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ZOIDS

The Role-Playing Game



By:
Keith Foster
HTTP://WWW.REXSDEN.COM












ZOIDS are the registered trademark
of Takara-Tomy
(Previously Tomy)
HTTP://WWW.TOMY-USA.COM


Introduction:

In the summer of 03 I worked a normal day job. I went in at seven and got home by four. Every day I came
home to Reboot at 4 oclock and Zoids at 4:30 and quickly grew to like both shows with a passion. I
didnt know much about Zoids at the time and the Zero series didnt reveal much about their background
to the viewers.

But the lack of background information didnt keep me from recording each and every episode onto my
computer. I quickly compressed each episode to DivX and wrote it to CD so Id be ready for the following
day. Soon I had the entire season in my collection.

About 6 months later I noticed that another season of Zoids was being shown early in the morning on
Cartoon Network. At this time I had been transferred to a third shift position at my job and got home every
morning at 6 oclock. I had just about enough time to quickly boot my computer and record each episode.

Unlike the Zero season, this new one, Chaotic Century, spanned two seasons and revealed MUCH more
about Zoids, their backgrounds, and the species that created them. It was like a treasure trove for me and
these two seasons quickly found their way into my permanent collection.

Fast-forward about a year and Zoids Fusors began airing on Saturday nights. I recorded these episodes as
well although I didnt really care much for the direction it was taking. I guess I was recording them more out
of sentimental value than interest. Cartoon Network quickly pulled the plug when ratings dropped and the
season was never continued. I recorded up until that point.

I guess that means I have a copy of every Zoids episode ever shown in America sitting in a CD case over my
computer because the last series, Zoids Genesis, has not been shown up to the date of my writing this.

But I digress. Let us rewind to right before Zoids Fusors was broadcast.

There I was, I had every episode of an anime series that I loved on CD, about 4 hours of downtime at work
every night, a boss who was only there for about 2 hours of the 4 we were actually working, and a laptop.

It was inevitable.

One night I got bored and actually designed a new Zoid in Hamapatch (A free 3D modeler). I named it the
Tracker Hound and gave it a special ability to match its design. A week later I actually began writing rules
for a role-playing game based on the Zoids universe and soon after I began bringing in my episode library so
I could insert images from the series.

So this book is a result of boredom combined with an obsession. Due to copyright issues I cannot sell this
book although Id never want to. Ive actually been offering it for free on my website for years. Its just been
recently that Ive merged it all into one document so that I could put it up for download.
Keith Foster








If you like this game then please check out my other books:
The Pen is Mightier than the Sword, A resource for designing your own RPGs
New Empire, The RPG Core Rulebook. Another Role-Playing Game by yours
truly. Its URL is HTTP://WWW.NewEmpire.INFO


What are Zoids?

Zoids are living mechanical organisms that can be piloted or roam free if let. Zoids can be either equipped
with weapons or tools depending on the need. Theyve nearly replaced most vehicles on their home planet
Zi. Zoids vary in shapes and sizes, always mimicking animals, whether they are actual, extinct, or mythical.

A Zoid begins its life as a large metal sphere (its core) and its limbs grow out of this core. Once the
computer has completely formed (outside of the core) it comes online and the Zoid comes to life. The core
always exists inside of the Zoid because it is its source of power. If the core is ever removed the body
becomes worthless. Any parts that grew from the core loose their strength and become a weak metal. The
core can live on though if not damaged and will slowly grow a new body if allowed.

Zoids derive their power from a large construct called the Zoid Eve. This was the Factory that originally
produced Zoid cores. Its currently buried but still sends out the energy that Zoids utilize. Without it they
would become useless hulks of brittle metal.



Planet Zi:



What follows is the known history of planet Zi from the cartoon series only. This is only a summary of the
most important events of the planet and not a detailed description of each battle between the continents.

The species to evolve on Zi a millennia ago are known as Zoidians (by humans at least, and true bloods are
referred to as Ancient Zoidians). They are the species that created Zoids and the Zoid Eve.

They didnt create Zoids for fighting and war although thats what their function ended up being. Zoids were
originally intended for use as workers, transportation, etc. Having a single power source (the Zoid Eve), was
much more economical that refilling vehicles constantly (and cleaner too). That was all about to change.

Its unknown who created the Death Saurer and why. This was the most powerful Zoid to date and also
drew its power from the Zoid Eve. No number of Zoids could destroy it. It ran on pure hatred and
exterminated over 99% of the population on Zi before the Ancients create two scorpion-type Zoids that were
able to stop it. The specifics of the battle are unknown but the result was the Death Saurer being separated
from its core.

All that is known between that era and the arrival of humans is that whatever Ancients didnt die out were put
into stasis, only to be awakened sometime in the future.

Not much is known of the human races arrival on Zi. It can only be assumed that Zoids were wandering the
planet untamed on their arrival. It mustnt have taken long to learn to tame these living machines for
everyday use. From examining old ruins left by the Ancient Zoidians humans learned of the Zoid Eve but
were unable to locate it.

Humans slowly spread over the planet and developed separate tribes and nations. Warring became
commonplace and Zoids became the method of choice. Humans were reliving the path of the Ancients
without even knowing it.

Centuries after the arrival of humans the first few Ancient Zoidians were revived. Their awakening was
unknown to the rest of society for quite some time before the first revival of the Death Saurer.



A rogue general of one of the major empires of planet Zi found the Death Saurers core and was able to grow
a smaller version of it (although he was under the impression that he had resurrected the full version). His
intention of controlling the world was thwarted by the cooperation of his own empire and its closest warring
nation known as The Republic.

About a decade after the destruction of the resurrected Death Saurer the few Zoidians to survive had become
known to the general public. Two of which had decided to pursue the destruction of humans (the weaker
race). Once again the Death Saurer was revived, although this time in its full form. The Zoid Eve was also
fully resurrected for a short time before being buried again.

The Death Saurer was once again destroyed. This proved that humans were capable of holding their own.
Although 60% of Zis population was lost in the battle peace was attained afterwards. All the nations to
survive ceased warring in an effort to avoid the Zoidians original fate.

Nearly a century later brings us to the current time. Zoid battles are now a regulated sport. The Zoid Battle
Commission has about as much power as the current government. Luckily theyre just and fair. Most of the
economy revolves around these battles, as gambling is legal and regulated.

There are still small tribal areas around Zi (although technology is not absent there), but huge cities exist
throughout the nations. Giant skyscrapers are common, as many businesses also exist. Space travel is
common although no one has attempted to leave the system. Many satellites revolve around Zi daily (The
Zoid Battle Commission uses orbiting stations to quickly launch Judges to the scenes of scheduled battles).
Technology has progressed to the point that Zoids can be grown by human kind and a few scientists have
managed to create new breeds on rare occasions.

Little is mentioned of Earths existence. No contact has been made in centuries and what little information
on human kinds origin has barely survived to todays date. What is known is taught in schools.

The surviving Ancient Zoidians have interbred with humans to the point that they are more human than
Ancient Zoidian anymore. They are simply known as Zoidians now. Very few Ancients remain.



Main Character Generation:

Hit Points: Strength x 2
Strength: 2 + (1D8)
Dexterity: 2 + (1D8)
Intelligence: 4 + (1D6)
Charisma: 2 + (1D8)

Preferred Zoid: Name the Class of Zoid. Character then gets a +1 Bonus to all Piloting/Weapon Skills for
that Class.

Armor Class: (1-10, 1 is base, worn armor accumulates)

Starting Skill points: (Intelligence x 3, Skills can only be 1-10)

Starting Cash: (5 + 1D4) x 1,000

Experience Chart: (Levels & Bonuses*)

0 2,000 Level 1 Basic Starting Package
2,001 4,000 Level 2 1D4 HP, 1D8 Skill Points
4,001 6,000 Level 3 1D6 Skill Points, 1 Attrib.
6,001 8,000 Level 4 1D6 Skill Points
8,001 10,000 Level 5 1D6 Skill Points, 1D4 HP
10,001 12,000 Level 6 1D6 Skill Points, 1 Attrib.
12,001 14,000 Level 7 1D6 Skill Points
14,001 16,000 Level 8 1D6 Skill Points
16,001 18,000 Level 9 1D6 Skill Points, 1D4 HP
18,001 20,000 Level 10 1D6 Skill Points, 1 Attrib.

* 1 Attrib = Just 1 extra point to add to any one Attribute,
Learning a new skill after Level 1 requires 2 Skill Points

Race Modifiers:

Human: +1 Dexterity, +1 Initiative
Zoidian: +1 Intelligence, +1 Charisma, -1 Strength

There are no Classes in Zoids. The skills determine what a Character is good at so that the Player can choose
where they want to excel.


Note: Players can create any past for their characters. They can also choose their profession and what their characters
look like and how they act. Even though things will happen around the characters that they cant control, theyll still
always stay in complete control of themselves.


Zoid Creation Rules:

Zoid creation is a lot like creating a character. Since Zoids use the same scale as main Characters the creation
rules are nearly the same. How a Zoid looks is completely up to the creator, but the attributes are rolled and
distributed as follows:

Hit Points: (Strength x 3) + (10 per Evolution Level)
Strength: 2 + (1D8)
Mobility: 2 + (1D8)
Intelligence: 2 + (1D8)
Basic Armor: 2 + (1D8)
Evolution Stage: (1-3, starts at 1 regardless)
Potential: (9-30, Main 3 attributes combined (Strength, Mobility, & Intelligence))



Buying add-ons at equipment shops can increase
armor. What armor is available for what Zoid at any
time is the GMs discretion.

The spots where weapons and defense equipment can
be mounted are pretty much the same for any Zoid.
There are typically 16 mounting spots, 3 on the back,
2 on the head, 2 on the Belly, one on each side, and
one on each appendage (not including any weapons
that are specially built into the Zoid, like Charged
Particle Cannons in Genosaurs).

When creating a Zoid you can give it one special-
ability that makes it stand out among the rest. The
exact rules for the special ability are up to the GM.
Just remember that you could be inadvertently be
creating a weakness at the same time.

Also remember that creating a Zoid thats too strong,
fast, and intelligent will be harder or even impossible
to handle. The higher its potential the higher the
pilots skill needs to be in order to control it or even
to be let in the cockpit.


Tracker Hound
-Created by: Keith Foster





Note to GM: Creating Zoids is usually left up to you (in case you want to increase the size of the catalog that the players want to
choose from). Remember to also create a price (if itll be listed), and a basic weapons package for it.


Combat & Actions:

How major actions are accomplished is determined by a characters skill for that particular action. For hacking a
computer the character would use his Computer Skill, for attacking an opponent from one Zoid to another
using a cannon the character would use his Zoid Weapon (Ranged) Skill

Actions:

Most combat rules are well defined, but when the character
tries to do something without an opponent (like hacking
that computer or running through an obstacle course with a
Gun Sniper) the GM picks a Target # (1-20) for the
character to beat. The Target # depends on the difficulty.

Doing physical actions (jumping or lifting something)
would require the character to use his/her appropriate
attribute instead of a skill. Heres the formula for using
ones skill or attribute to beat a target number set by the
GM:

Target # vrs. (1D10 + Skill/Attribute)
Rolls equal to or exceeding succeeds




Combat:

Before combat begins all players (including NPCs) most roll Initiative (Unless the attacker has successfully snuck
up on his opponent). This determines who attacks first and what order multiple characters will attack in. The
higher # goes first and so on.

The rules of combat always have a target # thats determined by the opponent, whether the other Zoid is piloted
or not:

Opponent is a piloted Zoid:
1D10 + Zoid Weapon Skill vrs. Opponents Pilot Skill + Zoids Mobility

Opponent is an unmanned Zoid:
1D10 + Zoid Weapon Skill vrs. Zoids Intelligence + Zoids Mobility

Opponent is Human:
1D10 + Weapon Skill vrs. Targets Intelligence + Targets Dexterity



Note: When rolling your 1D10 there are two special rules to remember. Rolling a 1 that player automatically misses (or worse at
GMs Discretion), and rolling a 10 is an automatic success (even if the target # was out of that characters reach) plus that target
loses 1 point of Armor/AC (That piece or armor is shattered and must be healed/replaced).




Determining Damage:*

Total Damage for Round = Total Damage Dealt that Round Targets AC/Armor

Called Shots:

A character can make a declared attack at a particular
part of a target (head, arm, weapon). The attack is
rolled as normal, and if the attack succeeds the target
is hit, but if the attacks succeeds by 3 or more over
the target # then the called shot also succeeds. Head
Shots kill (Humans/Zoidians), or Disable (Zoids)
75% of the time.

Blocking:

Blocking can be made in Melee or Hand-to-Hand
combat. When attacked the target can chose not to
dodge but to roll an opposing attack.

1D10 + Armed Combat Skill vrs. 1D10 + Targets Armed
Combat Skill
or
1D10 + Unarmed Combat Skill vrs. 1D10 + Targets
Unarmed Combat Skill

If the target succeeds then he/she blocks the attack
and no damage results. An unarmed target cannot
block an attack from an armed opponent or vise
versa.

Called Defensive:

A Called Defensive can only be made in Melee
combat by an unarmed target. While being attacked
the target can choose to block the attack by grappling
the weapon in the opponents hand. The target
forgoes a normal dodge in order to grab at the
opponents weapon (the handle preferably), this gives
the target a 2 to his dodge.

If dodge fails then the target was hit and takes
damage as normal. If the dodge succeeds then the
target now has his hands on the weapons handle and
the two characters can grapple for the weapon.

Grappling:

Grappling is a contest of strength between two
opponents. Both characters roll 1D10 + their
strength attribute. The character to succeed wins the
grapple.






Vehicles and Damage:

Normal Vehicles handle damage differently than Characters or Zoids. A Vehicles Hit Points are
handled as a Zoid (being metal or armor) as is its Strength, Mobility, and Intelligence. But its Armor
Class helps the Character(s) inside when attacks are specifically directed at them. It doesnt help the
vehicles themselves unless its directly stated in their descriptions.





System Freezes:

A Zoids combat system manages its weapons and fighting styles. When it freezes the Zoid
completely freezes also, leaving it unable to move or determine a course of action (just like a
desktop computer which locks up). This is believed to be a life preservation technique on the
Zoids part, no matter who programs the combat system a system freeze is always a possibility.

Once a Zoid is under 5 HP it must roll after each attack on it resulting in damage to determine if
its combat system freezes or not. After each damaging attack the Zoid rolls a 1D4, 1-3 results in a
system freeze, rolling a 4 means the Zoid can keep fighting.

Also, after every major occurrence that affects or can adversely affect a Zoid (Laser claw/blade
attack that severs a limb/weapon, a nearby major volcanic explosion) it also must roll for a
system freeze (only once per occurrence).




Optional Rules:

These are optional rules for those people out there that want things well defined. Included are all of
the things that are missing from the main rulebook.

Experience Point Rules:

Experience points earned can be a pain to figure up. So here are some suggestions to help GMs
decide on what certain actions can be worth:

XP per Zoid defeated: *
Experience = (Zoids Potential + Pilots Zoid Pilot Skill) x 10

XP per Common Action:
(If Target # was over 10)
Experience = Target # for that Action x 10

* If a character defeats a Rev Raptor (Potential 14) and the Pilots Zoid Piloting Skill was 5 then the
character earned 190 Experience Points for winning the battle ((14 + 5) x 10).

1s and 10s on a Roll:

Whenever a character rolls a 1 or 10 things can either go extremely well, or extremely bad. These
rules are designed to save time and arguing. Note that the GM should make these rolls, not the
players.

10 while Attacking:
Target takes full rolled damage plus loses 1 point of AC until
repaired or grown back

10 on a Common Action:
Automatic success regardless of the Target #

1 on a Attack or Common Action:
(A failure regardless, roll a 1D6 to determine outcome)

1 = Critical Failure (Gun jams up until repaired, Computer being hacked shorts out)
2 = Major Failure (Gun simply doesnt go off, Computer being hacked locks up)
3 = Mistake (Character accidentally shoots something in line of sight, Hacker makes a
mistake that causes the system administrator to track them)
4-6 = Minor Failure (Character misses, Computer denies access)

Bullets and Rearming:

For those who noticed that bullets and such arent included in the main rules its because most people
find it annoying to keep track of clips/rounds and continually running to town and buying more. For
those that like keeping track of details like that:

Reload for Regular Guns = 20 per Clip (max rounds held by weapon)
Reload for Zoid Guns = 100 per Clip (max rounds held by weapon)

Human/Zoidian Healing:

People normally heal the number of HP per
week as their Strength Attribute while resting.
Medical treatment cuts that in half. First Aid can
recover the number of HP immediately as the
Providers First Aid Skill (Target # 10 on roll).


