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    Medium Class Zoids

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    Medium Class Zoids

    Post by Admin on 27th February 2017, 04:25

    Medium Class Zoids
    Sp/Ag Color Codes LandSea | Air | Dig

    > Zoids that have a restriction to either GL 3, 4, or 5 are UNUSABLE AND UNATTAINABLE by pilots at GL 1. For each level below the restriction you will be docked 20% of all DP, speed, and agility. (ie: 20% deduction off max by a GL 4 pilot on a GL5 zoid)

    BEARFIGHTER
    Type: Bear

    Speed: 14 (Quad), 8 (Bi)
    Agility: 24 (Quad), 12 (Bi)
    Heat Index: 40

    Internal Slots: 6
    CPU Slots:

    External Hardpoints: 7 - Body: 2 (1 per side) Limbs: 5 (skull, one per leg)

    Base Armor - Head: 25 / Body: 150 / Legs (x4): 50

    Specials:

    Hardened Alloy Teeth and Claws
    Sharp teeth and claws meant to crush armor in melee attacks.
    40DP

    Twin 80mm Cannons
    On the back, fire at ground targets in front of the zoid in quadruped mode and air targets when in bipedal mode.
    50DP

    Six-Shot Mortar Launchers
    [Explosive]
    6 cannons on the chest that carry 4 shells each for a total of 24 shells. Only usable in biped mode.
    May only fire up to 3 shells at a time per attack.
    35DP for direct hit, can hit up to 3 areas on up to 3 Zoids for 20 DP with splash damage.

    Dual Fighting Modes
    Can function on two or four legs and can change in an instant even on the move to avoid attacks. Bipedal mode is mainly for melee while quadruped is mainly for ranged battle. 
    If the switch in modes is used as an evasive maneuver, it should be written into your action summary as a dodge. If the switch is not specifically intended to avoid an attack, you may simply RP it in your narrative.

    BLADE LIGER
    Type: Liger

    Speed: 16
    Agility: 38
    Heat Index: 25

    Internal Slots: 5
    CPU Slots: 3

    External Hardpoints: 6 - Body: 1 (back), Limbs: 5 (tail, each shoulder (leg))

    Base Armor - Head: 25 / Body: 115 / Legs (x4): 45 / Tail: 20

    Specials:

    Rear Thrusters
    Mounted between the shoulder blades of the Blade Liger, these Thrusters provide a short-lived boost in speed and evasion when activated.
    +2 to speed; 20% increased evasion
    Lasts for the following two actions; usable once per round, every other round


    Hardened Alloy Teeth and Claws
    Sharp teeth and claws meant to crush armor in melee attacks.
    40DP

    Hardened Alloy Laser Blades
    [Energy] possible
    Chargeable blades that rest on the back of the Zoid and swing out to the sides; can be charged for one feat to cause higher energy damage.
    60DP normal damage, 90DP energy damage when charged (requires charging feat)

    Dual Impact Cannon
    A two-barreled chest cannon that fires explosive shells forward; inaccurate if used while the Liger is in motion.
    50DP

    Laser Blade Blasters
    [Energy]
    These come in two forms. From any position they can be used as repeater rifles - highly accurate and usable on air Zoids; good at close range. For long-range targets the Liger can stop and crouch, flip the blades up onto its shoulders and use these as ground-to-ground sniper rifles.
    20DP machine gun mode, 60DP sniper mode

    Hi-Intensity Charged Frontal Shield
    Like the Shield Liger, the Blade Liger can open its mane to create an energy shield. However, in the Blade Liger’s instance, this shield also channels the ions created to charge the blades and creates a power shield capable of resisting a CPC.
    Reduces all damage by 35%, does not stop missiles
    Totally negates all charged particle and ion field weaponry targeted at or in close proximity to the Blade Liger
    Can be used as a battering ram to deal 20DP
    Lasts for four actions; usable once per round, every other round

    CANNON TORTOISE
    Type: Turtle

    Speed: 7/6
    Agility: 5/4
    Heat Index: 40

    Internal Slots: 6
    CPU Slots: 4

    External Hardpoints: 5 - Body: 2 (each side), Limbs: 3 (chin, each front leg)

    Base Armor - Head: 35 / Body: 150 / Legs (x4): 60

    Specials:

    20mm Cannons
    On either side of the shell, fire forward and move up to 25 degrees vertically and 45 degrees horizontally.
    40DP

    Dual Rapid Fire Cannons
    [Energy]
    Double-barreled, high-speed cannons on either side of the back of the shell that fire small energy blasts at rear foes.
    55DP

    Heavy Mortar Cannon
    [Explosive]
    Unlimited ammo (don't ask how). Deals heavy damage even on a near miss.
    80DP direct hit, 35DP to up to 3 parts on up to 4 Zoids via splash damage
    Can only be used 3 times per round

    COMMAND WOLF
    Type: Wolf

    Speed: 14
    Agility: 35
    Heat Index: 25

    Internal Slots: 5
    CPU Slots: 3

    External Hardpoints: 6 - Body: 3 (chest, each side), Limbs: 3 (each front leg, tail)

    Base Armor - Head: 25 / Body: 100 / Legs (x4): 40 / Tail: 20

    Specials:

    Hardened Alloy Claws
    Sharp claws meant to crush armor in melee attacks.
    40DP

    Electron Bite Fangs
    [Energy]
    Similar to Strike Laser Claw, the computer system siphons energy to the teeth for a super heated strike.
    70DP

    Twin AZ50mm Beam Cannons
    [Energy]
    Mounted on the back on a turret, these cannons fire long range and anywhere from centered to 90 degrees to either side.
    60DP

    Quad Smoke Dischargers
    Quad smokestacks, two on each hind leg, emit a thick cloud of black smoke to provide cover for the Wolf.
    Reduces foe accuracy by 40%
    Lasts for the round; usable once per round, every other round

    GENO SAURER
    Type: Tyrannosaurus
    GL 3 Restriction

    Speed: 15
    Agility: 35
    Heat Index: 40

    Internal Slots: 6
    CPU Slots: 3

    External Hardpoints: 6 – Body: 3 (chest, back x2), Limbs: 3 (each leg, tail)

    Base Armor - Head: 25 / Body: 125 / Legs (x2): 45 / Tail: 45

    Specials:

    Hardened Alloy Teeth and Claws
    Sharp teeth and claws meant to crush armor in melee attacks.
    50DP

    Grappling Hook Arms
    Able to fire at, hit, and then reel in any non-heavy class Zoid.
    25DP

    40mm Mini-Sniper Cannon
    Mounted on the head, can be used to fire long range with pinpoint accuracy.
    45DP

    Twin 120mm Pulse Laser Rifles
    [Energy]
    Back mounted and capable of hitting any target, anywhere.
    90DP

    Charged Particle Cannon
    [Energy]
    Foot locks must be in place. The tail vents open and the concealed cannon barrel extends. Because the Zoid is locked in, it cannot move.
    160DP to body with direct hit; can deal random damage or stunning on a near miss or if any other Zoid is in close proximity
    Can only be used once per battle; takes 3 feats (in separate actions) to charge

    GUN SNIPER
    Type: Velociraptor

    Speed: 12
    Agility: 30
    Heat Index: 25

    Internal Slots: 6
    CPU Slots: 2

    External Hardpoints: 8 – Body: 4 (2 on each shoulder), Limbs: 4 (2 on each leg) 

    Base Armor - Head: 30 / Body: 90 / Legs (x2): 40 /Arms (x2): 30 / Tail: 40

    Specials:

    Hardened Alloy Teeth and Talons
    The arms, having guns equipped, are not meant for melee, but the killer claws on the feet are as well as the teeth.
    45DP

    50mm Cannon
    Mounted on the chest and forward firing only with a slight degree of motion to hit moving targets.
    50DP

    Twin 20mm Beam Gatling Guns
    [Energy]
    Mounted on the arms, they can be aimed anywhere and fire at an amazingly quick clip.
    25DP

    Twin 8-Shot Missile Pods
    [Explosive]
    Mounted on the back boosters, each pod can fire up to 2 missiles at a time.
    40DP per missile

    144mm Sniper Cannon
    To fire, the GS must spin, lock its feet and extend the rifle (taking about a second), and then lock on (another 2 seconds or so). Extremely (and deadly) accurate; can punch through armor.
    90DP

