Military Zoids
Feb 20, 2014 16:32:13 GMT -5
Post by Zoids Management Association on Feb 20, 2014 16:32:13 GMT -5
Zoids commonly used for military application:
Bamburian
Hit Points:
-Body: 90
-Head: 45
-Legs: 60
Movement Type(s): Land
Speed: 2
Stability: 4
Responsiveness: 6
Equip Slots: 2
Weapons
Anti-Air Laser Gun
Mounted on the back of the Bamburian and angled partly upward, this laser gun is mostly useful for bringing down aerial opponents.
30 Damage; only truly effective against aerial opponents
Bamboo Launcher
Also mounted on the back of the Bamburian, this launcher fires a flurry of bamboo-like missiles at the opponent.
1 Damage per missile; fires 20 missiles per attack.
Seiryuu Sabre
Attached to the wheels on the shoulders of the Bamburian, these blades can be easily manipulated for use, though they're commonly used pointed straight out to the sides.
25 Damage
Special Systems
Smoke Discharger
The Bamburian is able to discharge black smoke to cloud its position from enemy view.
Reduces enemy accuracy by 30% while the Bamburian remains in the smoke (up to one round); each attack (either from the Bamburian or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.
Extra Equipment
Bear Fighter
Hit Points:
-Body: 120
-Head: 30
-Arms: 45
-Legs: 45
Movement Type(s): Land
Speed: 2
Stability: 3
Responsiveness: 3
Equip Slots: 2
Weapons
Six-Shot Missile Launcher
Concealed around the Bear Fighter's shoulders, this missile launcher can fire off more at once than most missile systems.
4 Damage per missile; fires 6 missiles per attack.
Double-Barreled Electricity Cannon
Mounted low on the back of the Bear Fighter, this cannon uses electricity to propel the cannon shells forward.
30 Damage.
Super-High Grade Ceramic Claws
The Bear Fighter's claws are made of a sturdy alloy, sharpened enough that they can deal out some damage.
20 Damage.
Special Systems
None
Extra Equipment
Blade Liger
Hit Points:
-Body: 75
-Head: 30
-Legs: 45
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 5
Equip Slots: 3
Weapons
Laser Sabre
Usually kept tucked along the side of the Blade Liger, these trademark blades can be snapped out to the sides and even charged with energy for high damage.
25 Damage (40 if charged for one action)
AZ Double-Barreled Shock Cannon
Mounted on the chest of the Blade Liger, this cannon fires off high-powered shells.
35 Damage.
Special Systems
Rear Thrusters
Around the Liger's back legs are a pair of thrusters that can push it forward at a greater speed than normal.
Increases Speed by 1 and Responsiveness by 2 for one round; may only be used once per battle. The effects take place the round after an action is used to activate the thrusters.
Extra Equipment
Cannon Tortoise
Hit Points:
-Body: 150
-Head: 30
-Legs: 30
Movement Type(s): Land/Water
Speed: 1
Stability: 7
Responsiveness: 1
Equip Slots: 3
Weapons
Liquid Hydrogen-Cooled 2-Barrel High Speed Automatic Cannon Gun
Description here.
30 Damage.
Liquid Hydrogen-Cooled Charged Particle Beam Gun
Requiring the Cannon Tortoise to remain still for the round, this powerful, charged beam gun can readily rip through metal armor.
50 Damage.
Special Systems
None
Extra Equipment
Command Wolf
Hit Points:
-Body: 90
-Head: 30
-Legs: 30
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 2
Weapons
Electron Bite Fangs
Description here.
30 Damage.
50mm Anti-Zoid Double Barreled Beam Cannon
Mounted on the Zoid's back, this cannon fires off powerful energy bolts.
25 Damage.
Strike Claw
The Command Wolf's claws are specially designed for cutting, making them dangerous weapons in their own rights.
25 Damage.
Special Systems
Smoke Discharger
The Command Wolf is able to discharge black smoke to cloud its position from enemy view.
Reduces enemy accuracy by 30% while the Command Wolf remains in the smoke (up to one round); each attack (either from the Command Wolf or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.
Extra Equipment
Demantis
Hit Points:
-Body: 60
-Head: 24
-Arms: 24
-Legs: 24
Movement Type(s): Land
Speed: 4
Stability: 5
Responsiveness: 4
Equip Slots: 3
Weapons
Vulcan Cannon
This cannon can cover 360 degrees around the Demantis, to potentially target foes all around it.
25 Damage.
Hyper Phalanx
These large claws at the end of the Demantis's arms are primarily used for dirt and concrete in excavation duties.
