneuver. In their places though, lay the potential to swiftly cut down your foe in little time at all.

Armor Description: Like a knight in shining armor, the Zero Schneider has excellent coverage, a bit more than the standard Zero, but less than the Panzer. In terms of armor strength, the Schneider Unit is roughly on par with both the standard armor and the Zero Jager, perhaps slightly stronger given the nature and purpose of the modification. It should be noted that due to the design of the lower mane armor, use of the AZ208mm Shock Cannons would end up blasting away said armor, as such the weapons control for the cannons have been disabled until either the armor is ejected, or changed to the standard Zero or Zero Jager.

Alloy Laser Blades x 7: The defining feature and trademark of the Liger Zero Schneider, these incredibly sharp and equally deadly implements of butchery are roughly the strength of those found on the Blade Liger, and like it's older cousin, are also capable of energising with the same laser energy found in more traditional melee weaponry. Five blades are situated around the face of the Liger Zero, one on the top of the head, two on either cheek, and the remaining two lower down, near the jaw. Capable of rotating any distance from their normal position to facing forward, these little babies are quite adaptable indeed. Two larger, and inherently more stronger blades are mounted to the sides, and act almost identically to the blades on the Blade Liger, although they are slightly longer, and have profoundly more armor.

Due to the energy required to energise the blades, the energising circuits for the Strike Laser Claws have been redirected to supply power for the blades instead.

Alloy Rush Blades: Mounted to the Liger's tail, these two blades are just as sharp as the other blades of the Schneider, but are incapable of charging with laser energy. They can pivot 45° outwards though.

E-Shield Generator x 5: Internally mounted to the Liger's facial armor are 5 energy shield generators, which work together to provide the Schneider with an energy shield identical in strength to that of the Blade Liger. There is enough room between the Liger and the shield to fully rotate the laser blades, but any attempts to energise more than two at a time with the shield up would most likely cause the Liger to stall. The shield is more stronger at the front, and loses strength as it spreads out to the sides and top/bottom of the Liger. It offers no coverage to the rear though.

High Output Thrusters x 6: Located all over the Liger, these boosters provide the Schneider with an extra 25kph of thrust, bringing the top speed to 310 kph. While they don't aid in maneuverability as much as the Jager, they do help in jumping and counter-thrust when turning. There are two on mounted to the back near the shoulders, one on each hip, and one on each front shoulder.

Buster Slash: By pivoting all 5 face blades forward, energising and making a straight, full speed dash for your opponent, the Liger Zero Schneider is able to perform the Buster Slash, capable of taking down even the stoutest of enemies, not to mention the most powerful shields around. Even the shield of the mighty Elephander fell victim to the strength of this attack, although the Schneider did lose a blade in the process.

Subaru - July 27, 2004 01:11 PM (GMT)
CP-15 Assault Gatling Unit

For:
Elephander (x1, mounts to back, in place of back-mounted cannons)
Blade Liger (x1, mounts to lower back, in place of armor near the tailbase)
Shield Liger (x1, mounts to lower back, in place of armor near the tailbase)
Shadow Fox (x1, mounts to weapons base, not in conjunction with any other backmounted weaponry)

Cost: 12000

You want some long-range weaponry? Desperate for some payback? This is the machine for you. A rather simple piece of technology, the Assault Gatling Unit, is really two weapons systems in one. First, we have the massive 16-shot missile launcher, the trademark and most frequently used part of the AGU. Rather simple, firing standard missiles from one pod at a time. The missiles are capable of targeting any Zoid, land or air, so long as the pilot can gain a visual lock. The other part of the Assault Gatling Unit is a simple 6-barreled 45mm Gatling Cannon, firing standard shells with two Dual 30mm Beam Cannons on either side. The beam cannons are semi-automatic and fire standard beam rounds.

On the Elephander, the unit is capable of 360° horizontal rotation, and about 45° vertically, up and down. On the Shield and Blade Ligers, the unit actually can't pivot at all horizontally, still has the 45° up and down and is stuck with the missiles facing forward. The Shadow Fox, however, not only has the unit's natural rotation, but along with the capabilities of it's weapons base, it can pivot to face almost anywhere.

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CP-24 Flexible Booster Unit

For:
Snipe Master [x2, mounts to hips]
Spinosapper [x2, mounts to hips, not with Active Shield Unit or Omni-Directional Missile Unit]

Cost: 8000

Designed to provide the lesser strength Zoids of the lineup with a bit more standing power, the Flexible Booster Unit is designed to enhance maneuverability and firepower, whilst hindering the Zoid as least as possible.

Consisting of two identical weapons packages, the Zoid recieves a pair of large Ion boosters, AZ50mm Beam Cannons, and two standard missiles, all moulded together in two large cannon-like pods. Each pod contains one missile, one cannon and one booster. The boosters provide roughly 40kph of thrust, and are capable of 45° horizontal rotation to assist with turning, dodging and jumping. The cannons are at the front of each package, with the missile pod directly above it.

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CP-09 Booster Cannon Set

For:
Redler [x2, mounts to wings]
Helcat [x1, mounts to back, removes back-mounted weaponry]

Cost: 9000

Originally designed by the Guylos Empire to give the humble Redler some much needed firepower, the Booster Cannon Set basically consists of a massive pair of cannons, with a high-capacity Ion booster integrated into the rear. The boosters give roughly 150kph of thrust each to the Redler, but due to the ancient design of the Helcat, the output of the booster is limited to 60kph when mounted to the little panther. The cannons themselves are rather massive, and fire AZ150mm beam rounds, at a rate of roughly 1 shot every 2 seconds. Use them wisely. Also, the cannons have no pivoting on the Redler, and the solo cannon on the Helcat only has 90° to either side, and none on the vertical axis. Time your shots carefully.

Earin - July 27, 2004 05:55 PM (GMT)
Pilebanker Unit

For:
Rev Raptor (x1 mounts to back above Counter Scythe, disables use of Scythe on side equipped.)
Godos (x1 mounts to back, comes around to side, gripper claw is disabled on side equipped.)
Iguan (x1 mounts to back, comes around to side, gripper claw or 4-barrel Great Launcher is disabled depending on side equipped.)

To first explain the Pilebanker, I must first tell you some about the Pile Driver.

A powerful machine which hammers piles(strong posts) into the ground. That's the simple version anyway. Most use a pheumatic process for this today.

Anyway, what it does is drive things into the ground, now one can immediately think of a use for it offensively, to make holes in things, a bit simple, but yes, that's what the Pilebanker does, make holes in thing. It features a long spear, which the unit then pushes with extreme force into whatever the pilot wishes, there are many more uses for the crafty pilot, but mainly what most do with it is punch a hole in the armor, or disable weapons or limbs of their opponents.

>.>` Well, it's not much, but I tried.

Subaru - July 28, 2004 01:08 AM (GMT)
CP-18 Quad Impact Cannons

For:
Spinosapper (x1, mounts to back, replaces chainsaws and any other back mounted weaponry)
Raynos (x1, mounts to back)

Cost: 15000

Oh yeah, this is the Spinosapper's perfect little toy. Mounted to the back of the recieving Zoid, these four massive AZ150mm Impact Cannons not only make the Spinosapper actually look like a Spinosaur, but give it a massive upgrade in it's already powerful weaponry to boot. The main design of the CP-18 is this:

Mounted to the back is a hinge like structure, which connects to the main weaponry. The cannons themselves are all mounted in a spine-like formation, and the connection point is capable of 360° horizontal rotation. The hinge can extend almost 180°, allowing the cannons to point forward, upward, to the side and almost anywhere in between. The cannons also have their own individual rotation mechanisms, allowing them to each point in a different direction, along a 360° centrifugal axis. Thus, these babies can literally aim just about anywhere the pilot wishes. The cannons themselves are semi-automatic, and fire the same type of shells as a Shock Cannon, only just a tad bit more powerful.

In the middle of the cannon array, and acting as the middle "spine" is a 3D radar system, which assists the Zoid in detecting any Zoid on land within a 2km radius.

Cierra Arnelle - July 28, 2004 02:17 AM (GMT)
CP-23 AZ5 Spread Missile Pods

Mounts to:
Konig Wolf (x1; Mounts to front legs)

