ARMAMENT
The conventional weapon compliment carried by the Hecatomb is more similar to a heavy defense base than a mobile platform. The weapons are designed to facilitate the delivery of the Bluefire system to the target area and defend it until all oposition is erased.
280mm R-GAP Cannon (x4) – torso mounted in two batteries of two, 360° rotation, 90° elevation
The mainstay weapon of the Hecacomb is the REAP (Ramjet-assisted Energized Artillery Projectile) cannon. Each of these guns is a self-contained system with a 40-round magazine and a 10 round per minute RoF. Each round is instilled with a single reactive Bluefire molecule before firing. The projectile is self-guided and can strike a target at 100 kilometers with enough kinetic force to tear through 50 cm of armor, but the charged particle reacts violently with any powered Zoid system it strikes, acting, in effect, like an instantly fatal heart-attack to the Zoid. As such, the R-GAP round can leave a Gojulas corpse with only a 300mm hole in its ankle.
240mm Encapsulated Bolt Cannon (x8) – torso mounted in four batteries of 4, 90° rotation, 180° elevation
Mounted on the outrigger battle stations to fill in all corner arcs, these paired cannons project concentrated particle bolts that deliver both kinetic damage and energy-based, thermal damage. The weapon requires a short recharge period for each round, which is why each battery is mounted with a pair of guns which can alternate to increase rate-of-fire or simultaneously to deliver increased damage. A single round from an EBC can cripple a heavily armored targets up to 200 tons and can cause crippling damage to almost all units, especially with multiple rounds.
200mm AZ Shock Cannon (x6) – neck mounted in two batteries of 3, 90° elevation
On either side of the Hecatomb’s lower neck is a triple-barrel AZ shock cannon turret. These weapons were included to enhance the Hecatomb’s forward firepower while in transit and while the 240mm EBCs are engaging in broadside operations. With a range of 8 kilometers, the damage these guns can cause is substantial, but a hit also surges sensitive systems and can stun or outright shut down a target.
165mm Improved AZ Shock Cannon (2) – chest mounted twin battery, 30° horizontal arc
Though these weapons have a smaller aperture than the 200mm guns, the configuration of emitters increase their range to 15 kilometers. Unlike the larger guns, this pair of cannons fires as a single unit. Each barrel can fire individually, but at much reduced damage and range reduced to 10 kilometers.
50mm “Dibold” Beam Gun (x4) – mount in 2 batteries of 2, 360° arc
The defensive batteries of the gunner stations are strong enough to pierce light armor at ranges up to 8 kilometers and soft targets half again further out. They have a substantially slower rate of fire than the 30mm defense guns, and so gunners may alternate weapons to achieve a 20 shots per minute RoF.
30mm”Roark-9” AZ Defense Cannon (x28) – multiple mounts in 14 batteries of 2, 360° combined arc
The original primary weapons of the Seismosaurus, these guns were re-engineered to deliver far less power but at a greatly enhanced rate for use in the defensive role. The guns are still capable of penetrating moderate armor beyond 1 kilometer, but they are primarily used to knock projectiles out of the air as far as 5 kilometers out.
“Detonator” AZ Tactical Missile (x20) – tail mounted in four batteries of 5
Included in an effort to extend Hecatomb’s range and to reduce its dependence on direct fire weapons, Detonator missiles are vertically launched from tail-mounted, armored batteries. Each missile has a range of 160 kilometers with a 70% bullseye or 85% damaging impact ratio against any Zoid target. Under manual guidance the missile can strike installations or non-Zoid targets with similar accuracy, delivering enough damage to destroy a 20-ton target, disable units upwards of 100 tons, and cause serious damage to heavier units.
Hyper Bite Fangs – integrated construction, head mounted, forward arc
Though melee combat is generally avoided by the Hecatomb, the extensive reach of its neck allows it to cause serious damage with its teeth.
Osmium-Infused Impact Plates - Integrated construction; feet
The feet of the Hecatomb are sheathed in huge, incredibly dense armored toe plates that allow it to stomp or kick a target with terribly destructive force.
Beam Whip, integrated construction, tail
The whip ending the Hecatomb's tail is a unit of segments each armed with energized beam blades that work on a similar principle to the Liger Zero's claws... but with the added threat of a Bluefire energy infusion. The tail is highly agile, and with a length exceeding 40 meters iis a superior melee weapon.