HISTORY
 Scientists will always experiment with new technologies; sometimes they will succeed, sometimes they will fail, and sometimes they will succeed beyond their wildest expectations but in unintended ways. The experimentation in question was that of physical space matter transfer of complex objects… teleportation. During the course of these experiments it eventually becomes a focus to use the ample power of a Zoid’s core and the advanced AI-2 processing ability to guide the relocation system. The first attempt killed a hapless Trooper Zoid, and so the attempt was made to splice and evolve cores from samples taken from both a Geno Saurer and the vaunted Sturm Tyrann. The result managed to not only produce a Zoid capable of powering and operating the system, but it became incorporated into the system. The result was so successful and so unexpected it was given the name, Wildcard, and the impact of the Zoid on the future is just as unknown.
CAPABILITIES (Defenses)
In addition to having stout armor, Wildcard also mounts dozens of shield augmenters that can cause attacks to slide off at low power and fully obstruct any conventional kinetic attack from fangs to hypervelocity carbide slugs. Wildcard also boasts an ECM suite, though it is not as powerful as a purely stealth-based Zoid, it can interfere with lock-on and tracking systems. On either side of each neck segment are mounted armored countermeasure launchers to defend from radar and heat tracking attacks.
CAPABILITIES (Performance)
The Wildcard is greater than the sum of its parts; physically huge, yet it continues to be fast and lithe. It can run at over 110 kilometers per hour, balancing upon strong legs with its long, heavy neck and even longer tail. However, Wildcard can implement a daunting array of boosters to dash at impressive speeds. In the air it can achieve supercruise well beyond MACH 3 but can also dash in any direction virtually instantly. Another daunting sight is Wildcard using its boosters to jet through the water in a similar manner as in the air. Even as large and bulky as the it is, the sheer power of its booster engines pushes it through water at speeds exceeding 70 knots... though not for long.
AI-2 PROFILE
Wildcard’s personality is deliberately focused and highly aware of its surroundings. This was intended to give Wildcard better control over the Obliterator, but it also made it intelligent enough to determine it did not want to exist as a mere platform for Guylos... or any other faction. Self-preservation runs through its circuits, and allowing itself to be manipulated in front of a deadly force of Zoids for some human interest is incompatible with that instinct. Wildcard trusts its pilot but only to a limited degree. It is willing to communicate with Gil Kaiserin, but instantly balks at being controlled. It is a terrifying possibility that Wildcard could, one day, simply decide to silence all the voices attempting to influence it.
SUMMARY
An experiment gone wrong became the core of an experiment gone wild; Wildcard was beyond predictable from concept to realization. Based on a transportation technology that became a weapon, and then a weapon that refused to be wielded by any side, the potential power of Wildcard as both a platform and as a character continue to cause nerves to tremble throughout the highest leadership on Zi. Currently the great nations have a treaty with the Zoid, but that could all change in a moment should Wildcard choose a side. For now, the world can only guess what the future holds.
AN IMPRESSIVE (AND EXPENSIVE) START
The custom project begins with the arrival of the "raw material" to my shop: TWO HMM Sturm Tyranns, a Gundam EW, HMM Geno Saurer, and HMM Geno Breaker. There are always additional resources to use in a custom, but with these in hand I was finally in a position to begin the work.

THE BUILD

LIKE SO MANY THINGS; IT STARTED SO SIMPLY...
Between the Sturm and Geno it was really no contest; the Sturm's frame lent itself better to expansion. The chest was simply miniscule for where we wanted to go, and its tail (without the armor) is too blocky and scrawny, and the neck is very small. I've always felt the legs on the Sturm were too long and gangly, but if I almost double the torso size and stretch the tail and neck they would be an excellent fit. After hours of playing with bits, it was time to begin.
A LEGENDARY COMMISSION
When I was approached to create Wildcard there was much in the air about the concept. My client wanted a dragon; something lithe and deadly, but with integrated weaponry that would make the world take pause. There are been a LOT of super weapon and character Zoids over the years; Death Saurer, Berzerk Fuhrer, Energy Liger, Mad Thunder, Gogulas Giga, and Liger Zero just to name a few! Further, I've made a few of my own for Age of War; Hecatomb, Supreme King Gojulas, Gil Kaiserin, Fusillade, Eradicator, and Daidalos come to mind. I've made my share of super weapons, too: the Mactabilis Telum spent Deochalcum cannon, the RiPPER cannon, the combined "Typhon" AAS (Area Annihilation System), and the VEX (Variable-Execution Recombining) Hyper-Charged Particle Cannon. I wanted something unique... not just another big, powerful gun. I settled on the idea of a non-weapon... a transporter gone wrong. The last feature my client wanted for this commission was to wire it for lights... a first on this scale; even Fusillade was simple by comparison, being straightforward with a few simple lights and a ample frame to work in.
TOO LONG IS NEVER LONG ENOUGH
After trying a number of combinations, I decided the Wildcard would not look right unless I greatly extended the tail. I decided to discard the Sturm tail entirely and replace it with both Geno tails. I rotated the tail to make it wider than taller, knowing I would thread cables beneath it. The real task was to replace all of the floppy hinge joints with stronger Struxx ball joints. At this point I could only hope they would be strong enough to hold up the whole thing!
ONE THING LEADS TO ANOTHER
As is the nature of such tails, each joint requires unique treatment due to the differences between tail segments. Even using the Struxx joints has to give way to using Bionicle and finally Lego joints as the tail tapers toward the tip. To keep the tail from becoming too heavy, I actually cut and stripped out any plastic I could without compromising outer appearances and structural strength.
THE LONG GAME
It was quite a bit of work just begin to stretch the torso; I built a pair of Sturm torsos and then determine exactly how to combine them. This required cutting the chest off of one torso and the hips off of the other. I was pleased how well the torso components came together, and the joint was quite strong. Most importantly, I was able to maintain the feature of the torso telescoping so it could flex to the sides.
THE LONG GAME
I knew I wanted to end the tail with a solid weapon, but I wasn't so sure I wanted to go THIS big! I decided to clip the Gundam's rifle down to finish off the tail. I secured a Lego joint to it with screws and added some small Gundam armor plates to help bulk the gun up sideways and fit the aesthetic better.
WELL, THAT'S A STRETCH
Finalized combined torso displaying the working telescoping feature. Placing the serrated armor plates on either side concerned me at first, but in the end the combination looked very natural. I was also aware at this point that the chest and shoulders had yet to be resolved.
ONE LONG TAIL!
All told the tail comes out to more than 25" (64 cm) long! The gun alone is 5" (12.5 cm) long. Kind of makes me want to make a snake! And kind of not....
CAP THAT SKULL!
From the start a unique looking head is vital to a custom. I resisted using any of the Sturm head armor, but the flatter armor makes for some good anchor points for additional detail pieces. I ended up using the blue Gundam armor piece as the base for the new skullcap. My wife had acquired a series of Build Ships kits that I used for the eyebrow spikes, then used Bionicle blades to branch off of the head and cheeks. I played with several blade options for the nose, but I ended up decided to build it from scratch. I did add the small detail side panels from the HMM Jager armor.
HOW WE HOLDING UP?
As I looked at where the silhouette was going I looked at how the legs were shaped, especially the thighs. I realized if I flipped the thigh over it also moved the knee forward and upward. It also changed an intake into a thruster. I knew at the time I wanted to add custom armor and components, so this would create just one more subtle point of distinction from a standard Tyrann.