A straight-forward part, to say the least. Simple and sweet. The AZ5 Spread Missle Pods are simply four five-shot anti-zoid spread missle pods mounted in two sets of two onto either of the Konig Wolf's front-legs. The pods mount on the Konig Wolf's existing armor plates, extending out to the side, allowing for easy assembly and no hinderance in movement. So whats different between these missles and your average, every-day conventional missles you ask? Unlike your standard, conventional missle these missles lack in tracking sensors and accuracy. The missles do lock, though the lock simply provides a base target for the missles, meaning that these are in no way tenacious smart missles, or even heat-seeking for that matter. However, this in-turn means that the lock time required is significantly lower than that of a coventional missle. Still, apart from that base lock the missles might as well be dumbfire - the reason for this being that the missles were built for general use as opposed to assault. Another thing to keep in mind whilst using this part is to not use these missles as rockets either, as they tend spread out over longer distance to cover a wider target area, thus the "spread" designation. Due to this, the missles are ideal for multiple-target bombardment, but are also recommended to be used against terrestrial targets as opposed to airborn ones(though they can still be fired at airbon targets, just with severely depreciated accuracy). Also, due to pods positioning on the Konig Wolfs front legs, it is not recommended to use these missles while on the move, lest you sacrifice what little accuracy you have.

At this point, your hopes of the use of the Spread Missle Pods may have been dampened, however, fear not, because although the AZ5 Spread Missle Pods may have its fault, it makes up for it in other area - namely power. These missles aren't designated "anti-zoid" for no reason. In fact, the missles are actually just over fifty percent(50%) more powerful than conventional surface-to-surface missles. Add to that the fact that there are twenty of these, and the relatively low price-tag, and you have yourself a solid, reliable modification, worthy of any pilot and Konig Wolf alike.

Suggested Retail Price: $15,000 - $20,000

WolfeFuzze - August 13, 2004 09:58 PM (GMT)
WC-02 Prominence Flare

For: Rev Raptor

Also designed by Wolfe before the OC, the Prominence Flare was designed to increase the melee fury of the Raptor, and give it some heavy firepower.

After some heavy altering of joints and armour, the mobility of the Raptors arms is increased to almost the same degree as a humans, at the cost of the majority of the armour.
Removing the 30mm Laser Guns, a single-edged blade is mounted on each arm, designed so that when at rest, 4m sticks out at the elbow, with the sharp edge pointing away from the body. The blade can be folded out, rotated as it does so, so that a 6m blade replaces the hand (which is hidden in a hollow), and the sharp edge still points outwards from the Raptor's body.
In order to fold out the blades, the Raptors arms must be held outstretched in front of it, else it may end up lacerating it's own side.
The blades may be charged with Ionic energy.

But the main feature of the modification, and indeed what it was named after, is the Prominence Flare.
Once the blades have been folded forwards, you place the blunt edges within 50cm of each other, and start charging them with Ionic Energy. Due to the close proximity of the blades, after 2 seconds, one is soon charged with positive ions, and the other is charged with negative ions. Once this is done, the blades are moved to within 10cm of each other, and a large electric charge is sent through them. Anything with 25m other the the Raptor itself is then hit by a electric assault, bypassing armour, and frying circuits, slowing down their reactions for the next two rounds.
If there is nothing within that area, then the blades are slowly brought apart again, forming an 'electric ball'. This can be fired towards an opponent, and tracks it, but it can only travel 200m, before fizzling out. This attack is much stronger, severely damaging armour, and if any wiring is exposed, sending a huge shock throughout the opposing Zoid, slowing the reactions for three turns, as well as disabling the limb in which the wiring is exposed.
However, if, at any point during the charging process, the Raptor has exposed wiring, then it is shocked, and powers down for a turn.
And, obviously, this can only be done if both blades are intact.

WolfeFuzze - August 31, 2004 07:14 PM (GMT)
WC-03 Sickle Slash

For: Rev Raptor

Hmmm... Wolfe really likes his Rev Raptor, don't he?

But he doesn't seem to like his Raptor's 30mm Laser Guns...
The third of his three mods to remove the 30mm Laser Guns, this one replaces them with a form of ranged weaponary more suitable for a bladed menace like the Raptor: Throwing knives!
He hands of the Raptor have been altered to be more like a humans, in that they now have opposable digits, rather then the solid curved claws they had before. Of course, the final third of the digits are still bladed, so as not to remove on of the Raptors main weapons.

Anyway... the knives:
In a box mounted inside the hand of the Raptor lie ten knives, each a mere 5 cm wide, 25 cm long and 1 cm thick. The edges of the blades have been honed to within a micrometre thick.

These knives can be deployed in one of two ways:
1) Firing: The most usual way of deploying the blade, it is propelled from the hand at 500kmph towards whatever the Raptor's hand is facing.

2) Readying: In this method, the blade is slowly ejected out of the box, and into the Raptors waiting fingers. The blade can then be thrown manually (at a mere 250kmph), or used as a tool.


Hrm... Now what should I do... *ponders*




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