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Name: Geno Saurer PACT
Alignment: Guylos Empire
Family: Tyrannosaurus
Registration Number: EZ-026P
Crew: 1
Height: 11.7 Meters
Length: 23 Meters
Weight: 112.8 Tons
Top Speed: 260 kph (Hovering), 130 kph (Running) // 350 kph (Enhanced Hovering), 195 kph (Enhanced Running)
Weapons: Twin Long-Range 120mm Pulse Laser Rifles, Long-Range 40mm Laser Cannon, Hyper Killer Claws and Teeth.
Special Abilities: Grappler Claws, Mutant Core, PACT System
Level: 5 (Upgrade)
The Geno Saurer is a walking, breathing legend in the world of Zoid battling. Originally developed by accident by Emperor Prozen during his quest to manufacture the Death Saurer, the Geno Saurer was produced with a unique, mutated Zoid Core. It’s rumored that the very first Geno Saurer was gifted to an elite member of the Guylos Special Forces, who used it to collect Zoid Cores for the Death Saurer. This, however, cannot be confirmed.
The Geno Saurer’s main fame came from its possession of the Charged Particle Gun. This made it among the only Guylos Zoids capable of matching the firepower of the massive Republican Super Cannons. For many years following its development, it was deployed on the front lines, matching the Gojulas and the Gordos shot for shot, kill for kill. However, over time, it became apparent that the Geno Saurer’s Charged Particle Gun was too powerful a weapon for anyone to possess. A series of Strategic Arms Limitation Treaties (SALTs) between the Empire and the Republic essentially wiped out the Geno Saurer.
The Zoid recently resurfaced when the Backdraft Group excavated three almost fully intact Geno Saurers, right alongside the Berserk Führer. This marked the resurrection of the Charged Particle Gun and the Geno Saurer. During the war, surviving engineers and technicians from the original Backdraft Group disseminated plans and designs for the Geno Saurer throughout various rebel networks. Suddenly, models of the once-extinct Zoid started suddenly appearing on the field of battle.
It was a result of this return that gave rise to the Geno Saurer PACT; an alternate configuration for the Geno Saurer that's marketed as an upgrade, developed by one engineer in particular just chipping in his two cents. Extensive retooling of the internal systems allow the already high performance Geno Saurer to soar to new heights. Already well protected by Red Horn grade armor the PACT System, when activated, increases that protection through specifically designed and patented reactive armor, letting the Geno Saurer PACT stand shoulder to shoulder with heavies such as the Dibison and Iron Kong MkII. The ranged and melee weapons become similiarily enhanced but what's very striking are the physical capabilities: When active the PACT system increased strength and reaction time of the already dangerous Geno Saurer by roughly 50%.
While some critics have decried the loss of the iconic particle cannon and argued the loss of customization options are too severe for what is given in return, the PACT System's boost to nearly every area of performance and its flexibility in combat have been proven to make the PACT Saurer a viable and extremely dangerous combatant. And, to further silence critics, it was discovered during a second round of field testing that certain modifications could still be used in conjunction with the PACT System despite initial doubts. While the Geno Saurer PACT cannot mount permanent EP parts, non-permanent EP parts and an array of other modifications are still available to it.
Weapons
Twin Long-Range 120mm Pulse Laser Rifles:
The Geno Saurer’s primary ranged armament are two Long-Range 120mm Pulse Laser Rifles located on a rotating turret mount on the Zoid’s back. They’re pretty standard weapons, but have reasonable accuracy out to as far as 2 kilometers. Otherwise, each cannon fires 2 pulse laser blasts each second, making their firing rate higher than semiautomatic. Also, the turret mount has the rare ability to rotate a full 360 degrees, and as much as 90 degrees up and as far down as their angle allows. Being nearly omnidirectional, powerful, long-ranged weapons, these Pulse Laser Rifles let the Geno Saurer contend with many threats before they ever get close.
PACT Enhancement
When the PACT system is active, these two rifles fire energy blasts laced with charged particles; not enough to become true charged particle weaponry but something in between normal lasers and the heavier particle based armaments. The end result is that each of these rifles hits with the power of a weapon double the listed calibur -- or 240mm -- which wreak absolute havoc on energy shields thanks to the small quantities of charged particles laced in the energy bolts. While shields and abilities that are normally neutralize particle weaponry will somewhat reduce the power of the enhanced guns it won't negate all or even most of the increased power. The only real downside to the PACT enhancement is that, past 300 meters, the energy bolts disperse into a pretty light show.
