20mm Linear Beam Gun (x4) – arm mounted in 2 turrets, forward arc
The lightest weapon carried by the Dreadnought, each shoulder carries a 20mm twin-beam turret used to engage light units without devoting heavier weapons to the task. Each gun fires a beam capable of penetrating 5 cm or armor at a range of 4 kilometers.
50mm Beam Gatling Gun (x4) – torso mounted in 4 turrets, 90º corner arcs
More robust versions of the SKG’s internal guns, the 50mm BGG turrets were adopted to fill two roles: close-in projectile defense and to inflict heavy damage on light units without utilizing heavy weapons required for larger targets. They can deal significant damage to heavy targets out to 2 km, tearing light Zoids to pieces at up to 4km.
80mm Beam Gun (x2) – tail mounted, 220º rear arc
Concealed beneath protective armor plating, the tail cannons provide decent armor penetration at ranges up to 6 kilometers. The system is robust to withstand impacts and does not rely on ammunition, but is still considered unreliable after heavy tail use.
125mm Linear Beam Cannon (x8) – dorsal mounted in two batteries, lateral arcs, 100º rotation
With a 1 shot per 5 second fire rate, these guns can penetrate up to 30cm armor at a range of 5 km. They are considered the lightest of the Dreadnought’s mainstay weapons. They may fire in tandem for a continuous barrage, as a single salve to deal heavier damage, or individually to save power versus many light targets.
150mm Linear Beam Cannon (x6) – dorsal mounted in three batteries, lateral and rear arcs, 180º rotation
Considered the Dreadnought’s median weapon, the outer pair of guns located on each of the three main turrets balance damage, range, and power use. The 150mm beam cannons can only fire once every 7 seconds and can penetrate 40cm of armor at 10 km.
180mm Linear Beam Cannon (x6) – dorsal mounted in three batteries, lateral and rear arcs, 180º rotation
The largest weapons carried in the Dreadnoughts mainstay battery, they are the inner pair of guns located on each of the three main turrets. These guns can only fire once every 10 seconds due to energy use and heat, but they can punch through 50cm of armor at 12 km.
Mjölnir Tactical Missile (x8) – dorsal mounted in two batteries, 180º universal rotation
These large fire-and-forget missiles are carried in batteries of 4, one launcher being located above each shoulder. They have a range of 80 km and are equipped with heat and silhouette seeking, armor penetrating, high explosive warheads capable of scrapping most targets on impact. They can be locked onto Zoids, vehicles, structures, and even terrain to destroy subsurface targets.
MEGS Coalesced Beam Fangs – head mounted, integrated construction, forward arc
Using the same technology as the SKG’s terrible blade weapons, although on a much smaller scale. The bite of the Dreadnought can slice through virtually any material with virtually no resistance. Even uncharged, the teeth have a crystalline structure akin to diamond and can sunder heavy armor.
MEGS Coalesced Beam Claws (x2) – arm mounted, forward arc, 100º universal range of motion
As with the teeth, so with the claws. The claws can shred armor and defeat shields, but even when left unpowered the Dreadnought’s titanium allow claws can still rip a Zoid apart.
MEGS Coalesced Beam Talons (x2) – foot mounted, integrated construction
Again, the talons are powered through MEGS generators. These weapons are most often powered down unless the Dreadnought is engaged in a tough melee battle against multiple foes. Unpowered, the tremendous kick of the Zoid can still crush an Iron Kong to the ground.
MEGS Flanged Tail Mace – integrated construction, tail mounted, 220º rear arc
Dreadnought’s tail is as long as that of the SKG, but the mace is twice as heavy. Though it can deal crushing damage on its own, it can charge three MEGS flange blades to shatter energy shields and sunder even the toughest foes.