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.
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
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.
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 #
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)
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.
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)
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.
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.
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.)
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
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
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)
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
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
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)
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
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
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
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
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
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
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
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
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).
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.