Name: Warhog
Alignment: Zi
Family: Warthog
Registration Number: Unknown
Crew: 1
Height: 5.4 Meters
Length: 7.3 Meters
Weight: 44 Tons
Top Speed: 140 kph
Weapons: AZ80mm Mortar Cannon, AZ50mm Electromagnetic Net Cannon, Twin 4-Shot Multi-Purpose Missile Pods, Hardened Alloy Tusks, Hardened Alloy Hooves
Special Abilities: Intonation Detector, Assault Stomp, Smoke Dischargers
Level: 3
The Warhog was initially a wild Zoid that was modified by the Guylos Empire. The concept was to make a scouting Zoid that could hold its own against any other scouting parties it encountered and escape to deliver its report. Unfortunately for the Warhog, the Rev Raptor was developed and was a lot cheaper. Its popularity quickly shelved the Zoids and only a few were ever modified. The designs were eventually lost and not rediscovered until just before the ZBC's loss of total power. They were released to the public and the Commission hoped that the Zoid would pick up some followers. Unfortunately, again, the ZBC had the whole multiple uprisings thing to deal with and the Zoid continues to go on relatively unnoticed.
As far as performance goes, the Warhog is actually a notch above the Rev Raptor in firepower, armor, and melee combat. Maneuverability is about on par with the Rev Raptor, and the only thing the Rev Raptor has over the Warhog is speed. The Warhog's speed is not the best, because the Warhog was designed to gather data of an entire area and, if problems were encountered, to use its versatile weaponry and abilities to escape. Its armor is a step above the Bear Fighter and Black Rhimos, and includes a slightly stronger face plate which basically acts as a re-enforced cockpit for the pilot. It is fairly versatile for its status as a scout, being capable of peppering the enemy from a distance or getting right up in their face with its tusks. Unfortunately for the Warhog and fortunately for its opponents, it can't really combine the two without damaging itself.
Weapons:
AZ80mm Mortar Cannon:
The designers were split on what the main weapon should be. Some wanted machine guns, the others wanted a mortar cannon. Those that supported the mortar cannon argued that instead of whittling down the armor in a single spot, the Warhog should use a weapon with the power of explosives to damage a wider area and possibly multiple foes, not to mention that the mortar would be a nice companion to the missile pods. In the end, the designers that advocated the mortar won. The weapon they put on has a reload time of about 3 seconds and has a 10m blast radius. A direct impact from this weapon would likely destroy the Warhog's scouting competitor, the Rev Raptor.
Twin 4-Shot Multi-Purpose Missile Pods:
There is a single 4-shot missile pod on either side of the Warhog. These give the Warhog a decent amount of firepower from a distance, and will quickly deter any would-be pursuers from doing what their name implies. The missiles they carry can also lock onto both ground and air targets, but have the standard 4.5 second lock time because of it. The pods themselves can also pivot incline up to 90 degrees, to allow them to better lock onto air targets -- because what good is a scout that can only target ground units?
AZ50mm Electromagnetic Net Cannon:
Ever heard of the Shadow Fox? Yeah, well, this is virtually the same weapon. The Warhog raises its tail as it runs with the very tip of the tail pointing backwards. The distance of firing is about the same as the Shadow Fox, and while it's slightly less at those distances it isn't doesn't make much difference. It uses many of the same features as the one equipped on the Shadow Fox such as the proximity sensors, though they are within the canister and don't rely on the Warhog's sensors. Thus, the designers had to put a dumbed-down version of the proximity sensors in the canister and they will detonate on anything behind the Zoid i.e. a large rock or tree. It only has the one shot, and it will cause the same lagging, stalling, and shocking as the Shadow Fox.
Hardened Alloy Tusks:
These are the bread and butter of the Warhog's melee weaponry. Due to the Zoid's smaller stature, these tusks are designed to be used by thrashing the Zoid's head around, which incidentally makes them perfect for damaging the generally less armored underbellies of most Zoids making this a quite devastating tool for melee.
Hardened Alloy Hooves:
The Warhog can very temporarily balance itself on either its hind or fore legs to deliver a kick to an enemy Zoid. The kick carries the momentum and weight of the Zoid and is rather powerful, but the Zoid can be knocked off balance while performing this maneuver, so it is not generally used by pilots due to the risky consequences. The tusks are far more reliable. The main use of the hooves is in conjunction with the Zoid's somewhat comical Assault Stomp.
Special Abilities:
Intonation Detector:
A rather unique sensory unit, in that it doesn't track Zoids themselves, but rather the noises they make. It is specially designed to be able to tell differences in pitch and tone so that it can tell the difference between a gun and a bird chirping. It has the capability of picking up any noise made by a Zoid within a 750m radius. The sounds it can pick up range from a footstep to a gun shot. This allows the Warhog to track Zoids that are underground, hidden in smoke, or virtually anything you can imagine. This device is rendered nearly completely useless by Zoids with noise suppression, and for reasons unknown to anyone it will not pick up a human's heartbeat.
Assault Stomp:
When the designers started modifying the Warhog, they took the characteristics its mammalian counterpart quite literally. Warthogs will literally jump in wild with enough height to clear a lion. The designers didn't quite know how they would make the Zoid leap, but were quite determined to figure a way out. Eventually, the decided to invert smaller versions of the boosters other Zoids use 90 degrees and have them fire as the Zoid jumps and lands to give it greater height, up to 12m, and to lower the impact of landing.
This didn't have a lot of practical use until a creative Zoid pilot decided to try jumping onto the back of his opponent. While this does do some fairly heavy blunt damage to the back of a Zoid in order to accomplish the desired damage the pilot would have to not use the booster to reduce the impact of landing. While not an immediate problem for the Warhog user over time it will cause significant damage to the legs of the Zoid, thus pilots are not recommended to try this more than 2-3 times in a battle. Another problem with using this as an offensive move is that most Zoids have their weaponry located on the back, and jumping directly onto that may not be the best of ideas. The Assault Stomp can also be used to get behind less maneuverable Zoids by simply clearing the Zoid instead of landing on it.
It should also be noted that the Assault Stomp has an 8 second recharge time so consecutive jumps are not possible unless the pilot does not use the boosters to reduce the impact of a landing in which case the recharge time is only 3 seconds.
Smoke Dischargers:
Located in the rear of the Zoid the smoke dischargers are basically what their name implies. This is just like every other smoke discharger around. It deploys from vents in the rear of the Zoid so running while releasing smoke isn't going to do a whole lot as far as cover goes.
Available Modifications: