Hyper Cannon:The Hyper Cannon is by far the largest weapon ever created in the history of Man. The weapon has a caliber of 16 meters in diameter and is 600 meters long. On the left side of the Ultrasaurus is the massive weapon. On the right is the Firing Command Center and the Generator. At maximum output, the generator itself could produce the 8.05 Terra Volts required to fire, however, under extreme firing conditions, the Ultrasaurus' energy could be used to boost this to 15 Terra Volts. The defining attribute of the Hyper Cannon is not its large size, but rather the shell it fires. The shell is made of an extremely dense material called "Plana Tellasite", making the shell extremely heavy to the point that it possesses its own gravitational field. By applying external pressure, the shell's natural gravity is amplified to form a "dot", a temporary singularity, in other words, a black hole. The black hole is contained within a 4km radius sphere and destroys anything inside it. The sheer recoil of this weapon causes even the mighty Ultra-Destroyer to stumble. The first time it was fired, the Zoid actually almost fell over.This weapon is only mounted on the Ultra-Destroyer model. The weapon is actually fragile, requiring very sensitive calibrations to fire. As such, the EU only brings out the Ultra-Destroyer in a time of dire emergency.
Firing of the Hyper Cannon:
Quad 360mm Cannons:While the 360mm main guns on the Ultrasaurus might be popguns compared to the Whale King's Elctron Driver and the Hyper Cannon, there are few other weapons that can dwarf these gargantuan armaments. And, above and beyond that, there are four of them: two on either side of main body, mounted above the area in between front and rear legs. They boast a semiautomatic firing rate, and can severely damage even the toughest of armor with just a few hitting volleys. Each cannon can also pivot up to 90 degrees outwards and 30 degrees up or down, giving them good coverage for a weapon of their caliber. However, despite the extremely large size, they’re not great for crowd control.
4 AAZ (Anti-Aerial-Zoid) Surface-to-Air/Surface-to-Surface Missiles:The Ultrasaurus’ only missile armament is this four-shot missile launcher, located on the giant Zoid’s back. Like many of its fellow back-mounted weaponry, the launcher is designed to counter aerial Zoids, and the missiles loaded into the launcher will explode in a cloud of shrapnel when they hit an aerial target. Aside from the initial explosion, the shrapnel will rip through and shred lightly armored wings, and one or two of these missiles is usually sufficient to down an enemy aircraft. These missiles can also lock onto and be used against ground targets, but they’re no more effective than standard missiles. The launcher itself can also pivot up to 90 degrees on the vertical axis. Lastly, while the Ultrasaurus can carry an essentially limitless number of missiles for the launcher, the weapon can be difficult to reload in the heat of battle.
Twin 6-shot AZ Rocket Pods:Mounted to each front leg of the Ultrasaurus is one of these: a 6-Shot AZ Rocket Pod. Just another one of the Ultrasaurus’ many front-facing weapons, each pod is as heavily armored as the Zoid itself, making the rockets nearly impossible to attack prior to arming. Furthermore, each rocket carries the AZ designation -- meaning that it’s twice as powerful as normal rocket when used against an armored target, like a Zoid. However, the pods themselves are fixed to the legs, which can often make it difficult to target efficiently with them. Furthermore, while the Ultrasaurus can carry reloads aplenty, the pods are hard to reload in the middle of a battle.
Dual Twin AAZ 100mm Cannons:Mounted to each side of the main body of the Ultrasaurus, just behind and inside of the front legs, sit two of these -- for four in total. They’re Anti-Aerial-Zoid 100mm Cannons, meaning that they fire high-penetration shrapnel rounds (better than standard flak) which can easily tear apart enemy aircraft. Being anti-air in nature, each cannon can pivot a full 90 degrees straight up, and boast a respectable semiautomatic firing rate. Note that the fuses on the shells can also be turned off, allowing them to act like normal 100mm cannons. However, they do not have normal AZ qualities when used in that manner. (Note that the flak shells only explode on impact or at the set altitude, which can be changed by the gunner twirling a dial.)
Grenade Launcher Tubes:One of the most prominent and fearsome crowd-control weapons the Ultrasaurus possesses, two rows of four grenade launcher tubes -- eight tubes in all. Each launcher contains Composite Explosive Grenades with a 25 meter blast radius, making for some serious surface damage-dealing potential, if penetration is a little lacking. Furthermore, each grenade has a single-stage rocket which it can use to propel itself in a parabolic arc: extending the maximum range of the launchers to 300 meters. Though each tube can only fire a little faster than once every three seconds, the launchers can easily be chain-linked, making for a total of roughly 3 grenades per second from all 8 together. Furthermore, the Ultrasaurus has an essentially limitless supply of these things. The only downside is that the tubes are fixed facing forwards.
6 AAZ 90mm Air-Defense Cannons:Though the four AAZ 100mm Cannons are powerful anti-aerial target weapons, they’re supplemented by these 6 AAZ 90mm Air-Defense Cannons. Each of these cannons is mounted to the back of the Ultrasaurus on a dome-shaped base and can pivot 180 degrees up: any position facing the sky and all the way backwards, but can’t pivot downwards. It can also swivel 360 degrees on its mount, making this weapon hard to dodge. Furthermore, they fire special high-penetration shrapnel rounds (better than standard flak) which can easily tear enemy aerial Zoids to shreds, and can put them out at a semiautomatic firing rate. If that wasn’t enough, each Air-Defense Cannon has an independent Radar Dome, allowing it to track aerial targets and improving accuracy by 20%. However, these are dedicated air-defense weapons, and the flak fuses cannot be turned off easily, and they usually can’t pivot far enough to hit ground targets. (Note that the flak shells only explode on impact or at the set altitude, which can be changed by the gunner twirling a dial.)
Dual Tail-Mounted AZ 120mm Cannons:Perfect for deterring anyone who might think about sneaking up on it, the Ultrasaurus possesses two AZ 120mm Cannons, mounted to either side of the tail. In case that all-famous phrase “they came from behind” ever rings out, this behemoth isn’t undefended from the rear. These two guns can obviously point anywhere that the tail can, which is almost anywhere on the Ultrasaurus’ rear flank. So, for any who were thinking of sneaking up on this giant, you’re in for quite a fight.
20mm and 30mm Cannon Grid:The body of the Ultrasaurus is riddled with nooks and crannies: and almost every one of them has a cannon in it. Literally hundreds of 20mm and 30mm cannons coat this behemoth of the Zoid: on the back, underbelly, legs, tail, and even the neck and head... chances are, if you’re near the Ultrasaurus, there’s a 20mm or 30mm cannon that can point at you. Rates of fire differ... but most are semiautomatic, though there are fully-automatic repeaters in many places. Just remember that there’s no spot on the Ultrasaurus that’s unguarded. There’s always one of these there. Luckily, they can be destroyed
Zoid Capacity:While it’s not at all clear whether the Zoids are supporting the Ultrasaurus or the Ultrasaurus is supporting the Zoids, this Behemoth sure does carry alot of them. With four separate internal bays, each capable of carrying 50 Zoids, the Ultrasaurus has a grand capacity of 200 Zoids, larger than any other transport in the world. Furthermore, because its essentially a walking fortress-city, it can maintain and care for the Zoids is carries even better than the Great Whale King, and better than many stationary bases. It can repair... quite a number of them at once, literally having the crew to service every Zoid individually