Cannons
Beam Cannons - Beam cannons are the one and only weapon that can fire straight through shields. It melts armor more then breaking it apart.
Regular Cannons - These fire a normal cannon shot that, when successful, can damage armor greatly. Depending on the size, some cannons are more powerful or fire longer then others. A 105mm fires much farther than an 80mm cannon. However, shields can stop these shots fairly well.
Vulcan Cannons - These are multi-barreled cannons that spin(think of a gatling gun). They fire extremely fast and can take down shields fast. Some of these are Beam-Type, which means they can take down armor very well.
Antiaircraft Cannons - These cannons were designed specifically to take out flying zoids. The size of the cannon determines range and damage upon impact.
Sniper Cannon - A sniper cannon is the ultimate accurate cannon. However, you must make the enemy zoid is still, since once sniper mode is activated in a zoid, the zoid can't move. It takes one turn to extend the cannon and put down footlocks. Then it takes one turn to aim and fire. If the footlocks or cannon are damaged, then the sniper cannon can't be used.
Republic SuperCannons - These are the most deadly of the cannons which fire shells. They are also the largest of all. They have incredible range, and can blow off any zoid limb with a single hit. They, however, cannot be fired more then once per turn.
Rockets/Missiles/Torpedos
Rocket Box - A rocket box contains 4 rockets, and must be reloaded to use again. The rocket are fairly easy to use, but have limited tracking capabilities. A Duel Rocket Box is just as it says, and obviously has twice the amount of ammo as the normal one.
Surface-To-Surface Missile Launcher - This launcher is loaded with a set number of missiles which only fire from the land to a target that is on land. They have some tracking ability and are devastating when successful. Can be reloaded.
Surface-To-Air Missile Launcher - This launcher is loaded with a set number of missiles which only fire from land to a target that is in the air. They have some tracking ability and are devastating when successful. Can be reloaded.
Air-To-Air Missile Launcher - This launcher is loaded with a set number of missiles which only fire from the air to a target that is in the air. They have some tracking ability and are devastating when successful. Can be reloaded.
Ballistic Missiles - Ballistic Missiles are some of the most powerful of missiles. They take two turns to fire. One to lock-on to a target, and one to fire it. You are restricted to two of these per battle.
Antiaircraft Missiles - These missiles are specifically for taking down flying zoids. These are basically like Surface-To-Air Missiles. Can be reloaded.
Torpedoes - Typically only equipped on underwater zoids, and are usually homing. Can be reloaded.
Charged Particle Cannons
Light Particle Cannon - The LPC is a weak version of the CPC. It can be fired multiple times during battle and doesn't require footlocks or vents. Even better, the cannon is located in the head, which is where the cockpit is. The only way someone can strike it is with a Sniper Cannon.
Charged Particle Cannon - This is one of two most devastating cannons there is. When charged and fired, it can destroy zoids limbs and cut fairly well through a zoids body. However, this is one of the harder weapons to use. It takes two turns to fire. One to put down footlocks, open vents, and extend the barrel. The second whole turn to fire. This can only be used twice in battle. If the footlocks, vents, or cannon are damaged during battle then the CPC can't be used.
Super Charged Particle Cannon - This is the most powerful of the CPCs. It's prepared exactly as it is above, unless otherwise noted in a zoids profile. The SCPC obliterates anything it touches, and is much wider then the normal CPC. This means you must aim carefully so as to not destroy a zoids core or kill the pilot. As it says for the CPC, if the footlocks, vents, or cannon are damaged during battle the SCPC can't be used.
Misc.
Beam Guns - They are like beam cannons but smaller. They fire more rapidly and can come in Antiaircraft form. As with any beam weapon, Beam Guns can fire through shields.
Grenade Launcher - Launchs large grenades which can cause fairly good amounts of damage when they strike right. They can still cause damage if a zoid is in the blast radius from the grenade.
Mortar Launcher - A mortar launcher launches a heavy shell into the air, which then uses gravity to come down onto a target. These cause severe damage to a zoid if struck, and can cause good damage if in the large blast radius made by a mortar shell. Does come in Quad form, which is four mortar launchers hooked together.
Electro-Beam Launchers - Unlike Beam Cannons/Guns, Electro-Beam Launchers produce a solid beam of electricity. Overuse can stall a zoid.
Smokescreen Generators - Not so much a weapon, but they create a thick cloud of smoke around a zoid. This blocks both zoids site. The only way for a zoid to see in smoke is to be equipped with either a 3d radar, Core Sensor, or Infared Sensor. Only has enough smoke for 3 turns.
Railgun - This is a massively powerful weapon. It fires aluminum shells at the speed of light. This can rip through any armor and just about shatter shields in one or two shots. However, it can't be used more then twice in a turn due to the fact that it will cause the weapon to overheat and literally melt.
Gravity Gun - A small version of the Gravity Cannon. The GG fires a shell high into the air. The shell falls down onto the target before activating. It then produces a wave of energy that acts as a miniture black hole. This area of energy (approximately 50km wide) compresses everything inside it, literally crushing all inside. Note that the zoid core and pilot will not be killed, but the zoid will be utterly wrecked. This can only be used once per battle.
Shock Gun - Think of this as something like a tazer. It sends out a burst of electricity at the target, which disables the zoid for one turn.
Electromagnetic Net Cannon - This net, which carries 3 nets, fires from the tail. If successful, it stuns a zoid for two turns. However, this does have a difficult time against zoids with horns and tusks, since when the net is caught on these, it turns horns and tusks into Electromagnetic weapons which can stun whatever they touch. Can be reloaded.
Physical Attack
High-Strength Alloy Claws/Teeth/Tail - The most basic of weapons. Most zoids have these, and mostly are used as a last resort for attacks. Overuse can damage them.
Energized Blades - These blades are coated with energy when charged up. They are capable of slicing straight through armor, but has difficulty against certain shields due to the two energies striking one another.
Strike Laser Claw - Similiar to Energized Blades, the claws are energized to a point where they can slice straight through armor and zoid limbs.
Electromagnetic Claws - These claws send a shock of electricity through whatever they strike, and computer/sensors are damaged by the magnetics in them if struck close enough to them.
Possibly more to come later
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