SURE FOOTING
I knew I wouldn't leave the Sturm feet as is; I always HATED that a beautiful HMM kit would have solid, lifeless feet. Aside from that, as the custom grew I realized just how small the feet looked. And, hey, small feet on 'bot kits (or no feet!) is a really in style thing right now, but it wasn't looking right for Wildcard. The first thing I did was chop the static toes apart. If you know the original kit, it has no feet! It has toes... not feet. So I needed to create feet for the toes to attach to; I had a pair of leftover Gil Dragon talons left over from my Gungylado Mk2 that was perfect. I carved out Asoblock joints for each toe and modded the talons to hold them. To strengthen the feet, I cut tabs from off of the Tyrann's bolt frames and glued and screwed each toe to the plates. Finally, I attached Struxx joints for the ankles, because nothing else has a prayer of holding the weight (or looking robust enough).
LEG DAY CONTINUES
Now, with the new feet finished, the rest of the legs look positively scrawny! I started digging through my bins to see what I could use to bulk them up. Since super maneuverability was an objective of the original concept I leaned toward parts with thrusters, vents, and intakes. I took some pieces from HMM Schneider armor, Energy Liger, and a Gundam kit to produce articulated thrusters for the calves. For the thighs used a pair of Gojulas Giga necks to broaden them, adding the Sturm's stabilizers on the outsides The top/front were bulked up using Hyate Liger shoulder armor shrouds while the back side was filled in with thrusters from a Snap Ship kit. For the mid-leg portion I had a pair of Liger Zero X armor plates; the empty shells of each housed vents and grills from other Liger and Gundam kits. Finally, I made made shin armor from some Pteras plates.
ARMS & CHEST
I tried five or six concepts for arms but nothing was lining up... until I used the lower legs from the second Sturm kit. Adding a ball joint shoulder was pretty simple, but the talons were more difficult. After trying every claw and talon in my box, and I looked at building custom fingers, but in the end it was decided to go with modified Geno claws. I customized mechanics so each hand could have three fingers and a thumb. I also modded the chest and shoulders. Aside from needing to hold the larger arms and keep the joint with the abdomen, I had to carve out the inside to allow for wiring paths.
Age of War - Home
Kingdom of Helic data
Empire of Zenevas data
Planet Zi data
Guylos Dynasty data
SHOW A LITTLE SPINE
Once I had the joints in place I began with enhancing a unique appearance. I clipped a series of booster and armor cowlings from the Gundam EW and used them to create a spinal ridge down the tail. Note that the large blue piece located on the top right of the left image eventually found itself placed on the Wildcard's head, and was replaced here with a much larger, more involved piece to cover the first tail joint.
FROM TAIL TO NECK
I decided to not go with doubling up of the Sturm's neck and opted, instead, to rework the tail into a longer neck. I fixed more dorsal plates to them to make them match the tail, which worked wonderfully. I decided to leave the articulated vent armor pieces, opting to use them to hold and guide the neck cables from the torso to the head.
FILLING IN THE BLANKS
Now that I am using Sturm legs for Wildcard arms, I needed to disguise them a bit. In some ways I felt the arm details were piecemealed together, but in the end I feel they really turned out well. Wildcard has a lot of angular armor, and my choices for the arms reflected that. I also used the arms as mounting points for incorporated weapons. Moving inward, I build shoulder armor to cover the exposed ball joints and stuffed those pieces with thrusters. I filled the gap between the shoulders and neck socket with HMM Panzer armor plates mounting missiles. The twin turrets on the chest are actual pins that hold the chest components together. You can see the back-mounted "thruster hump" in the middle image, but we'll get to that soon. In the last two images I am displaying two additional armor components: one that adds bulk to the midsection that also ties in the aesthetics of the neck, and one that covers the first tail joint while also seamlessly combining the angular neck armor and the smoothly angled dorsal spines. Both of these pieces are free-floating for posing.
XZ-425 Wildcard
Chassis:Dragon
Power Plant:Space Compression Reaction Core
Primary Mission:Obliterator Weapon Platform
Secondary Mission:Air/Ground Target Annihilation
Crew:1 (minimum command rank: Commander)