30 Damage.
Special Systems
None
Extra Equipment
Gojulas
Hit Points:
-Body: 120
-Head: 45
-Arms: 30
-Legs: 45
Movement Type(s): Land
Speed: 1
Stability: 3
Responsiveness: 1
Equip Slots: 4
Weapons
70 mm Double Barreled Heavy Machineguns
Heavy machineguns that fire off particularly large bullets.
2 Damage per bullet; fires 10 bullets per attack.
TRZ 20 mm Linear Laser Gun
A relatively small but reasonably powerful gun mounted forward-facing on the Gojulas.
20 Damage.
Crusher Claws
While the Gojulas is naturally fairly slow, being caught in its claws can still be quite dangerous.
35 Damage.
Special Systems
None
Extra Equipment
Gun Blaster
Hit Points:
-Body: 150
-Head: 30
-Legs: 51
Movement Type(s): Land
Speed: 1
Stability: 6
Responsiveness: 1
Equip Slots: 3
Weapons
Tri-barrel Rapid-fire Rail Cannon
Sitting among the Gun Blaster's large gun array, this rail cannon can fairly easily punch through armor.
45 Damage.
Multi-barrel Accelerated Beam Gun
Among the Gun Blaster's weapons, this multi-barrel beam gun fires off particularly rapid shots.
20 Damage; fires two shots per attack.
Shotgun
Sitting in the Gun Blaster's weapon array is this fairly powerful shotgun; good only at close range, which is a difficult task for the slow artillery Zoid.
2 Damage per fragment; fires 12 fragments per attack.
Special Systems
Electromagnetic Shield Horns
This omni-directional shield is built into the spikes around the Gun Blaster's body to give the otherwise slow but sturdy Zoid added protection.
Reduces oncoming damage by 30% for three actions. Usable once every three rounds.
Extra Equipment
Gun Sniper
Hit Points:
-Body: 87
-Head: 30
-Arms: 15
-Legs: 30
-Tail: 36
Movement Type(s): Land
Speed: 3
Stability: 5
Responsiveness: 4
Equip Slots: 2
Weapons
Beam Gatling Guns
A pair of energy-based gatlings mounted on the Gun Sniper's wrists.
1 Damage per bullet; fires 20 bullets per attack.
8-Shot Missile Pod
Resting mostly hidden in the Gun Sniper's leg joints, these missile pods nonetheless hold a decent amount of missiles.
5 Damage per missile; fires four missiles per attack.
AZ 144mm Sniper Rifle
The Gun Sniper's tail and its main weapon, this sniper rifle requires some setup time but can readily punch through armor.
55 Damage; requires one action to lock down the Gun Sniper and its tail.
Special Systems
3D Radar Antenna
Supporting its distinguished role as a sniper, the Gun Sniper is equipped with a radar device that can detect other Zoids in a fairly wide perimeter
Allows the Gun Sniper to detect and attack burrowing Zoids that are still relatively close to the surface.
Extra Equipment
Gustav
Hit Points:
-Body: 300
-Head: 75
Movement Type(s): Land
Speed: 1
Stability: 8
Responsiveness: 2
Equip Slots: 4
Weapons
None
Special Systems
GPS Composite Sensor
A sensor array on top of the Gustav, it can pick up Zoid and even land mine signals in a fairly wide perimeter, as well as bring up a map of the same.
May detect the location of burrowing Zoids as well as various underground hazards, and the general positions of Zoids around.
Operation Arms
Built into the Gustav, these arms can be used for basic maintenance and welding, making it still more efficient as a transport Zoid.
May restore damage done to Zoids, so long as they remain still, at a rate of 10 per action. Not efficient for combat use, as such.
Traction Platforms
A pair of large platforms specifically designed for Zoid transport, even able to accommodate some of the larger Zoids thanks to the Gustav's fairly strong engine and build.
Extra Equipment
Houndsoldier
Hit Points:
-Body: 90
-Head: 42
-Legs: 30
Movement Type(s): Land
Speed: 4 (160 CP)
Stability: 3
Responsiveness: 3
Equip Slots: 3
Weapons
Hound Buster Cannon
Mounted under the Houndsoldier's chin, this cannon fires off heavy shells straight forward.
25 Damage.
Chase Missile Pod
Forward-facing missile pods that can fire off a pair of missiles at once.
10 damage per missile; two may be fired per attack.
Cross Lance
The Houndsoldier is readily equipped with a pair of lances that can swing forward around its head for charging attacks.
