zoids the role playing game

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1 ZOIDS The Role-Playing Game By: Keith Foster HTTP://WWW.REXSDEN.COM 1 st Revision ZOIDSare the registered trademark of Takara-Tomy (Previously Tomy) http://www.tomy-group.com/

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  • -9-

    1

    ZOIDS The Role-Playing Game

    By:

    Keith Foster

    HTTP://WWW.REXSDEN.COM

    1st Revision

    ZOIDS are the registered trademark

    of Takara-Tomy

    (Previously Tomy)

    http://www.tomy-group.com/

  • 2

  • -9-

    3

    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 Century Zero 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 by the following day. Soon I had the entire season in my collection.

    About six 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, 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 four hours of downtime at work every night, a boss who was only there for about two hours of the four 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

    PS: As of September 5, 2014 Ive edited this book to include page numbers and made minor corrections.

    If you like this game then please check out my other books

    Available at: http://www.lulu.com/spotlight/rex

    The Price of Freedom, Part 1 of the New Empire: Earth War Saga

    New Empire, The RPG Core Rulebook. Another free Role-Playing Game by yours truly.

  • 4

    Table of Contents:

    Introduction 3

    Table of Contents 4

    What are Zoids? 5

    Planet Zi 6

    Character Generation 8

    Zoid Creation Rules 9

    Combat & Actions 10

    - Action 10

    - Combat 10

    - Determining Damage 11

    - Called Shots 11

    - Blocking 11

    - Called Defensive 11

    - Grappling 11

    - Vehicles and Damage 12

    - System Freezes 12

    Optional Rules 13

    - Experience Points 13

    - 1s and 10s on a Roll 13

    - Bullets and Re-Arming 14

    - Human/Zoidian Healing 14

    - Zoid Healing/Repairing 14

    - Zoid Evolution 14

    - Optional Combat Rules 14

    Skill List 15

    - Skill Descriptions 15

    Republican/Empire Catalog Descriptions 18

    - Catalog Summary 19

    - Melee Weapons 25

    - Non-Lethal Weapons 27

    - Pistols 28

    - Rifles 28

    - Semiautomatics 29

    - Pulse Weapons 29

    - Anti-Vehicle 30

    - Armor 31

    - Items & Equipment 32

    - Vehicles and Transportation 37

    - Vehicle Equipment 41

    - Zoid Weapons 42

    - Cargo Class Weapons 51

    - Zoid Armor 52

    - Zoid Equipment 53

    Zoid Catalog 57

    - Zoid Index 58

    - Hover Cargo Specs 86

    Inventions 88

    - Known Past Inventions 89

    Organoid Rules 90

    Integrated Organoid 92

    Zoid Battle Commission 93

    - Team Classes 93

    - Battle Requirements 94

    - Point System 94

    - Battle Rules 94

    - Judges and Judge Capsules 94

    - The Royal Cup 95

    Player Character Sheet 96

    Zoid Character Sheet 97

    Zoid GM Sheet 98

    ZBC Team Tracking Sheet 99

  • -9-

    5

    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 lose their strength and become a brittle metal. Although the core can live on if not damaged and will slowly grow a new body if allowed (Minus any memories or information that was stored in the computer).

    Zoid 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.

  • 6

    Planet Zi:

    What follows is the known history of planet Zi from the Chaotic Century & Century Zero seasons 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.

    It is 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 most of the population on Zi before the Ancients created 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 humanitys arrival on Zi. It can only be assumed that Zoids were wandering the planet untamed on their arrival. It must not 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 were the weapon 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.

  • -9-

    7

    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 planet 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.