Statistics
Length:93 meters
Wingspan:65 meters (84 meters w/cannons)
Height:20.5 meters
Mass:210 tons

Performance
Land (Cruise):110 kph 
Land (Flank):500 kph
Air:MACH 3.3
Sea:75 knots
CAPABILITIES (Close-Combat)
Wildcard is a melee nightmare. While it can slash with its clawed hands it has greater reach by far with its talons. It has even greater range and agility with its bite. Wildcard’s body is jutting with spines and blades that allow it cause damage with knees, elbows, and neck. Further, its wings are made up of large, densely armored fingers which it can use for both active defense and attack. Not only is the Wildcard’s body strong and fast, it is adorned with thrusters within both body and limbs that can fire instantly to enhance overall speed and reaction time.
DOUBLE-SHOULDERS
One thing I knew could look totally awkward but needed to be dealt with was the fact that this was a dragon, not a wyvern, which means it would have legs, arms, and wings. Naturally the original shoulders weren't going to hold up squat, especially in light of knowing the wings were going to be robust. I swapped out the old joints for Struxx ball-and-sockets. They fit the bill really well, but these joints continue to be my highest point of concern of the build.
BEGINNING THE WINGS
I had set out half a dozen ideas on how the wings could be created using parts from everything I had available, but nothing really looked great, and none were large enough for the size this custom was evolving into. Looking at the inspiration model, the wings were more like clam-shelled armor segments, and I had something at hand that was strikingly similar... thanks, Wolverine! I chopped up these cheap, Dollar Tree claws and fitted them together, and instantly loved the result. I started playing with those hallow shells and nesting parts inside them. I knew I was also going to incorporate a huge gun on each wing, too, and I have a box of those. The Buster Cannons were long, simple, and low weight, and could easily be dressed up. Finally, I had to work out how the heck to joint all of these parts into a cohesive shape. I think my solution really rocks for this beast.
FILLING THE "MEGA-FINGERS"
Sometimes less is more. I decided to just use a selection of long, narrow thrusters in each wing segment. I also ran a length of plastic wire conduit down the wing as well, which would provide wire coverage and created a cool, ribbed texture. I drilled holes through the conduit where I planned to mount LED backed thruster bells created from the Gundam EW's rifle generators.
TIME TO BRING OUT THE BIG GUNS
I shaved the Buster Cannons down wherever I could and then shaved the inside of the Sturm boosters to create the cannon housing. After affixing the rear armor and the forward forks I filled in details where it made sense with bits and pieces from computers and rivets to HMM components.
ALMOST THERE!
The only thing I added after this stage was the outer wiring that hangs under the barrels and the ribbed beam focus and dispersion plates I finally mounted inside the forks. The wires in in the backs of the guns are live and feed to a LED in each gun barrel.
FOREARMS FOR FOUR ARMS
Okay, for two wings, but here we go. I was finished creating the overall wings but now I needed to extend their reach by essentially adding an entire arm; the wing is truly just a massive hand. All of the wiring and bits above essentially form the forearm of the overall wing. The real wiring passes through the rayon cord sleeves alongside false wires added for aesthetics like most of my builds. These run along a skeleton of Struxx where the real wires are secured using a zip tie. Around all of the cables is an armored box with a scratch-built panel and detail plate from the Snap Ships kit.
THE POWER PACK
The biggest challenge of this build is power: not only did I want to light up the model, but after learning that most lit up models have the power supply in the stand or outside the kit I also wanted to have the power supply inside the model. I played with a couple ideas and decided that I could disguise the battery pack as a large booster. The packs belong to small LED holiday light strings I obtained online and modified for the purpose. Since then I have learned about the Gundam lighting packs I could have used... but they would still have required massive alterations.
BOOSTING THE SADDLE
The battery packs had to be removeable for fresh batteries, of course. To make them snug and then loosen them up for removal I created a sled that slides between the battery packs. It supports them from beneath as well and mounts a pair of engine bells. Rather than leaving them completely open, I created a series of three "blade doors" that clamp around the batteries and lend some menacing character to the unit.
INTO THE UNKNOWN
Honestly, though it all worked out in the end, next time I attempt to wire a custom I will do a lot more study into it! The two builds I actually wired for lights were Fusillade and Supreme King Gojulas; both were huge builds with large, open architecture and and simple needs. Wildcard is based on kit-bashed, cramped HMM kits that spliced power to two wings, the neck, and the tail. In this case one battery pack powers the left wing and the tail, the other powers the right wing and the head. If there is a next time, I will be more thoughtful about how everything is done!
WIRING: THE PATH LESS TRAVELED
Running wires through the belly of the beast continued to dog me throughout. Fortunately, the Sturm Tyrann kit has a dedicated path (sort of) down the belly. I also had to use my ribbed conduit again to jump the gap between the torsos. I also had to remove the Zoid Core and drill the chamber through both sides to use it as a redirect hub for the wing wires.
