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After WWIII, three remaining factions fight each other for global supremacy using giant mechanical combat creatures known as Zoids. 

Tags: Zoids, Mecha, Fighting, Conflict, Mech 

Reply Zoids and Weaponry
Liger Zero (CAS found here. Read for CAS, Level and Armor)

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Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Thu Jul 21, 2011 2:20 pm


Description:

The Liger Zero has unmatched maneuverability, agility, and responsiveness, far outstripping any other production Zoid. Therefore, the Liger Zero, while not possessive of any ranged weapons or chargeable melee weapons in its stock form, is still a very dangerous opponent.

Unlike its predecessor, the Blade Liger, the Liger Zero is not a derivative of an older design, but rather a completely new Zoid. Although it is used by all three factions, its original prototype data belonged to the PAC, which was later stolen by the OA and then sold by the OA to the EU.

Its signature attack is the Strike Laser Claw, which is utilized by charging its claws with laser energy to enhance the power of a claw swipe, allowing it to smash and tear through thick enemy armor with little effort. It is often also seen armed with a chest mounted 208mm shock cannon and a 108mm beam gun attached to the tail.

Unique from other Zoids, the Liger Zero, instead of mounting different weapons, can mount different armor and parts systems, turning it into a completely different Zoid.
Also, while this Liger might lack ranged and melee weapons in the beginning, it can have them aplenty if it chooses. You see, the Liger Zero is compatible with the Conversion/Changing Armor System which allows to utilize other powerful modes and armors. As a result, it can adapt to almost any situation. However, in their stock form, Liger Zeroes are only armored around the chest and head regions. The rest is totally exposed.

Statistics:

Crew: 1
Weight: 85 tons
Depth: 22.4 m
Height: 8.3 m
Maximum Speed: 307 km/h

Weapons:

Laser Fangs,
Four Strike Laser Claws,
AZ 208 mm Double-Barrelled Shock Cannon,
AZ 108 mm High-Density Beam Gun

Equipment:
Changing Armor System (CAS),
Ion Turbo Booster Unit,
Two Downforce Stabilizers

Liger Zero theme

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PostPosted: Thu Jul 21, 2011 2:31 pm


Liger Zero Schneider (PAC Level IV Heavy Zoid)

Description:

Developed and used specifically by the PAC, the Schneider was the first CAS Unit for the Liger Zero to be developed. It is designed specifically for close combat. The unit features seven Laser Blades mounted on the Liger Zero's head and sides (five around the mane, one on each flank) which can be used to cut through enemy Zoid armor. The Zero Schneider also features improved speed and acceleration through the use of high-output shoulder boosters and thrusters. This CAS also allows the Liger Zero to use an Energy Shield.

The five blades mounted to the Liger Zero's head can flip forward to allow it to use an attack called the "Buster Slash," which is a formidable thrusting attack. The two flank blades fold out laterally in a similar fashion to those of the Blade Liger.

The Schneider armor, however, impairs use of the Liger Zero's signature Strike Laser Claw attack.

Statistics:

Crew: 1
Weight: 135 tons
Depth: 24.1 m
Height: 10.1 m
Maximum Speed: 310 km/h

Weapons:
Laser Fangs,
AZ 208 mm Double-Barreled Shock Cannon,
Five Rushing Laser Blades,
Two Laser Blades

Equipment:

Changing Armour System (CAS),
E-Shield Generator,
Multi-Sensor Scouting Pod,
Two High-Output Ion Boosters,

Zero Schneider theme

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Lord Redtail Rathan
Captain

Invisible Genius


Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Thu Jul 21, 2011 2:36 pm


Liger Zero Jager (OA Level IV Medium Zoid)

Description:

Developed and used speciffically by the OA, the Jager was the second CAS to be developed. It focuses on speed and maneuverability. The two large Ion Boosters mounted on its back serve to make it a very fast Zoid. It is, however, lightly armed and armored, as it only has a pair of vulcans mounted onto its face and the double-barrelled Shock Cannon on its stomach by way of ranged weapons. It retains the Strike Laser Claw of the basic Zero, but is far more noteworthy for its speed than its combat ability.

