I'm pretty busy nowadays and I don't visit often so I decided to post the work I've done on CP parts so far. It's not much and most have already been done by Dyne, though they are different.
Anywho, enjoy!
...
CP-01 Dual Beam Cannons
For:
Shield Liger
Beam Cannons
These two large beam cannons mount onto the side pylons of the Shield Liger where the missile boxes normally are. They are the main feature of the CP-01 and are specifically designed to pierce shields. They fire solid 5 meter wide streams of hyper-active energy at speeds of over Mach 10. They are excellent against shields. Three or four direct hits, one from each cannon, pack enough force and energy to neutralize and take down any shield. There are a few drawbacks to these cannons. Firstly, they take a second to charge up before firing and then take a second afterwards to cool down. Plus each beam lasts for several seconds. All in all, one shot from each cannon would take more than half a round to complete and at best you can have 2 shots from each cannon per round, making the firing rate of this weapon very low. Additionally, these cannons aren't all that great against standard Zoid armor and are best used against shields.
Boosters
Mounted on the rear of each large beam cannon is a small fixed booster. Together the boosters give the Shield Liger an additional 35 kilometers per hour of speed and bring it to a top speed of 285 kilometers per hour. They don't incline or pivot at all so they don't help with turning.
Missile Boxes
The missile boxes of the Shield Liger get moved to a vertically-inclining mount on the rear of the back over the base of the tail and fire the missiles in a normal parabolic arc to avoid hitting the Shield Liger itself. They can be used regardless of the position of the beam cannons.
Machine Guns
In order to use the Shield Liger's standard machine guns the side pylons have to be lowered and the beam cannons shifted into the side position to leave the back open. Otherwise the beam cannons on the back would obstruct the opening hatch for the machine guns and they wouldn't be able to emerge.
------------------------------------------------------------------------------------------------
CP-02 Assault Unit
For:
Saber Tiger
Flight Pack
The main feature of the CP-02 Assault Unit, the flight pack, is located on the center and rear back as well as the tail. Consisting of several wings, a pair of large, armored fuel tanks, and a bunch of small boosters, the flight pack allows the Saber Tiger the awesome agility for the entire battle and even temporary flight. It has only enough fuel for up to 10 seconds of flight per battle and the normal amount of standard boosting per battle. Nonetheless it has some definite advantages to it and allows the Saber Tiger maneuverability significantly better than most ground Zoids. Saber Tigers with CP-02 have been known to make long and high jumps, mid-air back flips, barrel rolls, and several other complex aerial maneuvers while using the flight pack. The boosters of the flight pack also increase the Saber Tiger's speed by a whopping 45 kilometers per hour to bring it to a top speed of 285 kilometers per hour.
8-Shot Missile Pod
Mounted on the front of the assault unit over the neck of the Saber Tiger is a flip-up 8-Shot Missile Pod which fires standard missiles with a limited amount of heat-seeking if the pilot takes the time to attain a lock. In it's normal position, this cradle points straight up but it can pivoted to face forward to make the missiles reach their target faster.
20mm Beam Gun
On the right-side mounting arm of the assault pack is a 20mm Beam Gun which fires solid energy at a normal semi-automatic rate. It can rotate 360 degrees vertically to point forward, up, down, or behind it.
Moved Weapons
The standard 20mm Cannons normally in the shoulders are moved onto the right-side mounting arm of the Assault Pack. One on the end and the other on the top of the 20mm Beam Gun. The sensory unit is moved to the left-side mounting arm and amplified to allow it to transmit sensor data to teammates. The 3-Shot Missile Box is moved to a mounting tower with a 360 degree horizontal turret in the center of the assault pack on the back. Unfortunately the Dual 30mm Beam Cannon is moved to a spot behind the tower so it can't face forward. But it can still face any direction behind it and it can face right or left. This makes targeting the Saber Tiger from behind more difficult.
------------------------------------------------------------------------------------------------
CP-03 Beam Gatling Unit
For:
Saber Tiger
Dark Horn
Beam Gatling Gun
This 6-barreled, fully-automatic, AZ60mm Vulcan weapon is the main feature of the CP-03 and mounts on the back of all Zoids it can mount to. With a firing rate of 30 shells per second, a large spread of fire, shells stronger and faster than normal, and 360 degree horizontal pivoting it can hit just about any ground target or slow-speed projectile. The Saber Tiger can even pivot it about 30 degrees vertically to hit low-flying aerial Zoids. However, it's range is somewhat limited. The farther a target is the less accurate the Beam Gatling Gun is. For the Saber Tiger, it can only mount one and it can't be used with the flight pack or the standard back-mounted weaponry.
Dual 80mm Anti-Aircraft Laser Cannons
Available only to the Dark Horn. Mounted on the sides of the Beam Gatling Gun, these two cannons fire light-speed laser shots designed primarily to take down aerial Zoids. Since they are better than normal shelling at piercing Zoid armor, they are extremely proficient at taking down such aerial Zoids as the Storm Sworder. They are semi-automatic. While best used against aerial targets they can be pivoted to hit ground Zoids as well.
3-Shot Missile Pod
Available to both the Dark Horn and Saber Tiger. Mounted on the top of the Beam Gatling Gun, this is a simple 3-Shot Missile Pod with three standard missiles capable of limited heat seeking if the pilot takes the time to achieve a lock.
80mm Beam Cannon
Available only to the Dark Horn. Mounted on one side of the Beam Gatling Gun, this large cannon fires high-speed, solid energy shots for a great deal of force and piercing power. It is semi-automatic.
Tri-Barreled Artillery Cannon
Available only to the Dark Horn. Mounted on the opposite side of the Beam Gatling Gun, this three barrel cannon fires large explosive projectiles in a parabolic arc at an opponent. They are dumb-fire and the entire cannon has a firing rate of about 1 shot per second. It makes up for it's low firing rate and low accuracy with each explosive projectile having a 5 meter blast radius and power equal to a standard missile.
------------------------------------------------------------------------------------------------
CP-07 Cannonry Unit
For:
Geno Saurer
Cannonry Cannon
This is essentially a giant 144mm Anti-Everything Cannon which replaces the Geno Saurer's standard AZ144mm Cannons on the back and has the same range of motion. This cannon is powerful and extremely effective against just about anything Zoid-related like armor, structure, shields, etc. It fires large, armor-piercing shells that explode a split second after contact. This lag means that the shells fired usually lodge themselves into the enemy Zoid's body and then explode from the inside out for a great deal more damage than your average cannon. However, the firing rate and accuracy of the cannon is less than desired due mainly to the recoil of the weapon. While capable of firing at a semi-automatic rate it is recommended to fire only 2 or 3 times a round for optimum accuracy. Of course, since one shell has a very good chance of blowing a limb off of an average Zoid that is still really good.
------------------------------------------------------------------------------------------------
CP-10 Gojulas Cannon Set
For:
Dibison
Elephander
Gojulas
Gojulas Giga
Gordos
Twin Republic Super Cannons
The main features of the Gojulas Cannon Set, these cannons were first mounted on the Gojulas during the war between the Zenevas Empire and Helic Republic and transformed the Gojulas into the feared Gojulas Gunner. These two cannons mount on the back over the shoulders for the Gojulas and Gojulas Giga. They mount on the rear of the back and extend all the way over the head for the Elephander and Dibison. The Gordos mounts them on the sides. They are the single most powerful standard cannons currently available. Each shell is several times more dense than a normal shell and is fired at speeds of over Mach 2 to make them difficult to avoid for some of the slower Zoids. Just one direct hit is enough to take down a Command Wolf. However, there are drawbacks to even this powerful set of cannons. The recoil is massive and as a result the accuracy of the modified Zoid's other weapons can be thrown off significantly. For all modified Zoids they don't have all that much horizontal pivoting either so targets to the side will be difficult to hit, especially since the turning rate of all Zoids with the CP-10 is reduced due to the great weight and balance issues. Plus the ammunition chamber, while large, has it's limits. Each cannon can only hold 4 shells at a time and each cannon can only fire once per round. They can be fired together or separately.
Quad-Barrel Shock Cannon
The other feature offered by the Gojulas Cannon Set. The standard Gojulas and Gojulas Giga mount it on the left arm. The Gordos, Elephander, and Dibison mount it on the left side of the body. In all cases it has no independent pivoting. The Quad Shock Cannon is essentially an Impact Cannon except with four battles and half the firing rate. This makes it relatively equal in firepower to a Dual Impact Cannon with essentially the same range.