IT ALL LOOKS SO SIMPLE!
This shot should give you a good idea of how many wires had to flow through the wings. All of those leads then needed to be hooked up through the arms.
LENS FLARES
I was a bit surprised just how unfriendly Sturm's HCPC was to light up. I had to drill it hallow, then I had to mount the lamp, thread the wiring through the back of the head, and keep the jaw working. Including the Obliterator cannons, tail gun (and its sensor) and the thrusters, Wildcard mounts 17 LEDs.
FROM PLACEHOLDER TO FEATURE
Between the battery pack and the wings was a really ugly awkward gap on Wildcard's back. I decided to create a real booster pack to fill that gap. The boosters are articulated and can angle to not only visually fill the space but functionally increases the nimble nature of the Zoid. But there's more....
THE THRUSTER HUMP
Finally, high on the shoulders, I had a Bionicle piece I've been waiting to use for years! This shield shaped piece fit wonderfully to bolster the silhouette of Wildcard's shoulders. All around this piece I tucked boosters made from engine bells from Sturm and the beam sabers of the Gundam. I love the final look!
THE FINAL ASSEMBLY
After more than 100 hours of work I was finally able to assemble Wildcard for the first time. These shots give an overview of the final form, but I learned that I had exacerbated the problems I had with Gungy-2... it was going to be almost impossible to photograph and give a real sense of scale.
WILDCARD vs STURM TYRANN
Here Wildcard is facing its original counterpart. Well, not the HMM version, since the only HMM Sturm kit I had is currently smashed with another one and painted black and blue. If the two were to meet face to face, it would all come down to the first shot. Sturm is still one of the most powerful Zoids ever made, but Wildcard's Obliterator cannon would simply erase Sturm from existence, shields or not.
WILDCARD vs GOJULAS OGRE
Ogre is actually a pretty massive machine, but despite its 280 tons of advanced technology it is ill-equipped to dancing with the 210 ton Wildcard. From a distance the Ogre's weapons are not designed for attacking an aerial target; Wildcard's long range tail cannon alone would snipe the Ogre to oblivion. In an up close and personal fight shows the Ogre has nowhere near the speed and agility required to survive.
WILDCARD vs DEATH SAURER
Death Saurer is a legend. DS is more than capable of blasting Wildcard at range and would be able to endure virtually any physical attack. Wildcard, however, doesn't rely on any form of physical or energy attack; the Obliterator weapon literally removes the target's molecules instantly and disperses them over dozens of kilometers. Against such an attack, even the mighty Death Saurer has no defense.
WILDCARD vs GIL KAISERIN
Two dragons, both originated through the evolution of a combination of the most legendary technologies to dominate the skies and all the lands beneath them. As advanced and intimidating as Wildcard is, as lethal, intelligent, and aware as it is, Wildcard is yet the latest in a string of victims for Gil Kaiserin. To begin with, the Empress Dragon is practically invisible to Wildcard's sensors. Even if Wildcard could detect its opponent, her gluon collapser cannon alone has an effective range of 30 kilometers, and within 10 kilometers Gil Kaiserin's gravity cannons can collapse Wildcard into the size of a basketball with even a glancing hit. No, this would not be a fight except for many critical failures on Gil's part... it would be Tuesday.
FINDING A DIRECTION
I was given one concept for direction; the masterful 3D printed, from scratch, the Raiko-Oh by Nekogyo (and the winner of the Zoids Heavenly Wing contest... where I took 2nd, by the way!) Beyond that, I was to take my own direction while keeping the basic look and feel, but something "more aggressive." I was inspired by two other main factors; I loved the armored, sleek, "horned dragon" look from Panzer Dragoon, and I was limited by what kits I could use as a base for the custom. Well, I had purchased a Sturm Tyrann in anticipation of a future custom, and I had been gifted a Geno Saurer as well. Looking over all of these factors sent me in the direction that Wildcard would eventually take.
WILDCARD vs UMBRA MORTIS  (GUNGYLADO MK][ - Sentient Custom)
The most similar Zoid to Wildcard in size, form, and capability, Umbra Mortis, "Deathshadow", actually takes the blue dragon's existence personally. The two actually have a non-aggression pact, understanding that they represent the Zoidian Dragon race, but hold their difference in loyalties in contention; Mortis is loosely aligned with Guylos whereas Wildcard is loyal only to itself. However, if they were to do battle, Wildcard had best strike first. Mortis's stealth-coated Emeraldite armor can endure all of Wildcard's weapons long enough to mount a counter-attack, but his Shadow Shroud ECM would blind Wildcard's sensors while simultaneously projecting false targets. At range, Mortis can strike up to 100 kilometers away with its terrifying HCPC, and has a superior conventional arsenal out to 10 kilometers distant. Up close Mortis relies on its narrow-band beam-blade wings that both resist damage from physical and energy weapons and can defeat virtually any defenses. However, as with any opponent, Wildcard's Obliterator would absolutely erase even Umbra Mortis if it could achieve a first strike.


