Welcome Guest! You last visited . You have 48 posts! Please welcome the newest player Izak Hirsch


    Light Class Zoids

    Share
    avatar
    Admin
    Admin

    Monetary Credits : 999999
    RPC : 9999
    Posts : 25
    Join date : 2017-02-22
    Location : Planet Zi
    Age : 26

    Character sheet
    Name:
    Team:
    Primary Zoid:

    Light Class Zoids

    Post by Admin on 3rd March 2017, 01:51

    Light Class Zoids[/center]
    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), To obtain a restricted zoid you must do a loot quest worth at least 40 RP Credits and be GL 2 or higher with approval by staff.

    AQUADON (MKII)
    Type: Frog

    Speed: 8/16
    Agility: 15/37
    Heat Index: 25

    Internal Slots:
    CPU Slots: 3

    External Hardpoints: 3 - Body: 3 (back x2, chest), Limbs: (none)

    Base Armor - Head: 15 / Body: 85 / Legs (x4): 40

    Specials:

    Sonic Croak
    Emits a sound blast that can stun the opponent.
    40DP; stuns for two actions if performed at close range

    Thrust Kick
    If a Zoid gets too close to the Frogger it can use its massive hydraulic powered hind legs to knock the opponent senseless.
    70DP

    Whip Tongue
    The tongue can be used in two ways: 1) it can be used as a projectile ram to slam into opponents up to 100 meters away, or 2) it can be used to wrap opponents up. This allows tripping of heavy and medium Zoids and tossing of light Zoids.
    50DP (ram method) OR loss of 1 action (trip method); Judge determines damage from tripping or throwing

    BANTEM
    Type: Cockerel

    Speed: 15
    Agility: 35
    Heat Index: 20

    Internal Slots: 3
    CPU Slots: 2

    External Hardpoints: 3 – Body 1 (Chest) / Legs x2 (Each leg) 

    Base Armor – Head: 25 / Body: 110 / Legs (x2): 40 / Wings (x2): 35 / Tail: 15

    Specials:

    Hardened Alloy Beak, Talons & Spurs
    A hardened sharpened beak which with force can leave a satisfactory puncture in an opposing Zoid’s armor. Along with this the Zoid's talons and Spurs can also inflict quite a large amount of damage to opponents with their honed edges
    45DP

    30mm Pulse Cannon
    (Energy)
    Located in the chest of the Zoid, this weapon supplies a ranged mode of combat for the Bantem.
    60DP

    Quad-Tail Stunners
    The large four tail blades located at the rear of the Zoid are capable of being lodged and activated within the opponent's Zoid, stunning it for a short period of time. 
    This move requires a charge feat
    4 times per battle
    On hit, the stun will last for 2 actions.


    Jet boosters
    Within each ‘wing’ of the Bantem is a large jet which can allow maneuverability to increase exponentially. This gives the Bantem an extra boost to jump higher than most Zoids vertically up or at high angles.
    Allows a high jump that can out-jump most Zoids, even getting level with aerial based Zoids to allow for close range attacks in the air.

    BARIGATOR
    Type: Alligator/Crocodile

    Speed: 8/12
    Agility: 16/40
    Heat Index: 25

    Internal Slots: 3
    CPU Slots: 3

    External Hardpoints: 4 - Body: 2 (back), Limbs: 2 (tail)

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

    Specials:

    Quad General Purpose Missile Launcher
    [Explosive]
    Turret mounted missiles located on the back of the Zoid. Fire in any direction against land and air targets from land or water surface. Up to four can be fired at a time; holds 12 missiles in all.
    25DP per missile

    Hydraulic Jaw Crusher
    Like its animal counterpart, the Barigator’s jaw can clamp shut at lightning speeds with massive amounts of pressure. Capable of stunning medium and heavy Zoids, and hurling light Zoids.
    70DP; opponent loses one action on a stun or hurl (power of the hit is at judge’s discretion)

    20mm Beam Cannons
    [Energy]
    Neck mounted, these dual cannons fire forward only but are useful underwater.
    40DP

    Smash-up Tail
    The Barigator’s powerful tail can be used in melee combat to smash into opponents.
    60DP

    BURNING STRIKER
    Type: Phoenix

    Speed: 23
    Agility: 45
    Heat Index: N/A

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 4 - Body: 2 (back, chest), Limbs: 2 (each wing)

    Base Armor - Head: 20 / Body: 90 / Wings (x2): 30 / Tail: 20

    Specials:

    Heat Distribution System
    The Zoid uses heat as the basis for most of its attacks and therefore is immune to heat damage.
    Zoid Cannot Overheat

    Burning Missiles
    [Explosive]
    A pod of 10 homing missiles concealed in the belly of the Zoid pops open to launch the little explosive missiles which contain superheated goo. Not as accurate as other tracker missiles due to the inability to use a heat sensor system (because it would hit the Striker itself).
    40DP, 4 heat damage per missile. Fires one missile per attack feat.

