Mammoth Mk. II. More powerful than anything the GDI had in the Third War.
Mammoth Mk. II. More powerful than anything the GDI had in the Third War.

Name: Mammoth Mk. II | Mastodon
Serial Number: Unknown | AW-12
Origin: Command and Conquer - Tiberium Universe
Classification: Prototype Assault Walker | Super Heavy Assault Walker
Dimensions: 15.2 meters tall, 15.2 meters wide and 15.2 meters long | 15.2 meters tall, 12.7 meters wide and 15.2 meters long
Mass: Above 1000 tons
Crew: Unknown (also includes a number of engineers) | Unknown
Needed Prerequisite for Use: Being trained to operate and maintain this mech
In use by: Global Defense Initiative
Powered By: Generator (unknown type)
Operational Timeframe: Unknown (possibly has the range of at least hundreds of kilometers)
Destructive Capacity: Wall level+ w/ autocannon, small building level+ w/ SAM, multi city block level w/ its Railguns (can reduce Tick Tanks into nothing) | Building level w/ missiles, at least large building level+ w/ artillery
Range: Few dozen of kilometers
Performance: 20-30 km/h, can track supersonic+ targets
Terrain: Ground
Durability: At least city block level+, likely multi city block level (even its exposed joints can withstand shots from the TW2 era Obelisk of Light) | Multi city block level
Material: Composite
Lifting Strength: Class K+ given its size
Striking Strength: Class MJ (Again, given its size. It can also crush light vehicles in an instant under its feet.)
Notable Features: Sturdy all-terrain design, radar and array of various sensors, advanced fire control systems, data-link with all allies on the battlefield, self-repair (via engineer crew for the Mk. II, the Mastodon can be repaired via nanomachines), sonic weapons (for the Mastodon)
Drawbacks: Must turn in order to position its main cannons. Expensive and draws lot of attention | Actually weaker than its predecessor from 40+ years ago
Weaponry:

Mammoth Mk. II

  • Railgun Turret x 2 (4 barrels total, only has a limited horizontal traverse requiring the entire machine to turn in order to fire)
  • SAM Battery x 2 (8-tube design on a freely rotating turret)
  • Double-barreled Autocannon (mounted downwards on the chin against ground targets, 270 degree horizontal traverse)
  • RPG Launcher (hidden in the nose with a fixed non-rotating mount, possibly offer auxiliary defense against vehicles)

AW-12 Mastodon

  • Mammoth's Tusk Artillery x 2 (mounted on the chin with a rotating turret, unleashes a rapid volley of 4 sonic shells)
  • Double-barreled Cannon Turret x 4 (mounted on the Mastodon's top, never used in-game)
  • Missile Pod x 4 (11-tube systems, can target both ground and air)
  • Depth Charge Emergency Ejection System (close-in defense against infantry and light vehicles unleashing cluster explosives all around the mech)

Notable Attacks/Techniques:

Notable OBD Wins:

Notable OBD Loses:

Key: Mammoth Mk. II | AW-12 Mastodon
Other:

AW-12 Mastodon. Cheaper but still decently threatening.
AW-12 Mastodon. Cheaper but still decently threatening.