Zoids: Chaotic Age Zero

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Name: Armas Tactical Replacement System
Cost: $25,500
Weight: 20 Tons
Function:Anti-High Speed Package
Mounts On:  Iron Kong, Iron Kong MkII, Salamander (x2)
Mount Location:
--On the Iron Kong and the Iron Kong MkII, the mortars replace the tactical missile launcher and the wrist weaponry is relocated. The jets are placed on the knees, ankles, wrists, and elbows.
--On the Salamander, this part replaces one Tactical Missile. If mounted and purchased twice, it replaces both. The jets are placed on the Salamander's ankles and knees. Note: the Salamander can only mount 1 70mm cannon due to space restrictions.
In Brief: The package exchanges the Tactical Missiles for some more conventional weaponry as well as boosted melee abilities, speed, and maneuverability.

Weapon Type: Twin Dual 50mm Mortar Launchers 
Ammunition: 50mm Mortars
Rate of Fire: Semiautomatic

Weapon Type: 70mm Cannon 
Ammunition: 70mm Solid Shells
Rate of Fire: 1 shot/ 2 secs

Description: Well boys and girls, you may be wondering what this is all about. Simply, it is Kojima Heavy Industry's attempt to muscle in on the modification department. As a former subsidy of the EP Corporation, one genius inventor decided to break away and start his own company in secret. Ten years later, an eighth of the company's personnel quit and the next thing you knew, there was Kojima Heavy Industry. Though the company's mods have been sold to the JZ parts line, the versatility of their design is remembered nonetheless.

Anyways, along his many adventures, the genius behind Kojima began to ponder something, namely, the use of the Tactical Missile. While great against slow, lumbering things like the Gojulas or Gordos, the superweapon lost its luster against agile foes like the Shadow Fox and Lightning Saix, who could easily dodge and outmaneuver the missile and even worse, the Kong itself. Even the Salamander, with its vaunted bombing capabilities, would be greatly hindered against these types of foes since its most powerful weapon could be outrun as well. Thus, the engineer went to the drawing board and came up with this tidbit.

On the Kongs, the missile launcher is removed and instead, four mortar cannons are mounted behind the Kong in its place. Since extra space is freed up, the Iron Kong can choose to mount the AZ Anti-Ground Missile Launcher to the right Shoulder, though not if the Hybrid Vulcan is installed. The Mk II, unfortunately, can't take advantage of this because the Imperial Hyper Beam Cannon takes its spot instead. On the Salamander, the missiles are simply removed and replaced with the twin dual mortars.

Each mortar is fairly powerful and comes with a nice, 10m blast radius. It's normally not that impressive, but with four of these cannons, damage starts to rack up quickly. The mortar cannons themselves can go from pointing straight forward firing directly at the target to nearly straight up for indirect fire. This gives the guns a maximum range up to kilometers. 

Now then, on to the second part: the 70mm Cannon. In an attempt to maintain symmetry and give the Kong a slightly better chance of surviving a prolonged gunfight, the designers added a standard, 70mm cannon to the Iron Kong similar to the one already on its wrist. However, they realized that by requiring its hands and feet to move, it was effectively dooming any chance of using the cannons. To correct this, they moved both 70mm cannons to mount recessed into the Kong's head. They can pivot 15 degrees up and down now, but are otherwise fixed and move with the head. However, this required running ammo feeds very close to the cockpit and to maintain pilot safety and avoid jams, the firing rate for both was halved to one shot every two seconds. On the Mk II, the 70mm guns mount as above, as do the more powerful 105mm cannons, though they have their rate of fire halved is as well. The heavy missiles are instead, mounted to the back along with the mortars. It should be noted that due to their proximity to the cockpit, the Heavy Missiles cannot be targeted before they are fired in a sanctioned battle. In a war, though, all bets are off.

On the Salamander, the gun also mounts to the head and moves with it; no other rotation is possible. It has its firing rate reduced not because of its location near the cockpit, but because of its proximity to the highly volatile flamethrower.

And finally, we get to the stranger part of this modification, the boosters. The addition of small, well armored microjets to key joints of the equipping zoids. On the Kongs, this gives them a nice, 30 kph boost to speed as well as a small increase in agility and maneuverability. As an additional perk, they allow each arm to lift an additional 10 tons (20 with both arms). On the Salamander, the boosters are too weak to add any real speed (0.05 Mach), but instead, make it slightly more maneuverable to the point where the pilot can attempt to actually dodge fire and not have to worry about his zoid being a flying brick. It still handles like a brick, though one slightly fluffier and softer than before.

Now then, the hard parts. While this part is thankfully not permanent due to modular designing and wiring, the cost is well, the cost. These things are very, very expensive, a fact which has not made the CEO of Kojima Heavy Industry a happy camper. Still, the sales so far have been enough to warrant the continuing production as a part an once the company has enough revenue, you lucky missile toting fellows might see a reduction in price!