Statistics:

Crew: 1
Weight: 132 tons
Depth: 24.1 m
Height: 10.8 m
Maximum Speed: 330 km/h

Weapons:

Laser Fangs,
Four Strike Laser Claws,
AZ 208 mm Double-Barreled Shock Cannon,
Two Vulcan Pods,

Equipment:

Changing Armour System (CAS),
Four Aero-Fairings,
Two Large Ion Boosters,
Two Side Thrusters,

Zero Jager theme


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PostPosted: Thu Jul 21, 2011 2:41 pm


Liger Zero Panzer (EU Level V Super-Heavy Zoid)

Description:

Designed and used specifically by the EU, the third CAS for the Liger Zero, the Panzer is specifically designed to be a heavy-artillery Zoid. It has a great number of missiles, as well as two powerful "Hybrid Cannons", and is wrapped in a thick armor that offers much more protection that the basic armor. However, this comes at a cost, and the Zoid is not as agile or fast as it would if it were to mount the other CAS units, slowing down signifigantly. The Panzer has been described as "Riddled with explosives and things that go boom."

Statistics:

Crew: 1
Weight: 145 tons
Depth: 23.3 m
Height: 9.7 m
Maximum Speed: 155 km/h

Weapons:

Laser Fangs,
AZ 208 mm Triple-Barreled Shock Cannon,
Four AZ Two-Shot Missile Pods,
Four AZ Three-Shot Grenade Launchers,
Four AZ Two-Shot Micro-Homing Missile Pod,
Five AZ Six-Shot Micro-Homing Missile Pod,
Two AZ Three-Shot Micro Homing Missile Pod,
Two Vulcan Pod,
Two Hybrid Cannons
AZ 216 mm Railgun,
AZ 108 mm Beam Gun

Equipment:

Changing Armour System (CAS)

Zero Panzer theme


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Lord Redtail Rathan
Captain

Invisible Genius


Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Wed Sep 28, 2011 7:50 am


Liger Zero Weaponry

Dual Impact Cannon:
This pair of AZ 208mm cannons mounted under the Zero’s chest represent all the real firepower of the Standard armor. Capable of removing useless things like armor or limbs in just a few shots, these are quite dangerous. However, beyond 200m the usefulness of them is pretty much gone, and they aren’t going to hit anything if the Liger is in motion since they’re fixed in place. This weapon is semiautomatic.

AZ 108mm High-Density Beam Cannon:
Some might look at this gun and celebrate the high power. Then, however, they realize it is mounted on the Zero’s tail. In any case, this gun points wherever the tail is, and an experienced Liger Zero can actually aim it to great effect- while a pilot can’t really see what they’re shooting, the Zero knows where its tail is and core tracking allows it to target well. The cannon hits a bit harder than the AZ designation suggests due to its high density beams, and fires at a semiautomatic rate.

Strike Laser Claws and Hardened Alloy Teeth:
The Liger Zero is known for one thing above all else: the Strike Laser Claw. More efficient than almost any other charging system available, the SLC system gives all of the Liger Zero’s claws unparalleled cutting ability. Thanks to the Standard armor, the claws are about 50% more powerful than they are otherwise, and don’t have to shut off to maintain the Zero’s systems. The teeth are just normal teeth- bite, rip, maim, whatever. Hardened Alloy Teeth, nothing spectacular about them.

Zero Schneider Weaponry

Dual Impact Cannon:
This pair of AZ 208mm cannons mounted under the Zero’s chest represent all the firepower of the Schneider armor. Capable of removing useless things like armor or limbs in just a few shots, these are quite dangerous. However, beyond 200m the usefulness of them is pretty much gone, and they aren’t going to hit anything if the Liger is in motion since they’re fixed in place. This weapon is semiautomatic.

Laser Blade Array:
Someone really, really liked sharp objects. The Schneider has an array of seven full out laser blades, with two on the sides like the Blade Liger, and five mounted around the head. The side blades are about eight meters in length, while the face blades are more irregular. The blade mounted atop its head comes in at eight meters long, while the pair mounted on the sides of its head are six meters long and the pair at the bottom is only four meters long. All seven blades have a wide range of positions, with the side blades having the ability to turn pretty much whatever way the pilot wishes. The head blades can either point straight forward, rest along the sides of the head pointing back, or take any position in between. All the blades are, of course, chargeable, to about 25% higher than the strength of the Blade Liger’s blades.