Zoid Healing/Repairing:

Zoids heal the number of HP per day as their
Strength Attribute while resting. While repairing
a Zoid the Mechanic uses the number of HP
he/she is attempting to repair (can be lower than
the HP lost) as his Zoid Repair roll Target #.
The GM decides how long the repair for that
amount of HP will take (At least half of the time
it would normally heal, possibly less).

Zoid Evolution:

Only the GM can evolve a Zoid (when they deem it
appropriate). A Zoid cant evolve spontaneously
(unless temporally with the aid of a high level
Organoid), it forms an Energy Cocoon The
appearance of the Cocoon varies per Zoid, but it can
only be penetrated by a Zoid Examination Suit
(Normal weapons cannot affect it). A Zoids evolution
takes its (new) Strength Attribute in days to complete.


Optional Combat Rules:

Blind Fire: +8 to Target #
Near Darkness: +4 to Target # (Night Vision negates, Thermal if heat is involved)
Reduced Light: +2 to Target # (Night Vision negates, Thermal if heat is involved)
Heavy Rain/Water: +1 to Target # (Thermal negates if heat is involved)
Bright Glare: +2 to Target # (Thermal negates if heat is involved)
Smoke/Heavy Fog: +3 to Target # (Thermal negates if heat is involved)
Target Running: +1 to Target #
Target has Partial Cover: +2 to Target #
Two Handed Shooting: +2 to Target # (Only capable with Handguns)
Using Dual Knives: +1 to Target #
Using Dual Swords: +2 to Target #


Skill List:

Physical/Combat Skills:

Stealth
Athletics
Armed Combat / (B/R)
Unarmed Combat
Firearms (Regular) / (B/R)
Firearms (Anti-Zoid) / (B/R)
Projectiles/Throwing / (B/R)
Demolitions / (B/R)
Tracking

Technical Skills:

Computer / (B/R)
Electronics / (B/R)
Zoid Genetics / (B/R)
Biology
Medical
Military Theory

Social Skills:

Leadership
Interrogation
Negotiation
Etiquette (Specific)
Organoid Companionship

Vehicle/Zoid Skills:

Car/Truck / (B/R)
Bike / (B/R)
Hovercraft / (B/R)
Boat / (B/R)
Airplane / (B/R)
Copter / (B/R)
Vector Thrust / (B/R)
Zoid Pilot Ground
Zoid Pilot Air
Zoid Pilot Cargo
Zoid Pilot Water
Zoid Weapon Melee / (B/R)
Zoid Weapon Ranged / (B/R)
Zoid Repair




Skill Descriptions:

Concentrations: Concentrations are a specialty within a certain skill. If a Concentration is desired
and picked out then the character gains a +1 bonus to it, but all other Concentrations under that
particular skill receive a penalty of 1 (not to go below 0).

Physical/Combat Skills:
Stealth Governs sneaking around, moving quietly, tracking (and covering ones tracks), and trailing
another character without his/her awareness. This skill can be used through a Zoid when
piloting.
Concentrations: Urban, Wooded Wilderness, & Cavern


Athletics Gives the character an increased maneuverability.
Concentrations: Running, Climbing, Lifting, Jumping, & Swimming
Armed Combat - Character is knowledgeable in the use of hand-to-hand weapons.
Concentrations: Edged Weapons, Pole arms/Staffs, Whips/Flails, & Clubs
Unarmed Combat Martial Arts Knowledge.
Concentrations: Disarming, Offensive
Firearms (Regular) Can use all types of hand-held firearms.
Concentrations: Pistols, Rifles, Submachine Guns, Grenade Launchers, & Tasers
Firearms (Anti-Zoid) Knowledgeable in use of large high-power weapons designed to damage
Zoids.
Concentrations: Rifle-Type, Missile Launcher
Projectiles/Throwing - Can throw weapons/objects accurately.
Concentrations: Bows, Crossbows, Grenades, Shuriken, Knives, & Darts
Demolitions - Governs the preparation, measuring, and setting of chemical explosives
Concentrations: Powder Explosives, Plastic Explosives, & Home Chemical Explosives

Technical Skills:
Computer Fluent in use of computer interfaces and programming.
Concentrations: Hardware, Software, & Zoid Combat System Programming
Electronics - Covers all electronic equipment besides computers.
Zoid Genetics - Studies of how Zoid-cores are born, operate, and mature. Also the understanding
of how Zoids heal and operate on a genetic level.
Concentrations: Evolution Level 1, Evolution Level 2, & Evolution Level 3
Biology Understanding of how life forms operate on a genetic level.
Concentrations: Zoidian, Human, & Animal
Medical Knowledge of medicine and how to implement it.
Concentrations: Emergency First Aid, Operating
Military Theory Military Experience and a working knowledge of how branches of the military
operate.
Concentrations: Air Force, Naval, & Ground Tactics













Social Skills:
Leadership Getting others to follow your character through example and authority.
Concentrations: Political, Military, Commercial, & Moral
Interrogation Character is trained to extract information from others.
Concentrations: Verbal, Forceful
Negotiation Governs any interactions in which both sides seek to out ahead.
Concentrations: Bargain, Bribe
Etiquette A special type of skill that requires a Concentration. This skill is used for the character to
blend into a specific type of background. Examples would be: City, Urban, and
Country
Organoid Companionship This skill is only accessible when the character has trained an Organoid.
It is used whenever that character tries to give its Organoid a command.
Concentration: That particular Organoids name.

Vehicle/Zoid Skills:
Car/Truck Refers to driving any vehicle with four wheels.
Concentrations: Cars, Trucks, Semi-Trucks
Bike - Refers to all vehicles with 2-3 wheels.
Concentrations: 2-Wheeler, 3-Wheeler
Hovercraft - All hover vehicles, regardless of purpose.
Concentrations: Passenger Craft, Cargo Transport
Boat - Fluent in the use of watercraft.
Concentrations: Motor Operated, Sailboats
Airplane - All fixed-wing aircraft.
Concentrations: Propeller, Jet, Glider
Copter - All Tilt Rotor Aircraft.
Concentrations: Passenger, Transport
Vector Thrust - All Vector Thrust Aircraft.
Concentrations: Propeller, Jet
Zoid Pilot Ground Any ground-type Zoid.
Zoid Pilot Air Any flying-type Zoid.
Zoid Pilot Cargo Giant sized Zoids (Hover Cargo, Whale King, Ultrasaurus)
Zoid Pilot Water Any swimming-type Zoid.
Zoid Weapon Melee - Governs use of any physical hand-to-hand type Zoid mounted weapons.
Concentrations: Blade, Claw, Tail, & Shield
Zoid Weapon Ranged - Governs use of any other ranged type Zoid mounted weapons.
Concentrations: Cannon, Missile type
Zoid Repair A working knowledge of how most Zoid components work and how to fix them.
Concentrations: Movement Systems, Thrusters, Shield, Sensors



Republican/Empire Catalog Descriptions:

Weapon Descriptions:

Type: P = Personal / Z = Zoid / I = Anti-Zoid
Load: The amount is strength a Character or Zoid must be to carry Weapon. If the Load equals the
strength of the User/Zoid then its mobility/dexterity is 2. If the Load is 1 less than the
strength of the user/Zoid then its mobility/dexterity is 1.
Damage: The amount of Hit Point damage the weapon does.
Base Price: The listed base price for the Weapon (GMs Discretion).
Description: The Description for the Weapon.

Armor Descriptions:

Type: P = Personal / Z = Zoid
Load: The amount is strength a Character or Zoid must be to carry Armor. If the Load equals the
strength of the User/Zoid then its mobility/dexterity is 2. If the Load is 1 less than the
strength of the user/Zoid then its mobility/dexterity is 1.
A.C.: The Armor Class or rating.
Base Price: The listed base price for the Armor (GMs Discretion).
Description: The Description for the Armor.

Zoid System Upgrade Descriptions:

Base Price: The listed base price for the Upgrade (GMs Discretion).
Description: The Description for the Upgraded System.


Item/Equipment Descriptions:

Base Price: The listed base price for the Item (GMs Discretion).
Description: The Description for the Item.






* Some Types Z Weapons can be mounted on the head or side. If the Zoid can handle the Weapons Load x 2 then the
Weapon can be mounted on the head or side instead of the back.



Catalog Summary:

Name: Type: Price: Load: Damage: A/C: Other:
Human Weapons - Melee:
Archery, Arrows P 20 - 1D4 Per 5 Arrows
Archery, Bow P 120 6 -
Archery, Explosive Arrows P 100 - 1D10 + 4 Apiece
Club P 40 7 1D8
Crossbow P 150 3 -
Crossbow, Bolts P 20 - 1D4 Per 5 Bolts
Crossbow, Explosive Bolts P 100 - 1D10 + 2 Apiece
Dagger P 20 1 1D2
Dart P 20 1 -
Hand Razors P 80 1 1D4 Apiece
Katana P 120 3 1D6
Shuriken P 50 2 1D2 Per 10 Shurikens
Staff, Metallic P 100 / 250 3 1D6 Standard / Collapsible
Staff, Wooden P 20 3 1D4
Stun Baton P 80 2 1D4 Collapsible
Throwing Knife P 30 2 1D4
Non-Lethal:
Net Gun P 200 2 - Intangles Only
Net Gun, Electric P 1,000 2 - Out for 1D20 - Strength Rounds
Stun Gun P 99 1 Special Out for 1D20 - Strength Rounds
Taser P 200 1 Special Out for 1D20 - Strength Rounds
Tazor Whip P 1,000 6 1D4 Out for 1D20 - Strength Rounds
Pistols:
Beretta P 400 2 1D6 12 Rounds, 300' Range
Colt P 200 1 1D4 9 Rounds, 150' Range
Palm Pistol P 100 1 1D4 Illegal, Single Round Round
Revolver, .38 P 500 2 1D6 +1 6 Rounds, 360' Range
Rifles:
Remington P 300 3 1D4 5 Rounds, 400' Range
Shotgun P 200 3 1D10 2 Rounds, 100' Range
Sniper P 1,200 4 1D8 Single Round, 2,000' Range





Name: Type: Price: Load: Damage: A/C: Other:
Semi-Automatics:
M-16 Assault Rifle P 1,100 6 1D6 Damage per Round, 1, 2, 3
Shots per Round, 90 Rounds,
420' Range
UZI P 900 5 1D6 Damage per Round, 1, 2, 3
Shots per Round, 30 Rounds,
360' Range
Pulse Weapons:
Pulse Pistol P 1,500 2 1D10 + 4 Or Stun: 1D20 - Strength Hours,
6 Rounds, 360' Range
Pulse Rifle P 2,200 2 2D10 Or Stun: 1D20 - Strength Hours,
20 Rounds, 420' Range
Anti-Vehicle Weapons:
AVM P, I 1,200 6 3D20/1D4 Single Load, Personal/Zoid
Damage, 1,000' Range
AZM P, I 2,000 6 3D20/1D8 Single Load, Personal/Zoid
Damage, 1,000' Range
Pulse Cannon P, I 6,000 7 3D20+6/1D8+8 2 Rounds, Personal/Zoid
Damage, 1,000' Range
Personal Armor:
Full Body Suit P 2,000 3 5
Full Body Suit, Lined P 5,000 7 8
Lined Coat P 1,000 3 4
Lined Vest P 500 2 3
Partial Body Suit P 500 2 3 Concealable
Partial Body Suit, Lined P 2,000 5 5 Concealable
Riot Shield P 250 1 3 A.C. only when Defending
Standard Helmet P 80 0 1
Thick Leather Coat P 100 1 1
Thick Leather Pants P 80 1 1
Personal Equipment:
Androids P Special - See Description
Audio Player P 75 Radio, CD Player/Writer
Backpack P 30
Binoculars P 100 x50 Vision Enhancement
Binoculars, Low-Light P 200 x50 Vision Enhancement
Binoculars, Thermo P 250 x50 Vision Enhancement
Bug Scanner P 500 1' Range


Name: Type: Price: Load: Damage: A/C: Other:
Canteen P 20
Chemsuit P 1,000 2 Hour Air Supply
Compass P 20
Electronic Tool Kit P 500
First Aid Kit P 100
Gloves P 20
Goggles, Low-Light P 400 x50 Vision Enhancement
Goggles, Thermo P 450 x50 Vision Enhancement
Handcuffs P 50
HUD P 600 Uses Video-In
Laptop P 1,500 Scanner Included
Laser Discs P 20 20 Blank CDs
Lockpick Kit P 200 Illegal
Micro-Camcorder P 1,700 2 Hour Duration
Micro-Recorder P 500 5 Hour Duration
Micro-Transceiver P 1,000 2 Mile Range, Multi-Frequency
Portable Flashlight P 50
Portable Headset Phone P 300 Phone and 2-way Radio
Portable Lab P 3,500 See Description
Portable Phone P 200 Phone and 2-way Radio
Portable Stove P 100
Portable Wrist Phone P 300 Phone and 2-way Radio
Radar Jammer P 3,000 1 5 Mile Range
Radio Jammer P 1,500 1/4 Mile Ranage, Illegal
Ration Kit P 50 1 Weeks Worth
Rope P 30 50' Length
Signal Tracker P 200
Still Camera P 40
Sunglasses P 20
Tracking Signal P 500 60 Mile Range
Video Player P 75
Watch P 30
White Noise Generator P 3,000 5' Range
Zoid Examination Suit P 4,000 Strength = 10, 5 Hour Air Supply
Vehicle Tool Kit P 900
Zoid Tool Kit P 4,000




Name: Type: Price: Load: Damage: A/C: Other:
Vehicles:
Cargo Truck P 4,000 HP: 5 Str: 4 Mob: 2 Int:- Arm: 3
Dual Prop Plane (5 Seater) P 25,000 HP: 1 Str: 2 Mob: 6 Int:- Arm: 0
Glider P 10,000 HP: 1 Str: 1 Mob: 2 Int:- Arm: 0
Helicopter (5 Seater) P 25,000 HP: 2 Str: 2 Mob: 5 Int:- Arm: 0
Helicopter (2 Seater, Cargo) P 35,000 HP: 4 Str: 5 Mob: 5 Int:- Arm: 1
Hover Board P 500 HP: 1 Str: 1 Mob: 4 Int:- Arm:-
Hovercraft (W/ Curtain) P 9,000 HP: 1 Str: 2 Mob: 5 Int:- Arm: 0
Hovercraft (W/ Curtain, Cargo) P 50,000 HP: 5 Str: 6 Mob: 4 Int:- Arm: 2
Hovercraft (W/O Curtain) P 15,000 HP: 1 Str: 2 Mob: 6 Int:- Arm: 0
Jeep P 2,000 HP: 2 Str: 3 Mob: 3 Int:- Arm: 1
Jet (30', 18 Seater, 2 Pilots) P 35,000 HP: 3 Str: 4 Mob: 10 Int:- Arm: 1
Jet Ski P 2,000 HP: 1 Str: 1 Mob: 4 Int:- Arm: 0
Motor Boat (12', 5 people) P 4,000 HP: 2 Str: 2 Mob: 4 Int:- Arm: 0
Motor Boat (20', 7 people) P 8,000 HP: 3 Str: 3 Mob: 5 Int:- Arm: 1
Motor Boat (20', 3 People) P 9,000 HP: 3 Str: 3 Mob: 6 Int:- Arm: 0
Motorcycle P 800 HP: 2 Str: 2 Mob: 3 Int:- Arm: 0
Sail Boat (30' Long) P 30,000 HP: 4 Str: 5 Mob: 3 Int:- Arm: 1
Sail Boat (40' Long) P 35,000 HP: 5 Str: 6 Mob: 2 Int:- Arm: 2
Single Prop Plane (2 Seater) P 18,000 HP: 1 Str: 1 Mob: 6 Int:- Arm: 0
Single Prop Plane (5 Seater) P 20,000 HP: 1 Str: 1 Mob: 6 Int:- Arm: 0
Sports Car P 3,000 HP: 2 Str: 3 Mob: 5 Int:- Arm: 1
Trike (2 Person In-Line Seats) P 1,500 HP: 2 Str: 3 Mob: 3 Int:- Arm: 1
Vector Thrust Prop Plane P 35,000 HP: 3 Str: 3 Mob: 6 Int:- Arm: 1
Vector Thrust Jet Plane P 40,000 HP: 3 Str: 4 Mob: 8 Int:- Arm: 1
Yacht (50') P 50,000 HP: 6 Str: 6 Mob: 4 Int:- Arm: 2
Yacht (70') P 60,000 HP: 7 Str: 7 Mob: 4 Int:- Arm: 3
Vehicle Equipment:
Vehicle Cloak P Special - -5 to Hit, See Description
Vehicle Radar P 4,000 1 10 Mile Range
Zoid Weapons - Guns:
4 Barrel Cannon Z 10,000 5 1D6 Damage per Barrel
Belly Gun Z 2,500 3 1D6
Blaster Z 1,500 2 1D6
Booster Cannon Z 17,000 3 2D6 Most have Mobility 9 or 10
Cannon Z 3,000 3 2D4
Dual Barrel Blaster Z 5,000 4 1D6 x 2
Dual Barrel Cannon Z 5,000 5 2D4 Damage per Barrel


