These modifications (With the exception of the AC-02) were orignially designed by the Oriental Alliance to combat the heavily armored European Union Zoids, though the schematics leaked to the public.

AC-02 Yamato Grenade launcher:
Meant to fit only on the heaviest of Zoids, the Grenade Launcher is a rather obvious weapon built for a rather obvious purpose: destroy everything in sight. The Launcher itself is a massive 120mm weapon, firing heavy explosives across the battlefield. Each grenade has a ten meter blast radius and deals damage that would be called absurd if it was mounted on a lower-level Zoid. The weapon-- or weapons, some Zoids may mount two-- provides these tanks with enough hitting power to make opponents tremble in fear... and the range to do such from up to three kilometers away, though accuracy notably suffers at such ranges. Luckily for those facing the Yamato, the original plans to make it semiautomatic fell through, and it can only fire once every three seconds. Which is still plenty to make the average opponent tremble in fear. Unfortunately, the Yamato also suffers from an ammunition limit-- each weapon only carries ten grenades. After that, it's off to the transport for a reload. 'Course, for any pilot interested in laying waste to entire battlefields, such downsides are trivial. After all, it's a really, really big gun. On the Dibison, the Yamato Grenade Launcher replaces the 35mm Anti-Air Cannons. It faces forward, and can pivot 30 degrees up or down. On the Elephander [all modes], the Yamato Grenade Launcher replaces the back-mounted equipment. On the Gojulas, the Yamato Grenade Launcher can be mounted to either shoulder. The weapon can pivot 30 degrees up or down. On the Iron Kong, the Yamato Grenade Launcher can be mounted to either shoulder. The weapon can pivot 30 degrees up or down. A Yamato Grenade Launcher on the left shoulder cannot be mounted with the Beam Gatling Cannon.

AC-04 Ascanio Quad Chain Gun:
Where the "Ascanio" part of the name came from is something of a mystery, and not one that the designers have told anyone yet, the "Quad Chain Gun" part, however, is brutally obvious: the weapon is four guns linked to a single mount and a single trigger. The guns at first seem laughable: at a mere 15mm, nobody in their right mind would want to mount these dinky weapons. And then the trigger is pulled, and each of those 15mm guns sends twenty-five rounds screaming across the battlefield. Once people do the math and realize that yes, this gun single-handedly puts out one hundred rounds per second, they tend to stop laughing and take this weapon seriously. Of course, this weapon has its drawbacks. First off is the obvious: it replaces a weapon on every Zoid that it mounts to, and while that allows the Quad Chain Gun to pick up that weapon's rotation it also means that the Zoid loses a lot of striking power. On top of that, despite its insane rate of fire the weapon is still only 15mm, so it takes a lot of shells to rack up damage on anything armored. Unarmored targets, of course, are royally screwed the instant the Ascanio opens up on them. The final drawback is accuracy-- when you're throwing around a hundred rounds like it's nothing recoil becomes a serious issue, and while the Ascanio does its best to reduce recoil it can't remove it entirely. So while the Ascanio will spray a ridiculous amount of ammunition, don't expect all-- or even most-- of it to hit at any significant range. 'Course, should you happen to close to point-blank range, that becomes much less of an issue, and the Ascanios become insanely lethal weapons. On the Command Wolf, the Ascanio Quad Chain Gun replaces all back mounted weaponry. On the Heldigunner, the Ascanio Quad Chain Gun replaces the Rifle Cluster. The Heldigunner cannot burrow while mounting the Ascanio Quad Chain Gun. On the Red Horn, the Ascanio Quad Chain Gun replaces the 80mm AA Cannons.

AC-06 Cernellos' Sword:
Cernellos' Sword, more often called simply 'the Sword' by pilots, has a misleading name. It's not really a sword at all and no one knows who the heck Cernellos is in the first place. The modification that bears his (or her?) name though is nothing if not brutally effective. Using the idea of high frequency oscillations; the melee weaponry of certain Zoids were replaced with versions that could handle the stress from the vibrations and a powerful generator was installed near the location. With the touch of a button the pilot can turn on the Sword's generator -- the high frequency vibrations will let the modified weapons do almost as much damage as a laser charged version of the same weapon. The downside is that the generator will only remain on for three seconds before automatically shutting down as a safety measure -- any longer and not only could the modified melee weapons be damaged or destroyed but the generator would burn itself out. It'll take another three seconds for the generator to pull enough energy from the zoid core to recharge at which point it can be safely activcated again. It is possible to override the generator's automated shutdown and tests have shown that either the modified weapons or the generator will fail after an additional 2-3 seconds, at best. Heldigunner, Molga, and Redler all have their tailblades/spikes modified. This is a permenant modification.

AC-08 Lightning Claws:
The Lightning Claws were made to be retractable on every Zoid, allowing them to be tucked out of the way when they're not needed. Generally this means into a casing attached to the wrists, but in the case of the Guysack, the claws retract into the pincers' armored casing. But aside from retractable, these claws were made to be deadly. First and foremost, each one of the four claws found on each limb is a meter long, making them as much short blades as they are long claws. On top of that they're sharpened to a keen edge and serrated, and on top of that an Ion Charger similar in design to the Rev Raptor's was installed. The Ion Charger can charge the claws with energy, similar to the Blade Liger's, but at only two-thirds of the Liger's strength. Further, the Ion Charger can only remain active for six seconds at a time, after which it needs three seconds to recharge before it can be used again. The end result of all of this is a set of devestating claws for these Zoids to take advantage of in melee. The only real downsides are that the paws, pincers, or what have you that the Lightning Claws slide over when extended tend to be unavailable. To fix the problem, simply retract the claws. On the Lightning Saix and Isenbeck Redler, the Lightning Claws mount over the existing claws. On the Guysack, the Lightning Claws mount to the outside of the pincer claws. On the Iron Kong, the Lightning Claws mount to the wrists. Incompatable with the traditional Redler model.