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.