Name: Type: Price: Load: Damage: A/C: Other:
Dual Barrel Gun Z 2,000 3 2D4
Dual Vulcan Gun Z 15,000 7 2D4 2D4 per Round (1-8), 320 Rds
Long Range Buster Cannon Z 20,000 7 3D8 + 6 100' Recoil
Mega Cannon Z 8,000 5 per 3D8 + 4 2 Zoids Needed
Mini Gun Z 1,000 2 1D4
Mini Belly Gun Z 2,000 2 1D4 Special
Vulcan Gun Z 8,000 4 1D4 1D4 per Round (1-8), 160 Rds
Missile Launchers:
8 Pod Missle Launcher Z 2,000 2 - Single Load
8 Pod Missle Launcher, x3 Z 4,000 4 - x3 Load
14 Pod Missile Launcher Z 6,000 4 - Single Load
14 Pod Missile Launcher, x3 Z 9,000 6 - x3 Load
Drop Down Missile Launcher Z 700 1 - Single Missile, Single Load
Rapid Fire Missile Launcher Z 6,000 2 - x6 Load, Fires 1-6 per Round
Missiles:
Bomb Z 700 - 3D6
Missile Z 500 - 1D4
Missile, Heat Seeker Z 1,500 - 1D4 +5 Hit, Negates Cloak/Smoke
Missile, High Yield Z 700 - 1D6
Missile, Magnetic Spike Z 1,500 - Special, See Description
Missile, Spike Z 700 - 1D2 Special, See Description
Melee:
Blades Z 700 1 1D4 1D4 for every 3 Mobility Points
Chain Saw Z 3,000 4 2D6
Dual Chain Saw Z 6,000 7 2D6 2D6 Apiece
Electro-Net Gun Z 2,000 2 - Fires Net Pods
Electro-Net Pods Z 1,000 - Special See Description
Laser Blades, L1 Z 13,000 1 3D4 See Description
Laser Blades, L2 Z 20,000 1 3D6 See Description
Laser Strike Claws, L1 Z 10,000 - 2D4 See Description
Laser Strike Claws, L2 Z 17,000 - 2D6 See Description
Laser Strike Claws, L3 Z 25,000 - 2D8 See Description
Multi-Blade Attack System Z 12,000 3 Special See Description, Needs Int of 8
Special:
Charged Particle Cannon, L1 Z 30,000 8 Total or 2D10 Back Mounted, See Description





Name: Type: Price: Load: Damage: A/C: Other:
Cargo Class Weapons:
High Intensity Dual Cannon Z 12,000 11 3D6 + 4 60 Shot Load
Intregrated Cannon Z 50,000 16 3D8 + 8 10 Shot Load
Ultrasaurus Cannons Z 150,000 20 3D10+10 Damage per Shot, 40 Shot Load
Zoid Equipment:
Beke System Z Special - See Description, Not on Int. Org.
Booster Z 15,000 +5 to Mobility for 5 Rds, 3 Uses
Cloak Z Special -5 to Hit, See Description
Crane Z 8,000 30 Ton Lift Capacity
Drill Attachment Z 6,000 Str: 3
Drill Attachment, H. Intensity Z 20,000 Str. 3
Heat Sensors Z 8,000
Jack Hammer Z 5,000 1D4 Str. 3
Jack Hammer, H. Intensity Z 15,000 1D4 Str. 7
Radar Z 4,000 10-Mile Range
Radar Z 15,000 20-Mile Range, Takes all Room
Radar Z 30,000 50-Mile Range, Takes all Room
Shield Z Special See Description
Shovel Z 3,000 Str. 7
Sleeper System Z 700 x Int - Intelligence only 1-6
Smoke Discharger Z 7,000 500 per Recharge, See Descr.
Trailer, Cargo (Covered) Z 1,500 1 Load 3 loaded, HP: 7 Arm: 2
Trailer, Flatbed Z 1,000 1 Load 3 loaded, HP: 5 Arm: 1
Trailer, Lab Z 6,000 3 Special, HP: 10 Arm: 2
Trailer, Medical Z 5,000 3 Special, HP: 10 Arm: 2
Zoid Armor:
Light Armor Z 2,500 1 2 +1 Mob., +1 Str.
Standard Armor Z 4,500 3 3
Enhanced Armor Z 5,500 4 5
Heavy Armor Z 9,000 6 7
Maxis Armor Z 20,000 8 9 -1 Mob., -1 Str., Rare
Polarity Armor Z 35,000 10 11 -1 Mob., -1 Str., Very Rare





Melee Weapons:


Archery Bow:
Type: P
Load: 6
Damage: nil
Base Price: 120
Description: 5 Archery Bow for shooting
Arrows.

Arrows:
Type: P
Load: nil
Damage: 1D4 Normal, 1d10+4 Explosive
Base Price: 20 (for 5) Normal, 100 (apiece)
Explosive
Description: Standard Arrows for Archery
Bow. Explosive Arrows do damage
to anything within 6 of its impact
point.

Bolts:
Type: P
Load: nil
Damage: 1D4 Normal, 1D10+2 Explosive
Base Price: 20 (for 5) Normal, 100 (apiece)
Explosive
Description: Standard Bolts for Cross Bow.
Explosive Bolts do damage to
anything within 6 of its impact
point.

Club:
Type: P
Load: 7
Damage: 1D8
Base Price: 40
Description: Giant wooden Club. Can easily
turn the tide in a hand-to-hand fight.

Crossbow:
Type: P
Load: 3
Damage: nil
Base Price: 150
Description: Pistol type Archery Bow.


Dagger:
Type: P
Load: 1
Damage: 1D2
Base Price: 20
Description: Basic Knife used for very close
combat.



Dart:
Type: P
Load: 1
Damage: nil
Base Price: 20 (for 5)
Description: Small throwing Darts. Tips can be
dipped in any liquid to meet certain
needs.


Hand Razors:
Type: P
Load: 1
Damage: 1D4
Base Price: 80
Description: Three long razors attached to a
glove. These can be worn even
while holding another weapon.



Katana:
Type: P
Load: 3
Damage: 1D6
Base Price: 120
Description: Straight Long Sword. Sheath
can be worn on belt or on back.

Staff:
Type: P
Load: 3
Damage: 1D4 Wooden, 1D6 Metallic
Base Price: 20 Wooden, 100 Metallic, 250
Metallic Collapsible
Description: Pole about 6 in length.
Metallic Collapsible uses a push
button to collapse to 1 is length.







Stun Baton:
Type: P
Load: 2
Damage: 1D4
Base Price: 80
Description: Collapsible metal Baton.
Easily conceals in shoe or
pocket.
Shuriken:
Type: P
Load: 2
Damage: 1D2
Base Price: 50 (for 10)
Description: Small throwing Stars.

Throwing Knife:
Type: P
Load: 2
Damage: 1D4
Base Price: 30
Description: Knife with metal handle thats
equally balanced for throwing.

















Non-Lethal Weapons:


Taser:
Type: P
Load: 1
Damage: Stun Damage, Knocks opponent out
for (1D20 Strength) Rounds.
Base Price: 200
Description: Small gun that fires 2 electrodes
connected by thin wires to the gun. A
roll of 1 for damage means that the
Taser misfired. If damage equaled out
to less than 1 then opponent was just
disoriented for that round and cannot
fight back until the next round. Tasers
are now reusable, it takes 4 rounds for
the gun to reel its wires back in. A
Taser is good for 4 uses before
needing to be recharged. Range is 40.






Stun Gun:
Type: P
Load: 1
Damage: Stun Damage, Knocks opponent out
for (1D20 Strength) Rounds.
Base Price: 99
Description: Small handheld device with 2
electrodes on the tip. A roll of 1 for
damage means that the Stun Gun
didnt activate. If damage equaled out
to less than 1 then opponent was just
disoriented for that round and cannot
fight back until the next round. A Stun
Gun is good for 4 uses before needing
to be recharged.

Tazor Whip:
Type: P
Load: 6
Damage: 1D4 + Stun Damage, Knocks
opponent out for (1D20 Strength)
Hours.
Base Price: 1,000
Description: This special Whip comes with a
rather large backpack to power it.
When turned on the whip is electrified
and discharges on whatever it touches.
The effect also carries over to any
electrical equipment it touches. Easily
destroying computers, shorting out
vehicle engines It has also been
known to subdue Organoids the same
way as Humans. A roll of 1 for
damage means that the hit the user by
accident, the user must then roll for
damage. If damage equaled out to less
than 1 then opponent was just
disoriented for that round and cannot
fight back until the next round.

Net Gun:
Type: P
Load: 2
Damage: No damage Normal, Stun Damage,
Knocks opponent out for (1D20
Strength) Hours Electric
Base Price: 200 Normal, 1,000 Electric
Description: This net gun comes in two types:
Normal and Electric, both types are
about the size of a standard assault
rifle. The normal type simply shoots
out a 15x15 black net to incapacitate
a normal sized victim. The electric
type does the same but also energizes
the same as a stun whip. Both types
have a range of 50.



Pistols:

Palm Pistol:
Type: P
Load: 1
Damage: 1D4
Base Price: 100 (illegal on open market)
Description: This Pistol is the size of a normal
Humans palm and only carries a
single bullet. Range is 150

Colt:
Type: P
Load: 1
Damage: 1D4
Base Price: 200
Description: The smallest pistol you can buy on
the open market. 9 bullets per clip.
Range is 150

Beretta:
Type: P
Load: 2
Damage: 1D6
Base Price: 400
Description: Slightly bigger than the Colt. 12
bullets per clip. Range is 300

Revolver .38:
Type: P
Load: 2
Damage: 1D6 + 1
Base Price: 500
Description: For the classic look and feel. This
gun holds less bullets per round but
packs more of a punch than any hand
held gun. 6 bullets round. Range is
360

Rifles:

Remington:
Type: P
Load: 3
Damage: 1D4
Base Price: 300
Description: A small rifle. Bullets are loaded
individually, 5 shots per load. Range
is 400

Sniper:
Type: P
Load: 4
Damage: 1D8
Base Price: 1,200
Description: A long-range rifle, great for
assassinations. Bullets are loaded
individually, 3 shots per load. Range
is 2,000
Shotgun:
Type: P
Load: 3
Damage: 1D10
Base Price: 200
Description: A short-range rifle that does a lot
of damage at point blank. Shells are
loaded individually, 2 shots per load.
Range is 100









Semi-Automatics:

UZI:
Type: P
Load: 5
Damage: 1D6 per bullet (3 bullets per round)
Base Price: 900
Description: SMG about the size of a large
handgun. Character can choose
wither to fire 1, 2, or 3 shots per
round, each shot is rolled for
separately. 30 bullets per clip. Range
is 360
M-16 Assault Rifle:
Type: P
Load: 6
Damage: 1D6 per bullet (3 bullets per round)
Base Price: 1,100
Description: SMG about the size of a Sniper
Rifle. Character can choose wither to
fire 1, 2, or 3 shots per round, each
shot is rolled for separately. 90
bullets per clip. Range is 420


Pulse Weapons:

Pulse Pistol:
Type: P
Load: 2
Damage: 1D10 + 4 or Stun Damage, Knocks
opponent out for (1D20 Strength) Hours.
Base Price: 1,500
Description: Pistol sized gun that uses
experimental electric pulse technology. Gun
recharges fully in 4 hours from a normal outlet, 6
shots per charge. Range is 360

Pulse Rifle:
Type: P
Load: 2
Damage: 2D10 or Stun Damage, Knocks
opponent out for (1D20 Strength) Hours.
Base Price: 2,200
Description: Assault Rifle sized gun that uses
experimental electric pulse technology. Gun
recharges fully in 8 hours from a normal outlet,
20 shots per charge. Range is 420














Anti-Vehicle Weapons:

AVM:
Type: P, I
Load: 6
Damage: 3D20 Personal / 1D4 Zoid
Base Price: 1,200
Description: A small Anti-Vehicle Missile.
Launcher is disposable and fired
from a shoulder-mounted position.
Range is 1,000


AZM:
Type: P, I
Load: 6
Damage: 3D20 Personal / 1D8 Zoid
Base Price: 2,000
Description: A small Anti-Zoid Missile.
Launcher is disposable and fired
from a shoulder-mounted position.
Range is 1,000

Pulse Cannon:
Type: P, I
Load: 7
Damage: 3D20 + 6 Personal / 1D8 + 8 Zoid
Base Price: 6,000
Description: Assault Cannon sized gun that uses
experimental electric pulse
technology, Cannon is fired from a
shoulder-mounted position and has
a 1x1x1 rechargeable battery that
sits next to the character. Gun
recharges fully in 8 hours from a
normal outlet, 2 shots per charge.
Range is 1,000
















Armor:

Full Body Suit:
Type: P
Load: 3 Normal / 7 Lined
A.C.: 5 Normal / 8 Lined
Base Price: 2,000 Normal / 5,000
Lined
Description: This is an armored uniform
typical of what S.W.A.T. or security might
wear, not including boots or helmet.

Lined Coat:
Type: P
Load: 3
A.C.: 4
Base Price: 1,000
Description: This vest is tailored with
metal plates concealed inside.

Leather Pants:
Type: P
Load: 1
A.C.: 1
Base Price: 80
Description: This pair of leather pants is
thicker than any normal store bought
leather pants.

Lined Vest:
Type: P
Load: 2
A.C.: 3
Base Price: 500
Description: This vest is tailored with
metal plates. It is designed to be worn
outside of normal clothes.

Partial Body Suit:
Type: P
Load: 2 Normal / 5 Lined
A.C.: 3 Normal / 5 Lined
Base Price: 500 Normal / 2,000 Lined
Description: The partial body suit can
easily be worn under baggy clothes
without being noticed.

Riot Shield:
Type: P
Load: 1
A.C.: 3 (While defending, 0 otherwise)
Base Price: 250
Description: A clear shield about 4 by
2. A characters armed combat skill is
used during the round while defending.

Standard Helmet:
Type: P
Load: 0
A.C.: 1
Base Price: 80
Description: A typical motorcycle-type
helmet. It comes in varying shapes and
sizes.

Thick Leather Coat:
Type: P
Load: 1
A.C.: 1
Base Price: 100
Description: This leather coat is thicker
than any normal store bought leather coat.


Items & Equipment:

Android
Price: 8,000 Base + 1,000 per Attribute
Point
Description: Androids are self-reliant
helpers. Theyre
programmed to befriend
their owners and do
assigned tasks like repair,
housework, shopping
Theyre programmed to do
almost everything so their
Intelligence Attribute
determines most of their
rolls. An Androids
Mobility Attribute
determines what they use
to get around (1-4 Four
Legs, 5-7 Wheels, 8-10
Hovers).

Audio Player
Price: 75
Description: A small radio with attached
CD Player/Writer. Can
receive any local channels.

Backpack
Price: 30
Description: A regular sized backpack to
hold any number of small
items.