    Liquid Flame Cannon
    A cannon concealed in the beak that is good for dousing close range ground targets with superheated lava-like fluid.
    30DP to up to 3 areas of armor with a hit (excluding head), 10 heat damage

    Dual-Barreled Beam Gun
    [Energy]
    Located in between the chest and underbelly regions of the Burning Striker, this weapon fires small caliber bullets composed of condensed energy waves.
    60DP

    Superheated Plasma Shield
    The Zoid uses its heat systems to cover itself in molten plasma providing it a powerful shield. 
    Reduces all damage by 25%, deals 2 heat damage to any Zoids passing too close.
    Lasts 2 full rounds, can be used once per battle

    DESCAT
    Type: Panther

    Speed: 18
    Agility: 42
    Heat Index: 15

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 2 - Body: 2 (back, chest), Limbs: (none)

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

    Specials:

    Hardened Alloy Teeth and Claws
    Super sharp teeth and claws perfect for nitty-gritty melee strikes
    40DP

    Dual Impact Cannon
    [Explosive]
    Placed between the front legs allowing a slot above them on the chest. Fires explosive shells two at a time.
    55DP

    Super Gravity Bullet Cannon
    Planted firmly on top of the Descat, this cannon uses the gravitational pull of its opponent for increased targeting accuracy and fires super-dense shells. Usable 5 times per battle.
    100DP

    Frontal Force Shield
    Covering the front half of the Zoid, this shield is good for blocking energy weapons.
    Reduces energy damage by 75%
    Last for four actions; usable once per round, every other round

    DIMETRODON
    Type: Dimetrodon

    Speed: 12
    Agility: 25
    Heat Index: 35

    Internal Slots: 4
    CPU Slots: 2

    External Hardpoints: 2 - Body: 2 (sides), Limbs: (none)

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

    Specials:

    Hardened Alloy Teeth
    Sharp teeth but difficult to score a hit with.
    30DP

    Dual 50mm Repeater Cannons
    Mounted on either side of the Dimetrodon's chin, capable of only firing forward with up to a 45-degree vertical range. Fires anti-Zoid shells and is deadly accurate.
    70DP

    3-Shot Missile Box
    [Explosive]
    3 missiles concealed in the skull of the Zoid good for air and land targets (no homing capabilities).
    40DP per missile, only one may be fired at a time

    Sulfuric Acid Sprayer
    Located in the mouth of the Dimetrodon are several valves that can release highly-pressurized, focused streams of sulfuric acid toward an opponent. 
    50DP to one armor area or 25DP to two armor areas

    Ionization Field
    Disabled if the fin is more than 75% damaged. The fin spines create static electricity effectively repelling physical attacks including solid ammo and Zoid melee attacks. When in use the Dimetrodon can only use its cannons and any energy weapon attached. Lasts up to 4 actions.
    For 4 actions repels ALL physical damage, usable once every 3 rounds

    DOUBLE SWORDER
    Type: Stag Beetle

    Speed: 12/12
    Agility: 15/30
    Heat Index: 15 

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 4 - Body: 2 (back, chest), Limbs: 2 (middle leg on each side)

    Base Armor - Head: 20 / Body: 90 / Legs (x6): 25 / Wings (x2): 25

    Specials:

    Mouth Machine Guns
    A 15mm four-barreled machine gun located between the pincers delivers quick damage to enemies directly in front of the Double Sworder.
    30DP

    Dual 30mm Beam Cannons
    [Energy]
    Located between the fangs, these cannons are capable of firing forward or at any vertical angle up to 70 degrees. Fires a ball of acidic venom that begins eating at the armor; this can cause overheating from the acidic properties.
    40DP; up to 5 heat damage (at judge’s discretion)

    Double Breaker Swords
    Hardened alloy pincers are the hallmark of the Sworder. While slightly difficult to use on quicker Zoids, they are capable of shredding shields to get right to the armor of the opponent.
    75DP, unhindered by shields

