Tag Archives: Zi

Spotlight: Zoids – The Genosaurer

Image result for the geno saurer

Throughout my Spotlight! posts on zoids, I have been hinting about some of the more powerful “mechanical combat units” which inhabit Zi. I did not want to spoil anything before I had covered the other wonderful and amazing zoids in the series. But by this point, I have almost run out of zoids which I can describe before I turn to these more powerful mechanical animals. The Redler, as I stated, is not an impressive zoid to me, and this signals trouble. If I consider the Gustav a more interesting subject than a zoid that makes up most of the Guylos Empire’s air force, I need to pull out a trump card or two before I lose focus entirely.

It is for this reason that I am going to describe today’s zoid: the Genosaurer.

Now, before we go any further, you pronounce it gene-o-saur-er. I have heard the zoids called everything from gene-o-saur-us-es to gen-o-saurs, and I will NOT accept these as legitimate pronunciations of the species. Please bear that in mind for future reference, readers.

The Genosaurer’s origins are integral to the plot of Zoids: Chaotic Century, and so I will not be saying anything about them here. If you want to know the details, watch the series. I am not giving you any more spoilers than I absolutely have to in this post.

Image result for the geno saurer

The Genosaurer is based on the Tyranosaurus Rex, despite having three claws on each “hand.” The reason it has three claws may be an homage to the Japanese dragon, or it may be due to the fact that the Genosaurer’s claws are attached to cables and can be fired out to grasp another zoid.

I do not know the exact reach of these cables, but I do know that they are strong. When the Genosaurer’s pilot “reels” these cables back into the Genosaurer’s arms, they can drag an enemy zoid, even if it is a Blade Liger, in toward the Genosaurer. Though short, the zoid’s arms are flexible enough that, in close quarters, a pilot can lash out with them and slice through the armor of an enemy zoid.

Unlike most zoids, the Genosaurer’s cockpit is not in its head, beneath those terrifying red eyes. It is in the zoid’s torso or abdomen; the position is relative to the angle of the camera shot, but that is the general area where the cockpit is situated. There is a reason for the cockpit’s position, which we will get to momentarily, readers.

The Genosaurer comes equipped with a double barrel pulse laser cannon on its back and a smaller one just above its nose. These lasers can either bring down an opposing zoid or they can do a fair amount of damage to it. The zoid’s teeth can also be used offensively. The Genosaurer’s frame is strong, allowing it to bend over and pick up a smaller zoid in its mouth. It is also strong enough to raise its head with said struggling zoid between its teeth and close its jaws on the part of the zoid it is holding in this manner. When the pilot does this, it is bye-bye time for an opponent.

The zoid is also strong enough to go toe-to-toe with an Iron Kong and match its physical power. And the Genosaurer’s tail is a weapon in its own right. Since the zoid is so maneuverable and flexible, its pilot can swing in close to an opposing zoid and slap it with the appendage to send it rolling across the battlefield. The Genosaurer is also capable of kicking a downed zoid across the combat zone. This means it can step on a downed zoid repeatedly and suffer no damage, though it will severely damage or destroy the enemy “mechanical combat unit.” Never underestimate those legs, readers.

Part of the reason for the zoid’s speed is that it has boosters in its heels and along the backs of its legs. This allows the zoid to make great time across long distances; with the right pilot, the Genosaurer could travel from Guygalos, the capitol of the Guylos Empire, into Republican territory in a few days or even a few hours. This means that it can outmaneuver most of the zoids it encounters on the battlefield. Only a Command Wolf, a Lightning Saix, or a Blade Liger can come close to or match the Genosaurer’s speed in close combat.

But the Genosaurer’s most fearsome weapon is lodged in its mouth. Before I describe this gun, readers, please view the videos included below:

When you see the Genosaurer lock down to the ground with its footlocks (those silver “fourth toes” at the back of each foot), the fins in the tail pop out, and the gun slides forward from the back of the zoid’s “throat” – get out of Dodge. The white light that coallesces in front of this gun’s barrel is a ball of charged particles, which can be fired out as a stream for a few seconds. This stream of charged particles will incinerate whatever and whoever is in its path. This is the reason why the cockpit is not in the zoid’s head; there is no room for it and the gun in such a limited space.