Binoculars
Price: 100 / 200 Low-light / 250
Thermo-graphic
Description: x50 vision enhancement,
Low-light gives clear vision
in near pitch black,
Thermo-graphic gives heat
signature in any
weather/time & through
some thin walls.
Bug Scanner
Price: 500
Description: Small hand-held device
that scans for any radio
transmitters or electronic
devices with 1 of its
antenna.

Compass
Price: 20
Description: A handheld device that
always points to magnetic
north.

Canteen
Price: 20
Description: a portable water container
that has a shoulder strap.

Chemsuit
Price: 1,000
Description: A rubber suit that fits other
the wearers clothes and
armor. It protects against
chemicals and minor
radiation. Has a 2-hour air
supply.

Electronic Tool Kit
Price: 500
Description: This is a simple tool kit for
working on computers,
small robots Its about
the size of a suitcase and
has a handle for carrying it
around easily





First aid Kit
Price: 100
Description: A basic kit of bandages,
medicine, burn creams,
stints

Gloves
Price: 20
Description: Can either keep your hands
warm on a cold day or
protect your hands when
working with something
hot.

Goggles
Price: 300 / 400 Low-light / 450
Thermo-graphic
Description: Same as Binoculars, but
hands free.

Handcuffs
Price: 50
Description: Metallic handcuffs. Used
to subdue another person.
HUD
Price: 600
Description: A video display that fits
over the users eye. It can
be hooked up to any video
output (TV, Video
Recorder, Laptop)

Laser Discs
Price: 20
Description: 20 Blank CDs ready for
writing.




Laptop
Price: 1,500
Description: A regular computer laptop.
Uses regular CDs or
networks to transfer info.
Also has a small scanner
and printer installed so the
user has everything they
need.

Lockpick Kit
Price: 200 (illegal to buy on open
market)
Description: A toolkit for picking
standard locks. Illegal for
anyone except locksmiths
to own so theyre very hard
to buy on the open market.

Micro-Camcorder
Price: 1,700
Description: Miniature Solid-state
Video/Audio Recorder,
small lens about the size of
a button. Can record for 2
hours.

Micro-Recorder
Price: 500
Description: Miniature Solid-state Audio
Recorder. Can record
about 5 hours of audio at
good resolution.

Micro-Transceiver
Price: 1,000
Description: Voice communication
device with 2-mile range.
Can be configured to
match all common
frequencies and hot-wired
for others. Its about the
size of a button.


Portable Flashlight
Price: 50
Description: A standard LED
Flashlight. Battery power
can last for months of
constant use.

Portable Headset Phone
Price: 300
Description: A standard cordless cell
phone that attaches to the
ear of the user with a
microphone going down to
the mouth.. No monthly
costs. Can also be
configured as a 2-way radio
with another portable
phone of any type.

Portable Phone
Price: 200
Description: A standard cordless cell
phone. No monthly costs.
Can also be configured as a
2-way radio with another
portable phone of any
type.

Portable Stove
Price: 100
Description: A small Stove to heat food
on. Comes with a few
metal pans and mugs.

Portable Wrist Phone
Price: 300
Description: A standard cordless cell
phone that attaches to the
wrist of the user. No
monthly costs. Can also be
configured as a 2-way radio
with another portable
phone of any type.
Radar Jammer
Price: 3,000
Description: A Radar Jammer is about
the size of a cell phone and
scrambles any radar signals
within 5 Miles

Radio Jammer
Price: 1,500 (illegal if used within any
city limits, or without
property owners consent)
Description: Jams all radio frequencies
within mile of device
(give or take terrain layout).

Ration Kit
Price: 50
Description: A pack of MREs (Meals
ready to eat) that will last
about a week. They can be
eaten cold but taste better
heated up.

Respirator
Price: 200
Description: A facemask that filters out
most gases and pathogens.

Rope
Price: 30
Description: 50 of thin, strong rope.

Signal Tracker
Price: 200
Description: This device locates and
tracks any frequency its
tuned to. Built to be used
with Tracking Signal
Devices.




Still Camera
Price: 40
Description: A regular still image digital
camera with mini printer
built in.
Sunglasses
Price: 20
Description: Just a pair of sunglasses.
Can help with working on
a bright day
.
Tracking Signal
Price: 500
Description: A small device about the
size of a candy bar that
transmits a signal that can
be tracked. Different
frequencies are available.
Range is about 60 miles
with regular terrain.

Vehicle Tool Kit
Price: 900
Description: A normal toolkit for
working on standard
combustion engines,
suspension systems, and
other various vehicle parts
(Mini torch, hand tools,
jack stands). The kit is
just small enough to fit in a
car truck.

Video Player
Price: 75
Description: A 13-inch screen television
with attached CD Video
Player/Writer. Can receive
any local channels.




Watch
Price: 30
Description: A time-telling device.
Comes in both wrist &
pocket models.

White Noise Generator
Price: 3,000
Description: Small device about the size
of a Walkman that clips
onto belt. It detects
sounds and immediately
sends out the correct
opposite sound to cancel
out the original. Most
human ears cannot detect
the process and hear
nothing at all. Can cancel
out most small sounds
(talking normally,
footsteps) with 5, but
not large sounds (yelling,
explosions).

Zoid Examination Suit
Price: 4,000
Description: A bulky chemsuit that also
protects against major
radiation. Has a 5-hour air
supply. Suit increases the
wearers strength to 10.
Suit needs to be recharged
after its 5-hour use period.


Zoid Tool Kit
Price: 4,000
Description: A normal toolkit for
working on Zoid systems.
Armor cannot be repaired
with this kit, but all
mechanical systems can be.
If the Zoid doesnt have
enough time to heal an
injury by itself then this kit
can be of great use. This
kit is very large and can
barely fit in the back on a
full sized pickup.









Portable Lab
Price: 3,500
Description: This lab is a collection of
tools and devices. The lab
fits in a small portable
trunk about 2 x 2 x 4 in
size and contains the
following items:
Microscope w/slides
Bright Lamp
Burners (2)
Beakers and Test Tubes
Incubation Chamber (about the size of a
VCR)
Instrument Tray (Scalpels, Tweezers, Pins,
Tape, Needles,
Calculator)
Small Refrigerator
Chemical Cabinet
Centrifuge for Test Tubes
Toxic Analyzer
Small Generator to power all the devices


















Vehicles and Transportation:


Cargo Truck
Price: 4,000
Description: A large truck capable of
transporting equipment,
weapons, people... This
vehicle is 4-wheel drive and
can handle most terrain.
H.P.: 5
Str.: 4
Mob.: 2
Int.: 0
Arm.: 3

Glider
Price: 10,000
Description: A Glider is usually only
used to joy ride because it
has no power of its own. It
has to be towed to a high
altitude or launched by
some type of catapult. A
Pilots skill is used to keep it
aloft (one-half an hour per
each Airplane skill point or
Glider concentration skill
point)
H.P.: 1
Str.: 1
Mob.: 2
Int.: 0
Arm.: 0





Helicopter
Price: 25,000 (5 Seater) / 35,000 (2
Seater Cargo)
Description: Helicopters come in one of
two types, Passenger or
Cargo.

5 Seater / 2 Seater
H.P.: 1 H.P.:4
Str.: 1 Str.:5
Mob.: 5 Mob.:5
Int.: 0 Int.:0
Arm.: 0 Arm.:1










Hover Board
Price: 500
Description: A high-speed surfboard
capable of carrying 1 large
person or 2 small children.
Very maneuverable and runs
off a combination of fuel
and solar power.

H.P.: 1
Str.: 1
Mob.: 4
Int.: 0
Arm.: 0






Hovercraft
Price: 9,000 (Curtain, 2 Seater) / 50,000
(Curtain, Cargo) / 15,000
(No Curtain, 2 Seater)
Description: Hovercrafts use air pressure
to hover over the ground
and water. Crafts with no
curtains are faster, but need
more power to levitate.
Cargo type Hovercrafts
usually can carry up to 2
large vehicles plus the 3-
man crew.
C 2 Seat / C Cargo / NC 2 Seat
H.P.: 1 H.P.:5 H.P.: 1
Str.: 2 Str.:6 Str.:2
Mob.: 5 Mob.:4 Mob.:6
Int.: 0 Int.:0 Int.:0
Arm.: 0 Arm.:2 Arm.:0




Jeep
Price: 2,000
Description: A small vehicle capable of
transporting up to 7 people.
This vehicle is 4-wheel drive
and can handle most terrain.
H.P.: 2
Str.: 3
Mob.: 3
Int.: 0
Arm.: 1


Jet
Price: 35,000
Description: This is a 30 long private jet
capable of carrying up to 18
people plus the 2 pilots.
H.P.: 3
Str.: 4
Mob.: 10
Int.: 0
Arm.: 1




Motor Boat
Price: 4,000 (12 Long, 5 People) / 8,000 (20 Long, 7 People) / 9,000 (20 Long, 3 People)
/ 2,000 (Jet Ski)
Description: Motor Boats are classic Speedboats. They come in various shapes and sizes
but the pricing is dependent on its stats.
12 Long / 20 Long / 20 Long / Jet Ski
H.P.: 2 H.P.:3 H.P.: 3 H.P.:1
Str.: 2 Str.:3 Str.:3 Str.:1
Mob.: 4 Mob.:5 Mob.:6 Mob.:4
Int.: 0 Int.:0 Int.:0 Int.:0
Arm.: 0 Arm.:1 Arm.:0 Arm.:0

Motorcycle
Price: 800
Description: A small bike capable of
transporting up to 2 people. This vehicle
is 1-wheel drive and can handle most
terrain because of its size
H.P.: 2
Str.: 2
Mob.: 3
Int.: 0
Arm.: 0


Prop Plane
Price: 18,000 (Single Prop, 2 Seater) /
20,000 (Single Prop, 5
Seater) / 25,000 (Dual Prop,
5 Seater)
Description: These are simple Propeller
powered aircraft. They
come in various types but
their prices are dependant
on their stats.
SP 2 Seat / SP 5 Seat / DP 5 Seat
H.P.: 1 H.P.:1 H.P.: 1
Str.: 1 Str.:1 Str.:2
Mob.: 6 Mob.:6 Mob.:6
Int.: 0 Int.:0 Int.:0
Arm.: 0 Arm.:0 Arm.:0





Sail Boat
Price: 30,000 (30 Long) / 35,000 (40
Long)
Description: Sailboats make great
pleasure ships, but arent
very fast. They only use
fuel for their generators so
that makes them very
efficient.
30 Long / 40 Long
H.P.: 4 H.P.:5
Str.: 5 Str.:6
Mob.: 3 Mob.:2
Int.: 0 Int.:0
Arm.: 1 Arm.:2

Sports Car
Price: 3,000
Description: A status symbol capable of
transporting up to 2 people.
This vehicle is 2-wheel drive
and best left to roads or
smooth terrain.

H.P.: 2
Str.: 3
Mob.: 5
Int.: 0
Arm.: 1

Trike
Price: 1,500
Description: This is a type of three-
wheeled Motorcycle. The
dual wheels are either in the
front or back dependant on
the buyers preference. Two
people can ride it front and
back.

H.P.: 2
Str.: 3
Mob.: 3
Int.: 0
Arm.: 1











Vector Thrust Plane
Price: 35,000 (Propeller) / 40,000 (Jet)
Description: These planes have their
engines mounted on their
wings. They can hover (with
the engines vertical) or fly
normally (with the engines
horizontal). They come
either as Cargo Type (Load
is Strength) or Passenger
Type (12 Seater plus 2
Pilots)

Prop / Jet
H.P.: 3 H.P.:3
Str.: 3 Str.:4
Mob.: 6 Mob.:8
Int.: 0 Int.:0
Arm.: 1 Arm.:1



Yacht
Price: 50,000 (50 Long) / 70,000 (70
Long)
Description: Yachts are huge Pleasure
Motor Boats. They are
usually owned by the rich
and famous.
50 Long / 70 Long
H.P.: 6 H.P.:7
Str.: 6 Str.:7
Mob.: 4 Mob.:4
Int.: 0 Int.:0
Arm.: 2 Arm.:3


Vehicle Equipment:

Radar
Price: 4,000
Description: 10-mile range. Mounts on
top of vehicle and has a
Load of 1.










Cloak
Price: 20,000 Base Installation + 3,000
per (Every Point of
Vehicle Strength 10)
Description: A cloaking system renders
a Vehicle completely
invisible. This creates a
5 to hit the cloaked target.
A computer maintains the
cloak and any damaging
impact disables it because
of shape changes to the
vehicles surface. Driving
through water or mud
would of course give the
equipped vehicle away.





Zoid Weapons:

Notes:
Any weapon can be mounted on any part of the Zoid (Head, Back, Side L/R, Head, or
Arms if applicable).
If only one weapon is mounted on one side of a Zoid, or if the weapon on one side has a
different load as the weapon on the other side then there is a 1 penalty per every 2 points
of load difference to every action. (ei. A load of 2 on left & a load of 5 on right would
create a 2 penalty to every action)
Unless otherwise specified every stock Gun, Cannon, Blaster can actively hold 20 rounds
per barrel before needing to be physically reloaded.

Mini Gun:
Type: Z
Load: 2
Damage: 1D4
Base Price: 1,000
Description: Just a standard Zoid
mounted gun with a single
barrel.

Dual Barrel Gun:
Type: Z
Load: 3
Damage: 2D4
Base Price: 2,000
Description: A dual barrel mini gun
setup.

Cannon:
Type: Z
Load: 3
Damage: 2D4
Base Price: 3,000
Description: A single barrel cannon. It
fires rounds much bigger
than a standard gun and
negates any long-range
penalties.
Dual Barrel Cannon:
Type: Z
Load: 5
Damage: 2D4 per Barrel
Base Price: 5,000
Description: Both barrels of this cannon
can be fired together or
one at a time if needed and
negates any long-range
penalties.

4-Barrel Cannon:
Type: Z
Load: 5
Damage: 1D6 per Barrel
Base Price: 10,000
Description: All barrels of this cannon
can be fired together or
one at a time if needed and
negates any long-range
penalties. This setup is
ultra light.








Mega Cannon:
Type: Z
Load: 5 per Zoid
Damage: 3D8 + 4
Base Price: 8,000
Description: This cannon is so large that
2 Zoids are needed to use it.




Blaster:
Type: Z
Load: 2
Damage: 1D6
Base Price: 1,500
Description: Blasters fire small plasma
rounds.

Dual Barrel Blaster:
Type: Z
Load: 4
Damage: 1D6 X 2
Base Price: 5,000
Description: Both barrels of this blaster
have to be fired at the
same time

Long Range Buster Cannon:
Type: Z
Load: 7
Damage: 3D8 + 6
Base Price: 20,000
Description: This Cannon is the closest
you can get to a Charged
Particle Cannon. The
recoil knocks the
equipped Zoid back 100.












Mini Belly Gun:
Type: Z
Load: 2
Damage: 1D4
Base Price: 2,000
Description: This 3 barrel mini gun is
special in that in can
attach to a 2-barrel
cannon or a regular belly
gun if the Zoid can
support the combined
load for that body part.
Belly Gun:
Type: Z
Load: 3
Damage: 1D6
Base Price: 2,500
Description: This 3 barrel gun can be
loaded anywhere on a
Zoid but is specially built
for the belly.

Vulcan Gun:
Type: Z
Load: 4
Damage: 1D4 X Shots fired per round
(8 max)
Base Price: 8,000
Description: This gatlin gun comes in
varying shapes and sizes
but always fires 8 shots per
round max and holds 160
rounds (8 X 20).







Dual Vulcan Gun:
Type: Z
Load: 7
Damage: 2D4 X Shots fired per round (8 max)
Base Price: 15,000
Description: This version holds 320 rounds (8 X 40) and can fire up to 8 dual shots per
round max.









Booster Cannon:
Type: Z
Load: 3
Damage: 2D6
Base Price: 17,000
Description: This is the cannon that
comes with the lightening
saix. A Zoid must have a
mobility of at least 9 to
equip it. Itll give a Zoid
with a mobility of 9 a
boost to 14, or with a
mobility 10 a boost to 15
for 5 rounds while
traveling in a straight line.
The boosters have 3 uses
max and recover 1 use
every 5 hours. The
boosters can be cut off
prematurely for a change
in direction and then
engaged again but the
short duration will still
count as a full use.

