Designation: CP-15
Zoid(s) For: Sinker (Equips two, not with Firestars), Shield Liger (mounts on back), Leomaster (mounts on back), Blade Liger (mounts on back, interferes with back-mounted boosters), Elephander (replaces back-mounted equipment)
Equipment Added: 16-tube Missile Box x2, Double-Barreled AMD 30mm Machinegun x2, 40mm Gatling Cannon
Cost: 45,500
The Assault Gatling Unit is a pair of missile boxes and a gatling cannon attached to a pylon. The pylon hinges on the sides of the missile boxes, which are a pair of units fixed facing in the same direction. The missile boxes can incline seventy degrees vertically. The gatling cannon faces opposite the missile boxes, and can incline thirty degrees independently of the boxes. To either side of the gatling cannon are a pair of double-barreled machineguns designed for anti-missile duty. They can rotate 180 degrees vertically independent of the missile box. The unit can rotate 360-degrees horizontally, giving it good all-around cover.
The missile boxes are fairly standard for the type. Nearly identical to those of the Psycho Saurer, they each have a reserve of two missiles per tube, to a total of sixty-four missiles. The missiles require two seconds to reload, and fly at subsonic speeds towards their target. They fly by means of visual lock, meaning the unit and the zoid firing has to have a direct line-of-sight on the target. Their warheads are standard yield, with a blast radius of roughly three meters and dealing mainly surface damage. The missiles are not very useful against aerial threats that are directly above the unit, and most aerials that are far enough away are usually moving too fast to catch. The Sinker usually alleviates this problem by being on the same plane as its targets, or by aiming at something below it.
The gatling cannon’s primary use is as a supplemental weapon. Firing explosive shells at a rate of thirty per second; it is surprisingly good at withering away enemy armor and structure at range. Sinkers find them especially useful for hitting ground targets or pegging pesky Raynos.
The AMD machineguns fire six shells per second per barrel. They trade rate of fire for muzzle velocity, expelling bullets at roughly twice the speed of sound. Though the shells are simply standard, they have a good penetration rate thanks to their speed. They are useful for both anti-aerial duty and gunning down enemy missiles. The default firing pattern is to set them all to chain-linked fire, to a total of twenty-four shells from the set per second.