Only Van’s Blade Liger could deflect the charged particle stream after its shield had been modified, first with the Liger’s own extended blades, later with tweaks to the zoid’s shield itself. Other shields were no defense against this gun, as Van found out when his first zoid, the Shield Liger, was destroyed by a charged particle blast. Zoids without shields are utterly unable to defend themselves against this gun. Even air zoids like Redlers cannot outfly this deadly stream of “fire breath” that the Genosaurer can emit at will.

There is a catch, however, to using the charged particle cannon, one which I have already touched on. The charged particle cannon’s recoil is so great that the Genosaurer must use those “fourth toes,” known as footlocks, to anchor itself to the ground. Otherwise, the power of the blast would send the Gensaurer skidding backward, and it might throw off its aim as well.

The second weakness of the charged particle cannon is that the Genosaurer cannot turn its body when it fires this gun. The footlocks hold it in one position; try to turn the zoid, however slightly, while you are firing this cannon and you will break at least one of the Genosaurer’s ankles.

You may wonder how I know that this zoid is capable of so much, readers. The answer is only one word: Raven. Van’s archnemesis, Raven piloted two Genosaurers during Chaotic Century’s run. And as I have said elsewhere, Raven was the Winter Soldier of zoid pilots. If you thought he was scary in a Zaber Fang, then let me tell you that you have not seen him scary until he took the controls of his first Genosaurer.

And after that, he only got scarier.

Though the Genosaurer’s color scheme looks purple to us, the characters in Chaotic Century call it black. Raven’s first Genosaurer had the black/purple color scheme with lighter purple highlights. His second Genosaurer was darker and had red highlights in place of the purple ones. There is a reason for that, readers, but I will not tell you what it is just yet. I am saving that story for later.

Also in Chaotic Century, we saw Reese acquire and use a blue Genosaurer. While most of this zoid’s equipment was virtually the same as the weaponry used by Raven’s Genosaurer, Reese’s zoid had a more powerful laser attached to its nose in place of the pulse cannon on the noses of Raven’s Genosaurers. Her Genosaurer also had lighter blue, or perhaps indigo, highlights. Most of Reese’s attire and equipment was blue, so this made sense. In the case of her Genosaurer, however, the color gave the zoid an almost feminine cast.

But the black color scheme for this zoid is predominant, showing up again in New Century Zero when a team of unscrupulous pilots were given three Genosaurers by a member of the Backdraft Group. (For some reason, the translators had them pronounce the name gene-o-saur-us-es, which was very irritating.) The only other color variant for the Genosaurer was seen in an episode or two of Zoids: Fuzors. That Genosaurer had the regular black armor, but it also had yellow hightlights in place of the expected purple or red. I do not know if that qualifies as intimidating, exactly, but it will certainly get your attention, readers.

This is all that I have to say about the Genosaurer. I do not want to spoil too much about Zoids: Chaotic Century and the other series until I have to. And I will have to, soon enough. Aside from Zoids: Fuzors and Zoids: Genesis, I can describe almost all of the zoids we see in Chaotic Century and New Century Zero in a handful of future posts. Sadly, we are coming up on that ending sooner than I wanted. I will be able to stretch it out for a while, but eventually, there will not be anymore Spotlight! posts about a zoid here on Thoughts on the Edge of Forever, for the simple reason that I will have described every one which I know about.

This is the reason why I keep encouraging you to watch the TV series, readers. You cannot get all of your answers from me if you want to discover the wonderful world of Zi. I will have nothing more to tell you after a point, and you will have to either watch the series to get your zoids fix or forget that they even exist. I would prefer the former to the latter, but the choice is yours, not mine. I can only offer what I know to you and hope I whet your appetite for the adventure.

Until next time, I will “see you on the battlefield!”