    FLIPPER
    Type: Dolphin

    Speed: 15
    Agility: 40
    Heat Index: 20

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 4 - Body: 2 (back), Limbs: 2 (fins)

    Base Armor - Head: 20 / Body: 90 / Fins (x2): 40 / Tail: 40

    Specials:

    Hardened Alloy Tail
    The tail acts as a powerful whip to do serious damage on other aquatic Zoids.
    50DP

    Dual-Barreled Missile Launcher
    [Explosive]
    This large missile container is located on the dorsal fin and can fire two sea-to-land or sea-to-air missiles at one time.
    35DP per missile

    Sonic Blaster
    [Energy]
    The Flipper emits a pulse from its forehead using sound waves; as a result shields don’t stop it.
    60DP, bypasses shields

    Torpedoes
    [Explosive]
    Located on the chest is a set of four torpedo tubes packed with 3 torpedoes each, full tracking capabilities, only good underwater.
    30DP per torpedo

    GARANTULA
    Type: Spider

    Speed: 16/7
    Agility: 45/15
    Heat Index: 15

    Internal Slots:
    CPU Slots: 1

    External Hardpoints: 5 - Body: 1 (back), Limbs: 4 (each leg pair)

    Base Armor - Head: 20 / Abdomen: 90 / Leg Pairs (x4): 30 

    Specials:

    Burrow Dodge
    As with real spiders, the Garantula can sense an incoming attack and scurry to burrow under the surface just long enough to dodge a single attack feat. It can only burrow once per round.
    Auto evasion of any single attack feat (or both attacks of the Double Attack Reflex)

    Electromagnetic Web Launcher
    Capable of firing at rear targets or the back section can be arched up and the gun fired up or forward. The webs fire from the spinneret launchers on the rear of the Zoid.
    Stuns foe for two actions

    Venom Cannon
    Located between the fangs, these cannons are capable of firing forward or at any vertical angle up to 70 degrees. Fires a ball of acidic venom that begins eating at the armor; this can cause overheating from the acidic properties.
    50DP; 5 heat damage

    Pounce
    By gearing up the legs the spider can launch at foes and knock them down to sink its fangs into the armor and vent venom into it.
    60DP; 2 heat damage

    Machinegun Papillae
    Like a true spider, the Garantula has papillae on either side of the fangs which happen to house 15mm machine guns.
    30DP

    GUN TIGER
    Type: Tiger

    Speed: 13
    Agility: 35
    Heat Index: 25

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 4 - Body: 4 (back, chest, each side), Limbs: 2 (tail)

    Base Armor - Head: 30 / Body: 100 / Legs (x4): 40 / Tail: 30

    Specials:

    Antenna Array
    An extra-sensory antenna array located on the head of the Gun Tiger offers maximized weapon ranges and accuracy.
    When activated it increases range by 20% and accuracy by 50%; only functions on ground targets
    Requires an activation feat
    Lasts for five actions; usable once per round, every other round


    Hardened Alloy Teeth and Claws
    Teeth and Claws meant to tear through armor in melee attacks.
    High Frequency Mode: when charged, the teeth and claws can deal extra damage thanks to the energy being diverted into them (requires a charge feat).
    40DP normally; 60DP when charged (High Frequency Mode)

    20mm Anti-Aircraft Guns
    Good for attacking aerial Zoids anywhere around the Tiger. Back mounted.
    35DP

    105mm Concealed Cannon
    Fires super-dense rounds fairly accurately up to a medium range, 150-200 meters. Can only be used if the head is lowered and the Zoid is still.
    95DP

    GUYSAK
    Type: Scorpion

    Speed: 12/10
    Agility: 25/15
    Heat Index: 20

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 - Body: 3 (back x2, chin), Limbs: (none)

    Base Armor - Head: 20 / Body: 95 / Leg Pairs (x4): 40 / Tail: 30

    Specials:

    Burrowing
    The Guysak was built to burrow for sneak attacks. It can travel underground for up to four actions but cannot attack except with the claws; by attacking from underground, the Scorpion unearths itself.