    HELDIGUNNER
    Type: Iguana

    Speed: 10/10/5
    Agility: 15/20/6
    Heat Index: 30

    Internal Slots: 4
    CPU Slots:

    External Hardpoints: 5 – Body: 3 (back, each side), Limbs: 2 (top of head, tail) 

    Base Armor - Head: 25 / Body: 130 / Legs (x4): 40 / Tail: 40

    Specials:

    Burrowing/Swimming
    The only Zoid capable or boring through solid rock, it is also an adept swimmer.
    Can remain burrowed or under water for up to 5 actions

    Hardened Alloy Teeth and Claws
    Teeth and Claws meant to tear through armor in a melee attack.
    30DP

    Hardened Alloy Tail Blades
    Blades mounted on the tail used for whipping with amazing speed to crush armor.
    50DP

    20mm Cannons
    Paired up on either side of the chin, forward firing only.
    20DP

    72mm Anti-Aircraft Cannon
    This turreted gun can fire in any direction as long as it's up. Launches a shell that explodes into a flak cloud as it nears the opponent providing deadly splash damage.
    70DP AAC mode OR 20DP to up to 3 areas of armor on up to 3 aerial Zoids in flak mode (judge's discretion)
    Can be used without flak explosion for more precision accuracy; usable only from land to air


    Aquatic Rifle Cluster
    [Energy]
    Mounted just behind the head, this cluster packs three long range beam rifles of 50mm, 30mm, and 20mm, all of which fire simultaneously. Extremely deadly underwater, also good for ground targets when on land.
    70DP

    ICE BLAZER
    Type: Doberman

    Speed: 17
    Agility: 38
    Heat Index: 25

    Internal Slots: 4
    CPU Slots: 3

    External Hardpoints: 5 - Body: 3 (back, two on chest), Limbs: 2 (each hind leg) 

    Base Armor - Head: 25 / Body: 90 / Legs (x4): 40 / Tail: 25

    Specials:

    Heat Intolerance
    Being ice based, this Zoid when in any non-arctic terrain is more crippled by heat weapons than its peers. They deal 1.5 times the normal heat damage (judge should round down if necessary). However, in arctic terrain, the Ice Blazer receives the necessary chill factor from its environment to negate this intolerance; heat weapons only do normal damage.

    Reflective Metal Ice Armor
    Though the armor of the Zoid may be thin, the armor is unique in that it is made out of Reflective Metal Ice that reduces energy weapons naturally.
    Note: This requires no activation as it is natural, but the effects only work on base armor so if you have bolted armor, the effect does not begin until it reaches the base.
    Reduces energy type damage by 50%

    Frozen Blades
    Blades much like the Blade Liger's, except charged with a super cooled liquid to cause the armor they come into contact with to freeze and become brittle.
    50DP +10DP to all attacks to frozen armor area for the rest of the round

    Hyper Photon Particle Rifles
    [Energy]
    Heavy rifles mounted on the back of the Zoid. Rotate up to 90 degrees vertically. Forward-firing, very accurate.
    70DP

    45mm Pulse Laser Cannon
    [Energy]
    Deadly accurate, mounted atop the head, and fires where the head points.
    40DP

    30mm Laser Machine Guns
    Mounted on the Beam Rifles; meant to hit quick targets.
    20DP

    Long Range 30mm Beam Rifles
    [Energy]
    One is mounted on each front leg. Fire forward and can move up to 45 degrees vertically.
    35DP

    IGUAN
    Type: Iguanadon

    Speed: 12
    Agility: 15
    Heat Index: 25

    Internal Slots: 6
    CPU Slots: 3

    External Hardpoints: 7 - Body: 4 (each shoulder, two on chest), Limbs: 3 (chin, each leg) 

    Base Armor - Head: 25 / Body: 100 / Arms (x2): 30 / Legs (x2): 35 / Tail: 30

    Specials:

    Crusher Vice Bite
    This attack is only good against light class Zoids on the ground. The Iguan’s powerful jaws are used to knock the opposing Zoid over by biting and grabbing it, and then flinging it to the side.
    45 DP; foe loses the following action on a fully successful attack (at judge’s discretion)

