RZ-045 Salamander
Type: Pterosaur
Length: 24.1 meters
Height: 17.1 meters
Weight: 100 tons
Speed:
Mach 2.0
680.58 meters per second
Equipment:
Multi-Blade Radar x2
Magnesser Falcon Wings
AZ Pyro-Blaze Emitter
Vulcan Phalanx x2
Dual-Barreled 20mm Machinegun x2
Double Anti-Ground Hyper Laser Gun x2
Anti-Ground Laser Gun x2
Bomb Chamber
Dual Tactical Missiles
Armor Description:
The Salamander's entire body, wings and all, is covered in tough, heavy armor, about equal in strength to the armor of the Geno Saurer and Dark Spiner. Combined with this Zoid's high speed, it is very difficult to shoot down. The only true Achilles heel is the bomb chamber that, when open, presents an inviting target to antiaircraft fire. From above, interceptor Zoids such as the Redler can close with it and take advantage of its low maneuverability.
Mobility and Power Source:
Being a bomber, the Salamander has possibly the longest endurance of any Zoid, aerials included. It can effectively fly forever, with maneuverability well above any land-based Zoid. For an aerial, however, the Salamander isn't particularly agile. It's the least maneuverable aerial craft around, and even Pteras, Quamas and Sinkers can fly rings around this bomber. Its acceleration and deceleration aren't too hot either, and complex aerial maneuvers are incredibly difficult to pull off, especially considering the Salamander's weight. This Zoid is effective at one thing: raining down obnoxious amounts of hellfire from above.
Multi-Blade Radar x2
One blade on either side of the face, looking much like giant ears, these pieces of equipment serve as radar to the Salamander, allowing it to navigate through the sky in most weather conditions over most terrains. It's a general 3D radar, much like the Blade Liger's, but boasting a vastly improved range of several hundred kilometers. Like most radars, light-bending equipment will fool it.
Magnessor Falcon Wings
The Salamander's wings are strut-based, and with magnessor technology also found on the Pteras, the Salamander's wings are a lot tougher than they look. They allow the Salamander to take-off straight up into the air from a standstill, hover in mid-air, perform maneuvers one would expect of a Geno Breaker, and dodge standard fire with relative ease. However, don't expect it to be matching up to stunt and air-to-air combat Zoids like the Raynos or Storm Sworder any time soon.
AZ Pyro-Blaze Emitter
"Is it getting hot in here or is it just me?" The Anti-Zoid Pyro-Blaze Emitter is one of the most dangerous weapons of the Salamander, in many ways like a flamethrower. The AZ Pyro-Blaze Emitter, however, is no ordinary flamethrower. Equipped inside the mouth, this weapon is something one would expect from a mythical dragon. The specially-designed barrel launches a stream of volatile chemicals at extremely high speeds towards the target. Igniting on contact with the air, the stream of chemicals projects a massive river of liquid flame reaching nearly two hundred meters from its source. Of course, the closer the Salamander is to its victim, the greater the damage will be, since the napalm-like substance tends to stick to the victim. The farther away from the Zoid it is, the more of the chemical will have burned away before reaching it. The flamethrower ranges from intense heat (at the end of the flame) to incredible, armor-melting heat and sticky, liquid flame near the mouth.
Vulcan Phalanx x2
One vulcan phalanx is mounted on top of each wing in a forward facing position. The vulcan phalanx on each wing is the Salamander's primary anti-aircraft weaponry. Each vulcan phalanx can be more accurately described as entire weapons pack, with a dual-barreled 30mm Machinegun and two anti-aircraft missiles making for a total of 4 30mm machineguns and 4 AtA missiles. The machine guns, calibrated for antiaircraft duty, fire at a slower rate of 10 bullets per second, but propel their projectiles at higher velocity for excellent accuracy out to two kilometers.
Dual-Barreled 20mm Machinegun x2
Mounted on the end-tip of each wing and facing to the sides are a pair of standard, dual-barreled machineguns. They can pivot 180 degrees on the horizontal axis so that they may be used to fire at aerial Zoids behind, in front of, or to sides of the Salamander. Like the 30mm ones, these fire at 10 bullets per second, but at a higher velocity, and are accurate out to two klicks.
Double Anti-Ground Hyper Laser Gun x2
Two semi-automatic dual-barreled laser cannons, each hitting like 90mm armor-piercing cannon shells, are mounted on the chest of the Salamander in a downward facing position. They are excellent for attacking ground Zoids.
Anti-Ground Laser Gun x2
Two more semi-automatic anti-ground laser guns mounted on the chest in a downward facing position, except these are somewhat smaller, hitting like 60mm armor-piercing cannon fire. Still, they are also good for attacking ground Zoids.
Bomb Chamber
The Salamander is equipped with a bomb chamber in its chest. It nomally holds a payload of up to 10 high-explosive bombs, each with a blast diameter of about 50 meters. However, the bomb chamber is also capable of holding other types of explosives and cargo. The main drawback of the bomb chamber is that when it is used, all the bombs are dropped at once in a scattered pattern. Because of this, you can only make one bombing before you have to go back to the transport to reload. The bombs are more effective against larger, more sedentary targets rather than the more evasive ones.
Dual Tactical Missiles
If a long range flamethrower, lots of guns, and a bomb chamber weren't enough we might as well add to the Salamander a pair of long-range tactical missiles equipped to the back of the craft. Like the B-52 cruise missile platform of ancient Earth, these two missiles are extremely long-range and very accurate against fortified emplacements. From the Salamander, they can target coordinates out to one klick away, past which external targeting information is required. Being designed to take out fortifications, they pack a harsh, focused, cone-shaped blast enough to blow through the entire back half of a Shield Liger. They have the ability to nail a stationary target as small as a Maccurtis with ease, but should the target be making a conscious effort to avoid them, they may not hit. Even a near miss is a painful experience, as the blast extends out in a 45-degree cone shape from the initial impact, pointed in the direction of the impact. They don't target Zoids, rather, they target to coordinates, and assume an airspeed of 800kph one second after their firing.