Long-Range 40mm Laser Cannon:
Fixed to the Geno Saurer’s head is an odd-looking weapon, which is actually a 40mm Laser Cannon. Like the 120mm Pulse Laser Rifles, this weapon can fire 2 shots per second, and is reasonably accurate out as far as 2 kilometers. However, its fixed in position and isn’t particularly powerful, so its really just a supplement to the main guns.
PACT Enhancement
Just as with the larger 120mm Pulse Laser Rifles, when under the auspices of the PACT system, this humble 40mm weapon hits like an 80mm gun instead and has the same sort of horrible influence on energy shields because of the charged particles laced through the laser rounds. But, like the larger guns, the maximum range is cut down to a mere 300 meters.
Hyper Killer Claws and Teeth:
Most don’t notice the Geno Saurer’s claws or teeth, as they’re busy staring at the giant laser rifles or the SCPG. However, the Geno Saurer does have them, and they’re extremely sharp and pointy. The arms they’re attached to look stubby and a bit weak, but both arms are extremely tough. The Hyper Killer Claws and Teeth themselves are the finest that uncharged weaponry has to offer, capable of ripping, biting, and tearing much better than your average claw or fang. The Hyper Killer Claws also have the Grappler Claw system (see Special Abilities).
Pact Enhancement
That's right, the effects of the PACT system reach as far as the melee weapons. When active the PACT system acts as a sort of super-powered Ion Charger for the claws and teeth (and even those talons on the feet) allowing a Geno Saurer to deal melee damage comparable to what the Blade Liger's charged laser blades would deal -- which makes it a fairly terrifying opponent.
Special Abilities:
Grappler Claws:
One of the design points of the Geno Saurer was that it should be at least adequate at everything, long-range, medium-range, and close-range combat. To facilitate the last one, the Geno Saurer was equipped with a powerful Grappler Claw system, that allows its Hyper Killer Claws to shoot out up to 50 meters on a steel cable, grab a Zoid, and reel it in. Furthermore, the Hyper Killer Claws have the ability to shock whatever’s its latched onto, lagging the Zoid and slowly frying internals. Usually, 18 seconds of continuous shocking is enough to fry the Zoid Control Conduit and induce Command System Freeze. However, note that the cables aren’t very strong, and can be cut by charged or persistent melee attack, or adequate ranged attack. Also, as a general rule, the Geno Saurer can’t drag anything heavier than itself.
Mutant Core:
The Geno Saurer has an mutant Zoid Core, which allows it to charge and fire the Charged Particle Gun, and it helps in other areas. Now, “mutant” isn’t necessarily a bad thing, as it makes the Geno Saurer more intelligent than your average Zoid, and drastically increases performance. Now, don’t be fooled: the Geno Saurer is no Ultimate X, nor can it accumulate experience over time. It’s just helpful, and it’s part of what gives the Geno Saurer its practically unmatched performance.
PACT System
Standing for Particle Accelerator Collection Transformer this is secret of the upgrade's power -- series of extensive modifications which touch on nearly every part of the Geno Saurer based around the particle collection system that would normally feed the Charged Particle Cannon. The workings of the PACT System -- in as much as a pilot needs to know -- are simple. The flip of the switch activates the retooled particle intakes in the tail -- modified so that the Geno Saurer can move about while the system charges -- and then, once the PACT has built up at least a full second's worth of charge that energy can be sent coursing through the frame of the zoid. When the PACT System Enhancement is in effect buffing the Geno Saurer's abilities it will NOT be charging. The charge and use of the PACT is simple as well -- 1 second of charge equals 1 second of increased performance with a maximum safe storage capacity of 6 seconds worth of charge. The batteries can hold more but the entire system becomes increasingly....unstable in that situation but the temptation of that performance boost still lures pilots despite the occasional mishap. When the PACT System is active, in addition to the above weapon enhancements, the durability of the Geno Saurer increases to be on par with the Dibison and Iron Kong MkII while the physical strength and reaction time of the zoid surge upwards by roughly 50%.
An important note about the PACT System is that, while additional weaponry and components can be mounted, they won't share the PACT Enhancement of other weapons, lacking the extensive modification and necessary circuitry to connect to the Geno Saurer's particle collection system. Also, be it noted that the Geno Saurer retains its footlocks; they are just unused in the PACT.
Available Modifications:
- Devestator Cannons
- Cannonry Unit
- Non-Permanent EP Parts
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