    Smoke Dischargers
    While not capable of cloaking, these dischargers are located behind the head and serve one purpose only: to hide the Zoid while it unearths.
    Lowers foe’s accuracy to 25% while Guysak unearths
    Lasts for three actions; usable once per round, every other round


    Hardened Alloy Pincer Claws and Fangs
    The Guysak is able to jab through armor and toss the smallest Zoids with the claws and bite through even the densest armors with its fangs. Amazingly quick and versatile.
    70DP

    30mm Beam Rifle
    [Energy]
    Located on the tail stinger. Semi-automatic, powerful, accurate, and can fire wherever the tail points.
    50DP

    Dual 10mm Cannons
    Mounted beneath the beam rifle on the tail.
    20DP

    HELCAT
    Type: Panther

    Speed: 15
    Agility: 40
    Heat Index: 20

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 - Body: 3 (chest, each side), Limbs: (none)

    Base Armor - Head: 25 / Body: 100 / Legs (x4): 35 / Tail: 25

    Specials:

    Dual 20mm Beam Cannons
    [Energy]
    Turret mounted on the back these cannons are deadly at close range in all directions.
    65DP

    Dual 20mm Laser Machine Guns
    [Energy]
    Forward firing chest mounted guns.
    30DP

    Hardened Alloy Claws
    Razor-sharp claws located on each paw.
    50DP

    Camouflage Unit
    This system can bend light around the Zoid and scrambles radar and infrared, effectively rendering the Helcat invisible except for the blur effect from motion. The sheer amount of technology and energy resources that must be devoted to this system requires it to have a rest period between uses.
    Reduces opponent’s accuracy by 80% when Helcat is still and 65% when in motion
    Lasts for four actions; usable once per round, every other round

    HOUNDSOLDIER
    Type: German Shepherd

    Speed: 18
    Agility: 38
    Heat Index: 25

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 - Body: 3 (back, each side), Limbs: (none)

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

    Specials:

    Dual 60mm Cannons
    Forward facing, back-mounted cannons.
    40DP

    Triple Impact Cannon
    [Explosive]
    A tri-barreled chest-mounted gun that fire explosive shells to deal splash damage.
    60DP, distributed over opponent’s Zoid according to judge's discretion for splash damage

    Hardened Alloy Teeth and Claws
    Razor-sharp fangs and rows of equally sharp teeth adorn the Hound's mouth while its paws contain sharp claws of their own.
    35DP

    Hardened Alloy Face Lances
    At 11 meters long, these throwbacks to medieval jousting are a terror in battle. Capable of being used as rams or scoops. Impossible to break or remove without removing the head of the Zoid.
    90DP

    Quad Missile Pods
    [Explosive]
    Four 3-missile pods (for a total of twelve missiles), one at the top of each leg joint, for use on land or aerial targets. An entire pod can be fired at one time.
    20DP per missile

    HURRICANE HAWK
    Type: Hawk
    GL 2 Restriction

    Speed: 25
    Agility: 40
    Head Index: 20

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 – Body: 1 (back), Limbs: 2 (top of each wing)

    Base Armor - Head: 15 / Body: 105 / Wings (x2): 35 / Tail: 15

    Specials:

    Two-Barrel 30mm Machine Guns
    Located in the ears is a pair of forward-facing machine guns. Not very powerful but can be double fired each time it’s used.
    30DP per shot

    Air-to-Air Missiles
    [Explosive]
    One Air-to-Air missile located at the out tips of each wings. Not useable on Ground Zoids and have good homing capabilities against Aerial Zoids.
    55DP per missile, 2 missiles total

    Land Bombardment Bombs
    [Explosive]
    A pair of heavy bunker-buster bombs, each one located just inside of the AA Missiles on the wings. Extremely effective only against Land Zoids. No Homing Capabilities.
    65DP per Bomb, 2 Bombs Total

    Anti-Zoid Multi-Purpose Missiles
    [Explosive]
    Four multi-purpose missiles, a pair located on the inner most part of the wings. Standard homing capabilities against all targets.
    40DP per missile, 4 missiles

    Harden Alloy Beak and Claws
    A pair of razor-sharp claws and a harden beak allows the Hurricanhawk to strike up close.
    55DP

    Vertical Blade
    A razor sharp blade much like that of the Redler’s tail blade located on the back.
    65DP

    KILLER DOME
    Type: Crab

    Speed: 7/12/6
    Agility: 10/20/8
    Heat Index: 35

    Internal Slots: 3
    CPU Slots: 3

    External Hardpoints: 4 - Body: 4 (back – top of dome), Limbs: (none)

    Base Armor - Body: 105 / Pincers (x2): 60

    Specials:

    Hardened Alloy Crusher Claws
    Useful for stabbing, smashing, and grabbing, these giant crab claws can even hurl light and medium class Zoids.
    70DP

    Twin Repeater Cannons
    Located inside the Dome’s main weapon, these guns can fire in any direction the claws can point.
    25DP