    20mm Beam Cannons
    [Energy]
    These are located in various places on the Iguan - on top of the head, right arm, and two on the tail. Only one can be used at a time. The head cannon fires forward; the arm cannon is forward-firing and has up to 90 degrees rotation horizontally either direction. Tail cannons are rear-facing and rotate up to 90 degrees to either side or upward.
    50DP

    Quad Impact Gun
    The gun is mounted on the left arm of the Zoid; mainly used for close-range combat.
    70DP

    Dual 20mm Flak Guns
    Mounted on the tail; only good against air Zoids. Fires a cloud of shrapnel.
    20DP to all areas (but the head) on any Zoid(s) passing through the cloud

    KONIG WOLF
    Type: Wolf

    Speed: 16
    Agility: 35
    Heat Index: 35

    Internal Slots: 6
    CPU Slots: 3

    External Hardpoints: 7 - Body: 3 (chest, two on back), Limbs: 4 (two per front leg)

    Base Armor - Head: 25 / Body: 100 / Legs (x4): 40 / Tail: 20

    Specials:

    Hardened Alloy Teeth and Claws
    Sharp teeth and claws meant to crush armor in melee attacks.
    40DP

    Electrostatic Bite
    Electricity is charged into the teeth and when clamped on a foe sends a shock through its system. 
    70DP, foe loses one action
    Usable twice per round; requires charging feat


    Konig Claw Strike
    [Energy]
    Similar to the Strike Laser Claw, albeit weaker, the computer system siphons energy to the claws of the Zoid for a super heated strike
    60DP

    Booster Dischargers
    A pair of exhausts on the backside that releases smoke that can be controlled; when activated they can do one of two things, which the pilot chooses: 1) Emit smoke to camouflage the white paint of the wolf or 2) Give a slight boost in speed by concentrating the release, using it as a thrust.
    1) Reduces foe’s accuracy by 50%
    2) Increases speed by 1 and dodge rate by 20%
    Effects last for the round; usable once per round, every other round; must use activation feat


    Konig Headgear
    A pair of goggles on the head that slides down over the eyes that have two modes: night vision and precision targeting scopes.
    1) Night vision (RP only)
    2) Increases accuracy by 20%
    Lasts for three actions; usable once per round, every other round

    ORUDIOS
    Type: Alicorn

    Speed: 20/19
    Agility: 34/40
    Head Index: 35

    Internal Slots: 4
    CPU Slots: 3

    External Hardpoints: 4 - Body: 2 (on back back), Limbs: 2 (one per wing) 

    Base Armor - Head: 20 / Body: 80 / Wings (x2): 30 /Legs (x4) 30 / Tail: 20 

    Specials:

    Thunder Blade
    [Energy when Charged]
    Designed to penetrate even the thickest of armor, when combined with the Orudios's natural speed this weapon makes for a deadly ramming attack.
    50 DP; If charged, 80 DP Energy with chance to stun for 1 action.

    Great Buster Cannons
    A pair of mighty electromagnetic cannons designed to aid the Orudios in its main armor hunting role, prolonged firing can quickly overheat the Zoid
    140 DP to enemy, 10 HI damage to the Orudios 
    Twice per round, Up to Three Rounds


    Cooling Radiator
    Built to help manage the effects of the Great Buster Cannons, the Cooling Radiator vents excess heat away from the Zoid after their use to prevent a heat overload. 
    This works automatically between rounds dropping an additional 5 HI without activation.

    High-maneuverability Booster
    Designed to fight fast Zoids the, Orudios possesses strong boosters. This allows it to catch and match most Zoids.
    Requires an Activation Feat, Increases the Orudios' speed to 25 and agility to 50.
    Lasts for three actions. Once per round, every other round.

    PTERA STRIKER [PTERAS]
    Type: Pterosaur

    Speed: 17
    Agility: 30
    Heat Index: 25

    Internal Slots: 4
    CPU Slots: 3

    External Hardpoints: 6 - Body: 2 (back, chest), Limbs: 4 (two per wing, 1 on top and 1 on bottom) 

    Base Armor - Head: 30 / Body: 105 / Wings (x2): 50 / Tail: 30

    Specials:

    Magnesser Wings
    Technology that uses magnetic repulsion lifts and allows the Pteras to stay airborne. Can still operate with the wings out of commission.
    Allows Zoid to hover at speed 5, agility 9 instead of system freezing when wings are destroyed

