Zoids: Chaotic Age Zero |
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An indepedent Zoids RPG Website. |
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Name: Anti-Ground Missile Pod(Terrestrial) Weapon Type: IR-Guided Surface-to-Surface (AGM) Missile Launcher Description: The standard Anti-Ground Missile actually predates the colonization of Zi and the discovery of Zoids by humans. Though such weapons were more effective against conventional armor, as opposed to nano-augmented, living Zoid armor, humankind has proven time and time again that it is remarkably good at destroying things. When humans did eventually come to Zi, it was both the Minigun and the Anti-Ground Missile Pod that were equipped on the first Zoids to be "domesticated". Over the years, as humanity has made war upon itself infinitely, the AGM's explosive power and damaging potential has only seen slight changes and upgrades over the years. Guidance systems, however, have evolved far more rapidly than warheads, as well as miniaturization and cost-effectiveness of the production of missiles themselves. The missiles themselves, not the pod, warrant discussion. The standard AGM missile pod contains four IR-Guided AGMs, and the tracking system that the missiles utilize can make or break a battle. Infrared guidance and tracking allows the AGMs to lock onto powerful heat sources, such as a Zoid. In standard conditions, this takes 3 seconds -- usually no fewer than 2 seconds in optimal conditions or 4 seconds in terrible conditions. More good news about the missile pod is that its design allows it to lock onto any target within 45 degree to either side of the front of the launching Zoid. However, despite impressive coverage, this still means that an enemy coming from behind or to the sides of the launching Zoid can do so unthreatened. However, other powerful heat sources, such as a bonfire, or a Zoid equipped with coolant can badly muddle with the tracking system, and may reduce the missile's tracking ability. Also, some Zoids possess IR Suppression, which is made specifically to fool IR sensors, such as those on the missile. AGMs can only rarely track IR suppressed targets. Also, be it noted that AGMs simply track heat, and cannot lock onto a specific part of a Zoid. Lastly, maximum-lock range tends to be around 1500 meters -- more than enough to seek most targets. Once fired, a missile that has locked onto a target will pursue it relentlessly, using in-flight trajectory corrections to hunt down the target. Either the missile hits the target, misses it and explodes, or is shot down. (Missiles have almost never been known to run out of fuel before one of those three occurs.) However, a pilot need not use a missile as a guided weapon. Dumbfiring is a possible and commonly used tactic. Either way, a missile is armed the moment the pilot presses the trigger, but not necessarily before it leaves the pack. An armed missile tends to have slightly more explosive power than a rocket. An unarmed missile, such as that found before the pilot presses the trigger, has considerably less explosive force, but the volatile fuel mixture the weapon uses may detonate. (Not petroleum, for the record.) The number of missiles that fire at a single given time is completely up to the pilot, and can be changed by means of a dial next to the pack trigger. For the record, though, if you have a Hybrid Zoid, you need to be on the ground in order for these to lock on. In both ancient and more modern times, the AGM Missile Pack has been a favored supplement to the Minigun series, because they give the smaller and usually less-well armed Zoids more of a chance early on. Anti-Ground Missiles possess the explosive force necessary to even the playing field, even when fighting a Zoid several levels higher the pilot's own. AGM Missile Packs, like Miniguns, are a common modification both among private, licensed pilots and military organizations, plain and simply packing the punch to get the job done. |
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