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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
Sinker (Civilian Level II Ultra-Light Zoid)

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Lord Redtail Rathan
Captain

Invisible Genius

PostPosted: Sat Jul 23, 2011 12:09 pm


Description:

The Sinker is a fast, small Zoid, capable of naval and aerial operations. The Zoid is not heavily armed, and is usually used en masse when in combat. It can operate underwater at depths of up to 500 feet and flys up to 12 feet off the ground, though normally flying two feet high.

The Sinker is used by civilian contractors, hired to protect Gustavs that haul supplies between cities and even factions. Their purpose is to protect the Gustav convoys from thieves, raiders, and even the occasional military Zoid element, though they normally run from those. However, being a popular Civilian mode of entertainment and transportation, raiders tend to use Sinkers as well, being the only ones ballsy enough to actually take on military Zoids.

To fully understand and appreciate the extent of the Sinker’s abilities, one must first understand its mode of transportation. It has a system of jets on its underside which makes it VTOL (vertical takeoff and landing), and essentially allows it to hover at low altitudes. Once hovering, the two massive jet engines under each of its wings kick in, allowing it extremely fast, and generate lift. While the Sinker is strictly subsonic, it has limited flight capability. However, it’s restricted to no more than 12 feet, and its maneuverability worsens with altitude. Also, in its more common and more maneuverable “hovering” mode, it’s recommending that the Sinker keep its speed down to stop it from crashing into things, like large rocks.


Statistics:

Crew: 1
Weight: 26.6 tons
Depth: 10.8 m
Height: 3.0 m
Maximum Speed: 270km/h

Weapons:

Four Homing Torpedos,
Two Accelerated Beam Guns,
Two Large Booster Guns


This image shows Sinkers underwater
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PostPosted: Wed Sep 28, 2011 11:33 am


Twin 30mm Maxter Beam Rifles:
The Sinker’s two main, consistent ranged weapons are a pair of fully automatic 30mm Maxter Beam Cannons, each fixed on either side of the Zoid’s mouth. Being automatic rifles, both weapons can put out a reasonable 2-3 rounds per second each. Now, the “Maxter” designation means that use a special design to increase power and maximize damage, moderately improving both damage and penetration. They’re still not as good as AZ weapons, though.

Dual AZ Torpedoes:
The Sinker’s only other weapons are a pair of Anti-Zoid Torpedoes, each mounted under the “wing hinge” next to the jet engine. When fired underwater, or dropped from above water into water, each torpedo will use active sonar to lock onto the nearest enemy signature that doesn’t correspond to their IFF. (Once again, unlike missiles, torpedoes need not lock on before entering the water. They do it on their own.) They then active a set of turbines in their tails, and track whatever target they’re locked onto until the ends of earth. However, torpedoes are nowhere near as fast as missiles, and, while armored, can be easily dispatched. In an environment where a single hull breach could mean death, the torpedoes are a valuable asset. This is doubly-so, given that they’re AZ and have twice the standard damage potential. Note that the torpedoes are no more than glorified rockets or bombs above land, but their explosive power remained unchanged.

Lord Redtail Rathan
Captain

Invisible Genius

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Zoids and Weaponry

 
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