    16mm Machine Gun
    Concealed in the nose of the Zoid; fairly accurate for use on any target.
    30DP

    Air-to-Ground Tracker Missiles
    [Explosive]
    On either side of the neck is a small two-shot missile pod providing four air-to-ground missiles with moderate tracking capabilities. One pod may be fired per action.
    40DP each, for a total of 80DP per pod

    Twin Pursuit Missiles
    [Explosive]
    Mounted on the chest, these two ballistic missiles pack a punch and can hit all targets. Excellent homing capabilities; can only fire one at a time.
    70DP each

    REDLER
    Type: Dragon

    Speed: 8/20
    Agility: 12/38
    Heat Index: 30

    Internal Slots: 6
    CPU Slots: 3

    External Hardpoints: 8 - Body: 4 (back, chest, each side), Limbs: 4 (two per wing (1 on top and 1 on bottom))

    Base Armor - Head: 25 / Body: 110 / Legs (x4): 30 / Wings (x2): 40 / Tail: 20

    Specials:

    Hardened Alloy Talons
    The talons of the Redler are deadly weapons. On ground only the front two can be used; in the air a sweep can allow all four for more damage.
    25DP for front legs only; 50DP for all four

    Hardened Alloy Tail Spike
    The tail spike is a sharpened blade able to attack aerial and ground targets; it can flip up vertically to use on close passes under another air Zoid.
    60DP

    Flame Breath
    Concealed in the mouth is a flamethrower capable of hitting close-range ground targets with liquid fire.
    20DP on up to three areas, up to three opponents
    8 heat damage

    SEA PANTHER
    Type: Hermit Crab

    Speed: 9/13
    Agility: 12/16
    Heat Index: 35

    Internal Slots: 5
    CPU Slots: 3

    External Hardpoints: Shell: 3 (1 on each Side, Top), Limbs: 2 (each Claw)

    Base Armor - Head: 15 / Shell: 140 / Legs (x4): 25 / Claws (x2): 40

    Specials:

    High-Output Beam Cannon
    [Energy]
    An elongated energy cannon that stretches along the upper left side of the shell. Can rotate up to 75 degrees to hit airborne targets. Decent accuracy while on land and under water.
    70 DP

    12-Shot Small-Type Missile Launcher
    [Explosive]
    A 12 shot missile pod located on top of the shell near the back. Can be used to target any Zoid no matter the environment. The missiles are small and lack power but are very accurate.
    May fire 3 missiles at one time.
    30 DP per Missile

    3-Barrel Torpedo Pod
    [Explosive]
    A torpedo pod that is located on the upper right of the shell containing 3 torpedos. Highly accurate in the water. No homing capabilities on land. Can’t target air units.
    May fire all 3 at once
    40 DP per Torpedo

    Hyper Crusher Claws
    Enlarged claws on the front of the Zoid. Used to crush and smash enemies. Can hurl light weight Zoids.
    65 DP, Can hurl Light Zoids (Damage Judge’s Discretion)

    Infrared Laser Searchlight
    Located in the eyes of the Zoid. When activated sends out an infrared laser signal in a searchlight pattern that allows the unit to keep track of enemy targets.
    Requires Activation feat
    +15% Accuracy for entire round. Once per round, every other round

    Shell Shield
    The Zoid is able to completely withdraw itself into its shell, which then has a hyper shield activated around it.
    Reduces all attacks by 75% for 3 actions. Can only use Weapons located on the body, which includes hardpoint attached weapons.
    Usable once per round. Every other round.

    SHIELD LIGER
    Type: Liger

    Speed: 14
    Agility: 30
    Heat Index: 25

    Internal Slots: 5
    CPU Slots: 2

    External Hardpoints: 6 - Body: 4 (2 on back, each side), Limbs: 2 (each front shoulder (leg))

    Base Armor - Head: 25 / Body: 110 / Legs (x4): 40 / Tail: 20

    Specials:

    Hardened Alloy Teeth and Claws
    Sharp teeth and claws meant to crush armor in melee attacks.
    40DP

    Frontal Force Shield
    A powerful shield that protects everything but the back of the Zoid.
    Reduces solid damage by 40% and energy damage by 60%, does not stop missiles 
    Can be used as a battering ram to deal 20DP
    Lasts for four actions; usable once per round, every other round