    Dual Pulse Laser Cannons
    [Energy]
    Turret-mounted on either side of the Zoid, these cannons fire short bursts of energy at opponents in any direction.
    45DP

    Twin Gatling Guns
    Also concealed in the claws, these are the long range weapons of the crab.
    30DP

    Burrow Dodge
    Much like the Garantula, the Killer Dome can sense an incoming attack and scurry burrow under the surface just long enough to dodge a single attack feat. The crab can only burrow once per round.
    Auto evasion of any single attack feat (or both attacks of the Double Attack Reflex)

    Rotational Dome Sonic Generator
    The dome rotates at high speed creating a sonic blast with multiple DEVASTATING effects. Can only be used twice per battle and lasts 3 actions. Disables ALL cloaking effects and renders ALL projectiles useless by detonating, deflecting, or dispersing them. Underwater the shock causes tidal storms that slightly damage aquatic Zoids.
    Requires 3 Charge feats
    Lasts 3 actions; usable twice per battle.
    Uncloaks all Zoids, disables all projectile weaponry and destroys ammo in transit. When underwater deals 30dp to all Zoid body armor as well

    LIGER ZERO
    Type: Liger
    GL 3 Restriction

    Speed: 18
    Agility: 40
    Heat Index: 20

    Internal Slots: 3
    CPU Slots: 3

    External Hardpoints: 5 - Body: 3 (back, each side), Limbs: 2 (chin, forehead)

    Base Armor - Head: 20 / Body: 90 / Legs (x4): 40 / Tail: 25

    Specials:

    Strike Laser Claw
    [Energy]
    This is the hallmark of the Liger Zero. The Zoid siphons laser energy into the claw for a superheated, super-fast pouncing strike.
    120DP

    Hardened Alloy Teeth and Claws
    Teeth and Claws meant to tear through armor in melee attacks.
    35DP

    Double Barrel Chest Cannon
    Light cannon taken from the Shield Liger with two barrels that fire forward at once.
    50DP

    High-Density Beam Gun
    [Energy]
    Fires extremely dense rounds from a turreted back mount.
    60DP

    LIGHTNING SAIX
    Type: Cheetah

    Speed: 20
    Agility: 45
    Heat Index: 25

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 - Body: 3 (chest, each side), Limbs: (none)

    Base Armor - Head: 20 / Body: 90 / Legs (x4): 30 / Tail: 20

    Specials:

    Lightning Beam Cannons
    [Energy]
    A pair of 100mm beam cannons solid-mounted on the back of the Zoid, capable of firing powerful laser beams in whatever direction the Saix is facing.
    70DP

    30mm Laser Repeaters
    [Energy]
    Located on the Saix's forehead are two 30mm laser repeater rifles, each capable of spitting out roughly 4 shots per second. Though not turret-mounted, they fire where the Saix's head faces, and are quite accurate because of that. Like the after-market Sniper Rifle, the Repeaters can be double-shot to count as one feat.
    20DP per shot

    Hardened Alloy Teeth and Claws
    Razor-sharp fangs and rows of equally sharp teeth adorn the Saix's mouth while its paws contain sharp claws of their own.
    50DP

    Streamline Drafting
    If more than one Saix is in the same battle they can use their body design to draft off each other. By continually leaping, the front Zoid can increase its speed and maneuverability, supplementing the damage of its next attack.
    +10DP to next attack; increased rate of evasion by 10% per extra Saix

    MOLGA
    Type: Caterpillar

    Speed: 12/14
    Agility: 14/27
    Heat Index: 20

    Internal Slots:
    CPU Slots: 3

    External Hardpoints: 3 - Body: 3 (back, each side), Limbs: (none)

    Base Armor - Head: 25 / Body: 125 / Wheels (x2): 65 / Tail: 55

    Specials:

    Quad 20mm Gatling Guns
    Located on the armored head of the Molga, these small weapons fire together in a short burst.
    45DP

    Concealed 2-shot Missile Launcher
    [Explosive]
    Dual missiles located under an armor plate in the tail which target land Zoids behind the Molga.
    50DP per missile

    Tail Stinger
    A razor sharp blade on the maneuverable tail of Zoid.
    80DP

    Burrow
    The Molga is capable of digging underground and maneuvering there to sneak attack. It can stay underground up to three actions.