Hardened Alloy Tail Blades:
For some reason, they really went all out, and slapped on a pair of tail blades. While they’re of limited use in traditional melee, a clever pilot can still use of them for sneak attacks. To make the blades even more effective it they’re capable of charging with energy the same as the main blades, and can extend out to the sides for about two meters. While facing straight backwards, they just out for about two and a half meters. The downside is the tail gun is no longer usable

Hardened Alloy Claws and Teeth:
Since the Schneider’s SLC system is channeled into the blades, it only gets the standard hardened claws and teeth. They’re still pretty sharp and capable of ripping things to shreds though, so don’t underestimate them.

E-Shield:
Like the Ligers before it, the Schneider comes with its own energy shield placed in an array around the head. It’s about the strength of the Blade Liger's shield, so it isn’t to be taken lightly. This shield covers the Schneider from the front to its back legs, but like all shield, leaves its rear end uncovered.

Buster Slash:
So, you’ve got five blades on your face. What else could you want, right? Well, the engineers certainly didn’t think so. By flipping the head blades all the way forward, charging them, and focusing energy from the shield into them, the Schneider gains one nasty attack. Energy shields will just drop from a hit. On armor it acts much like a drill- that is, the field will slice through armor better than the blades themselves, and can easily remove limbs or bore a sizeable hole onto the victim. However, it overloads both systems involved for a time, and the Buster Slash itself cannot be used for another two minutes after that. While active, the Buster Slash can go a maximum of three seconds before shutting off, but you’ll only get one second once you penetrate armor, so make sure to aim well.

Seven Blade Attack:
For when the Buster Slash isn’t enough. By flipping all seven blades forward- docking the side blades first, of course-, charging them, and focusing the shield into them, you get a very, very powerful attack. After two seconds the energy field is ready to use, and the Schneider has a dangerous shield of sorts extending from its front to around its front shoulders, looking almost like a normal shield but more pointed. As with the Buster Slash, this’ll drop energy shields like they’re nothing. The real beauty, though, is that you get a four second window in which you can brutalize an enemy Zoid. If you get a high enough speed going before you hit, the enemy Zoid will probably drop- provided it’s anything less than a Gojulas. However, due to the strain this attack causes on the Schneider, extensive dodging or usage of the boosters while the field is up may cause it to collapse or even stall out the Zoid for a few seconds. Once the Seven Blade Attack drops, it takes six seconds for the shield and blades to become functional again, but the Seven Blade Attack is too strenuous on the Zoid to use again for fear of its Combat System freezing.

Zero Jager Weaponry

Dual Impact Cannon:
This pair of AZ 208mm cannons is mounted under the Zero’s chest. Capable of removing useless things like armor or limbs in just a few shots, these are quite dangerous. However, beyond 200m the usefulness of them is pretty much gone, and they aren’t going to hit anything if the Liger is in motion since they’re fixed in place. This weapon is semiautomatic.

Twin 30mm Machineguns:
The Jager armor has something highly unusual for a Liger Zero. Actual guns. Mounted in the Jager’s faceplate, one on each side, are a pair of machineguns with a nice output of fifteen rounds per second. They have no mobility themselves, but can point anywhere the Jager’s face can so they have an excellent range of motion.

Strike Laser Claws and Hardened Alloy Teeth:
The Liger Zero is known for one thing above all else: the Strike Laser Claw. More efficient than almost any other charging system available, the SLC system gives all of the Liger Zero’s claws unparalleled cutting ability. Because of the Jager armor, the SLC doesn’t even need to shut down between uses. The teeth are just normal teeth- bite, rip, maim, whatever. Hardened Alloy Teeth, nothing spectacular about them.

Ion Booster Array:
Usually, boosters aren’t mentioned as a special ability. Well, this array of them is special. With one enormous pair of boosters on the Jager’s back and a pair of smaller ones on its sides, these boosters give the Jager its huge speed boost. The special part, however, is that the boosters actually double as maneuvering thrusters. Using this array, the Jager can achieve high levels of agility at high speed, as well as sudden movements due to the back boosters’ ability to pivot 90 degrees to either side, allowing some interesting tactics. Note that the side and back boosters can be used separately, and that the back boosters always face the same direction.