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Spotlight: Zoids – The Organoids

Irvine's Command Wolf 2

Organoids: the most mysterious of all the zoids on Zi. I promised in my last Spotlight! post that I would describe just what an organoid was. I shall now endeavor to fulfill that promise.

Organoids are six to seven foot tall zoids. Somewhat larger or taller than a big man, they are physically stronger than most men. They are dragon-type beings with three claws on each “hand” and foot. Most organoids have head frills or horns of some kind, though there is one organoid who lacks these. He therefore strikes Western viewers as Tyrannosaurus-type, not dragon-type.

Organoids are exclusive to the Zoids: Chaotic Century series. No subsequent series has them. In Chaotic Century, they are originally thought to be “nothing more than…childish legends.”

Nevertheless, there are those on Zi in Chaotic Century who do believe the legends and spend great time and effort searching for organoids. Why?

Organoids were/are the personal companions to the Ancient Zoidians, a humanoid species which once inhabited Zi and whose survivors are almost indistinguishable from humans. The primary purpose of an organoid, however, is to increase a larger zoid’s power; drawing out the larger creature’s potential for the pilot to utilize.

This is achieved by the organoid fusing with the larger zoid. For an idea of what this entails, check out the video below:

To fuse with a larger zoid, every organoid glows, then launches into the air, usually by means of boosters installed in their backs. The glow must be some form of “phasing,” a time when the organoid is briefly intangible, in order that it may pass through the armor of the pilot’s larger zoid.

Organoids stimulate the evolution of larger zoids when the creatures’ pilots reach a skill level those zoids cannot keep up with. Depending on the leap in skill level, the evolution can take a few days or a month. At the end of that time, the zoid bursts out of the organoid-induced cocoon (which is usually formed out of light), ready for battle and very capable of keeping up with the pilot’s new skill level.

Also, when the zoid the organoid is fused to is destroyed, the organoid will bail out, taking the pilot with him. Sometimes the pilot is found standing next to the organoid, almost totally unhurt. In times of great danger, however, the organoid opens up its own body and uses it as a temporary stasis pod to protect the pilot. Depending on the circumstances, this can be very draining for the organoid, which may have to rest up for a bit before it can become active again.

The organoid’s ability to strengthen larger zoids, giving them more power and drawing out their full potential, makes these small zoids highly sought after by governments, bandits, and others who have a vested interest in control of others. Van and his friends had no end of trouble due to the fact that Van had an organoid. Many wanted to steal the little zoid from him, not realizing that organoids are loyal to only one person, two at the most. And their loyalty must somehow be earned; stealing them is not enough. You have to gain their trust and respect.

“Okay, back up,” I hear some of you say, “I thought zoids were dumb mechanical animals. Now you’re telling me these organoids choose their owners?”

Yes, I am. Because unlike most zoids, organoids are not dumb. Their speech mainly consists of growls, gestures, snarls, or roars, but it is possible for humans to communicate with and understand an organoid. Therefore, they are more intelligent than regular zoids.

We are only introduced to four organoids in Chaotic Century. Each organoid has its own personality and effect on the events of the series. With that in mind, I will now list these four organoids for you, readers. First up:

Zeke

Zeke

Zeke is the first organoid we meet. Silver with fuchsia eyes, Zeke lacks the head frills and horns of later organoids. This makes him more reminiscent to Westerners of a Tyrannosaurus Rex than dragon-type, as the translators for Chaotic Century and doubtless the Japanese story tellers and voice actors referred to him. I believe that he is called dragon-type in the English translation of the series because he has three claws on each “hand” and foot. Japanese dragons have only three digits on all their claws; Japanese lore holds that when dragons migrate away from Japan, they gain more claws. To me, this is the reason Zeke is referred to as a dragon-type zoid in the series.

Of all the organoids in the series, Zeke is the friendliest and kindest. He and Van meet in the first episode, where Van discovers the organoid’s stasis pod and inadvertently opens it, releasing Zeke. Zeke is nervous upon meeting Van, and when the fourteen year old approaches him to make friends, Zeke smacks him upside the head with his tail.