    RAYNOS
    Type: Pteranodon
    GL 3 Restriction

    Speed: 25
    Agility: 50
    Heat Index: 20

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 2 - Body: 2 (back), Limbs: (none)

    Base Armor - Head: 20 / Body: 90 / Wings (x2): 35 / Tail: 30

    Specials:

    40mm Anti-Missile Machine Guns
    These guns are located on the top of the tail, and can pivot 180 degrees horizontally to hit anything left to right, and range from straight back to straight down. They are especially good at shooting down large projectiles.
    30DP

    Tri-Barreled Beam Cannon
    [Energy]
    Located on the Zoid's chest. Amazingly accurate against aerial opponents.
    35DP

    72mm Vulcan Cannon
    Housed in the gut of the Raynos, this retractable cannon can be useful for air-to-air or air-to-land/sea combat.
    70DP

    Hardened Alloy Wing Claws and Talons
    Razor-sharp claws adorn the Raynos' wings while its legs contain sharp talons of their own.
    45DP

    3D Radar Dome
    A radar machine that nullifies stealth attempts using advanced technology. The sheer amount of technology and energy resources that must be devoted to this system requires it to have a rest period between uses.
    Nullifies all stealth technology, keeping accuracy at 100%
    Lasts for the entire round; usable once per round, every other round

    REV RAPTOR
    Type: Velociraptor

    Speed: 17
    Agility: 48
    Heat Index: 25

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 2 - Body: 2 (back, chest), Limbs: (none)

    Base Armor - Head: 25 / Body: 100 / Arms (x2): 30 / Legs (x2): 40 / Tail: 25

    Specials:

    Hardened Alloy Teeth, Talons and Claws
    Teeth, claws, and foot talons are composed of ultra-strong alloy and are good for hacking and slashing.
    40DP

    Striker Claw
    [Energy]
    The pilot can change the distribution of energy by the Raptor’s ion charger to siphon it into the large claws for a quick, energized strike reminiscent of the LZ.
    65DP

    Wrist Mounted Machineguns
    Machineguns on each wrist that can fire forward and 90 degrees up or down.
    30DP

    Dual Scythe Cutters
    These cutters can be charged by the ion charger located between them on the Raptor’s back for extra damage and possible stunning once per round.
    50DP on a normal attack
    If charged for one feat, 80DP and possible stunning for one action

    SABER LION
    Type: Lion

    Speed: 15
    Agility: 35
    Heat Index: 20

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 - Body: 3 (back x2, chest), Limbs: (none)

    Base Armor - Head: 30 / Body: 100 / Legs (x4): 35 / Tail: 30

    Specials:

    Dual Side-Mounted Machine Guns
    Small turret-style guns good for land-based or aerial targets. 
    30DP

    Hardened Alloy Teeth and Claws
    Teeth and Claws meant to tear through armor in melee attacks.
    40DP

    High Friction Resonance Blade
    A large blade mounted on the Saber’s head that can move 180 degrees vertically from forward to resting on the back. The Zoid is small enough to run under large Zoids and strike the underbelly with the blade. When charged for one feat, the blade will vibrate at high intensity to do extra damage.
    50DP; if charged, 70DP and stuns for 1 action

    Smoke Vents
    Somewhat like the Shadow Fox, the Saber Lion can emit a light, hazy smoke from vents built into the shoulder to conceal itself from enemies.
    Lowers accuracy of opponents to 50%
    Last for four actions; usable once per round, every other round

    SAICURTIS
    Type: Rhino Beetle

    Speed: 11/12
    Agility: 16/34
    Heat Index: 15

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 4 - Body: 2 (back, chest), Limbs: 2 (each wing)

    Base Armor - Head: 20 / Body: 90 / Legs (x6): 25 / Wings (x2): 25

    Specials:

    Composite Sensory Unit
    Tracks the motion of Zoids using a combo of 3D and ground radar allowing tracking of burrowed units. Powers up weapons to bore into the ground.
    Allows Saicurtis to hit burrowed targets

    Dual 15mm Machine Guns
    Placed above the cockpit these guns are for front targets only.
    25DP

    Dual 30mm Beam Cannons
    [Energy]
    Located at the end of the Sai Striker, these cannons are paired and can fire simultaneously or one at a time for better accuracy. Capable of attacking Zoids up to 120 degrees up or down from front center and 30 degrees left and right.
    35DP separately, 75DP with decreased accuracy when fired together

    Sai Striker
    The long horn sticking out from the Saicurtis. It has a pitchfork style edge and can be used for stabbing or hammering enemies. At only 4.5 meters long, it does put the user at close range for counterattacks.
    80DP