Drop Down Missile Launcher:
Type: Z
Load: 1
Damage: Nil
Base Price: 700
Description: This is just a simple
exposed missile launcher
that can fire a single
missile. Its usually loaded
on wings because the
missile drops down about
a foot before igniting. The
drop down missile
launcher can also support
bombs as well.








8-Pod Missile Launcher:
Type: Z
Load: 2 Single Load / 4 X3 Load
Damage: Nil
Base Price: 2,000 Single Load / 4,000
X3
Load
Description: This launcher can fire all 8
missiles or less at once.













14-Pod Missile Launcher:
Type: Z
Load: 4 Single Load / 6 X3 Load
Damage: Nil
Base Price: 6,000 Single Load / 9,000
X3 Load
Description: This launcher can fire all
14 missiles or less at once.


Rapid Fire Missile Launcher:
Type: Z
Load: 2
Damage: Nil
Base Price: 6,000
Description: This launcher is best used
up winged Zoids and
holds a payload of 6
missiles. It fire up to all
six per round.




Missiles:
Type: Z
Load: Nil
Damage: 1D4 Standard / 1D6 High
Yield / 1D4 Heat Seeker
(Apiece)
Base Price: 500 standard / 700 High
Yield / 1,500 Heat Seeker
(Apiece)
Description: Both types of missiles can
be fired from any type of
launcher. Heat seeking
missiles give a + 5 to hit
and negate any
cloak/smoke penalties.




























Spike Missiles:
Type: Z
Load: Nil
Damage: 1-2 if impacting
Base Price: 700 (Apiece)
Description: Spike missiles are fired
over the target and
barrage the area (100
square feet per missile)
with thick steel spikes.
On a successful hit roll
any Zoid in the area must
roll to dodge (Mobility +
1D10 vrs 5 + 1D10) or be
hit with a spike. The
resulting area conditions
reduce any Zoids mobility
in the field to 4.








Bomb:
Type: Z
Load: Nil
Damage: 3D6
Base Price: 700
Description: Bombs can only be
dropped and have no
propulsion system.












Blades:
Type: Z
Load: 1
Damage: 1D4 per Every 3 Mobility
Points of Zoid
Base Price: 700
Description: Blades are usually
equipped on the sides of a
Zoid. The attacker and
target must be in close
proximity for the attack to
work and one action is
needed to charge at the
target if the blades are
attached to the side. If the
blades are attached to
limbs then the attack can
be made immediately if
the opponents are side by
side.





Chain Saw:
Type: Z
Load: 4 Single / 7 Dual
Damage: 2D6 Apiece
Base Price: 3,000
Description: Chain saws are close
proximity weapons.
Charging into an
opponent has no added
effect to damage.

Electro-Net Gun:
Type: Z
Load: 2
Damage: Special
Base Price: 2,000 / + 1,000 per Net Pod
Description: To determine out come of
an impact: Roll 2D4 vs
target Zoids Strength. If
the attacker successes
then the target Zoids
system will crash,
rendering it immobile.



Multi-Blade Attack System:
Type: Z Load: 3 (Intelligence of 8)
Damage: 2D6 per Blade (6) / 1D4 per Gun (2)
Base Price: 12,000
Description: This is an all purpose weapon. It is equipped with 6 blades for up close
combat and 2 guns for distance combat. The blades are energy charged and
can be spun (like a mixer) in 2 sets of three to create 6D6 Damage for each
set or they can be used one at a time to slice. Because they are on limbs
of their own a charge is not required for an attack.










Laser Strike Claws:
Type: Z
Load: Nil (Requires Claws on Zoid)
Damage: 2D4 + Special for L1 / 2D6 + Special for L2 / 2D8 + Special for L3
Base Price: 10,000 L1 / 17,000 L2 / 25,000 L3
Description: Laser strike claws replaced the existing claws on a given Zoid. A keynote to
remember is that if the added claws are ever destroyed the Zoid can only re-
grow the original claws that it had. 1 round must be taken to charge the
target Zoid for an attack. On a damage roll of 6-8 (L1), 11-12 (L2), 15-16
(L3) the target Zoid loses one of its weapons (first side, then back, then
head). If it has no weapons then it loses one of its front limbs. Laser
strike claws are energized and share the same properties as laser blades.

Magnetic Spike Missiles:
Price: 1,500 per Missile
Load: Nil
Damage: 1-2 if impacting
Description: Spike missiles are fired
over the target and
barrage the area (100
square feet per missile)
with thick steel spikes.
On a successful hit roll
any Zoid in the area must
roll to dodge (Mobility +
1D10 vrs 5 + 1D10) or be
hit with a spike. The
resulting area conditions
reduce any Zoids mobility
in the field to 4. Any
bullets or missiles will
veer off course because of
the magnetic fields.




*(Beke Systems can analyze and compensate in 2
Rds.)















Laser Blades:
Type: Z
Load: 1
Damage: 3D4 + Special for L1 / 3D6 + Special for L2
Base Price: 13,000 L1 / 20,000 L2
Description: Laser Blades are normally equipped on the sides of Zoids and draw their
power directly from the Zoids core. The player making the attack can make
a called shot during the round it takes to charge the target (slice a
mounted weapon, a limb, or the target itself), and on a damage roll of 11-12
(for L1) or 17-18 (for L2), the called shot will be sliced through and
destroyed.

Charged Particle Cannon:
Type: Z
Load: 8 Back Mounted Cannon / Nil Interior
Damage: Special or 2D10 for L1 / Special or 3D10 for L2 / Special or 3D20 for L3
Base Price: 30,000 Back Mounted Cannon (L1 Only)
Description: Also known as Plasma Particle Guns, CPCs are the most destructive
weapons on Zi. They come in 2 types, back mounted and interior, the latter
of which cannot be bought because its part of the Zoid. The L1 CPC has a
15 radius and completely destroys the target if 4 over the target # is rolled
during the attack. The L2 CPC has a 30 radius and completely destroys the
target if 4 over the target # is rolled during the attack plus the target has a
1 penalty to dodge. The L3 CPC has a 100 radius and completely destroys
the target if 4 over the target # is rolled during the attack plus the target has
a 3 penalty to dodge. The only known objects immune to charged
particles are energized blades or shields.
Notes: If the charged particle blast hits the
ground then everything is
destroyed within a 2-mile (L2), or
4-mile (L3) radius of the impact
zone. The CPC also takes 1 round
to charge up for each round firing.
The CPC can also destroy the
Zoid firing if it has no armor
equipped (50% chance). The
range of this weapon is also nearly
unlimited (500 miles at least).









Cargo Class Weapons:

Gravity Cannon:
Type: Z
Load: 24
Damage: Total within 1-Mile Radius
Base Price: Not Available
Description: There is only one gravity
cannon on Zi. It is
currently a museum in
New Helic City. There are
also no shells remaining in
existence. The specially
made shells were designed
to collapse in on
themselves before impact
and create a temporary
singularity which crushed
everything within one mile.

High Intensity Dual Cannon:
Type: Z
Load: 11
Damage: 3D6 + 4
Base Price: 12,000
Description: This weapon sits on a
rotary-type base and one
gunner usually mans it
although it can be
automated. It has a 60
shot load (30 per barrel).






Integrated Cannon:
Type: Z
Load: 16
Damage: 3D8 + 8 Per Shot
Base Price: 50,000
Description: This is a smaller single
version of the ultrasaurus
cannons built to be
concealed. The cannon
has a 10 shot load.


Ultrasaurus Cannons:
Type: Z
Load: 20
Damage: 3D10 + 10 Per Shot
Base Price: 150,000
Description: These cannons are mounted on the sides of a cargo class Zoid (2 on each
side). The shells alone are the size of a normal Zoid. The cannons have a 10
shot load each (40 in all).




Zoid Armor:

Light Armor:
Type: Z
Load: 1
A.C.: 2
Price: 2,500
Other: +1 Strength, +1 Mobility plus any
Normal Penalties

Standard Armor:
Type: Z
Load: 3
A.C.: 3
Price: 4,500

Enhanced Armor:
Type: Z
Load: 4
A.C.: 5
Price: 5,500

Heavy Armor:
Type: Z
Load: 6
A.C.: 7
Price: 9,000

Maxis Armor:
Type: Z
Load: 8
A.C.: 9
Price: 20,000 (Rare)
Other: -1 Strength, -1 Mobility plus any
Normal Penalties

Polarity Armor:
Type: Z
Load: 10
A.C.: 11
Price: 35,000 (Very Rare)
Other: -1 Strength, -1 Mobility plus any
Normal Penalties




























Zoid Equipment:

Beke System
Price: 10,000 Base Installation + (2,000 x Intelligence) + (1,000 x Skill Point)
Description: A Beke System is an Artificial Intelligence Sleeper System that is installed
right outside of a Zoids Core. It not only has an intelligence attribute but
also the following skills: Zoid Pilot Ground/Pilot Air/Pilot Cargo/Pilot
Water, Zoid Weapon Melee/Weapon Ranged, Military Theory, and
Computer. Each of these skills requires at least 1 point on installation. A
Beke System cannot be installed in a Zoid with an Artificial Organoid, but a
true Organoid can join with the Zoid and override a Beke Systems control.

Booster
Price: 15,000
Description: Boosters attach to the back of a Zoid and give a +5 to their mobility for 5
rounds while traveling in a straight line. Boosters have 3 uses max and
recover 1 use every 5 hours. The boosters can be cut off prematurely for a
change in direction and then engaged again but the short duration will still
count as a full use.

Cloak
Price: 20,000 Base Installation + 3,000 per (Every Point of Zoid Intelligence 10)
Description: A cloaking system renders a Zoid completely invisible. This creates a 5 to
hit the cloaked target. The Zoid mentally maintains the cloak and any impact
disables it by distracting the Zoid whether damage was dealt or not. If
damage was involved then the cloak cannot be reactivated until the Zoids
repaired. Walking through water or mud would of course give the equipped
Zoid away.

Crane
Price: 8,000
Description: A crane attachment is mostly
used on Ground Hugging
Zoids like the Gustav and
replacs any item or weapon
currently there. The crane
has a lifting capacity of 30
tons.









Drill Attachment
Price: 6,000 Standard / 20,000 High Intensity
Description: A drill attachment is about the size of a Zoid arm or leg and has its own
power source, but charges off of the Zoids Core. The standard drill has a
strength value of 3 and is meant for rock/cement cutting. The high intensity
drill has a strength value of 9 and can cut metals. It can replace an existing
limb or be held at a 1 to all actions using it. The drill has a 1D4 damage as a
weapon regardless of type.
Heat Sensors
Price: 8,000
Description: Heat sensors give the pilot the ability to see the heat signature of any object
regardless of the time of day or conditions. This add-on renders the target
Zoids cloaking system or smoke discharger useless and can see through some
walls (wood, paper, and thin metal if the target is close to the wall).

Jack Hammer
Price: 5,000 Standard / 15,000 High Intensity
Description: A Jack Hammer attachment is about the size of a Zoid arm or leg and has its
own power source, but charges off of the Zoids Core. The standard
Hammer has a strength value of 3 and is meant for shattering rock/cement.
The high intensity Hammer has a strength value of 8 and can hold up while
forming/pounding metals. It can replace an existing limb or be held at a 2
to all actions using it. The jackhammer has 1D4 damage as a weapon
regardless of type.

Shovel
Price: 3,000
Description: The shovel must be attached to a Zoid in some fashion. Usually its used on
Guysacks (replacing the claws) or any type of Ground hugging Zoid. The
shovel has a strength value of 7 for moving most metals/earth or for
demolition. The shovel is too slow to be used as a real weapon.

Radar
Price: 4,000 10-Mile Range / 15,000 20-Mile Range / 30,000 50-Mile Range
Description: A radar system gives a clear view of the battle up to its particular range. You
cannot see details of objects inside their range, just their location, and walls
cannot be penetrated. Radar dishes are mounted on a Zoids back, and
because theyre light theres no load restrictions. 20 and 50-mile range dishes
take up too much room to share space with weapons or items on a Zoids
back.




Shield
Price: 15,000 Base Installation + 3,000
per 5 HP
Description: Shield systems protect the
equipped Zoid and are
usually mounted on the
head, but can be fixed
aiming in other directions
during installation. The
only area not protected by
a shield is the area opposite
of it, and itll absorb all
damage that the an
oncoming attack deals up
to its max HP. Then any
damage leftover goes to

equipped Zoid. There are, however,
restrictions on how strong a shield can be
for each Zoid. A Zoid can only power a
shield as strong as its strength X 5 (ei:
Zoid strength of 4 can only power a shield
with a max HP of 20). Shields recover 1
HP per 10 rds.

Sleeper System
Price: 700 x Intelligence Attribute
Description: A Sleeper System is a computer that fits into the cockpit of a Zoid and
replaces the Pilot. It can be programmed for anything (holding the Zoid in
one place until needed, battling, transporting) A Sleepers Intelligence can
only be 1-6 and is used for all of its Zoid Skills. Potential doesnt apply to a
Sleeper System

Smoke Discharger
Price: 7,000 / 500 for each recharge
Description: A smoke discharger creates a dark cloud mile in diameter around the
equipped Zoid on a still day or night. The cloud disperses in 10 rounds
normally, minus one round for every 10 mile per hour of wind present. The
cloud creates a 5 to attack for any Zoid not equipped with heat sensors,
Radar reduces this modifier to just -1.

Trailer, Cargo (Covered)
Price: 1,500
Description: Only certain Zoids can tow a Cargo Trailer. Each trailer can support up to
one normal sized Zoid. Its Load is increased up to 3 depending on cargo
size. Another trailer can be hitched up behind it.
H.P.: 7
Arm.: 2
Load: 1



Trailer, Flatbed
Price: 1,000
Description: Only certain Zoids can tow a Flatbed Trailer. Each trailer can support up to
one normal sized Zoid. Its Load is increased up to 3 depending on cargo
size. Another trailer can be hitched up behind it.



H.P.: 5
Arm.: 1
Load: 1


Trailer, Lab
Price: 6,000
Description: Only certain Zoids can tow
a Medical Trailer. This
trailer contains means for
holding and examining
contaminated materials
(both biological and/or
radioactive). It is equipped
with an external crane for
transporting objects in or
out. This trailer has no
hitch in the rear but can be
towed behind another.
H.P.: 10
Arm.: 2
Load: 3






Trailer, Medical
Price: 5,000
Description: Only certain Zoids can tow a Medical Trailer. This Trailer is a small portable
hospital with 20 beds. Using it cuts normal healing in half (if the user has a
Medical of at least 1or Biology Skill of at least 6). This trailer has no hitch in
the rear but can be towed behind another.
H.P.: 10
Arm.: 2
Load: 3



Zoid Catalog:

(Zoid Name):
Type:
Land Transverses all physical terrain
Water - Zoid can swim and sustain pilot underwater
(Non-Water Zoids have a 20-minute air supply
for pilot)
Low Alt. Zoid can hover on the ground and reach a distance
of mile from ground in short bursts
Med. Alt Zoid can reach a distance of up to 5 miles from
ground
High Alt. Zoid can fly to the tip of the atmosphere where air
is extremely thin
Price: The current price for the Zoid
Availability:
Very Low Nearly impossible to find
Low Hard to find, usually involves a lot of traveling and false
leads
Common Normally found in most major towns or cities
High Easy to find. Bought in nearly any town
HP:
Hit Points
Strength:
Mobility:
Intelligence:
Basic Armor:
Evolution Stage: Evolution stages for reference
Potential: What any characters Zoid Pilot Skill x 3 must equal to or exceed in order for the
character to pilot that Zoid
Basic Weapons: A list of the Zoids weapons plus damage (Any missile launchers that
naturally come with a Zoid are X3 Load)
Special Abilities: Anything special about that Zoid (Shields, Cloaking)
Description: The Zoids basic description
Cons: Anything bad about the Zoid



Note: Any attribute in Red = 2
nd
Evolution Stage, Blue = 3
rd
Evolution Stage
Load Rules: - If 2 Weapons are placed on a particular part of a Zoid use the total of both
loads. Ex: If a Zoid with a Strength of 8 has 2 Back Mounted Weapons (a
Load of 4 and a load of 2), then the Zoids Back has a total Load of 6
currently on it.
A Zoids Head, Legs, Arms (if applicable), Tail, and Sides have half of the
Load Strength of the back or Belly (Str / 2)

Zoid Index:

Berserk Fury
Cannon Tortoise
Demantis
Dibison
Double Sworder
Elephander
Geno Saurer
Godos
Gojulas
Gordos
Gun Bluster
Gustav
Guysack
Hammer Head
Hel DiGunner
HelCat
Iron Kong
Liger, Blade
Liger, Shield
Liger, Zero
Lightening Saix
Maccurtis
Molga
Pteras
Raynos
Red / Dark Horn
Redler
Rev Raptor
Saber Tiger
Shadow Fox
Sinker
Sniper, Geno
Sniper, Gun
Spino Sapper
Stealth Viper
Storm Sworder
Tracker Hound
War Shark
Wolf, Command
Wolf Konig
Zabat

Base Zoids:
Hammer Kyser
Hover Cargo
Ultra Saurus
Whale King

Special Zoids:
Death Saurer


Death Stinger Geno Breaker

Berserk Fury:
Type: Land / Low Alt.
Price: 10,000
Availability: Very Low
HP: 22 / (32) / (42)
Strength: 4
Mobility: 6
Intelligence: 6 / (8) / (10)
Basic Armor: 1
Evolution Stage: 1 / (2) / (3)
Potential: 16 / (18) / (20)
Basic Weapons: Charged particle cannon
(L1)
Special Abilities: Normal Boosters on legs
for low Alt Flight.