 ZOIDS PARTS LIST



HMM Sturm Tyrann (x2)
Double torso, neck, arms, legs, boosters, armor

HMM Geno Breaker 
Tail, claws

HMM Geno Saurer
Tail, claws

HMM Liger Zero Panzer CAS
Obliterator targeting systems, armor, "Hornet" missile pods 

HMM Liger Zero Jaeger CAS
Shoulder boosters , knee boosters, obliterator horn detail

HMM Liger Zero Schneider CAS
Calf booster frames

Gojulas Giga
Thigh armor

Pteras
Shin armor

Technozoids Battlesaurus
Bicep armor

Hayate Liger
Thigh armor and boosters

Gil Dragon
Feet

Buster Eagle Buster Cannons
Obliterator cannons 



NON-ZOIDS PARTS LIST


HR Wing Gunam EW
Tail cannon, spines, armor, thrusters, details

Kotobukiya Chain Base Cargo Claw
Obliterator fork locks

Aso Blocks
Structures, joints

Dollar Store Wolverine Claws
Wing segment armor cowlings

Bionicle
Armor, joints, blades

Snap Ships
Brow armor, blades, details

Final Faction Action Figure Accessories
Rapport cannons, blades, knee armor, details

Struxx
Joints, wing structures

Capacitors
E-shield cannisters

Pop Rivets
Obliterator details

Zip Ties
Vents, cable structures, details

3D Printed
Heavy cable bundle covers

10+ meters of wiring & cording

Screws & hardware

Age of War - Home
Kingdom of Helic data
Empire of Zenevas data
Planet Zi data
Guylos Dynasty data
NOTABLE NOTES

First custom to incorporate 3D printed parts
First Zoid that required an entire repaint!
Longest ever build: started during the Pandemic, completed in 2024 (not a feather in my cap!)