    SHADOW FOX
    Type: Fox
    GL 3 Restriction

    Speed: 17
    Agility: 45
    Heat Index: 25

    Internal Slots: 4
    CPU Slots: 2

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

    Base Armor - Head: 25 / Body: 95 / Legs (x4): 30 / Tail: 20

    Specials:

    Hardened Alloy Teeth and Claws
    Teeth and Claws meant to tear through armor in melee attack.
    40DP

    Strike Laser Claw
    [Energy]
    The hallmark of the Liger Zero, it has been copied for use in the Shadow Fox. The computer system siphons energy to the claw for a super-heated, super-fast, hard to avoid pouncing strike.
    90DP

    30mm Omni-Directional Vulcan Machine Gun
    Long-ranged weapon that can fire in LITERALLY any direction.
    40DP

    270mm Electromagnetic Net Gun
    Concealed in the tail, the net gun fires at pursuing Zoids and unravels them with a powerful shock. However, due to the position of the net, it can only fire at Zoids behind the Fox. There is only one canister for use.
    Brings Zoids to the ground, stuns foe for 2 actions

    Smoke Dischargers
    The Shadow Fox is capable of covering itself in a cloud of smoke from these shoulder-mounted vents, or for more creative use, sprinting by an opponent and covering it in smoke instead. In this second method you are prone to attack, but once by, the opponent is the only one who loses accuracy and you know where they are. 
    Method 1: Lowers accuracy of Fox by 50% and enemies by 75%
    Method 2: Lowers accuracy of opponent Zoids by 60%
    Lasts for the entire round or until all Zoids leave the cloud; usable once per round, every other round


    Leg Anchors
    Anchors on the feet act as grips and allow the Fox to run up any incline or surface barring sheer vert.
    Fox can run up any incline up to 80 degrees

    SINKER
    Type: Manta Ray

    Speed: 14/15
    Agility: 28/30
    Heat Index: 30

    Internal Slots: 4
    CPU Slots: 2

    External Hardpoints: 4 - Body: 1 (back), Limbs: 3 (each wing top, head) 

    Armor - Head: 25 / Body: 110 / Wings (x2): 40 / Tail: 20

    Specials:

    Twin 30mm Accelerated Beam Cannons
    [Energy]
    On the chin of the Sinker. The accelerated firing mechanism makes them more powerful than most and capable of aquatic function.
    70DP

    Booster Gun
    Housed in the tail of the Zoid, this medium-bore firearm is capable of firing in any direction the tail can point (and underwater).
    50DP

    Quad Homing Torpedoes
    [Explosive]
    Two are located under each wing. Above water they function as straight missiles; underwater they mercilessly track their target at high speeds. Only one can be fired at a time.
    45DP each

    SNIPE MASTER
    Velociraptor

    Speed: 12
    Agility: 22
    Heat Index: 25

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 - Body: 1 (chin), Limbs: 2 (each leg)

    Base Armor - Head: 20 / Body: 105 / Legs (x2): 40 / Tail: 30

    Specials:

    Hardened Alloy Teeth and Claws
    Sharp teeth accompany powerful leg talons.
    50DP

    144mm Tail Sniper Rail Rifle
    [Explosive]
    The main weapon, capable of accurate attacks even on quick Zoids up to two miles away. The rifle is capable of piercing shields with its explosive rail gun shells. The Snipe Master must be locked down to use this weapon, but can fire pivoting up to 30 degrees horizontally and vertically on this base.
    80DP, unblockable by shields

    Defraction Gradient Unit (DGU)
    Refracts light around the Snipe Master causing Zoids more than 300 meters away to see the Snipe Master as several meters closer than it actually is. The sheer amount of technology and energy resources that must be devoted to this system requires it to have a rest period between uses.
    Reduces accuracy of distanced Zoids by 50%
    Lasts for four actions; usable once per round, every other round

    STEALTH VIPER
    Type: Cobra

    Speed: 8/14/8
    Agility: 16/50/20
    Heat Index: 25

    Internal Slots: 2
    CPU Slots: 2

    External Hardpoints: 3 - Body: 1 (back), Limbs: 2 (chin, top of head)

    Base Armor - Head: 25 / Neck: 55 / Body: 85 / Tail: 25

    Specials:

    Burrowing and Swimming
    The snake is right at home in aquatic combat and can burrow through even tough terrain with great enough speed to launch a sneak attack. 
    Can remain burrowed at shallow depths for 2 actions