Description: The Berserk Fury is a
Dinosaur type Zoid that grows in
intelligence as it evolves. This package
includes no armor so if one is found
for sale be sure to buy armor extra.
Cons: While firing the charged particle
cannon the Berserk Fury is stuck
facing that direction.


(Shown with armor and extra weapons)



Cannon Tortoise:
Type: Land
Price: 7,000
Availability: Common
HP: 25 / (38) / (54)
Strength: 5 / (6) / (8)
Mobility: 1
Intelligence: 3
Basic Armor: 6 / (7) / (8)
Evolution Stage: 1 / (2) / (3)
Potential: 9 / (10) / (12)
Basic Weapons: None
Special Abilities: Trailer Capable

Description: The Cannon Tortoise is great
for carrying large back mounted long
range weapons. It gets stronger and
more armored as it evolves.
Cons: No Claws, Can only be equipped
with one back mounted weapon.

(Shown With mounted Cannon)






Demantis:
Type: Land / (Low Alt.)
Price: 4,000
Availability: Common
HP: 16 / (26) / (36)
Strength: 2
Mobility: 4 / (6) / (8)
Intelligence: 3
Basic Armor: 3
Evolution Stage: 1 / (2) / (3)
Potential: 9 / (11) / (13)
Basic Weapons: Small wrist guns (2) 1D4
apiece, front claws (2)
1D6 apiece
Special Abilities: None

Description: This unit is great in mass. It
gets faster and gains low altitude flight
as it evolves.
Cons: None







Dibison:
Type: Land
Price: 15,000
Availability: Common
HP: 31 / (44) / (57)
Strength: 7 / (8) / (9)
Mobility: 5
Intelligence: 5
Basic Armor: 7
Evolution Stage: 1 / (2) / (3)
Potential: 17 / (18) / (19)
Basic Weapons: Permanent back mounted
cannons (15) 2D4 x #
fired, small tail gun 1D4,
horns 2D6
Special Abilities: Long range radar


Description: The Dibison is an army in
itself. Although it has permanent
mounted back cannons it can still
handle an extra back mounted weapon
behind it.
Cons: None




(Shown with head mounted missile pods)
Double Sworder:
Type: Land / (Low Alt.)
Price: 25,000 / (30,000) / (31,000)
Availability: Very Low
HP: 28 / (41) / (54)
Strength: 6 / (7) / (8)
Mobility: 5
Intelligence: 6
Basic Armor: 4
Evolution Stage: 1 / (2) / (3)
Potential: 17 / (18) / (19)
Basic Weapons: Pincers 2D8 (3D6), head
mounted guns (2) 1D6
apiece
Special Abilities: None
Description: A giant insect type Zoid
Cons: Cannot use side mounted weapons








Elephander:
Type: Land
Price: 20,000
Availability: Very Low
HP: 34
Strength: 8
Mobility: 4
Intelligence: 5
Basic Armor: 6
Evolution Stage: 1
Potential: 17
Basic Weapons: Trunk grapple claw
(special damage), trunk
rapid fire cannon 1D6 x 3
Special Abilities: Shield (HP: 20)




Description: A giant mammoth type Zoid.
When using the grapple claw to grab
an opponent roll Characters Pilot
skill vrs. target Zoids mobility. If the


character successes then the
opponent is dragged into the
elephanders tusks and receives 2D10
damage
Cons: None

(Shown with extra weapons)
Geno Saurer:
Type: Land / Low Alt.
Price: 45,000
Availability: Very Low
HP: 34
Strength: 8
Mobility: 7
Intelligence: 7
Basic Armor: 7
Evolution Stage: 1 / (Special)
Potential: 22
Basic Weapons: Permanent head mounted
gun 1D6, Charged particle
cannon (L2), Whip Claws
(special damage)
Special Abilities: None






Description: The Geno Saurer is a very
rare Zoid. Special facilities are
needed to engineer them and they are
very combat motivated. Their claws
can be whipped forward to the
distance of 500 and grab an
opponent (Characters Pilot skill vrs.
the opponent Zoids mobility). The
other Zoid can be either dragged to
the Geno Saurer for a point blank
shot or thrown into another
opponent within the 500 range. This
Zoids evolution changes it radically
Cons: While firing the charged particle
cannon the Geno Saurer is stuck
facing that direction.

(Shown with back mounted gun)
Godos:
Type: Land
Price: 4,000
Availability: High
HP: 31
Strength: 7
Mobility: 4
Intelligence: 2
Basic Armor: 4
Evolution Stage: 1
Potential: 13
Basic Weapons: None


Special Abilities: None


Description: The Godos is usually left to
physical labor like construction and
demolition work. This Zoid has
never been known to evolve.
Cons: None

Gojulas:
Type: Land
Price: 22,000
Availability: Low
HP: 40 / (50) / (60)
Strength: 10
Mobility: 2 / (3) / (4)
Intelligence: 6
Basic Armor: 8
Evolution Stage: 1 / (2) / (3)
Potential: 18 / (19) / (20)
Basic Weapons: Back mounted cannons
(2) 2D8 apiece
Special Abilities: Can carry 2 side
mounted weapons on
each side.

Description: A large dinosaur type Zoid
capable of carrying massive firepower.
Cons: Because this Zoid is too big to
kneel down completely any short-
range back mounted guns would be
useless (As if youd really want to
replace its basic cannons.)


Gordos:
Type: Land
Price: 7,000
Availability: High
HP: 28 / (38) / (48)
Strength: 6
Mobility: 5
Intelligence: 6
Basic Armor: 5
Evolution Stage: 1 / (special) / (special)
Potential: 17 / (17) / (17)
Basic Weapons: None
Special Abilities: None





Description: The Gordos is very
rambunctious during battle (the
reason has always been unknown),
and this Zoid bonds very closely to
its pilot over a period of time. Each
time in evolves it gives its long-term
pilot a +4 (to his/her pilot skill) for
just that Gordos.
Cons: None



Gun Bluster:
Type: Land
Price: 22,000
Availability: High
HP: 28
Strength: 6
Mobility: 2
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 12
Basic Weapons: Cluster of 8 guns on
back: 3 cannons 1D8, 3
long range guns 1D6, 2
short range guns 1D4
Special Abilities: Trailer capable, cluster
can heal

Description: The Gun Bluster is a walking
armada. It isnt very fast but is great
for providing cover from a distance
with the ability to fight up close if
needed
Cons: Cannot equip with extra back
mounted weapons





Gustav:
Type: Land
Price: 5,000
Availability: High
HP: 34
Strength: 8
Mobility: 1
Intelligence: 2
Basic Armor: 10
Evolution Stage: 1
Potential: 11


Basic Weapons: Concealed front double-
barreled gun 1D6
Special Abilities: 10-mile range radar,
trailer capable


Description: A Gustav is a giant pill bug
that is mainly used for transport but
comes in handy for special missions
that requires a Zoid with a lot of
armor. The cockpit can fit 4 people
comfortably and 6 squeezed in. It'
also the only Zoid that uses wheels
instead of legs
Cons: None


Guysack:
Type: Land / Digger
Price: 8,000 / (10,000) / (15,000)
Availability: Low
HP: 25 / (38) / (51)
Strength: 5 / (6) / (7)
Mobility: 6
Intelligence: 4
Basic Armor: 3
Evolution Stage: 1 / (2) / (3)
Potential: 15 / (16) / (17)
Basic Weapons: Tail gun 1D4, claws 1D4
apiece
Special Abilities: None
Description: The Guysack is a scorpion
type Zoid that is usually used in desert
regions. No matter what color it is
originally it always changes colors
when it evolves
Cons: Cannot use side mounted weapons














Hammer Head:
Type: Water / (High Alt)
Price: 13,000 / (17,000)
Availability: Low
HP: 28 / (41)
Strength: 6 / (7)
Mobility: 6 / (4)
Intelligence: 4
Basic Armor: 4 / (5)
Evolution Stage: 1 / (2)
Potential: 16 / (15)
Basic Weapons: Special: Evolution 1 has 4
forward torpedo launchers, 1D4
apiece, and 8 pod missile launchers
(aimed up) on back. Evolution 2
loses the 8 pod missile launchers and
the forward torpedo launchers
convert to also handle missiles 1D6
plus the original torpedoes 1D4
Special Abilities: None
Description: The Hammerhead is one of
the only Zoids to become easier to
control after it evolves. The first
stage of its evolution is a fighter class
sub with a single cockpit but it
increases in size dramatically when it
evolves. It gains a cargo space
(enough for 12 people comfortably), a
2-pilot cockpit, and 2 separate areas
for use as a kitchen and bathroom


Cons: The evolution 1 type cannot be
equipped with back mounted
weapons because of its built in
missile launchers


(Evolution 1)

(Evolution 2)















Hel DiGunner:
Type: Land / Digger
Price: 12,000
Availability: Low
HP: 22
Strength: 4
Mobility: 7
Intelligence: 7
Basic Armor: 4
Evolution Stage: 1
Potential: 18
Basic Weapons: Tail Blades 1D8, belly
gun 1D4
Special Abilities: Can climb strait up any
walls and across any
ceilings that can support
its weight

Description: This is a Gecko class Zoid
that is extremely versatile in close-
range combat, especially in caverns or
closed in areas.
Cons: Cannot use side mounted weapons


(Shown with back mounted weapon)



HelCat:
Type: Land
Price: 20,000 / (22,000)
Availability: Low
HP: 25 / (35)
Strength: 5
Mobility: 6 / (8)
Intelligence: 6
Basic Armor: 5
Evolution Stage: 1 / (2)
Potential: 17 / (19)
Basic Weapons: None
Special Abilities: Visible Cloak

Description: This Zoid can visibly cloak
itself from radar and visuals. Its
evolution gives it a slightly slicker
appearance and great speed
Cons: None

(Shown with back mounted weapon)





Iron Kong:
Type: Land
Price: 20,000 / (25,000)
Availability: Low
HP: 40 / (50)
Strength: 10
Mobility: 3
Intelligence: 6
Basic Armor: 8
Evolution Stage: 1 / (2)
Potential: 19 / (19)
Basic Weapons: Punch 2D4
Special Abilities: Can use an extra back
mounted weapon on
each arm using the same
rules that apply to mount
weapons on head


Description: The only Zoid to mimic the
appearance of the human race this
one is also the strongest. The Iron
Kong is very slow but make up for it
by being extremely versatile at long-
range and short-range combat. It
gains the ability to handle more
damage when it evolves
Cons: None


(Shown with weapons equipped)

Liger, Blade:
Type: Land
Price: 20,000
Availability: Very Low
HP: 25
Strength: 5
Mobility: 9
Intelligence: 7
Basic Armor: 5
Evolution Stage: 2 (of Shield Liger)
Potential: 21
Basic Weapons: 2 Side mounted laser
blades (L2), blades fire
short-range bolts 1D6, belly
gun 1D6
Special Abilities: Shield (HP: 15), Back
booster (mobility: 12 for 3
rounds max)

Description: This is the second evolution
of the Shield Liger. The only ability it
retains from its previous form is its
shield. The blades can be positioned
forward and out to the sides to fire in
those directions
Cons: Cannot use back or side mounted
weapons unless they attach to the
blade base (Load 2 or less)




Liger, Shield:
Type: Land
Price: 12,000
Availability: Low
HP: 25
Strength: 5
Mobility: 7
Intelligence: 7
Basic Armor: 5
Evolution Stage: 1 / (Special)
Potential: 19
Basic Weapons: 2 concealed 4-pod side-
mounted missile launchers
1D4 apiece, concealed
back mounted gun 1D6
Special Abilities: Shield (HP: 15)

Description: The Shield Liger is a high
performance Zoid that is great for
close combat. Its evolution changes it
dramatically
Cons: Cannot use back or side mounted
weapons because of the weapons
already present





Liger 0:
Type: Land
Price: 7,000
Availability: Low
HP: 28
Strength: 6
Mobility: 8
Intelligence: 6
Basic Armor: 1
Evolution Stage: 1
Potential: 20
Basic Weapons: Strike Laser Claw (2D4
plus special)
Special Abilities: None





Description: This is any customizers
dream Zoid. Like the Berserk Fury it
comes with only the single weapon
thats built into it and no armor.
Keep that in mind when making your
purchase. This Zoid has never been
known to evolve although it is related
in some way to the Shield and Blade
Ligers.
Cons: None


(Shown with armor and back mounted boosters)


Lightening Saix:
Type: Land
Price: 18,000
Availability: Low
HP: 22
Strength: 4
Mobility: 10
Intelligence: 6
Basic Armor: 4
Evolution Stage: 1
Potential: 20
Basic Weapons: Back mounted Booster
Cannon 2D6 (mobility: 15
for 5 rounds max)
Special Abilities: None


Description: This is the fastest land Zoid
available. It has not been known to
evolve
Cons: None




Maccurtis:
Type: Land / Water
Price: 8,000
Availability: Low
HP: 25
Strength: 5
Mobility: 3
Intelligence: 3
Basic Armor: 5
Evolution Stage: 1
Potential: 11
Basic Weapons: Forward gun inside head
area 1D4, 2 rear guns 1D4
apiece
Special Abilities: Claws for object
manipulation

Description: This a small Crayfish type
Zoid that can only carry a single pilot
in the lying down position
Cons: Cannot use head or side mounted
weapons


(Shown with battle damage: Right claw missing)





Molga:
Type: Land
Price: 4,000
Availability: High
HP: 22
Strength: 4
Mobility: 5
Intelligence: 1
Basic Armor: 5
Evolution Stage: 1
Potential: 10
Basic Weapons: Concealed back mounted
cannon 1D6


Special Abilities: Even though the head is
connected to the body directly it can
still handle a separate weapon as
normal
Description: The Molga is a Caterpillar
type Zoid. Its the only other Zoid
besides the Gustav to use wheels
(although it still has middle and rear
legs
Cons: None



Pteras:
Type: Med Alt.
Price: 7,000
Availability: High
HP: 28
Strength: 6
Mobility: 6
Intelligence: 3
Basic Armor: 3
Evolution Stage: 1
Potential: 15
Basic Weapons: 2 2-pod missile launchers
on neck 1D4 apiece, and 1
head mounted gun 1D4
Special Abilities: Can use wing-mounted
weapons



Description: The Pteras is the standard
flying Zoid for most nations on
planet Zi. Its extremely versatile for
it works in all terrain and can use
most weapons and items available for
flying Zoids. The Pteras is rumored
to have evolved into a Zoid called the
Ptera Striker but no physical evidence
has ever been found
Cons: Cannot use extra head mounted
weapons




Raynos:
Type: Med Alt.
Price: 17,000
Availability: Very Low
HP: 22
Strength: 4
Mobility: 10
Intelligence: 4
Basic Armor: 3
Evolution Stage: 1
Potential: 18
Basic Weapons: 5 barrel forward gun 1D4
apiece, 2 rear guns 1D4
apiece
Special Abilities: 20-mile radar