    Triple Impact Cannon
    A three-barreled chest cannon that fires explosive shells forward, inaccurate if used while the Liger is in motion.
    50DP

    Dual 20mm Beam Repeater Guns
    [Energy]
    Concealed turret mounted weapon that flips out of a panel on the back.
    20DP

    Dual 30mm Beam Cannons
    [Energy]
    Located on either side of the tail; can fire anywhere the tail is pointed covering the back half of the Zoid.
    30DP

    Dual Rocket Pods
    [Explosive]
    Two eight-shot rocket pods that drop down from the sides. Must lock on for accuracy but fire straight at the target (no homing). Up to two rockets may be fired per action.
    35DP each

    SLASH LIGER
    Type: Liger

    Speed: 16
    Agility: 35
    Heat Index: 30

    Internal Slots: 5
    CPU Slots: 2

    External Hardpoints: 5 - Body: 3 (back), Limbs: 2 (each front shoulder (leg))

    Base Armor - Head: 25 / Body: 115 / Legs (x4): 40 / Tail: 30

    Specials:

    Hardened Alloy Teeth and Claws
    Sharp teeth and claws meant to crush armor in melee attacks.
    40DP

    Triple Impact Cannon
    A three-barreled chest cannon that fires explosive shells forward; inaccurate if used while the Liger is in motion.
    50DP

    Hardened Alloy Face Blades
    Blades mounted on the cheeks of the Slash Liger can extend out and work as a ram, cutter, or scoop.
    30DP

    Hardened Alloy Laser Blades
    [Energy]
    Contained on much thicker and more powerfully charged mounts are these blades right off the Blade Liger's design. They whip out to the sides from their back-mounted position and can charge almost instantaneously for one feat for more damage.
    60DP normal damage; 90DP energy damage when charged (requires charging feat)

    Hardened Alloy Tail Blade
    Not to be outdone, the tail enjoys a blade mounted for use on rear attackers or Zoids that go under the side blades.
    35DP

    Hi-Intensity Blade Rush
    The Blades all extend and charge. They then emit the charge into the power shield as the Liger uses the charged shield to ram the foe and send them spinning through one face blade, one side blade, and the tail blade. Nearly unavoidable when performed correctly.
    100DP; requires charging feat
    Usable once per round, every other round, and only twice per battle; can't be used the same round as the Hi-Shield


    Hi-Intensity Charged Frontal Shield
    Basically identical to the Blade Liger's shield on a slightly less powerful scale.
    Reduces all damage by 40%; does not stop missiles
    Totally negates all charged particle and ion field weaponry targeted at or in close proximity to the Slash Liger
    Lasts for three actions; usable once per round, every other round

    STEALTH DRAGON
    Type: Serpent

    Speed: 13/13/17/10
    Agility: 32/30/38/20
    Heat Index: 35

    Internal Slots: 6
    CPU Slots: 3

    External Hardpoints: 8 - Body: 7 (along the length of the serpent), Limbs: 1 (tail)

    Base Armor - Head: 35 / Body: 100 / Wings (x2): 45 / Tail: 40

    Specials:

    Maneuvering
    The SD is an evolution of the Stealth Viper. It moves on land as if it was a snake as it has no legs. It is also more than capable of maneuvering at great speed and agility underwater, and in air using its wings. Its wings are also retractable so when not flying they are not exposed to damage.

    Dual 40mm Machine Guns
    Mounted in the mouth of the dragon.
    60DP

    Hardened Alloy Tail, Claws, and Fangs
    The tail can be used for grabbing or as a whip, while a bite from this dragon is deadly. A pair of three-taloned claws adorn the body without arms, but they are also sharp enough to slice through armor.
    45DP

    Rocket Launcher
    [Explosive]
    This two-shot launcher is housed in the main body of the Stealth Dragon. Rockets have moderate homing capabilities and may be fired together or separately.
    35DP per missile

    Steam Vents
    Vents all over the body emit steam to cloak the Zoid.
    Lowers foe accuracy by 50% for the round; usable every other round
    Cannot be used in the same round as the E-Shield


