Zoids: Chaotic Age Zero |
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An indepedent Zoids RPG Website. |
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Name: Knight's Hammer (a.k.a. Knight Hammer) Description: A small group of engineers at an even smaller backwoods firm set out to make the Orudios into the flying legend that it was in the histories even if it happened to be through a different path. Thanks to the breakthrough of one engineer who chipped in his two cents, they succeeded....and then realized that it was almost easier to build a new zoid, so extensive were their modifications. Undaunted, they approached the problem sideways and cut out everything extranaeous, creating a trio of mods: The Knightmare Array. It was a set of modifications that were individually adapted to a plethora of zoids but, at the core, were meant for the Orudios -- the only zoid capable of mounting all three modifications. While it was easy to adapt to all hooved zoids -- paws and such didn't cut it, they weren't solid enough to handle the immense blast of pressure -- it was also found that the Iron Kong family could handle the strain of using the pistons as long it was only in their arms. So strong was the structure, in fact, that each piston for them was roughly double the size of the smaller ones used for the hoove zoids. The exception was the Hammer Rock which was simply too small to accomodate the pistons and still effectively use its arms. Knight Hammer is a set of heavy duty pneumatic pistons installed into the lower legs of the four legged zoids and the forearms of the two legged ones. While the pistons need about four seconds to build up pressure, once they do the pilot has an almost literal knockout punch at their disposal. When triggered (usually during a punch or kick, whichever the case may be) the pistons discharge with enough force to send a zoid of up to 50 tons reeling backwards with a crumpled crater in their armor where ever the blow physically landed -- and that's in addition to the zoid's native strength! Even larger zoids like Ligers while feel the impact and thick armored beasts like an Elephander while find their armor cracked where ever the blow landed.
Knightmare Array Knight's Charge + Knight's Shield = the strength of the shield is raised to be on par with the Elephander's Frontal E-Shield as additional power is channelled through the Thunder Blade circuits. It can used one additional time before requiring recharge as the generators are supplemented by energy from the zoid core. Knight's Charge + Knight's Hammer = When the pistons are tripped during a melee attack, a short burst of electro-static energy is releaed at the point of impact. This burst isn't harmful to the Orudios but does empower the blow as though through an Ion Charger. |
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