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Zoids: Chaotic Age Zero

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Name: Command System Overload
Cost: $30,000
Weight: .25 Tons
Function: Supplementary Defense/Shielding
Mounts On: All Zoids
Mount Location:
--Mounts internally to all Zoids. This part cannot be mounted with any other EP Part. This modification is permanent.
In Brief: The Command System Overload (CSO) is essentially a last ditch power increase for a Zoid. Once activated, CSO causes the Zoid to act as though it is Organoid Enhanced for a full 6 sconds, gaining a 50% boost to many areas, such as speed and energy weapons. However, after CSO is used, the Zoid suffers severe energy drain and corresponding penalties.

Description: Command System Overload was originally conceptualized and designed to emulate the rather advantageous effects of having an Organoid Enhanced Zoid. Though some of these effects, such as the mild damage repair induced by an Organoid, are impossible to replicate without advanced nanotechnology, many others are derived directly from the power boost that Organoid provides. It wasn't much of a leap of logic for the directors of the Extra Potential corporation to figure out that a part that increased overall power levels in a Zoid would sell. They then deferred the project to the company engineers, who worked tirelessly towards a solution. Initial experiments with general-power batteries proved to be not-useful, as release of the stored energy just caused the Zoid Core to accordingly decrease its own output. The same problem was encountered with portable generators and other similar systems.

Eventually, the engineers managed to induce a kind of "adrenaline rush" in a Zoid, increasing available power by a full 50%. This increase in power maps to a corresponding increase in speed (Exception: aerial Zoids, as their SCRAMjets do not rely on power for speed), energy weapon power (laser, beam, thermic, and charged melee), and even performance. Testing inside the Shield Ligers and other Zoids showed that E-Shields also benefited, gaining 50% strength for the entire boost period. Further observations of CSO in uncharged melee showed that the equipped Zoid seemed to be correspondingly stronger as well. With some experimentation, the technicians managed to elongate this boost to a full six seconds, usually enough to get the job done. However, there were some dire side-effects for the Zoid itself.

While there were no permanent problems (other than the installation of the part, which is itself permanent), Zoids seemed to suffer a severe drain of energy after usage of Command System Overload. After gaining the temporary and enjoyable 50% increase in power, Zoids suffer a 40% decrease in power for the rest of battle, until the Zoid Core has a chance to "rest". Those same systems that had initially benefited then suffered, which could prove crippling if the pilot failed to finish the battle during the Overload. Despite this drawback, many pilots and indeed factions have purchased the Command System Overload part for their Zoids, relying on it to get them out of a tight spot or give them the extra power to win the day.

Command System Overload can only be used once per battle, sanctioned or unsanctioned, and is activated at the pilot's discretion. If an Organoid is already bonded to the Zoid in question, the energy-boost effect is additive.