    E-Shield
    A shield can be generated using the rotations of the turbines that provide cover the front of the Dragon until a few joints from the tail, essentially covering the front and sides. However, the shield can only be used whilst the Zoid is on land.
    Reduces solid damage by 25% and energy damage by 50%
    Lasts for three actions; usable once per round, every other round
    Cannot be used in the same round as the Steam Vents

    STORM SWORDER
    Type: Pterosaur

    Speed: 19
    Agility: 45
    Heat Index: 25

    Internal Slots: 4
    CPU Slots: 3

    External Hardpoints: 6 – Body: 2 (back), Limbs: 4 (2 per wing, 1 on top and 1 on bottom) 

    Base Armor - Head: 35 / Body: 100 / Wings (x2): 50 / Tail: 35

    Specials:

    Hardened Alloy Iron Claw
    The talons on the Sworder are extremely sharp and able to cut through most of today’s available armors. 
    35DP

    Twin 40mm Pulse Cannons
    [Energy]
    Can be used on any target in front, above or below. Concealed in the elbow joints, four barrels provide maximum power, accuracy, and automatic fire.
    50DP

    Hardened Alloy Forehead Blade
    [Energy] possible
    This blade is capable of extending up or forward, though in practicality should really only be used upwards for going under other air targets (unless the pilot has a death wish). Can be charged for one feat with energy to provide maximum cutting power.
    60DP normal damage when uncharged, 85DP energy damage when charged (requires charging feat)

    Twin Hardened Alloy Wingtip Laser Swords
    [Energy]
    The main kill weapons on the SS, these blades extend from the wingtips and charge almost instantly with energy. Perfect for deleting those senseless parts on opponent Zoids often referred to as wings and legs.
    90DP

    WAR SHARK
    Type: Shark

    Speed: 5/15/8
    Agility: 7/40/14
    Heat Index: 35

    Internal Slots: 6
    CPU Slots: 3

    External Hardpoints: 7 - Body: 3 (back, two on chest), Limbs: 4 (each fin (tail, dorsal, each flipper)

    Base Armor - Head: 30 / Body: 115 / Fins (x4): 40 / Tail: 30

    Specials:

    Burrowing/Swimming/Walking
    The War Shark is meant for use under soft ground and underwater. When underground it must stay near the surface where movement is easier, but can burrow deeper for up to two actions at a time. It must leap out to change directions. It can also walk on its fins like legs.

    Hardened Alloy Tail Fins
    The fins on the tail are meant to be used as a form of club; only practical mid-leap or underwater.
    40DP

    Sonic Blaster
    [Energy]
    Small-bore beam rifle located in the mouth of the War Shark.
    50DP

    80mm Beam Cannons
    [Energy]
    Forward facing on either side of the Shark.
    60DP

    Torpedo Launcher
    [Explosive]
    On the back of the Zoid are eight tubes with two torpedoes each, for a total of sixteen torpedoes. Capable of hitting land and water targets only. Can’t be fired from underground. One tube can be fired per action.
    45DP each (for a total of 90DP per tube)

    ZABER FANG
    Type: Sabre-Toothed Tiger

    Speed: 14
    Agility: 30
    Heat Index: 25

    Internal Slots: 6
    CPU Slots: 3

    External Hardpoints: 5 – Body: 3 (back, each side), Limbs: 2 (each front shoulder (leg))

    Base Armor - Head: 25 / Body: 100 / Legs (x4): 40 / Tail: 25

    Specials:

    Hardened Alloy Teeth and Claws
    Sharp teeth and claws meant to crush armor in melee attacks.
    40DP

    30mm Beam Guns
    [Energy]
    Two guns mounted on the back, capable of swiveling 180 degrees horizontally and 45 degrees vertically.
    30DP

    Laser Machine Guns
    [Energy]
    Mounted on the shock cannon, fires forward, meant to hit fast Zoids.
    20DP

    Tri-Barreled Shock Cannon
    [Explosive]
    A three-chest cannon that fires explosive shells forward, inaccurate if used while the Zaber is in motion.
    70DP

    Three-Shot Missile Box
    [Explosive]
    Three missiles placed on top of the 30mm cannons. Capable of hitting air and land targets; only one missile can fire at a time.
    50DP per missile

      Current date/time is 22nd September 2017, 12:12