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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
Gun Sniper (Level II Light Zoid)

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Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Sat Jul 23, 2011 9:19 am


Description:

The Gun Sniper is a Velociraptor-type Zoid, one of the most recent designs. Built by the Russians, and using the newset AI availible, the Gun Sniper is considered to be one of the most intelligent Zoids in active service, capable of "learning" from its pilot. Light and agile, the Zoid is designed both to function as an infantry machine and for fire support.

The Zoid's primary weapon is a 144mm Sniper Rifle built into the Zoid's tail. Although it requires the Gun Sniper to be immobilized in order to fire, the powerful weapon is capable of disabling far larger Zoids with a single shot and at a recorded range of up to three miles. Secondary weapons include a respectable selection of both ranged weapons and close-combat claws and fangs, making the Gun Sniper very well armed for its diminutive size. Additional weapons may be added, but cause the Zoid to become off-balance and no longer able to use it's sniper rifle.

The Gun Sniper is the most well-known and almost universally recognized multipurpose long-ranged combat. Though contrary to popular belief, the Gun Sniper is not a sniper but more of a designated marksman, laying down powerful and precise gunfire.

As far as performance goes, the Gun Sniper is relatively good. It’s of the same family as the Rev Raptor, and has agility and maneuverability just a notch below that its aforementioned smaller cousin. Its armor is roughly on par with that of the Command Wolf, making it relatively fragile, but not completely defenseless. In addition to the Sniper Rifle, the Gun Sniper also has an assortment of medium ranged and short ranged weaponry, which allow it to handle itself in a variety of situations.

NOTE: The Zoid must be immobilized with it's claws anchored and tail rigid before it can fire. It takes five seconds to set up into Snipe Mode, five to go to normal operating mode. While transitioning, the Gun Sniper is completely helpless. If using additional weapons, the tail has a stabilizer to keep it balanced. If the stabilizer is destroyed or damaged, the Zoid falls over and can no longer be used until the weapons are jettisoned. The Rifle in the tail is removed to add the stabilizer. That means that if you have to jettison all those weapons, all you have are the two gatlings at the claws.

Statistics:

Crew: 1
Weight: 25 tons
Depth: 11.9 m
Height: 7.2 m
Maximum Speed: 200 km/h

Weapons:

Base Weapons:
AZ 144mm Sniper Rifle,
Two Strike Claws,
Two Strike Anchor Claw,
Two Beam Gatling Guns,

Additional Weapons that can be added:

Four Beam Launchers,
Two 4-Shot Missile Pods,
Two 12-Shot Missile Pods,
Bite Fangs,
Two 25mm Shoulder-mounted gatling guns,


Equipment:

3D Radar,
Two Ion Boosters,
Anchor Claws,
Stabilizer

Gun Sniper with just Base Weaponry:
User Image

Gun Sniper with Additional Weaponry (Stabilizer is not shown.):
User Image
PostPosted: Wed Sep 28, 2011 10:29 am


AZ 144mm Sniper Rifle:
The AZ 144mm Sniper Rifle is an extremely powerful weapon built into the Gun Sniper’s tail. Though the Gun Sniper must be in Sniper Mode to use it, the Sniper Rifle fires at a semiautomatic rate. Against regular armor, the AZ 144mm round will penetrate rather far and deal more damage than even its large caliber suggests. All in all, this is a very powerful weapon, and not one to be taken lightly.

Dual 20mm Beam Gatling Guns:
Each of the Gun Sniper’s talons actually has a gatling gun mounted to it, giving the Gun Sniper some medium-range weaponry. Each 20mm Beam Gatling Gun can fire fully automatic rounds at a rate of 10/second each, but even this rate of fire leaves the Gun Sniper seriously lacking in stopping power. Even so, these gatlings can chip away at armor, one little bit at a time. Also, both weapons can pivot up to 20 degrees up on top of the arm’s own range of movement for aiming purposes.

Claws and Talons:
The Gun Sniper is a Velociraptor, and, like any self-respecting Velociraptor, has claws and talons. Though the Gun Sniper’s teeth aren’t much meant for combat, the claws and talons are very sharp and good for melee. On top of that, they can be charged with energy from the Ion Charger to make them do that much more damage.

Sniper Mode:
The signature ability of the Gun Sniper is Sniper Mode. Put simply, the Gun Sniper turns around, and so does the pilot’s seat. Footlocks deploy, and the AZ 144mm Sniper Rifle becomes operational. Meanwhile, the pilot him or herself sinks into a Sniper’s crotch. The rest of the weapons become nonfunctional. The entire process takes about five seconds (as does coming out of it). The Gun Sniper itself is capable of shifting position, but has difficulty walking due to the dropped footlocks. Still, it can walk around and turn a little, if very slowly.

3D Doppler Radar:
Just so the Gun Sniper always knows where you are, it has 3D Doppler Radar. This sensor system allows the Gun Sniper to map out the terrain around it and find enemy Zoids more effectively. This system is reasonably basic, and doesn’t grant a targeting bonus. The sensors are none other than the Gun Sniper’s ears, and if they’re destroyed, the radar will cease to function. Also, this system can be used in both normal and Sniper Mode.

Ion Charger:
Mounted on the Gun Sniper’s back, covered by armor, is a curious device called and ion charger. This siphons and converts small amounts of energy from the Zoid Core and uses it to charge the Gun Sniper’s melee weapons. However, the charge isn’t nearly as strong or potent as the Strike Laser Claw or even the Electron Strike Claw. It usually just increases sharpness and cutting ability by about 50%, which is reasonable boost. Swipes and continued pressure still have the potential to deal quite a bit of damage.

Lord Redtail Rathan
Captain

Invisible Genius

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Zoids and Weaponry

 
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