  • 8

    Main Character Generation:

    Hit Points: Strength x 2

    Strength: 2 + (1D8)

    Dexterity: 2 + (1D8)

    Intelligence: 4 + (1D6)

    Charisma: 2 + (1D8)

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

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

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

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

    Experience Chart: (Levels & Bonuses*)

    0 2,000 Level 1 Basic Starting Package

    2,001 4,000 Level 2 +1D4 HP, +1D8 Skill Points

    4,001 6,000 Level 3 +1D6 Skill Points, 1 Attrib. Point

    6,001 8,000 Level 4 +1D6 Skill Points

    8,001 10,000 Level 5 +1D6 Skill Points, +1D4 HP

    10,001 12,000 Level 6 +1D6 Skill Points, 1 Attrib. Point

    12,001 14,000 Level 7 +1D6 Skill Points

    14,001 16,000 Level 8 +1D6 Skill Points

    16,001 18,000 Level 9 +1D6 Skill Points, +1D4 HP

    18,001 20,000 Level 10 +1D6 Skill Points, 1 Attrib. Point

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

    Race Modifiers:

    Human: +1 Dexterity, +1 Initiative

    Zoidian: +1 Intelligence, +1 Charisma, -1 Strength

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

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

    always stay in complete control of themselves.

  • 9

    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.

  • 10

    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 # vs. (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 vs. Opponents Pilot Skill + Zoids Mobility

    Opponent is an unmanned Zoid:

    1D10 + Zoid Weapon Skill vs. Zoids Intelligence + Zoids Mobility

    Opponent is Human:

    1D10 + Weapon Skill vs. Targets Intelligence + Targets Dexterity

    Note: When rolling your 1D10 there are two special rules to remember. Rolling a 1 that player automatically misses (or worse at GMs Discretion), and rolling a 10 is an automatic success (even if the target # was out of that characters reach) plus that target

    loses 1 point of Armor/AC (That piece or armor is shattered and must be healed/replaced).

  • 11

    Determining Damage:*

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

    Called Shots:

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

    Blocking:

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

    1D10 + Armed Combat Skill vs. 1D10 + Targets Armed Combat Skill

    or

    1D10 + Unarmed Combat Skill vs. 1D10 + Targets Unarmed Combat Skill

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

    Called Defensive:

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

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

    Grappling:

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

  • 12

    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).

  • -9-

    13

    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 Points:

    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 an 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)

  • 14

    Bullets and Re-Arming:

    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 to buy more. But 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 #

  • 15

    Skill List:

    Physical/Combat Skills:

    Stealth

    Athletics

    Armed Combat / (B/R)

    Unarmed Combat

    Firearms (Regular) / (B/R)

    Firearms (Anti-Zoid) / (B/R)

    Projectiles/Throwing / (B/R)

    Demolitions / (B/R)

    Tracking

    Technical Skills:

    Computer / (B/R)

    Electronics / (B/R)

    Zoid Genetics / (B/R)

    Biology

    Medical

    Military Theory

    Social Skills:

    Leadership

    Interrogation

    Negotiation

    Etiquette (Specific)

    Organoid Companionship

    Vehicle/Zoid Skills:

    Car/Truck / (B/R)

    Bike / (B/R)

    Hovercraft / (B/R)

    Boat / (B/R)

    Airplane / (B/R)

    Copter / (B/R)

    Vector Thrust / (B/R)

    Zoid Pilot Ground

    Zoid Pilot Air

    Zoid Pilot Cargo

    Zoid Pilot Water

    Zoid Weapon Melee / (B/R)

    Zoid Weapon Ranged / (B/R)

    Zoid Repair

    Skill Descriptions:

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

    Physical/Combat Skills:

    Stealth Governs sneaking around, moving quietly, tracking (and covering ones tracks), and trailing another character without his/her awareness. This skill can be used through a Zoid when piloting.

    Concentrations: Urban, Wooded Wilderness, & Cavern

  • 16

    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

  • -9-

    17

    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

  • 18

    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.

  • -9-

    19

    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 - Entangles 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

    Taser 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

    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

  • 20

    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

  • 21

    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

    Lock pick 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 Range, Illegal

    Ration Kit P 50 1 Week 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

  • 22

    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 Seats) 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 Seats) P 25,000 HP: 2 Str: 2 Mob: 5 Int:- Arm: 0

    Helicopter (2 Seats, 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 Seats, 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 Seats) P 18,000 HP: 1 Str: 1 Mob: 6 Int:- Arm: 0

    Single Prop Plane (5 Seats) 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

  • 23

    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 Missile Launcher Z 2,000 2 - Single Load

    8 Pod Missile 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

  • 24

    Name: Type: Price: Load: Damage: A/C: Other:

    Cargo Class Weapons:

    High Intensity Dual Cannon Z 12,000 11 3D6 + 4 60 Shot Load

    Integrated 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

  • 25

    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.

  • 26

    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.

  • 27

    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.

    Taser 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.

  • 28

    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

  • -9-

    29

    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

  • 30

    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

  • 31

    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.

  • 32

    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

  • 33

    First aid Kit

    Price: 100

    Description: A basic kit of bandages, medicine, burn creams, stints

    Gloves

    Price: 20

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

    Goggles

    Price: 300 / 400 Low-light / 450 Thermo-graphic

    Description: Same as Binoculars, but hands free.

    Handcuffs

    Price: 50

    Description: Metallic handcuffs. Used to subdue another person.

    HUD

    Price: 600

    Description: A video display that fits over the users eye. It can be hooked up to any video output (TV, Video Recorder, Laptop)

    Laser Discs

    Price: 20

    Description: 20 Blank CDs ready for writing.

    Laptop

    Price: 1,500

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

    Lock pick 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.

  • 34

    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.

  • 35

    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.

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    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

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    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 Seat) / 35,000 (2 Seat Cargo)

    Description: Helicopters come in one of two types, Passenger or Cargo.

    5 Seater / 2 Seater

    H.P.: 1 H.P.:4

    Str.: 1 Str.:5

    Mob.: 5 Mob.:5

    Int.: 0 Int.:0

    Arm.: 0 Arm.:1

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    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 Seat) / 50,000 (Curtain, Cargo) / 15,000 (No Curtain, 2 Seat)

    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

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    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 Seat) / 20,000 (Single Prop, 5 Seat) / 25,000 (Dual Prop, 5 Seat)

    Description: These are simple Propeller powered aircraft. They come in various types but their prices are dependent 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

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    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 dependent on the buyers preference. Two people can ride it front and back.

    H.P.: 2

    Str.: 3

    Mob.: 3

    Int.: 0

    Arm.: 1

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    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 Seat plus 2 Pilots)

    Prop / Jet

    H.P.: 3 H.P.:3

    Str.: 3 Str.:4

    Mob.: 6 Mob.:8

    Int.: 0 Int.:0

    Arm.: 1 Arm.:1

    Yacht

    Price: 50,000 (50 Long) / 70,000 (70 Long)

    Description: Yachts are huge Pleasure Motor Boats. They are usually owned by the rich and famous.

    50 Long / 70 Long

    H.P.: 6 H.P.:7

    Str.: 6 Str.:7

    Mob.: 4 Mob.:4

    Int.: 0 Int.:0

    Arm.: 2 Arm.:3

    Vehicle Equipment:

    Radar

    Price: 4,000

    Description: 10-mile range. Mounts on top of vehicle and has a Load of 1.

    Cloak

    Price: 20,000 Base Installation + 3,000 per (Every Point of Vehicle Strength 10)

    Description: A cloaking system renders a Vehicle completely invisible. This creates a 5 to hit the cloaked target. A computer maintains the cloak and any damaging impact disables it because of shape changes to the vehicles surface. Driving through water or mud would of course give the equipped vehicle away.

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    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. (example: 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.

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    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.

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    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 Gatling 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.

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    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.

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    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.

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    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 vs 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.

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    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 outcome 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.

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    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 vs 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.)

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    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).

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    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 in 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).

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    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

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    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 replaces any item or weapon currently there. The crane has a lifting capacity of 30 tons.

    Drill Attachment

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    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