    Dual All-Purpose Missile Pods
    [Explosive]
    Two eight-slot missile pods (16 missiles in all) in the tail of the Zoid house homing missiles that can fire in any direction. Capable of hitting all targets grounded, airborne, and underwater. One missile from each pod may be fired at a time for a total of two.
    30DP per missile

    Hardened Alloy Fangs
    Razor-sharp fangs used in quick lunges.
    65DP

    Twin Land-to-Air Missiles
    [Explosive]
    Only useful when fired straight up, these two missiles launch from the center box of the Zoid and home in on high altitude targets. May be fired separately or together.
    25DP per missile

    Quad Machine Guns
    Bunched in two pairs, one in front and one in back of the center box. Capable of locking onto two targets at once anywhere on the field due to the coiling ability of the snake.
    30DP per pair (separate targets allowed)

    Steam Vents
    Vents open to conceal the Viper in a steam shroud from visual and infrared scanners. Cloud lasts locally for four actions.
    Reduces accuracy of foes by 75%
    Last for four actions; usable once per round, every other round

    TIGRIS
    Type: Tiger

    Speed: 14
    Agility: 38
    Heat Index: 25

    Internal Slots:
    CPU Slots: 2

    External Hardpoints: 4 - Body: 3 (chest, each side), Limbs: 1 (tail)

    Base Armor - Head: 20 / Body: 85 / Legs (x4): 25 / Tail: 20

    Specials:

    Tail-Mounted Beam Gun
    [Energy]
    A small caliber energy weapon attached to the end of the tail, this versatile gun can fire in virtually any direction thanks to the free movement of the limb.
    30DP

    Hardened Alloy Teeth and Claws
    Teeth and claws meant to tear through armor in melee attacks.
    40DP

    Super Compact Charged Particle Cannon
    [Energy]
    Mounted on the back just behind the neck, the main attack of the Tigris fires a powerfully charged beam of energy to deal heavy damage. Requires a charge feat.
    75DP

    Paralyzer
    Shock-ready cannon located on the back of the Tiger. In shock mode, fires shells charged with electrical pulses that can stun opponents on contact.
    40DP in regular mode; if charged, can also stun foe for two actions (requires the use of a charge feat)

    TIMBER WOLF
    Type: Wolf

    Speed: 12
    Agility: 45
    Heat Index: 20

    Internal Slots:
    CPU Slots: 2

    External Hardpoints: 3 - Body: 2 (back, chest), Limbs: 1 (tail)

    Base Armor - Head: 25 / Body: 95 / Legs (x4): 40 / Tail: 30

    Specials:

    Pulse Rifle
    [Energy]
    Light, accurate, and small. Mounted on the back.
    40DP

    Hardened Alloy Teeth and Claws
    Teeth and claws meant to tear through armor in melee attacks.
    50DP

    Multipurpose Missile Launcher
    [Explosive]
    This dual-barreled missile system is mounted across the back of the Timber Wolf with one barrel on either side. It fires land-to-sea, land-to-air, or land-to-land missiles, one at a time from each barrel (two at a time total).
    35DP per missile

    Hydraulic Leg Pumps
    Simulating the lightning reflexes of a wolf, the Zoid can increase its chances of evading an attack when these are activated.
    Chances of evading opponent attacks increases by 40%; must use an activation feat
    Lasts for four actions; usable once per round, every other round

    ZABAT
    Type: Bat

    Speed: 15
    Agility: 40
    Heat Index: 15

    Internal Slots: 3
    CPU Slots: 2

    External Hardpoints: 3 - Body: 2 (back), Limbs: 1 (tail)

    Base Armor - Head: 20 / Body: 90 / Wings (x2): 30 / Tail: 20

    Specials:

    Hardened Alloy Claws
    The talon-like claws on the small feet and wingtips of the Zabat are extremely sharp and dangerous.
    45DP

    Twin 145mm Laser Rifles
    [Energy]
    Powerful for their small size, these guns take up almost no space and are located in the wing joints. No horizontal range but full 360-degree vertical movement.
    40DP

    Heavy Smart Missiles
    [Explosive]
    Fired from the chest, this behemoth auto-targets the foe, rendering the smart missile nearly unavoidable for an unshielded land or sea Zoid, or slow aerial Zoid. Not practical for use on fast air Zoids. Two missiles total; only one may fire at a time, and only once per round.
    110DP; Increased accuracy on foes below either 10 speed or 20 agility, or both

      Current date/time is 21st September 2017, 01:50