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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
Iron Kong (Level IV Heavy Zoid)

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Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Fri Jul 22, 2011 9:05 am


Description:

The Iron Kong is a Gorilla-type Zoid.

The Iron Kong featured super-thick armour that most light weaponry cant’t penetrate. Additionally, the Iron Kong’s load of long-range missiles allows it to attack from outside the range of most of its opponent’s weapons.

While relatively slow, the Iron Kong is quite incredibly agile due to its construction. Additionally, the gorilla-like form and fully functional hands gives it the ability to climb and grasp objects, as well as pick up and throw things. Additionally, the Iron Kong can deliver devastating punches.


The Iron Kong is one of the old Commander’s Zoids, much like the Gordos. Along with the usual Composite Sensory Unit, the Iron Kong has the advantage of a relatively humanoid form, thick armor, and a pair of powerful Tactical Missiles which can take out even the toughest of opponents. Aside from the superweapons slung across its back, the Iron Kong is decidedly well armed otherwise, and boasts an array of powerful conventional weapons as well. And as far as weapons go, this Zoid sets the standards.

The Iron Kong isn’t necessarily very fast, either, but it is relatively high performance. The Iron Kong boasts surprisingly agility and maneuverability for its size, mainly thanks to its humanoid form. It should be noted, however, that the Iron Kong requires both arms to run or maneuver effectively, which seriously impairs or inhibits its ability to shoot its Wrist Cannon on the move. Also, the Iron Kong’s armor is slightly less than that of the Dark Horn, making it the most heavily armored Zoid outside of the Union. It should also be noted that the Iron Kong is effective in long ranged, medium ranged, and close range combat, making it rather versatile. However, its use of tactical missiles at long ranges makes it better for taking down slow moving Zoids, like the Gordos.


Statistics:

Crew: 2
Weight: 187 tons
Depth: 11.5 m
Height: 17.7 m
Maximum Speed: 150 km/h

Weapons:

Anti-Zoid Six-Shot Missile Launcher,
Ten-Shot Self-Guided Rocket Bomb Launcher,
Two Iron Hammer Knuckles,
TVM Two-Shot Tactical SSM Launcher

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PostPosted: Wed Sep 28, 2011 7:54 am


70mm Wrist Cannon:
The Iron Kong only has one reusable ranged weapon: a 70mm cannon built into its right wrist. While the weapon itself is pretty much standard, it comes with a list of advantages and disadvantages thanks to its location. The Iron Kong also requires its hands to run or walk, as well as to maneuver. While the Iron Kong is using one wrist to aim and shoot, both of those two abilities: walking and maneuvering, are severely inhibited. However, thanks to its positioning, the weapon can hit almost any target around the Iron Kong, because it can face anywhere the wrist can face.

AZ Anti-Ground Missile Launcher:
The is the default weapon to be mounted in the Iron Kong’s left shoulder. When this weapon is being used, the Iron Kong’s left shoulder plate slides back to reveal a tube, pointing straight up. It’s just an AZ Missile Launcher, capable of firing a single round. This round then arcs around and downwards and hits whatever its locked onto. However, the Iron Kong carries a full five reloads internally, and the reloading process is almost instantaneous (a bit under a second). The only downside is that each newly loaded missile has to lock onto its target separately, making for a slow firing rate. Also, this weapon can’t be dumbfired effectively unless the target is straight above you. These are AZ AGMs, meaning they can lock onto ground targets only, but have twice the standard damaging potential.

Ten-Shot GEP Pod:
This weapon can be mounted for use in the Iron Kong’s left shoulder, as an alternative to the AZ Anti-Ground Missile Launcher. When its deployed, the armor plate on the left shoulder slides back, and a pods pops up and out. The pod has two rows of five GEPs, or Guided Explosive Projectiles. These basically walk the line between missiles and rockets: they’re dumbfire only, but use a weak internal guidance system to improve accuracy. Practically speaking, they only improve the chance of the round to hit by 20% to 30%, but that can still be quite alot. However, they’re as powerful as a standard Anti-Ground Missile, and can be far more useful than their Missile Launcher counterpart. Their main advantage over the AZ AGMs is that all 10 can be fired at once (or at any rate, at the pilot’s discretion) allowing them to swarm and overwhelm anti-missile and point defenses. However, the Iron Kong carries no internal reloads for this weapon. Once they’re used up, you have to rearm at a transport to use them again.

Hardened Alloy Fists:
The Iron Kong possesses two incredibly strong and powerful fists, each capable of lifting 60 to 70 tons (120 to 140 tons together). While not useful for conventional slashing and tearing, they’re great for boxing and crushing, letting the Iron Kong fight almost like a human being would.

TVM Tactical Missile Launcher:
Occupying the Iron Kong’s right shoulder is a powerful TVM Tactical Missile Launcher, the ordnace it fires being officially classified as a superweapon. The Iron Kong must spend a full six seconds locking onto a single terrestrial target (or a set of coordinates) prior to firing the missile. The Iron Kong is unable to lock onto a target or a set of coordinates within 100 meters of itself as a failsafe. Note also that the Iron Kong can lock onto any target its Composite Sensory Unit can pinpoint or that it can see. If any one of its sensory mechanisms can detect the target, it can lock on, and the lock on time is unaffected by the number of mechanisms that can detect the target. the missile’s boosters and vectored thrusters allow it to continually update its flightpath to compensate for the movement of the target for a full three seconds, when the Tactical Missile runs out of fuel. (It will already be on its way down by this point.) From this point forward, the Tactical Missile is unguided, and will fall for between 1 second (excellent conditions) and 3 seconds (worst possible conditions). When it hits the ground, the warhead will detonate and create a massive 80-meter explosion. Though the very toughest of Zoids, such as the Gojulas, can survive this blast if relatively undamage, they will do so only barely. Lesser Zoids caught in the blast radius will surely experience a System Freeze -- or worse. After the first Tactical Missile is launched, the Iron Kong has a single reload, and but it takes it a full six seconds to reload after the first is launched.

Lord Redtail Rathan
Captain

Invisible Genius

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Zoids and Weaponry

 
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