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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
Command Wolf (Level III Light Zoid)

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Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Sat Jul 23, 2011 11:02 am


Description:

Originally designed as a Commander's Zoid, the Command Wolf is a fast and agile Zoid, one of the fastest Zoids of its size. Its speed gives it a good deal of flexibility, allowing it to perform in various roles. Command Wolves have been used in strike, recon, and assault operations, amongst others. Its back-mounted weapon turret has its own cockpit (albeit exposed due to lacking a canopy), and so the Wolf can be manned by two pilots; one to maneuver the Zoid itself and the other to control the cannons; however, since the turret can be controlled by the pilot from inside the main cockpit, the Command Wolf is more than of capable of being piloted by a single warrior (and is most often used this way). The turret can also be detached and act as a separate recon platform, further expanding the Zoid's capabilities. The Command Wolf is the most common Zoid seen in all three factions. Due to it's versatility, the Command Wolf can switch out it's ranged weapon, though heavy weapons tend to weigh it down and can cause damage due to the light frame.

Statistics:

Crew: 1-2
Weight: 46 tons
Depth: 14.7 m
Height: 7.9 m
Maximum Speed: 210 km/h

Weapons:

Electron Bite Fangs,
Four Strike Claws,
50mm Anti-Zoid Double Barreled Beam Cannon

Equipment:

Two Smoke Dischargers

((Command Wolf Theme))

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PostPosted: Wed Sep 28, 2011 11:18 am


Twin AZ50mm Beam Cannons:
The stock Command Wolf has two twin ranged weapons mounted to its back: a pair of AZ 50mm Beam Cannons. Though the caliber may seem small, the AZ designation denotes greatly improved damage and penetration above a normal 50mm weapon. They’re only semiautomatic, but their turret mount allows them to pivot up to 90 degrees to either side and up to 20 degrees up or down. Also, they can either be fired together or chain-linked.

Electron Bite Fangs:
All too often, the Command Wolf will find that its main guns lack the stopping power to prevent an opponent from reaching melee range. That’s where these come in. The Command Wolf’s fangs -- that is, teeth -- can siphon to energy from the Zoid Core to pseudo-charge themselves, increasing their cutting power almost as much as if they’d been charged with a system similar to the Strike Laser Claw. This makes the jaws excellent for downing an opponent quickly in melee combat; attempting to bite through the enemy Zoid Control Conduit is an old favorite of soldiers.

Claws:
To supplement the Electron Bite Fangs, the Command Wolf has four sharp claws at its disposal. Though not chargeable, the claws are still excellent weapons, great for ripping and tearing through armor, structure, and internals alike.

IR Sensors:
Originally introduced out of necessity, the IR Sensors were first added to the Command Wolf to allow it to see through its own smoke. Like all IR Sensors, this system allows the Zoid to track enemies and allies alike by their heat signatures. It’s very standard stuff, no special quirks in particular.

Smoke Dischargers:
You may have noticed several large exhaust pipes sticking out of the back of the Command Wolf. Given that Zoids don’t run off of petroleum fuel, a good question would be “Why are those there?” Those actually aren’t exhaust pipes; they’re Smoke Dischargers. They allow the Command Wolf to create a smoke screen: handy for hiding itself or covering a retreat. However, they only obscure vision, doing little to stop other forms of tracking.

Lord Redtail Rathan
Captain

Invisible Genius

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Zoids and Weaponry

 
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