Van does not lose his temper over the blow, however, shrugging it off and saying that Zeke “has to prove he can take care of himself.” This reaction convinces Zeke that Van is not a threat. But when a bandit enters the building, searching for Van, he spots Zeke in the process and things get dangerous. The bandit demands Van hand Zeke over to him but, armed only with a live electric cord, Van attacks the zoid the bandit is riding in to protect Zeke.

Zeke is quick to return the favor when Van is thrown against the wall. This is what kicks off the friendship between the two, and their bond remains strong throughout the series. Zeke obeys Van, who always refers to him as his “best friend.” Zeke is also the only organoid who is consistently shown to be male. Van never says “it” when talking about Zeke, always saying “he,” “him,” “his,” etc. Many other characters, before they get to know him, call Zeke an “it,” though he never takes obvious offense over this.

Zeke is also shown to be protective of Van, the first episode being proof positive of this. Zeke considers Van his best friend as much as Van thinks of him as such. The two talk often – though naturally, we in the audience only understand Van’s half of the conversation.

There is one other person Zeke will take orders from, his Ancient Zoidian partner Fiona. Fiona, physically the same age as Van, is discovered in a second stasis pod in the same place where Van finds Zeke. However, she has no memory of her past, only remembering the name “Fiona.”

For that reason, Van dubs her Fiona. Throughout the series, Fiona exerts almost as much, if not more, control over Zeke than Van does. Her and Zeke’s bond is almost like that of siblings. Organoids were the constant companions, as far as we know, for all Ancient Zoidians. It therefore makes sense that Fiona would be more able to influence Zeke in some situations than Van could.

Like Fiona, Zeke starts out as something of an innocent. He is easily distracted by almost anything. A running gag in the series is his interest in moths and butterflies (he has been shown chasing the latter around from time to time). He is also the only organoid revealed to have a sense of humor, laughing when Van or one of his friends gets into a scrape. He is also the only organoid I know of who is ticklish.

Zeke can also be embarrassed, though this last does not occur often. This mood is demonstrated by beads of sweat on his head, sheepish growls, and occasional ducks of the head, as if he wants to hide his face in mortification.

Unlike Fiona, at least for the majority of the series, Zeke is also a capable fighter. He will jump to her and Van’s defense on many occasions, and has been shown to be protective of those close to them. This is demonstrated most notably in the second episode of the series, when he helps rescue Van’s older sister, Maria.

Of the four organoids, Zeke is the least threatening and most friendly. In combat or during tense situations, he is a stoic member of the team. At other times, he is as playful and oblivious as a five year old and quite as capable with children as any of the other characters. In some cases, he is even better with children than other characters are.

Shadow

Shadow the Organoid

Shadow is the second organoid seen in Zoids: Chaotic Century. Black, with blue eyes, four horns projecting from the back of his head, and with two large, bat-like wings in place of the traditional boosters, Shadow is the exact opposite of Zeke. This is because he belongs to Van’s archenemy Raven, who is the complete antithesis of Van and the Winter Soldier of zoid pilots.

Shadow never laughs, only growls with pleasure after taking down an opponent or causing some kind of damage. More so than Raven, he seems to enjoy the destruction he wreaks on others. This has been shown to disturb Raven, whose primary desire is simply to destroy zoids.

Like Raven, Shadow is a savage in a fight. Though he never clashes with Zeke in direct combat, I would say the odds of such a battle are not in Zeke’s favor. Shadow can take down armed adult men in seconds, and destroy zoids in less time than Raven. Also, Raven does not rely on Shadow much in a fight, whereas Van is initially very reliant on Zeke in a combat situation. Both boys have the raw potential to be great pilots, but Raven is the only one of the two who had official training before the series began.

Because of the difference in their skill levels, Shadow is more independent than Zeke. He usually sits on the sidelines to watch Raven battle; when Raven decides the organoid needs exercise or, when Van later proves to be more able to challenge Raven’s skill, then he calls on Shadow to fuse with his zoid.