Points of articulation: 72
LEDs: 17
3D PRINTING
The large wire clusters branching from the torso to the wings and the base of the tail required a unique solution: a heavy cable cover that also worked with the aesthetics of the custom. I designed some cable cover segments in Blender 3D and printed a set of them on my Anycubic resin printer. The pieces turned out fantastic, and I am very pleased with the results.
PAINT IN PROGRESS
The black base and gray highlights were finished with a layer of dull coat and the electric blue has a semi gloss coat, but there are other details in the paint... some very subtle (and most don't photograph well but can be seen in person!) Within the black base color there is dark gray applied to circular details and a few other parts. Of course there are brass and chrome hydraulic pistons (the chrome isn't applied here; it is applied after the top coat to maintain its true to metal sheen). The engine bells and many grates and vents are graphite rather than gray or black, and all thrusters are outlined with caution yellow. One of the most subtle details are the sculpted hoses and cables around the build are brushed with a custom burnt iron metalizer paint that creates a dark, coppery highlight that can be seen in person and especially in daylight. I dotted the custom with waterslide decals and original Zoid labels to tie it to the collection. The issue I ran into with the decals was they are all white and I wanted just a little more punch, so I used transparent yellow to highlight portions of the decals that help them tie in with the engine outlines. 
WILDCARD PAINT PLAN
Finishing a custom build is always a storm of emotions because on one hand the physical construction is completed... but on the other hand it is time to paint and finish the model. In this case I had two examples of the original inspiration images to begin the process; the first two images above are the Wildcard painted with the schemes from Raiko-Oh. My client decided on a darker, more menacing scheme, but didn't want the flame orange. I decided on a lighter blue, but a pearlescent color so both the color and sheen popped a bit more. I also mixed a bit of flat gray for contrast. We also decide early on to paint the caps as pale gold, which really sets off a second color against the black and gray.
WILDCARD vs ERADICATOR
The common factor between these two giants is both possess a weapon that cause the ultimate destruction of the target, should it score a hit. The Eradicator is armed with the RiPPeR (Reactionary Particle Projecting Rail) Cannon, which can devastate or outright dissolve the Wildcard from almost 100 kilometers away. Eradicator lacks the powerful ECM and stealth capabilities of some other units, and the Wildcard does have the ability to greatly diminish its signature, likely allowing it to get the first shot off and handing it the victory versus the acrocanthosaurus. 
SPECIAL WEAPON: Particle Manipulation System
Perhaps the most effective weapon ever fielded that can be directed at a single target, the focused translocation wave emission system began life as an attempt at teleporting inanimate objects. It was hoped that it would evolve quickly into instantly transporting cargo, people, and ultimately, Zoids and their pilots from one point to another. The system could never approach viability. Though waves of molecular-relocating energy produced using variations of CPC technology, the molecules could not be coalesced back into any kind of survivable form. This system could, however, instantly tear an object apart at the molecular level. It became known simply as, “Obliterator.”

"Obliterator" Weapon System– torso mounted, 360° rotation, 90° elevation
Wildcard’s Obliterator is not so much a cannon as a trio of synchronized particle emitters. Each of these emitters is essentially a form of CPC on its’ own, but rather than collecting particles and slamming them into a target, they focus a wave of energy that then uses the target itself as the particles. Each cannon can punch a hole completely through a mountain; removing thousands of tons of rock in a line a meter in diameter and reduce it to a fine mist thousands of kilometers away. Together, the two wing emitters and the mouth-mounted emitter can create a shaped beam fifty meters across and, in essence, erase any matter within that beam from existence. Full vaporization occurs up to 100 kilometers away but beyond that the beams lose focus exponentially. At a range of 2,000 kilometers hundreds of fist-sized chunks of matter crumble away every second until the discharge ends in about 12 seconds and the system must recover for several minutes. Individual emitter recovery time can be in a fraction of that time. The nature of the weapon destabilizes energy shields, which can offer a moment of protection, but it is otherwise unstoppable.

