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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
Heldigunner (Level III Light Zoid)

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Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Sat Jul 23, 2011 8:42 am


Description:

The Heldigunner is an Iguana-type Zoid, created by the Russians and operated by the various Factions.

The Heldigunner was originally one of the “Solar” Zoids; allowing them to absorb light and heat into their bodies, and convert it into power for their weapons systems. As a result, while the Heldigunner is only a mid-sized Zoid, it is capable of taking on Zoids far larger than itself.

The Zoid is capable of operating on land and in the water with equal effectiveness, making it an ideal amphibious assault unit, though no one chooses to try it, as recovery would be almost impossible. Only the Russian Army has ever operated a Heldigunner in the water. It is also capable of burrowing into the ground and tunnelling through anything short of dense bedrock. The Heldigunner's main cannon is a powerful long-ranged beam weapon, composed of three separate cannons that fire either individually or simultaneously. This weapon is in turn powered by energy fed from its specialised power system. Additionally, the Heldigunner was very well armoured for its size, with an overall level of protection comparable to some larger Zoids.

The Heldigunner was originally developed by the Russians to specialize in assaults on beachheads, and, as such, is capable of swimming, fighting on land, and burrowing. Though not a master of combat in any of the three, the Heldigunner has a reasonably thick plate of armor to keep itself safe. This armor is on par with the Aro Saurer. It also has a decent set of weapons to fight off opponents, all of which work both above ground and underwater.

Technically speaking, the Heldigunner is somewhat lacking in the maneuverability area above ground. It actually has better maneuverability in the water, where it uses its body and massive tail to propel it through the water. It's also capable of some reasonably impressive stunts while burrowed in sand, capable of jumping and reburrowing.


Statistics:

Crew: 1
Weight: 48 tons
Depth: 24.5 m
Height: 5.8 m
Maximum Speed: 130 km/h

Weapons:

Four Strike Claws,
Smash-Up Tail,
Condensing Long Range Assault Beam Cannon,
Two ARZ 20 mm Double-Barrelled Beam Cannons,
72 mm AA Cannon Turret Emplacement


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PostPosted: Wed Sep 28, 2011 10:09 am


Quad AZ 20mm Beam Cannons:
The Heldigunner has two cannons on either side of its face, for a total of four. All four are AZ 20mm semiautomatic beam cannons, and can pivot up to 30 degrees downwards. They, like all of the Heldigunner’s weapons, function underwater but not underground. Otherwise, they’re standard.

72mm Anti-Aircraft Cannon:
The very first Heldigunners to come off the assembly line didn’t have AA defenses, and they were torn apart by CAS. So, later models had 72mm AA Cannons, which are mounted to the Zoid’s tail. Each shell fired from one of these explodes at a certain preset altitude (dialed in by the pilot from the cockpit) into a cloud of shrapnel, which can shred and tear wings. The fuses can be turned off, making them standard 72mm cannons. Also, the cannon is on a rotating turret mount that allows it to pivot 360 degrees horizontally and incline upwards up to 90 degrees, allowing it to hit targets all around the Heldigunner. Note that if the fuses are active, the cannon cannot be used underwater. The standard mode, however, can be.

80mm Beam Cannon & 40mm Beam Cannon:
Mounted to a turret on the back of the Heldigunner is a pair of semiautomatic beam cannons: one 80mm and one 40mm. Obviously the 40mm is the smaller one, just below the larger 80mm. Both weapons are long-ranged, meaning that they have reasonable accuracy out to 2 kilometers. Also, both weapons can be used in or out of water, but not while burrowed. Furthermore, the cannon mount is capable of inclining up to 20 degrees up or down, or 20 degrees to either side. However, one weakness of these two back-mounted cannons is that they receive energy through an unarmored wire that runs from the center of the back to the turret itself. Though not always exposed, a single shot from anything can sever this cord, which renders both the 80mm and 40mm beam cannons useless.

Claws and Tail:
Alright. Failing everything else, the Heldigunner does have some melee weapons, and it can use then quite effectively. The tail is first up in this arsenal, which has four blades mounted on it. Needless to say, a whack from it can both bludgeon and cut, and can be painful for a Zoid. The claws the Heldigunner sports are also sharpened and great for slashing and piercing. All in all though, the Heldigunner is kind of sluggish and not great in melee.

Burrowing:
The Heldigunner can burrow at a fairly fast clip. Like the Guysack, the Heldigunner can burrow at full speed in sand, and is capable of War Shark-like stunts and jumps. Also like the Guysack, the Heldigunner can do 80 kph in loose dirt or 40 kph in dense dirt with rocks. It’s also not capable of the same acrobatics in denser material.

Lord Redtail Rathan
Captain

Invisible Genius

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Zoids and Weaponry

 
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