Despite the fact that Raven appears to consider Shadow as nothing more than a tool, it is eventually revealed that their bond is deeper than even Raven suspects or knows. Shadow is quite protective of Raven, even willing to die for him. Though bloodthirsty and happy to cause carnage in battle, Shadow is quite loyal to Raven and sees him as more than a master or source of fun. He really does consider Raven his best friend, though it takes Raven much longer to return the favor.

As a way to explain this, I will tell you how Raven became Shadow’s master. Shadow was initially a wild organoid, wilder than Zeke or any other organoid in the series. It took something on the order of five men to bring him, struggling all the way, into the room where Raven was waiting.

In order to tame him, Raven tackled Shadow to the ground and wrestled with him, until the organoid realized he had met his match. After that, he stopped struggling and allowed Raven to rip his collar off. He followed Raven wherever the other went after that.

It may be this wildness which is responsible for Shadow’s love of battle and destruction. Like a tamed wolf, he is loyal to Raven and obedient to him. To all others he bares his teeth and snarls, or ignores them as inferiors. They are nothing, Raven is everything. Also, battle is a constant in the wild. Half-feral as he is, Shadow would respond to a fight or challenge to battle with the instincts of a wild animal. He is only docile to Raven; to all others, he is a wild and dangerous creature not to be approached on even a dare.

A fit companion for Raven, I have to say.

Ambient

Ambient

Ambient is a red organoid with green eyes. He has five horns projecting from the back of his head and a small, hook-shaped spike on the bottom of his chin. Also, like a Stegosaurus, he has four silver spikes on the end of his tail. These are flexible, and he will not hesitate to use them in a fight.

Ambient is partnered with the mysterious red-haired, green-eyed Hillz. Hillz’s mission is hidden for most of the second half of Chaotic Century, and so I intend to reveal as little about it as I possibly can.

Ambient is even more bloodthirsty than Shadow, and twice as dangerous. He is less wild and more controlled than the black organoid, however. Therefore only by his actions in combat do we understand him any better.

He seems, like his master Hillz, to hold all those around him as inferiors. He only meets Zeke directly once, when the latter bulldozes into Ambient to save Van, caught in combat with the deadly red organoid. But Ambient has traded angry growls with Shadow, and it is clear that the two have no love for each other.

The only thing Ambient desires is destruction. Anything that furthers those goals is quite acceptable. He does not seem to take pleasure and joy out of much, except for the “honor” of being “chosen” to – well, that is telling too much.

Ambient’s power is to tap directly into a zoid’s core and draw out its full potential instantly. This is the power of most organoids, apparently, but Ambient appears to be especially proficient in this area. He is not an organoid to be trifled with, nor should he be challenged by just anyone. He is too dangerous for that.

Specula

Specular the Organoid

The one organoid consistently called “it” throughout the latter half of Chaotic Century, the timbre of Specula’s growls suggest to me that this organoid is female. Taller and thinner than most organoids, Specula has blue armor and gold eyes. Specula has one horn projecting from the back of her head, with two silver horns on her cheeks which are reminiscent of an insect’s mouth pincers. Having seen her do battle with Shadow, a shorter organoid, I can say with all surety that Specula is not physically a match for many other organoids, though she can certainly overpower humans.

Specula’s mistress is Reese, a blue-haired, blue-eyed psychic with a special grudge against Fiona. Why? Well, you will have to watch the series to learn that!

Specula shares Reese’s psychic talents and can even increase them. Reese takes great pleasure in using her telepathic talents to manipulate others; a joy Specula seems to share. This earns Reese the moniker “the Blue Devil” in the series, and for a while she certainly lives up to this name!

Later, after Reese recovers from injuries sustained in battle, she believes Specula is dead until the organoid puts her head through a hole in the roof and gives an affectionate growl to say hello. So it appears that Specula does have some warmth in her, but that it is stored up and directed toward Reese alone.

Interestingly, Specula’s name is Latin. It means a variety of things, including “summit” and “bit of hope.” But you will have to watch the series to know why I mention this!

