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Zoids: Chaotic Age Zero

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Name: Red Horn
Alignment: Zenebas and Guylos Empires
Family: Styracosaurus
Registration Number: EZ-004
Crew: 1-3
Height: 7.6 Meters
Length: 20.8 Meters
Weight: 94 Tons
Top Speed: 130 kph
Weapons: Dual 80mm Anti-Aircraft Cannons, AZ60mm Tri-Barrelled Artillery Cannon, Dual Guided Anti-Ground Missile Launchers, Dual Triple 20mm Cannons, Crasher Horn and Tail.
Special Abilities: Composite Sensory Unit.
Level: 4

The Red Horn is one of the older models in its class, having served Imperial interests for many years before reaching its status today. Originally created as the invincible tank and high-end linebacker of the Zenebas and Guylos Armed Forces, the Red Horns developed the reputation of being able to stand up to even the toughest opponents. Fighting side by side with its cousin, the Dark Horn, the Red Horn was often seen spearingheading charges on the front lines.

Though the Red Horn is extremely similar in design to the Dark Horn, there are a few crucial differences between the two Zoids. First and foremost is the fact that the Red Horn has a slighter thinner coat of armor, about as tough as the Geno Saurer, making it among the toughest Zoids in its class. (Indeed, it wasn’t until the advent of the Gojulas that anything could effectively destroy the Red Horns.) Second is the fact that the Red Horn boasts a pair of 80mm Anti-Aircraft Cannons instead of entire Hybrid Vulcan System. However, the Red Horn can be modified to carry Hybrid Vulcan Cannons, which can really boost its firepower. Even the sturdiest of Zoids, like the Gojulas, must think twice before running headlong into battle with a Red Horn.

However, one of the Red Horn’s crucial weaknesses is that it can’t move or maneuver very quickly. However, the Red Horn’s defenses are nearly omnidirectional, so it can be hard to get the jump on the massive Zoid.

Dual 80mm Anti-Aircraft Cannons:
Red Horns carry, as what are effectively their main guns, 80mm AA Cannons, which are mounted to the Zoid’s back, right behind the head. Each shell fired from one of these explodes at a certain preset altitude (dialed in by the pilot from the cockpit) into a cloud of shrapnel, which can shred and tear wings. The fuses can be turned off, making them standard 80mm cannons. Also, the cannon is on a rotating turret mount that allows it to pivot 360 degrees horizontally and incline upwards up to 90 degrees or down 10 degrees, allowing it to hit targets all around the Red Horn.

AZ60mm Tri-Barrelled Artillery Cannon:
Mounted behind the Red Horn’s Dual 80mm Anti-Aircraft Cannons, opposite the Guided AGM missile pod, sits an AZ60mm Tri-Barrelled Artillery Cannon. As all artillery cannons, this weapon is very much like a ranged Triple Impact Cannon, albeit with a different range and firing rate. The Artillery Cannon fires its shells in a parabolic arc, giving itself a maximum range of over a kilometer, but a minimum range of 100 meters. Also, the cannon has a slightly less than semiautomatic firing rate, restricting to firing one shell from each barrel only once every 2 seconds. This weapon can also pivot a full 360 degrees and incline upwards to almost 90 degrees.

Dual Guided Anti-Ground Missile Launchers:
Mounted on the Tri-Barrelled Artillery Cannon mount sits a Guided Anti-Ground Missile Launcher. That’s one pod of three missiles. The Red Horn has a second missile pod in its tail, containing four missiles. They both share the same locking system, and the the back mounted ones can arc up and over to hit targets in front of the Red Horn. Anyway, there are seven AGMs in all, which are standard in most respects. The launchers themselves has Red Horn-grade armor, but the back-mounted one has to turn with the Artillery Cannon.

Dual Triple 20mm Cannons:
Usually regarded as the least powerful weapon on the Red Horn, there are three sets of two beam cannons on the Red Horn. The first set is located underneath the Horn’s chin, the second is located on either side of the base of the tail, and the third is on the tip of the fail. All six have the ability to pivot down up to 30 degrees; the tail-mounted ones can pivot up by the same amount. Also, the beam cannons have a faster firing rate than semiautomatic -- each spewing out shells in 3 round bursts per tap of the trigger. However, each of of cannons is linked together: that is, they must pivot and fire in unison.

Crasher Horn and Tail:
The Red Horn is extremely dangerous at a range, but is even more dangerous in close-quarters. This is because it possesses a Crasher Horn specially designed for ramming and goring. A running charge and a solid hit with the Crasher Horn can send lighter Zoids flying. The Crasher Tail is designed for maximum impact and bludgeoning damage, and can be used to knock the Red Horn’s enemies around as well. Either weapon is capable of dealing heavy damage, so don’t underestimate either.

Special Abilities:
Composite Sensory Unit:
Simply put, the Red Horn possesses a Composite Sensory Unit that allows it use 3D Doppler Radar and IR scanning to track its opponents. The sensors themselves are spread around the body, giving the Composite Sensory Unit and excellent range of vision, and making it hard to destroy.

Available Modifications: