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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
Dark Horn (EU Level IV Heavy Zoid)

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Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Sat Jul 23, 2011 10:50 am


The Dark Horn is a Styracosaurus-type Zoid, created by the EU and based on the older Red Horn.

The Dark Horn is 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 Dark Horn is only a mid-sized Zoid, it is devastatingly powerful.

The Dark Horn differs from the Red Horn in that it mounts a large Hybrid Vulcan cannon on its back as well as a Hyper Beam Cannon. The weapon connects directly into its special power system, giving it a considerable degree of firepower. In addition, the Dark Horn retains all of the Red Horn’s existing weapons and systems, though adding a Fire-Finder to locate the location of enemy artillary and snipers.

The Dark Horn is heavier and has thicker armor than the Red Horn, slowing it down signifigantly, though it's increased armor negates the speed loss.


Statistics:

Crew: 1
Weight: 165 tons
Depth: 20.8 m
Height: 13.5 m
Maximum Speed: 110

Weapons:

Hybrid Vulcan Cannon,
Hyper beam Cannons,
Beam Launcher,
Crasher Horn,
Smash-Up Tail,
80 mm Surface to Air Double Barreled Beam Cannon,
Anti-Zoid 3-Barreled Linear Cannon,
SSM-Pod,
Two TEZ 20 mm Linear Laser Guns,
Two AEZ 20 mm Beam Guns

Equipment:

All-Weather 3D Radar,
Composite Sensor Unit,
Infra-Red Laser Searcher
Fire-Finder

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PostPosted: Wed Sep 28, 2011 11:08 am


Hybrid Vulcan Cannon:
On the Dark Horn’s back sits its fiercest weapon: the Hybrid Vulcan Cannon. This four-barreled monstrosity is a “hybrid” between chaingun/vulcan and machinegun technologies, giving it an exceptional rate of fire: a full 35 rounds per second. Furthermore, since the weapon’s caliber is 60mm, it can strip stationary targets of armor with just a few seconds’ worth of fire. Also, the turret mount it sits on allows it to rotate 360 degrees horizontally or incline or decline up to 10 degrees vertically.

60mm Continuous Laser Cannon:
Though not nearly potent as the Hybrid Vulcan Cannon, the Dark Horn has a second reasonably powerful weapon at its disposal. Mounted onto the Hybrid Vulcan mount, right above the AGM launcher, sits a 60mm Continuous Laser Cannon. Because its a continuous laser beam, it can quickly slice and melt through even heavy armor. However, because of power constraints, the Continuous Laser Cannon can only be fired for 1 second at a time, and cannot be used again for another second while its energy stores regenerate. Also, it can’t pivot independently from the Hybrid Vulcan Cannon, meaning both weapons have to point at the same target.

AZ 60mm Tri-Barrelled Artillery Cannon:
Mounted to one side of the Dark Horn’s Hybrid Vulcan Cannon, opposite the 60mm Continuous Laser Cannon and the Guided AGM missile pods, sits an AZ 60mm Tri-Barrelled Artillery Cannon. As all artillery cannons, this weapon is very much like a ranged Triple Impact Cannon, albeit with a different range and firing rate. The Artillery Cannon fires its shells in a parabolic arc, giving itself a maximum range of over a kilometer, but a minimum range of 100 meters. Also, the cannon has a slightly less than semiautomatic firing rate, restricting to firing one shell from each barrel only once every 2 seconds. On the plus side, the Tri-Barrelled Artillery Cannon can vertically pivot independently of the Hybrid Vulcan, allowing it to adjust its trajectory and aiming without affecting any of the other weapons.

Guided Anti-Ground Missile Launcher:
Mounted on the Hybrid Vulcan Cannon mount, to one side of and below the 60mm Continuous Laser Cannon, sits a Guided Anti-Ground Missile Launcher. Technically, there are two pods of two, but the both are so close together that they might as well be one. They share the same locking system, too, so for all intents and purposes, they’re the same launcher. Anyway, there are four AGMs in all, which are standard in most respects. The launcher itself has Dark Horn-grade armor (unlike the rest of the weapons on the Hybrid Vulcan mount), but it has to turn with the other weapons on the turret.

Dual Twin 20mm Cannons:
Usually regarded as the least powerful weapon on the Dark Horn, there are two sets of two beam cannons on the Dark Horn. The first set is located underneath the Horn’s chin, while the others are located on the end of its massive tail. All four have the ability to pivot down up to 30 degrees; the tail-mounted ones can pivot up by the same amount. Also, the beam cannons have a faster firing rate than semiautomatic -- each spewing out shells in 3 round bursts per tap of the trigger. However, each of of cannons is linked together: that is, they must pivot and fire in unison.

Crasher Horn and Tail:
The Dark Horn is extremely dangerous at a range, but is even more dangerous in close-quarters. This is because it possesses a Crasher Horn specially designed for ramming and goring. A running charge and a solid hit with the Crasher Horn can send lighter Zoids flying. The Crasher Tail is designed for maximum impact and bludgeoning damage, and can be used to knock the Dark Horn’s enemies around as well. Either weapon is capable of dealing heavy damage, so don’t underestimate either.

Composite Sensory Unit:
Simply put, the Dark Horn possesses a Composite Sensory Unit that allows it use 3D Doppler Radar and IR scanning to track its opponents. The sensors themselves are spread around the body, giving the Composite Sensory Unit and excellent range of vision, and making it hard to destroy.

Lord Redtail Rathan
Captain

Invisible Genius

Reply
Zoids and Weaponry

 
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