Zero Panzer Weaponry

Quad AZ Two-Shot Missile Pods:
Remember that mention of explosives being everywhere? Well, these pods are the proof of it. The designers actually put two pods on the face of the Panzer, with another two not far away in the Panzer’s front shoulders. These missiles happen to be Anti-Zoid, and thus deal twice the damage of a standard missile. Lock on times, though, are normal.

AZ Grenade Launche:r
Almost every rendition of the Liger Zero has carried a shock cannon. The Panzer, however, required something more explosive and got a three barreled grenade launcher instead. With a total of twelve AZ grenades in it-three preloaded, with three reloads per barrel- this weapon is quite dangerous. Even better-the AZ designation means these grenades hurt about as much as the average missile, though accuracy on the run leaves something to be desired. Reloading takes a full two seconds.

Twin AZ Two-Shot Micro-Homing Missile Pods:
What’s next on the explosives tour? Homing missiles. In a pair of plated boxes on the Panzer’s rear are a set of AZ Micro-Homing Missiles. Now, locking times are standard, but that homing designation means several things. One, the missiles can be fired at anything around the Panzer. Front, rear, side, up, anywhere the opponent is, these missiles will arc to hit them. They also don’t give up easy. In fact, they’ve been known to come back and continue chasing an opponent that has dodged them, provided they don’t angle down and hit the ground first. Finally, they function like multi-purpose missiles without an extended lock on. They also hit for twice the power of a standard missile. Each pod holds two missiles, with a full refill waiting. Reloading takes a full three seconds.

Quad AZ Six-Shot Micro-Homing Missile Pods:
More homing missiles? Ludicrous! The Panzer has four pods containing six homing missiles rather than two. One is on the tail, one is on the back, and one is on each side of the Panzer in a pylon between the legs. Like the Two-Shots, these pods will home in on opponents anywhere but underground, and can chase the opponent for a time. They also have twice the power of a standard missile, but these pods carry no refills…not that they need them, since they collectively carry twenty four missiles.

Dual AZ Three-Shot Micro-Homing Missile Pods
Missile palooza. On the Panzer’s hips are yet another set of homing missiles launchers, this time carrying three missiles each, and one full reload each as well. Homing, AZ, you get the picture by now. Reloading takes a full three seconds.

Twin Hybrid Cannons:
So far we’ve established that the Panzer has about enough explosives to down pretty much anything that isn’t a god, and it takes more than a Gojulas’s armor to absorb the entire payload. So, the designers threw a set of armor plating covered guns on its back. The Hybrid part is due to the way they’re set up- there’s a gun fixture on each side of the Panzer, with a barrel on top and another barrel below it. The top barrel of each is an AZ 216mm Rail Gun, while the bottom one is an AZ 108mm Beam Gun. Being a Rail Gun, the AZ 216mm does massive damage to armor, with little penetration. The Beam Guns are just huge beam guns. The Rail Guns fire once every three seconds, and the Beam Guns fire once a second. Using the Hybrid Cannons too much can overheat the Panzer, though, so don’t try to spam fire with these the whole battle.

Hardened Alloy Claws and Teeth:
Since the Panzer’s SLC system is channeled into the guns, it only gets the standard hardened claws and teeth. They’re still pretty sharp and capable of ripping things to shreds though, so don’t underestimate them.

Burning Big Bang:
So, you want to turn your enemy into so much scrap metal. That’s what the Burning Big Bang is for. Basically, you spend a few seconds locking onto your opponents-you can choose how many missiles lock onto each during this time as well- and then you launch every single missile and grenade at them all at once. That’s fifty two missiles and twelve grenades. Of course, some of the missiles have to be loaded before firing, but this attack puts the reload systems on overdrive, reducing the time to one second so the missiles and grenades can be fired quickly. However, using this attack will heat up the Panzer greatly, and you’ll need to wait three seconds before you can move or shoot again- well, unless you want to eject the armor. This attack can be done with any number of explosives left on the Zoid, but it will use everything that is left.
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