Specula, like all organoids and their chosen partners, is shown to be protective of Reese. When Reese needles Ambient, the organoid is not pleased and shows his anger by growling. Specula responds in kind, rumbling a warning in no little anger at the red organoid. Strong or not, she will defend Reese to the bitter end.

The Gojulas

Well, readers, this has been a rather long post! I will sign off for now but be back with another zoid soon enough, I assure you! Until then –

I guess I’ll catch ya later!

The Mithril Guardian

Spotlight: Zoids – The Shield Liger

Shield Liger

Here’s Spotlight! Today’s focus is on yet another zoid from the series Zoids: Chaotic Century. This zoid is the Shield Liger – a zoid designed and built by the Helic Republic to counter the Guylos Empire’s Zaber Fang. Although the zoid is referred to as a Liger, which is the offspring of a male lion and female tiger, the Shield Liger is based solely on the lion. Unlike the Zaber Fang, the Shield Liger has a larger cockpit and can seat two people, one to pilot the zoid and the other to “fly RIO,” or act as a sort of Radar Intercept Officer.

During the first half of Chaotic Century, the Helic Republic and the Guylos Empire were locked in a fierce war (we never learn exactly what began the war, and some of us are not particularly inclined to care why it started). The Republic was fighting for its survival as a nation and, being the underdog in the war, its weapons were not of the same quality as the Empire’s. One character in the series, Moonbay, continually scorned the quality of Republican-made goods, particularly its ammunition.

Since the Empire had more wealth, it could afford better gear and weaponry for its soldiers, while the Republic had to make do with what it could build from scratch or buy from others. Undoubtedly, some of these merchants who sold the Republic goods for its war effort offered them technology that was substandard. Building stuff from scratch also means that some of the Republic’s equipment would not function well, and at times it was known to give out in the worst possible situations.

Shield Liger Missile Launch

The Shield Liger is a zoid which is not quite as lithe as a Zaber Fang, but it is a high performance and maneuverable zoid nonetheless. Because the Republic had less wealth than the Empire, they had to make the most of the weapons they had. So the Shield Liger, unlike the Zaber Fang, comes equipped with two eight shot missile launchers that are folded against its sides when it is not in combat. When in a battle these missile launchers can be lowered and used to fire missiles at an enemy zoid (the above photo showcases the Shield Liger’s left missile launcher in action).

The only problem with the launchers is that they can only carry so many missiles. Not only that, the Shield Liger must remain still while it fires its missiles, making it vulnerable to attack if it is still firing at a rapidly approaching target (this was never seen in any series that I know of, but it is a possibility I have thought about). Also, if a particularly ruthless enemy pilot wanted to severely damage a Shield Liger, they could snap off one or both of the launchers when these were lowered (this was never shown in any zoids series that I can recall, but it was another prospect I considered).

The Republicans, ever practical with their limited supplies, also installed a two barrel cannon (it may have been a laser cannon, I never learned for sure) beneath a panel of armor on the zoid’s back. This panel is not shown in either of the attached photos, unfortunately.

This cannon would be an asset it close combat, because the Shield Liger pilot could extend the cannon and fire broadside at a rival zoid if it could get close enough. The three barrel cannon between the Shield Liger’s forelegs is another weapon that could be used to great effect in combat (the Zaber Fang, too, traditionally comes equipped with a similar cannon between its forelegs).

Perhaps the Shield Liger’s most impressive weapon is its energy shield (hence the name Shield Liger). Though it is not shown in either of the attached photos, the shield is a dome of white energy that is activated when a plate of armor under the zoid’s chin flips down at a roughly seventy degree angle and another plate of armor behind the cockpit flips up at the same position. This activates the Shield Liger’s energy shield, which covers the front half of the zoid.

The shield can be used defensively to protect the zoid from enemy fire, but it can also be used offensively. Ramming another zoid while the Liger has its shield engaged can either damage the other zoid or it can knock the opposing zoid down. But while the shield is a great asset and can block most conventional fire, a heavy duty enemy shell, a ram attack by another zoid, or a heavy bombardment can tax the zoid’s energy reserves to the point where the zoid cannot keep the shield up. Once the shield is down, the zoid is again conventionally vulnerable.