------------------------------------------------------------------------------------------------
Zoid-Liger Zero Jager
Speed-330 kilometers per hour
Weapons-Dual AZ208mm Impact Cannon, Twin 40mm Machine Guns, Dual 40mm Machine Gun
Special Abilities- Ion Boosters, Strike Laser Claw
Armor Description:
The Liger Zero Jager's armor is pretty good, being weaker than the armor of the Dark Horn and Geno Saurer, as strong as the armor of the Blade Liger and Iron Kong, and stronger than the armor of the Lightning Saix, Konig Wolf, and Shadow Fox. However, it wasn’t designed for defense as much as it was designed for speed and as a result the coverage is worse than the other armor units. There is absolutely no armor on the back or the rear and there are many exploitable gaps in the leg armor.
Weapons:
Dual AZ208mm Impact Cannon-
The shells from this large and powerful chest-mounted weapon explode upon impact with it's target and deal much more surface damage than a regular cannon. Good against general areas of armor they lack any kind of piercing strength. The cannon tends to be ineffective at ranges beyond 150 meters and inaccurate while the Zoid is running. The total firing rate of the Dual-barreled weapon is 2 shots per second, with 1 shot from each barrel each second.
Twin 40mm Machine Guns-
Mounted on the Liger Zero's face in a fixed forward-facing position, they can fire anywhere the face can point at. They each have a fully-automatic firing rate of 15 shots per second for a lot of shelling. However, they are somewhat inaccurate at longer ranges. Of course it isn’t that hard for the Liger Zero Jager to get close and use them effectively.
Dual 40mm Machine Gun-
A dual-barreled machine gun mounted on the tail of the Liger Zero Jager. Each barrel fires 15 shells per second for a total firing rate of 30 shots per second. The machine gun has to remain rear-facing when running because of how essential the tail is to balance but when the Jager is standing still it can use it’s flexible tail to aim the dual 40mm machine gun just about anywhere, including straight forward.
Abilities:
Ion Boosters-
Mounted on the Liger Zero Jager's back are a pair of giant boosters. When activated the boosters increase the Liger Zero's speed to 330 kilometers per hour. Without them activated it runs at a pace of 290 kilometers per hour due to it‘s more streamlined armor design. These boosters are extended to the sides when deployed and are capable of 180 degree horizontal pivoting. As a result they drastically improve the Jager’s jumping strength, agility and turning rate. The Ion Boosters of the Jager have another key advantage over other boosters in that they have an unlimited fuel supply because they use the air particles around it for thrust. It should be noted that these boosters leave a noticeably visible ion stream behind them.
Strike Laser Claw-
This melee attack is similar to the Blade Liger's blade attack in ways of charging with the same energy. However, this attack isn't designed to make clean cuts like the Blade Liger's attack. Rather it is designed to punch holes through armor and rip and tear away at structure.
------------------------------------------------------------------------------------------------
Zoid-Liger Zero Panzer
Speed-285 kilometers per hour
Weapons-Twin Hybrid Cannons, Various Missile Pods, 3-Shot Grenade Launcher
Special Abilities- Hybrid Cannon Blast, Overheating
Armor Description:
The Liger Zero Panzer’s armor is the thickest, heaviest, and strongest available to the Liger Zero, being slightly stronger than the armor of the Gojulas and Elephander and much stronger than the armor of the Dark Horn or Geno Saurer. The only Zoid in it’s level with stronger armor is the Gojulas Giga. Plus, the Panzer unit has awesome coverage, with only a few gaps on the rear of the Zoid. Unfortunately, all this heavy armor and remodeled face plating disallows the use of the strike laser claw and reduces the Liger‘s flexibility. So going melee in this Liger Zero armor unit is not recommended.
Weapons:
Twin Hybrid Cannons-
Each dual-barreled Hybrid Cannon is like having two weapons in one. The top barrel of each cannon is an AZ216mm Cannon which fires standard, armor-piercing shells at a semi-automatic rate of 2 shots per second. The bottom barrel of each cannon is an AZ108mm Beam Cannon which fires high-speed, armor-piercing, solid energy at a semi-automatic rate of 2 shots per second. They are slightly more accurate than normal cannons but not as accurate as sniper weapons due to an advanced targeting system. Each Hybrid Cannon can pivot 45 degrees upward on the vertical axis.
Various Missile Pods-
The Liger Zero Panzer has a lot of missiles with 52 in total. There are 4 2-Shot AZ Missile Pods, 4 2-Shot AAZ Micro-Homing Missile Pods, 2 3-Shot AAZ Micro-Homing Missile Pods, 2 AAZ 6-Shot Micro-Homing Missile Pods, and 3 AZ 6-Shot Micro-Homing Missile Pods scattered throughout it’s body. 2 of the 2-Shot AZ Missile Pods are located on the face, and the other 2 are located on the shoulders. Both are forward facing. Two of the 2-Shot AAZ Micro-Homing Missile Pods are clustered together on the rear of the back and the other two are also on the shoulders, but facing upward instead of forward. The two 3-Shot AAZ Micro-Homing Missile Pods are located on the hips of the rear legs, upward facing. The two 6-Shot AAZ Micro-Homing Missile Pods are located on panels on the sides of the main body and are flipped out when deployed, the missiles facing upward. One of the 6-Shot AZ Micro-Homing Missile Pods is located on the tail and the remaining two 6-Shot AZ Micro-Homing Missile Pods are located on the front of the back behind the neck and between the Hybrid Cannons. Each micro-homing missile is equal in destructive power to a normal missile with a 5 meter blast radius while the non-homing AZ missiles have twice the normal destructive power and a 10 meter blast radius. The 44 Micro-Homing missiles are almost impossible to avoid if the pilot takes the time to lock on it’s target. Only the 44 Micro-Homing missiles can be used against aerial targets. However, all missiles with an AAZ designation can not be used against ground targets because of their much higher flight speed and upward-facing position, leaving only 26 missiles, 18 of which are micro-homing and the other 8 of which are twice as strong as normal missiles, to be fired on ground targets. While complicated, proper use of these missiles will give the Liger Zero Panzer pilot a huge advantage in battle. Also, all missile pods have a solid piece of armor plating protecting them when not in use.
3-Shot Grenade Launcher-
Mounted on the chest, forward-facing and locked in place where the Dual Impact Cannon is normally located, is a large tri-barreled grenade launcher. While it has 3 barrels, each “shot” consists of a payload of 3 grenades to make for 9 total grenades. The launcher can only fire 3 grenades per round of combat and each individual grenade is completely dumb-fire and has no self-propulsion at all. They make up for it with twice the destructive power of normal missiles and a blast radius of 10 meters to more than engulf even the largest of Zoids with a direct hit. However, the accuracy of the launcher is horrible when running and the range of the launcher is only 300 meters.
Abilities:
Hybrid Cannon Blast-
This awesome attack can only be used once in a battle and the Liger Zero Panzer can’t fire any other weapon during the round of the attack. To use the Hybrid Cannon Blast, the Liger Zero Panzer must first aim at it’s target, charge up all the cannon barrels for about 3 to 4 seconds, then digging in it’s claws and firing a pair of huge beam blasts at the target. Each beam blast lasts for only a second but they have a great deal of power equal to that of a Megalo-Max blast. A direct hit from both blasts is guaranteed to pierce almost any shield and CSF any Zoid with armor weaker than a Gojulas Giga and even the Gojulas Giga will be knocked over and critically damaged. Even if the blast misses by a little bit, the pressure wave that extends 50 meters from all sides of the blast is capable of knocking over and tossing around most Zoids. One battle showed the Hybrid Cannon piercing the advanced ES/CS shield of the Elephander Command Unit and knocking it over onto it’s side for a lot of damage. While it didn’t CSF the Elephander it came very close to it and the blast didn’t even hit the Elephander directly. However, like all of the weapons of the Liger Zero Panzer, there is a price to pay in the form of overheating, which will be described below.
Overheating-
After the armor unit was built and tested on the standard Liger Zero it was discovered that the armor placed a great deal of stress on the Liger Zero’s stabilizer system, causing severe overheating. Weapons fire and even moving increases this pressure and overheating may cause the Liger Zero Panzer to CSF to avoid bringing harm to the pilot. One way to solve the problem is by ejecting the armor but that would leave the Liger Zero armor-less and weapon-less. Overheating becomes especially problematic though when the Hybrid Cannon Blast is used. In the round after using the Hybrid Cannon Blast the Liger Zero Panzer can’t move it’s legs at all nor can it use any missiles. Luckily it still has it's AZ Cannons but with temporarily disabled it's rather difficult to use the guns effectively
------------------------------------------------------------------------------------------------
Zoid-Liger Zero Schneider
Speed-310 kilometers per hour
Weapons-Nine Alloy Blades
Special Abilities- Multiple Boosters, Frontal Energy Shield, Blade Attack, Buster Slash
Armor Description:
The Liger Zero Schneider’s armor is one of the Liger Zero‘s toughest, being weaker than the armor of the Dark Horn and Geno Saurer, as strong as the armor of the Blade Liger and Iron Kong, and stronger than the armor of the Konig Wolf. Plus it has decent coverage, with the only serious gaps on the rear of the Zoid.
Weapons:
Nine Alloy Blades-
The defining features of the Liger Zero Schneider, five of these blades are mounted on the face, two on the back and extendable to the sides and two more on the tail. The five face blades and two back blades can be charged up with laser energy similar to the Blade Liger’s blades. The back mounted ones in particular act exactly the same as the Blade Liger’s laser blades except they are slightly longer and there is a lot more armor over the blade bases and hilts. The tail blades are the smallest plus they can’t charge up. However, because they are on the tail they happen to have the most amount of mobility.
Abilities:
Multiple Boosters-
Mounted on the Liger Zero Schneider in various locations are a total of 6 small boosters. Two boosters are on the back, two on the shoulders, and two on the hips. When activated the boosters increase the Liger Zero Schneider's speed to 310 kilometers per hour. Without them activated it runs at a pace of 285 kilometers per hour. These boosters have no independent pivoting but due to their large number and variety of positions the Liger Zero Schneider’s agility and jumping strength are slightly better than normal.
Frontal Energy Shield-
Replacing the Liger Zero’s normal Strike Laser Claw generators on the face of the Schneider variation of the Liger Zero are the shield generators. When deployed they create a frontal energy shield that is exactly the same as the Blade Liger’s frontal energy shield in almost every way. It covers the front mostly as well as the sides and top but not the rear like any other frontal shield and like the Blade Liger’s shield, it is strong against standard, beam and laser weaponry but weaker against explosives and Vulcan weaponry. It should also be noted that the shield is wide enough that the Schneider’s uncharged blades won’t hit it regardless of position. However, should they be charged up in conjunction with the shield they will likely cause the shield to short out and fall.
Blade Attack-
This special ability is executed when the blades are either flipped down and extended to the sides or flipped forward. The blades are charged with laser energy, which greatly increases their cutting power and also increases the length of the blades' cutting range by a full meter. They can slice through almost anything in one or two slices.
Buster Slash-
The most deadly of the Liger Zero Schneider’s close range attacks is executed by deploying and charging all five face blades at once and boring through the enemy Zoid at high speed. Damage done depends greatly on speed at which the attack is performed but most of the attack is capable of taking off a limb in one strike. The Buster Slash is also especially effective against shields, capable of piercing most shields, such as those of the Blade Liger and standard Elephander, in one strike. The first shield documented to actually block the buster slash and break one of the blades in the process is the more advanced shield of the Elephander Command Unit and it’s ES/CS Equipment.
Very nice work Kimi, I like all of them, especially the Gojulas Cannons.
Ohhhhh gooody... Liger aromrs ::GAG::
the rest of the mods roxor though!
Let's get 'em put up now so we can buy some mods.
Well, if you do put them up now, they will be subject to some changes.
Regardless, I'll start the list right now. Again, the bios that are put up now won't be permanent. If I see someone make a better bio or come up with a great idea for a part already in existance, I'll change teh parts to incorporate them.
The only things I'm a little against is the Schneider and the Panzer armors. The only thing I have a problem with in the Schneider is it's lack of the Seven Blades Attack. With the Panzer, I just don't understand why a majority of it's missiles are useless against ground zoids, since it'd make sense that the missiles could arc over and hit whatever they lock onto, since that's what a homing missile usually does, after all.
I just had to say that real quick. o.o;
Schneider - I didn't want to give it a made-up attack. Besides, the Seven Blade Attack is essentially charging up all seven blades and activating the shield. Miraculous. o.o; The Seven Blade Attack, like the High Intensity Blade Attack, were completely anime-creations. The Buster Slash was too but I felt something so simple as charging up five blades could just be added in there.
Panzer - You are right. So, I will change it. In fact that was one of the reasons I haven't put up these armors yet. You'll see when it becomes available. o.o
One more comment though, about the arcing thing. Anti-air missiles on the Panzer I made fly way too fast to hit a ground target. There is such a thing as being too fast. For example, it homes in and launches up then arcs. By the time it does this, due to it's speed, it's already past the ground target and has to change direction. Certain missiles are so fast that they can't hit their target for half a minute because they keep on flying in circles around their target for a while. That's what would happen if you fired an anti-air missile at a ground target. The missile would circle around at high speeds without hitting the target for half a minute. o.o
But ya... the Panzer is still getting changed.
And thus the Unofficial info in the bio's is seeded.