"Obliterator” Field Melee Weapons (Fangs, Horn, Blades, & Cannon-Lances) – Integrated construction; head and wing cannons
One further unintended and terrifying aspect of the Obliterator technology was that the Wildcard can charge the system and hold the emitters in that state for several moments, up to 20 seconds. This charge is strongest at the emitter lens but "clings" to the appropriately engineered components. This results in blades that disrupt molecular fusion on point of contact, passing through the stoutest armor like a leaf blower through a pile of leaves.
ARMAMENT
The Wildcard is a platform of extremes. It is an exceptionally fast, agile, and enduring Zoid that is a horror in close combat. It also carries one of the most terrifying super-weapons ever seen on the battlefields of Zi. Its conventional weapon loadout is actually quite light as it was never designed for use as a front line unit. Unlike Zoids that have numerous hardpoints for modular weapons, Wildcard's weaponry is almost entirely incorporated into its frame which both limits its versatility and enhances the systems' protection. There is no doubt, however, that the Wildcard has ample power and prowess to use a greatly expanded arsenal.

“Horizon" 85mm Extended Range Beam Cannon – Tail mounted; 360° total arc
The Horizon ERBC is considered to be Wildcard’s primary ranged weapon. It can rapidly target any unit within 16 kilometers and punch through up to 50cm of armor. It can fire up to four rapid shots before requiring a short recharge and cooling cycle, but it likely won’t need more than one due to its intimidating precision.

“Rapport” 65mm guns (x4) – Torso mounted in batteries of two; 45° elevation, 30° lateral forward arc
These armor-piercing impact guns were added to pierce light and medium class targets and to bypass target energy shields. Rounds can punch through 20cm of armor up to 5 kilometers away. Ammunition drums mounted in the chest each hold 20 bursts of ammo per gun, or 200 rounds.

“Beamraker” 35mm Beam Gun (x4) – Forearm mounted (ventral) in batteries of two, forward arc
Intended to strike lighter targets up to 3 kilometers away with sustained, cutting beams, the Beamrakers are considered a close-in weapon intended to dispatch lighter targets or intercept incoming warheads. This nature of the weapons makes them far more effective than a single blast or burst-based 35mm gun, capable of penetrating 10cm of armor per second and sustaining a beam for up to 8 seconds before requiring cooling time. They are mounted as a wide, front arc secondary weapon and are well positioned to pick apart ground units while keeping the focus of the big guns on high priority targets.

​“Surgeburst” EMP Emitter (x2) – Forearm mounted (dorsal) in batteries of two, forward arc
When used tactically, the Surgeburst can shut down or stun a close target, opening it up for a flurry of melee weapons or cannon fire. Each emitter can effect a cone-shaped area up to a kilometer away. Further, these emitters are capable of a continuous EMP attack for several minutes that may be focused on different targets if the pilot or Wildcard itself desires.

"Hornet” Anti-Missiles (x12) – Shoulder mounted, forward arc, in batteries of six
These small, highly maneuverable weapons are designed to defend Wildcard by intercepting incoming missiles, but they are also capable of locking on to any unit using radar guidance. While a single round would not bring down a Salamander, it would certainly kill a Pteras, but a half-dozen of them could certainly devastate a Storm Heron up to 3 kilometers away. 

Mono-Edge Claws & Horns – Integrated construction: arm & Head mounted
These weapons are exceptionally hardened and refined down to a single molecule in thickness, effectively able to slice cleanly through most materials. They were left uncharged, unlike many modern Zoid weapons, due to the enormous energy required to fuel the Obliterator system.

Hypercrush Talons – Integrated construction; legs
Not built to slice or pierce, but to grasp firmly onto an enemy and crush them with tremendous power. A simple but efficient melee weapon system.