The shield can also be pierced by another zoid’s attack, not just enemy shells. Raven was able to penetrate the shield of Van’s Shield Liger with his Zaber Fang (Van is the protagonist of Chaotic Century). The maneuver destroyed Raven’s Zaber Fang but it also broke through the Liger’s shield. And there are zoids with capabilities that can destroy a Shield Liger very easily, but those will be discussed another day.

I have always had a preference for the Shield Liger, even when other, stronger zoids stepped onto the scene. It is a strong zoid when paired with a capable pilot, and I think that, if zoids were real, I would choose to pilot a Shield Liger. But that right now is a dream that has yet to see any chance of fruition.

Still, it’s fun to have a dream like this, I think.

Later,

The Mithril Guardian

Spotlight: Zoids – The Zaber Fang

The Zaber Fang

Welcome to Spotlight! Well, readers, here I am again, this time showcasing another zoid from the animated Japanese series Zoids: Chaotic Century.

The photo above is a still shot of a Zaber Fang (sometimes referred to in Chaotic Century and other series as a Sabre Tiger, Sabre Fang, or Zaber Tiger; Zaber Fang, however, is the more common name for the zoid). The cockpit on the Zaber Fang is in its head, beneath those glowing green eyes. The Zaber Fang, quite obviously, is designed after a Saber-tooth tiger. It is a common ‘cavalry’ zoid in Chaotic Century’s Gulyos Empire’s army. The zoid is agile, and fearsome.

The Chaotic Century antagonist, Raven, was first introduced to the audience piloting a lightly armed blood-red Zaber Fang. Raven, whose expertise with a zoid in combat is equivalent to the Winter Soldier’s proficiency as an assassin and hand-to-hand fighter, was shown to utilize his Zaber’s capabilities in unorthodox and brutal ways. I can never look at a Zaber Fang, no matter which character is piloting it, without remembering his vicious attack style, which he never abandoned even after he lost his Zaber.

It was Raven’s wicked fighting skills that jolted me to the realization that battles are not won on strength and firepower alone. For this reason, although I despised Raven for a long time, I always respected and liked the Zaber Fang.

While it is not the fastest ground zoid, the Zaber is fast. It is dexterous and lithe, making it a perfect zoid for close combat situations, which Raven always favored. The armaments on the Zaber Fang can easily be rearranged or removed; the machine gun on the Zaber Fang in the above photo could be detached and a larger or smaller gun put in its place.

Other Zaber Fangs in the series even came with “flying gear” – attachments that aided the zoids and their pilots in leaping high over a rival zoid or enemy fire. This also allowed particularly skilled pilots to pounce on and demolish enemy zoids. For some reason a great many pilots in most Zoids’ series never seemed to learn to do anything other than pull the trigger on their zoids’ guns.

Yes, a few pilots might have been scared so badly that they stopped thinking and kept their fingers on the triggers, but this is a no less pardonable offense than the first error. Freezing up in a battle, mentally or physically, results in the fighter becoming very, very dead far too quickly.

Of course, the fact that the Zaber can carry whatever weapons will fit on it and not bring it to its knees can also be a problem. Throw too much weaponry on the Zaber’s back and its speed, agility, and all-around maneuverability becomes lethally inhibited. As a result of watching Chaotic Century, I have little patience for characters who cover their machines – zoids or otherwise – with nothing but weapons. The extra weight can be awkward and a burden; this is not what a fighter needs in the middle of a firefight or melee. You can thank Raven for my opinion on this one.

But do not think for a second that a Zaber Fang would be defenseless weaponless. Though I would not recommend fighting with a disarmed Zaber, remember that those teeth and paws are not for show. Used efficiently, they can be as dangerous as the machine gun the photographed Zaber is wearing. (You can thank Raven for this opinion as well.)

All in all, the Zaber Fang is a capable zoid for almost any situation. It is, however, especially good for close combat. And that is where I would use it the most.

Later,

The Mithril Guardian