Description: The Raynos is one of the
fastest 2 air Zoids in existence. The
back mounted radar dish can be
removed in favor of another weapon
or stronger radar but that would
decrease speed dramatically
Cons: Cannot use extra weapons or items
anywhere except on its back (refer to
description)




Red/Dark Horn:
Type: Land
Price: 17,000
Availability: High
HP: 37
Strength: 9
Mobility: 4
Intelligence: 3
Basic Armor: 7
Evolution Stage: 1
Potential: 16
Basic Weapons: Horn 2D4, twin back
mounted vulcan guns 2D6
apiece


Special Abilities: Head plate counts as a
physical shield when Red/Dark Horn
is attacked from the front (HP: 20)
Description: Red Horns and Dark Horns
are basically the same except for their
colors. Neither breed have been
known to evolve
Cons: Cannot use head mounted weapons
because of head plate





Redler:
Type: Med Alt.
Price: 12,000
Availability: High
HP: 28
Strength: 6
Mobility: 7
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 17
Basic Weapons: None
Special Abilities: None


Description: Redlers are the only dragon
type Zoids known to exist. They
make the perfect fighter because
theyre nearly as strong as the Pteras
but faster. Redlers have never been
known to evolve
Cons: None



Rev Raptor:
Type: Land
Price: 9,000
Availability: High
HP: 22
Strength: 4
Mobility: 6
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 14
Basic Weapons: 2 arm mounted guns 1D4
apiece, 2 back mounted
blades 2D8 apiece (destroys a
weapon on opponent if
either dice rolls an 8), front
claws 1D4 apiece

Special Abilities: None
Description: The Zoid is great in close
combat because its small and
maneuverable
Cons: Cannot use back mounted weapons
without removing blades






Saber Tiger:
Type: Land
Price: 9,000
Availability: High
HP: 31
Strength: 7
Mobility: 8
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 19
Basic Weapons: Bite 1D4, belly mounted
gun 1D6
Special Abilities: None

Description: Saber Tigers are great
fighters because of their strength and
maneuverability on the battlefield.
Cons: None

(Shown with extra belly mounted gun)



Shadow Fox:
Type: Land
Price: 8,000
Availability: Very Low
HP: 31
Strength: 7
Mobility: 9
Intelligence: 8
Basic Armor: 5
Evolution Stage: 1
Potential: 24
Basic Weapons: Strike Laser Claw (2D4
plus special), Zoid size stun
net concealed in tail (special
damage)
Special Abilities: Smoke discharger, heat,
stealth, and cloak sensors,
back gun can aim 90 degrees
to either side

Description: The Shadow Fox is a mystery
to most Zoid researchers. Theres no
record of it up until around 50 years
ago and theyre very rare to find. If
they were created recently then
theyre the newest Zoids to be created
in centuries
Cons: None


(Shown with back mounted vulcan gun)



Sinker:
Type: Low Alt. / Water
Price: 7,000
Availability: High
HP: 28
Strength: 6
Mobility: 7 (air) / 5 (water)
Intelligence: 2
Basic Armor: 5
Evolution Stage: 1
Potential: 15
Basic Weapons: None
Special Abilities: None


Description: The Sinker is a stingray type
Zoid that is much faster in the air
than in the water
Cons: Cannot use head mounted weapons

(Shown with missiles under wings)



Sniper, Geno:
Type: Land
Price: 25,000
Availability: Very Low
HP: 41
Strength: 7
Mobility: 8
Intelligence: 7
Basic Armor: 8
Evolution Stage: 2 (special)
Potential: 22
Basic Weapons: 8 independent missiles
throughout body 2D4
apiece, 2 8-pod missile
launchers 1D4 apiece, long-
range sniper tail gun 3D6, 2
arm guns 1D4 apiece,
extendable strike claws 1D4
apiece
Special Abilities: None

Description: The Geno Sniper is the
second evolution of the Gun Sniper.
Its evolution changes it into its own
small armada
Cons: Cannot use top head mounted
weapons








Sniper, Gun:
Type: Land
Price: 13,000
Availability: High
HP: 31
Strength: 7
Mobility: 8
Intelligence: 5
Basic Armor: 4
Evolution Stage: 1
Potential: 20
Basic Weapons: 2 8-pod missile launchers
1D4 apiece, long-range
sniper tail gun 3D6, 2 arm
guns 1D4 apiece
Special Abilities: None

Description: The Gun Sniper is a dinosaur
class Zoid thats great for long-range
combat. Its evolution changes
dramatically into the Geno Sniper
Cons: Cannot use top head mounted
weapons




Spino Sapper:
Type: Land
Price: 13,000
Availability: Low
HP: 34
Strength: 8
Mobility: 6
Intelligence: 4
Basic Armor: 7
Evolution Stage: 1
Potential: 18
Basic Weapons: 2 back-mounted chain
saws 2D8 apiece (a roll of 8
on either dice results in a
destroyed weapon or Zoid
body part)
Special Abilities: None

Description: The Spino Sapper is a
dinosaur class Zoid that is best used
for close-range combat unless
customized for other uses. The back
mounted saws easily extend forward
past the head or to the sides of the
main body
Cons: Cannot use head mounted weapons


(Shown with extra tail mounted gun)


Stealth Viper:
Type: Land / (Digger)
Price: 6,000 / (8,000)
Availability: High / (Low)
HP: 28 / (38)
Strength: 6
Mobility: 5 / (8)
Intelligence: 4
Basic Armor: 6 / (7)
Evolution Stage: 1 / (2)
Potential: 15 / (18)
Basic Weapons: 2 side head mounted guns
1D4 apiece, after evolution:
1 extra tail gun
Special Abilities: Smoke discharger and
heat sensors

Description: The Stealth Viper is the only
snake type Zoid to exist. Its
evolution gives it the ability to travel
underground and also makes it
slightly longer
Cons: None

(Shown with back mounted cannon)



Storm Sworder:
Type: High Alt.
Price: 20,000 / (30,000)
Availability: Low / (Very Low)
HP: 31 / (41)
Strength: 7
Mobility: 10
Intelligence: 5
Basic Armor: 7
Evolution Stage: 1 / (2 SSS)
Potential: 22
Basic Weapons: 2 wing mounted laser
blades (L2), 1 head mounted
laser blade (L1), triple sword
missiles (3, must be fired
together) 1D6 apiece
Special Abilities: Radar and heat stealth


Description: The Storm Sworder is an air
combat Zoid made for dog fighting
and close-range combat. Its basically
the air equivalent of the Blade Liger
although it can be equipped with
other weapons as well. Its evolution
changes it into the Stealth Storm
Sworder whose color will always
become black
Cons: Cannot use head mounted weapons

(Storm Sworder level 1)



Tracker Hound:
Type: Land
Price: 9,000
Availability: High
HP: 25
Strength: 5
Mobility: 8
Intelligence: 6
Basic Armor: 4
Evolution Stage: 1
Potential: 19
Basic Weapons: Special Laser Claw (L1,
uses du-claws behind paws)
Special Abilities: Ability to track any Zoid
or Zoid Core that has been
in an area in the past three
days even in bad weather. If
the Tracker Hound has
encountered that Zoid before
then itll know what kind it is
by sensing its trail. Its rarely
able to track air-born Zoids
because of the altitude
difference

Description: The Tracker Hound doesnt
come with many weapons and has
never been known to evolve, but it
has an ability to track other Zoids that
no scientist has ever been able to
understand or duplicate
Cons: None



(Shown with back mounted cannon)




War Shark:
Type: Water / (Digger)
Price: 7,000 / (15,000)
Availability: High / (Very Low)
HP: 25 / (35)
Strength: 5
Mobility: 8
Intelligence: 4 / (6)
Basic Armor: 6
Evolution Stage: 1 / (2)
Potential: 17 / (19)
Basic Weapons: None

Special Abilities: Back mounted booster
(Mobility 10 for 3 rounds)
Description: The War Shark is a great
underwater fighter. Its evolution
gives it the ability to travel under
ground as well.
Cons: Cannot use head mounted weapons

(Shown with back mounted missile launcher)


Wolf, Command:
Type: Land
Price: 8,000
Availability: High
HP: 28
Strength: 6
Mobility: 7
Intelligence: 4
Basic Armor: 6
Evolution Stage: 1 / (special)
Potential: 17
Basic Weapons: None
Special Abilities: None

Description: The Wolf is usually the base
firepower for every army. Theyre
extremely versatile and make great
companions. Their evolution changes
them dramatically into the Konig
Wolf
Cons: None




Wolf, Konig:
Type: Land
Price: 12,000
Availability: Low
HP: 25
Strength: 5
Mobility: 8
Intelligence: 5
Basic Armor: 5
Evolution Stage: 2 (special)
Potential: 18
Basic Weapons: 2 side-mount cannons
2D4 apiece
Special Abilities: None






Description: The Konig Wolf is the
second evolution of the Command
Wolf. What it looses in strength it
makes up for with greater speed. Its
side mounted cannons can be
maneuvered like a Blade Ligers laser
blades so they can be aimed forward
and up (for long-range), down and
forward (for close-range), or two the
sides (for intense close range combat)
Cons: Cannot use side mounted weapons
at all or back mounted weapons
unless the pilot doesnt mind losing
the cannons long-range ability


Zabat:
Type: Med Alt.
Price: 14,000
Availability: Low
HP: 25
Strength: 5
Mobility: 7
Intelligence: 5
Basic Armor: 4
Evolution Stage: 1
Potential: 17
Basic Weapons: None
Special Abilities: Stealth and Cloak
detection sensors, pilot
can see at night as good
as day, 20-mile radar

Description: The Zabat makes a good
night bomber because of its ability to
see everything in the area no matter
what the conditions
Cons: Cannot use head mounted weapons


(Shown with wing mounted guns)






















Hover Cargo:
Type: Land / Water
Price: 80,000
Availability: High
HP: 55
Strength: 15
Mobility: 4
Intelligence: 1
Basic Armor: 15
Evolution Stage: 1
Potential: 20
Basic Weapons: 2 forward cannons 2D4
apiece, 2 side cannons 2D8
apiece
Special Abilities: Zoid hovers so it can
travel on land, over water,
and under water

Description: The Hover Cargo is a giant
snail capable of holding up to 5 Zoids
throughout its body. It has an
internal maintenance center for
working on other Zoids so characters
can remove weapons, armor, etc
themselves with ease. The Hover
Cargo also has a magnetic catapult in
its uppermost section for launching
Zoids out in front of it
Cons: None

Ultra Saurus:
Type: Land / Water
Price: 800,000
Availability: Low
HP: 85
Strength: 25
Mobility: 2
Intelligence: 4
Basic Armor: 20
Evolution Stage: 1
Potential: 31
Basic Weapons: 4 front cannons 2D4
apiece, 2 rear cannons 2D4
apiece
Special Abilities: None




Description: The Ultra Saurus is a biggest
transport Zoid, being capable of
holding up to 150 Zoids throughout
its body. It has an internal
maintenance center for working on
other Zoids so characters can remove
weapons, armor, etc themselves with
ease. The Ultra Saurus has a large
door on its Belly for off loading Zoids
to the ground or it has a smaller door
on its back for launching flying Zoids.
Cons: None

(Shown with 4 side mounted cannons)


Whale King:
Type: Med Alt. / Water
Price: 120,000
Availability: High
HP: 61
Strength: 17
Mobility: 9
Intelligence: 1
Basic Armor: 12
Evolution Stage: 1
Potential: 27
Basic Weapons: 8 side cannons 2D4
apiece facing outwards
Special Abilities: Zoid hovers


Description: The Whale King is a huge
transport Zoid, being capable of
holding up to 40 Zoids throughout its
body. It has an internal maintenance
center for working on other Zoids so
characters can remove weapons,
armor, etc themselves with ease. The
Whale King has an elevator-type door
on its belly for lowering up to 6 Zoids
to the ground or it can open its
mouth for Zoids to use as a ramp
Cons: None


Hammer Kyser:
Type: Special Alt. / Water
Price: Unavailable
Availability: Unavailable
HP: 61
Strength: 17
Mobility: 6
Intelligence: 5
Basic Armor: 12
Evolution Stage: 2 Special
Potential: 28
Basic Weapons: 6 forward cannons 2D4
apiece facing outwards
Special Abilities: Zoid hovers, able to
reach low orbit

Description: The Hammer Kyser is a
crossbreed between a Whale King and
an evolved Hammerhead. Only one
has been known to exist and was
destroyed shortly after discovery
Cons: None






Death Saurer:
Type: Land
Price: Not Available
Availability: Not Available
HP: 100
Strength: 30
Mobility: 15
Intelligence: 15
Basic Armor: 20
Evolution Stage: 1
Potential: None, no true pilot
Basic Weapons: Rapid-fire head mounted
gun 2D8 X 3 per round,
Charged particle cannon
(L3), back aimed back
mounted gun 2D4, back
aimed tail mounted gun
2D4, 4 8-missile pods
mounted on tail 1D4 per
missile, forward aimed belly
mounted laser 2D6 (slices
Zoid on roll of 10-12)
Special Abilities: Full body shield (HP:
50); Charged particle
cannon can freely alter aim.
Core can survive outside of
Death Saurer for centuries
by attaching itself to a host
(this gives the host near
immortality, but the core
feeds off the hosts evil)

Description: The Death Saurer is the
embodiment of evil on planet Zi. It
was created by the ancients for some
unknown reason and nearly became
the cause for their extinction. The
Death Saurer does not have a cockpit
and can only be controlled either by a
Zoidian who has joined with its core
or a normal human (who the Death
Saurer truly controls in the end) who
stays within close contact with it.
Either person must be truly evil at
heart in order to be associated with
the beast. The Death Saurer was
destroyed over a century ago and any
remains were buried with the Zoid
Eve
Cons: None















Death Stinger:
Type: Land, Digger, Water
Price: Not Available
Availability: Not Available
HP: 85
Strength: 25
Mobility: 15
Intelligence: 12
Basic Armor: 20
Evolution Stage: 1
Potential: 52
Basic Weapons: Forward claws 2D10
crush damage, rear claws
2D8 crush damage, blades
on front claws (L2), back
mounted sonic cannon
2D8, 4 tail cannons (2
aimed off to each side or
froward together) 2D4
apiece, charged particle
cannon (L3)
Special Abilities: Full body shield (HP:
50), Although the Zoids
potential is 52 any truly evil
humanoid can pilot it.
This Zoid forgoes the
pilots experience it favor
of pure destruction, but
good people can pilot it if
they are skilled enough

Description: The Death Stinger was
created from two advanced scorpion-
type Zoids that were originally created
to destroy the Death Saurer back in
the ancients time of near destruction.
Since the scorpions were created
especially to destroy the Death
Stinger inherited this trait 2-fold and
lives to fight without consideration
for any lives involved. This Zoid was
last seen in Zoid Eve over a century
ago after its core was ripped out.
Cons: None


(Full body shield causes the Zoid to glow red)















Geno Breaker:
Type: Land / Low Alt.
Price: Not available
Availability: Not available
HP: 44
Strength: 8
Mobility: 7
Intelligence: 7
Basic Armor: 10
Evolution Stage: 2
Potential: 22
Basic Weapons: Charged particle cannon
(L3), Whip Claws (special
damage), 2 leg mounted
rapid-fire cannons 1D4 X
3 per round, side mounted
claw/shield plates (claws:
3D6 crushing damage,
shield plates HP: 30)
Special Abilities: Shield (HP: 40), can fire
charged particle cannon
while flying and can freely
alter aim by using this
method





Description: The Geno Breaker is the
evolution of the Geno Saurer. They
gain many auxiliary weapons and
abilities at the cost of the original 2
guns. Their claws can be whipped
forward to the distance of 500 and
grab an opponent (Characters Pilot
skill vrs. the opponent Zoids
mobility). The other Zoid can be
either dragged to the Geno Breaker
for a point blank shot or thrown into
another opponent within the 500
range. The only Geno Breaker
known to exist has not been seen in
decades. Exactly how this Zoid was
coaxed into evolving is a mystery
Cons: While firing the charged particle
cannon from the ground the Geno
Breaker is stuck facing that direction.
Shield Plate must be intact to engage
Energy Shield.











Hover Cargo Specifications:

Type: Land / Water
Price: 80,000
Availability: High
HP: 55
Strength: 15
Mobility: 4
Intelligence: 1
Basic Armor: 15
Evolution Stage: 1
Potential: 20




Basic Weapons: 2 forward cannons 2D4 apiece, 2 side cannons 2D8 apiece
Special Abilities: Zoid hovers so it can travel on land, over water, and under water
Description: The Hover Cargo is a giant snail capable of holding up to 5 Zoids throughout its body.
It has an internal maintenance center for working on other Zoids so characters can remove
weapons, armor, etc themselves with ease. The Hover Cargo also has a magnetic catapult in its
uppermost section for launching Zoids out in front of it
Cons: None

This is an in-depth look at the Hovercargo for those who own one.

The Hovercargo can carry up to 5 normal sized Zoids within and can launch those Zoids 5 different
ways. There is a bay door in the rear for entering/exiting the cargo area, either side of the cargo
area opens up and folds down for exiting the cargo area, and a magnetic catapult above the cargo
area for launching Zoids out in front of the Hovercargo. The head also holds a single Zoid.

There are 8 separate living quarters in the rear of the Hovercargo. Each of which has one fully
equipped bathroom and one queen sized bed, along with closet and bedroom-type amities. The
forward habitable areas contain the bridge (on top), planning room, dining/living room, and
storage lockers.

The hover system takes up the entire bottom part of the Zoid and keeps the Hovercargo 5 feet off
the ground while in transit. The Zoid just sits flatly on the ground while parked. This mode of
travel allows the Hovercargo to travel over the large bodies of water or, if reconfigured, to hover
over the ground when underwater and travel in that mode. If launching Zoids while under water
the cargo area (or forward bay) must be flooded before opening.

While normally slow (Mobility of 4), the Hovercargo slows to Mob 3 if traveling underwater.
Traveling over large bodies of water has no effect to speed.








1. Personnel areas
2. Zoid areas
3. Mechanical areas

The floor of the cargo area acts as an elevator, which moves along the back wall to deliver a
Zoid to either the 2
nd
level storage bay or the magnetic catapult on the 3
rd
level. The storage
area in the head holds a single Zoid for travel or repairs. To enter and exit the entire head
flips up and back so the Zoid can walk/run out the front.

The mechanical area in the top rear of the Hovercargo is the engine for forward/backward
mobility. The actual engines extend out to either side of the Zoid (the rear cannons are
mounted on top of the extensions).



Inventions:

This is a list of items that were invented and used throughout the series but are not sold in
the open market. A lot of these items were only used for a short period or by an evil faction
that was eventually defeated (the inventions being forgotten or lost).

Even though some of these inventions no longer exist this list reminds players what can be
invented and used throughout the game. When inventing something the character should
use its skill(s) that is deemed appropriate (Computer, Electronics, Zoid Repair), and the
GM should take into account the price and availability of the parts needed and a place to
work.

Example: A character (Cynthia) is attempting to create an Android from
scratch. Shed need a shop to work in (if she owns a home it would do)
plus tools to work with (Electronic Tool Kit would do). Shed need the
parts (easy to come by. The GM should determine the price). And shed
need her Computer Skill (to program), and her Electronics Skill (for the
Electronic/Moving parts). The GM would choose a target # depending
on the difficulty for each skill, lets say 12 for Electronics and 13 for
Computer. The GM also decides that building an Android (after
collecting all the parts) would take about a week, 3 days for the
building (Electronics) and 3 days for programming (Computer) with
the Attributes shes specified that she wants it to have. The GM also
decides that each success over the Target # will take 8 hours off of the
projected time.

So Cynthia is now ready to get started. Shes bought the tools and parts
she needs (Electronic Tool Kit, plus parts from the local Flea Market that
the GM supplied and priced). She also has a place to work.

The Body: Cynthia has an Electronics skill of 7 and building the body for
the Android usually takes 3 days (according to the GM). She rolls a
1D10 and rolls a 6. This gives her a total of 13 (7+6=13), so 8 hours are
taken off of her 3 days (The body is completed in 3 days 2 hours).

The Brain: Cynthia has a Computer skill of 7 also and another 3 days
to program her new Android. She rolls a 1D10 and rolls a 4. This gives
her a total of 11 (7+4=11), so she failed and has nothing to show for
those 3 days. Cynthia has time to kill so she tries again and rolls an 8
this time, which gives her a total of 15 (7+8=15). The two extra
successes take 16 hours off of her original projected build time. So she
finishes programming it in 2 days 20 hours.

So all in all it took Cynthia 9 days and 10 hours to build her new android.




Known Past Inventions:

Charged Particle Resistant Shield:
Description: This is a modified type of shield that uses the same technology that naturally
occurs when Laser Blades interact with normal shields. The shield itself gains immunity to
Charged Particles but it still feels the force of the blast and takes damage from it (2D6 for
L1, 3D6 for L2, 4D6 for L3).

Dark Judge:
Description: Dark Judges are androids created by a rogue faction some time ago that tried
to take over the Zoid Battle Commission. The Judges arent known to exist anymore but
were programmed to judge battles in favor of the faction that launched them. They would
commonly overlook infringements by its favored team and strongly enforce warped rules
against the other team. This made battling against the faction extremely difficult.

Battle Jack:
Description: This is a giant sphere (about twice the size of a normal Zoid) that can be
launched from a large cannon (usually from the head of a Whale King). The sphere then
rolls at high speed on its own (controlled by whomever from a distance), usually towards
any Zoids on the battlefield, and impacts them head-on (4D6 damage on impact plus a 3 in 4
chance of a System Freeze).

Energy Barrier:
Description: An Energy Barrier is exactly what it seems to be. The user sets up multiple
posts about 30 high and 40 yards apart and when energized they create an energy barrier
between them. The barrier itself doesnt damage anything contacting it but the impact itself
could do damage (GMs discretion, same damage as running into a wall). The barrier is easily
strong enough to deflect a normal sized Zoid. The HP of the barrier is determined by the
GM when the system is created.

Dome Shield:
Description: This is an Energy Barrier taken a step further. Its set up the same way as an
Energy Barrier but the posts must complete a large circle. When energized they create a
large energy dome (Black, so light cant penetrate) that covers the entire area surrounded by
the posts. The barrier itself doesnt damage anything contacting it but the impact itself could
do damage (GMs discretion, same damage as running into a wall). The barrier is easily
strong enough to deflect a normal sized Zoid. The GM determines the HP of the barrier
when the system is created.

Different Armors:
Description: This is a generalization of the different armors that have been created for
Zoids in the past (Jager, Snyder, and Panzer type Liger armors The modified Elephander
armor). This is included to show that characters can create custom armors. The GM
usually has to work closely with character creating new armor so that things arent taken too
far. Itd be really easy to create an invincible Zoid that way.


Organoid Rules:

Organoid creation is usually left up to the GM. As a rule theyre very rare to come by and
are definitely NOT bought in stores. Organoids are easiest to train/befriend right after
birth, but its still possible with an older, experienced one.

When training/befriending an Organoid role a 1D20, then subtract your Strength +
Intelligence. The result is the number of hours it takes to train the creature. A role of 20 is
a Catastrophic Failure (meaning the Organoid got away); a role of 1 is an automatic
success (The Organoid is trained in a matter of minutes and was more willing).

Hours Training = 1D20 - (Strength + lntelligence)

Hit Points: Strength + (Level x 10)

Strength: 2 + 1D8
Dexterity: 2 + 1D8
Armor: 2 + 1D8
Intelligence: 2 + 1D8

Level: 1-5 (Starts out at 1 regardless)
Organoids do not use an experience-based system like Player/Characters do. They usually
level in battle and only when the GM thinks its ready to. It could take years for an
Organoid to reach its max level, or just a few months It depends on the pilot and the
circumstances.

Level 1:
* Organoid can fuse with a Zoid and handle the weapon & defense Systems for the Pilot (Pilots skills double
when piloting Zoid. If the Organoid is piloting it alone then its Intelligence is its Piloting/Weapons Skill).
* Organoid triples Zoids normal healing speed (Only when fused).
* Can completely restore a Zoid to max once (If the core is alive).
Level 2:
* Organoid gains the ability to fly long distances (wings or thrusters).
Level 3:
* Gains ability to carry one humanoid in its chest cavity while flying.
* Can evolve one Zoid to the next Evolution Stage (takes a few days), OR it can restore another one Zoid as
before.
Level 4:
* Organoid Quadruples Zoids normal healing speed (Only when fused).
* Can increase Zoids Mobility to 10 for 10 rounds once per day.


* Can completely restore a Zoid to Max (If the core is alive) once every 2 months.
* Can carry an extra person in flight by carrying them in mouth, claws, or on back.
Level 5:
* Can instantly evolve a Zoid to its NEXT Evolution until it leaves it. Afterward, any extra parts gained falls
to the ground and the Zoid returns to normal. The Organoid can only sustain this for:
# Rounds = (Strength x 2)


Integrated Organoid:



An Integrated Organoid is a highly combat orientated AI that is permanently attached to a
Zoids core. This AI learns from its past battles and betters itself. Who built these
Organoids is unknown, but a makeshift Integrated Organoid was built shortly before the
Ultimate Death Saurer battle by a major in the Empire.

This type of Organoid cannot be bought and are nearly impossible to find (there are
currently only two in existence). One of which was not even noticed for years after the Zoid
was bought.

This type of Organoid has the following bonuses:

+1 to dodge any Zoid it first encounters
+3 to dodge any Zoid its battled before
+2 to the Zoids normal Intelligence









Note 1: Any Zoid with an Integrated Organoid chooses its own pilot and will reject anybody
else that enters the cockpit. It cant eject its pilot, but it can refuse any and all commands.

Note 2: It is the players responsibility to keep track of what Zoids his Organoid has battled
before.


Zoid Battle Commission:

The Zoid Battle Commission (ZBC) regulates all sanctioned battles in the current
government. They handle everything including the mainstream bets on competitions.
Although the joined planetary governments donate to the ZBC for continuing operation
they earn enough money alone in bets, pay-per-view, and live shows to operate on their own.

The ZBC central is currently located on an Ultrasaurus so that they can move where needed
throughout the allowed zones outside of cities. This transport Zoid has been proven big
enough to support any and all Zoid battles and the coordination of all the judge satellites in
orbit. Smaller facilities owned by the ZBC exist throughout the central continent as
redundancy, but usually are not needed.

Registering with the ZBC is free of charge. To keep a proper registration the team must
keep all changing information regarding their team up to date with the ZBC and complete all
offered battles as required.

Team Classes:

The ZBC operates by splitting Zoid teams into separate classes, starting low in class and
working their way up through battles. The higher the ranking, the better the prize money.
The prize money is split up among the team. The challenging team is also legally allowed to
offer added prize money (to entice the opposing team).

Class C (Starting class, $1,000 per win)
Class B (2
nd
class, $2,000 per win)
Class A (3
rd
class, $3,000 per win)
Class S (Special Class, $5,000 per win)

You progress through these classes by defeating a certain number of teams in each class.
Each class varies in its difficulty to surpass and there are rules governing wins, loses, and
forfeiture*.

Class C: Must have 20 wins to proceed to next class.
Class B: Must have 30 wins to proceed to next class.
Class A: Must win The Royal Cup to proceed to next class.
Class S: No progressing (unless another class is ever created)

*If a battle is lost then one win is taken away from that team. If a team forfeits a battle then
5 wins are taken away from that team. Teams can be dropped down in class if they lose or
forfeit that number of wins.






Battle requirements:

Class C: Any battle challenge must be accepted,
regardless of class of offering team.
Class B-A: Team has a choice of turning down any
battle challenges from teams lower in class
than them. Any challenge from their class
or over must be accepted.
Class S: Any battle challenge can either be accepted
or turned down.

Point System:

Each individual pilot has a number of points to determine their standing among other pilots.
10 points are given for each opponent that a pilot defeats in battle. These points stay with a
pilot throughout their career and regardless of what Zoid they pilot in the battles.

Battle Rules:

Cockpits are a No target zone. This requires that all team members brush up on the
specifics of their opposing teams Zoids. Any time that a cockpit is targeted or hit the battle
is immediately cancelled and no prize money is awarded. Although points are still
distributed as earned per each pilot.

Judges and Judge Capsules:


Judges are androids under the employment of the ZBC. They orbit Zi in a small fleet of
around 20 satellites and are launched down into a battlefield right before a battle starts. If
the opposing team is late then the battle is forfeited to the team that is present. Its the
judges responsibility to scan a battlefield before declaring the fight for anything that might
pose a problem (people, vehicles, dangerous weather).

The judge keeps track of the points distributed in a battle and enforces the rules. It also
broadcasts the battle through the ZBC to television networks around the world.
Intentionally attacking the judge immediately cancels a battle and results in a one-month
suspension from Zoid battles (However, there are no written rules protecting the judge
capsule).



The Royal Cup:

Every two years there is a major tournament consisting of the entire A Class and two B Class
teams (elected in a drawing). The winner of this tournament progresses to Class S.

The morning of the tournament 20 judges are launched down to a predetermined region
with multiple types of terrain, then the teams are released into the area. When two teams
enter a judges domain it declares the battle and the winning team can either progress on to
another judge/battlefield or stay and wait for another team to wander to them.

After each battle the team is given a piece of a file showing the finish line for the
tournament. It takes five pieces of the file to determine where the finish line is. Then its
just a matter of the team making it there first.

The team that wins The Royal Cup keeps all the points earned through the battles but wins
no prize money. The only reward is progressing to Class S.



Player Character Sheet:
Players Name: X.P. Level:
Characters Name: X.P.: /
H.P.: ______/______ Sex:__________ Hair: _________ Skin: ______
Str.: ____+___-___=____ Height:_______ Weight:________ Age: ______
Dex.: ____+___-___=____ Race:_______________________
Int.: ____+___-___=____ Money: Init. Modifier:___
Char.: ____+___-___=____ Preferred Zoid: Total A.C.:_____

Weapons: Load (Any Modifier): Damage: Rounds: Other:
1 - ( ) - - / -
2 - ( ) - - / -
3 - ( ) - - / -

Armor: Load: (Any Modifier): AC: Vehicle:
1 - ( ) - H.P.: Other:
2 - ( ) - Str.:
3 - ( ) - Mob.:
Int.:
Skills: (Concentration) Base: Modifier: Total: Arm:
- - -
- - - Equipment:
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -




Zoid Character Sheet:
Zoid: Potential: H.P.: /
Type: Armor: ____+____=____
Weapon Placement:
Left Arm/Leg Head Right Arm/Leg


Back
Left Side Right Side



Belly
Left Leg Right Leg


Tail
Target #:

Str.: ____+___-___=____ Any Customizations:
Mob.: ____+___-___=____
Int.: ____+___-___=____
Arm.:

Other Armor: Load: A.C.: Weapons: Load: Damage: Rounds:
- - - - - /
- - - - - /
- - - - - /
- - - /
Special Abilities and Cons: - - - /
- - - /
- - - /
- - - /
- - - /
- - - /
- - - /



Zoid GM Sheet:

Zoid: Type:
Weapon Placement:

Left Arm/Leg Head Right Arm/Leg
(Dmg) (Dmg) (Dmg)

Back
Left Side (Dmg) Right Side
(Dmg) (Dmg) (Dmg)
(Dmg) (Dmg) (Dmg)

Belly
Left Leg (Dmg) Right Leg
(Dmg) (Dmg) (Dmg)
Zoid Pilot Skill: Armor: ____+____=____
Str.: ____+___-___=____ Tail H.P.: /
Mob.: ____+___-___=____ (Dmg) Rgd Weapon Skill:
Int.: ____+___-___=____ Melee Weapon Skill:
Other Armor: Load: A.C.: Special Abilities: Cons:
- -
- -
- -




ZBC Team Tracking Sheets

Team Name: Class:

Wins: Losses:
Current Wins in Class:




















Pilots: Team Members: Pilots:
Member1: Team Leader: Member2:
Zoid: Zoid:
Current Points: Mechanics: Current Points:
Notes: Notes:

Member3: Member4:
Zoid: Tactical Planner: Zoid:
Current Points: Current Points:
Notes: Team Owner: Notes:

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