30 Damage.
Special Systems
None
Extra Equipment
Maccurtis
Hit Points:
-Body: 66
-Head: 18
-Legs (x8): 24
-Claw Arms: 42
Movement Type(s): Land/Water
Speed: 3 (2 on land)
Stability: 2
Responsiveness: 4
Equip Slots: 3
Weapons
Hyper Killer Claw
Located on the end of the Maccurtis's right arm is particularly sharp and powerful claws.
40 Damage.
Pulse Laser Cannon
Located on the smaller claw upon the Maccurtis's left arm is this energy-based cannon.
20 Damage.
Special Systems
Smoke Discharger
The Maccurtis is able to discharge black smoke to cloud its position from enemy view.
Reduces enemy accuracy by 30% while the Maccurtis remains in the smoke (up to one round); each attack (either from the Maccurtis or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.
Extra Equipment
Raynos
Hit Points:
-Body: 72
-Head: 21
-Wings: 30
Movement Type(s): Land/Air (not combat-worthy on land)
Speed: 5
Stability: 3
Responsiveness: 5
Equip Slots: 2
Weapons
Storm Claw
Meant mostly for fly-by attacks with the Raynos's significant speed, these claws are nonetheless fairly sharp.
25 Damage.
3-Barrel Beam Cannon
Mounted at the front of the Raynos's chest just below the neck, this energy-based cannon can fire from all three barrels at once.
10 Damage per shell; 3 may be fired per attack.
Special Systems
3D Electronic Radar
Supporting its position from the sky, the Raynos is equipped with a radar device that can detect other Zoids in a fairly wide perimeter
Allows the Raynos to detect and attack burrowing Zoids that are still relatively close to the surface.
Extra Equipment
Rev Raptor
Hit Points:
-Body: 60
-Head: 21
-Arms: 21
-Legs: 30
Movement Type(s): Land
Speed: 3
Stability: 5
Responsiveness: 5
Equip Slots: 2
Weapons
Strike Harken Claws
Similar in form to a Strike Laser Claw, the Rev Raptor can charge its claws with energy for fairly significant damage.
35 Damage.
Small Beam Cannons
Mounted fairly prominently on the Rev Raptor's back is this energy-based cannon.
20 Damage.
Special Systems
None
Extra Equipment
Shadow Fox
Hit Points:
-Body: 90
-Head: 30
-Legs: 33
Movement Type(s): Land
Speed: 3
Stability: 3
Responsiveness: 4
Equip Slots: 3
Weapons
Strike Laser Claws (4), AZ 30mm Armor Piercing Laser Vulcan, AZ 70mm Electromagnetic Net Gun
Strike Laser Claws
Much like the signature of the Liger Zero, the Shadow Fox is able to siphon energy into its claws for highly damaging strikes.
35 Damage
AZ 30mm Armor Piercing Laser Vulcan
Mounted prominently on the Shadow Fox's back, this vulcan machine gun fires off energy-based bullets.
1 Damage per bullet; fires 25 bullets per attack.
AZ 70mm Electromagnetic Net Gun
Mounted in the tail, this net gun can potentially entrap and disrupt an enemy Zoid.
Requires one action to charge. May disable one of an opponent's actions, or reduce their responsiveness.
Special Systems
Optical Camouflage
Using its special systems, the Shadow Fox is able to mostly hide itself from view.
Reduces enemy accuracy by 30% for one round. Usable once every three rounds.
Anchors
Special attachments to the Shadow Fox's legs and feet allow it to climb steeper surfaces than most.
Extra Equipment
Storm Sworder
Hit Points:
-Body: 72
-Head: 21
-Wings: 42
Movement Type(s): Air
Speed: 4
Stability: 3
Responsiveness: 4
Equip Slots: 2
Weapons
Wing Sword
The Storm Sworder's specialty weapon, these blades can retract slightly forward from either wing for efficient fly-by attacks.
30 Damage.
Double-Barrelled Pulse Laser Gun
Mounted on the Storm Sworder's back, this pulse gun can fire from both barrels at once.
12 Damage per pulse; two pulses can be fired per attack.
Sword Missiles
From attachments near its wings, the Storm Sworder can fire off blade-like, but nonetheless explosive, missiles at its targets.
10 Damage per missile; two missiles can be fired per attack.
Special Systems
None
Extra Equipment
Whale King
Hit Points:
-Body: 300
-Head: 50
-Flippers: 50
Movement Type(s): Air/Water
Speed: 1
Stability: 3
Responsiveness: 1
Equip Slots: 5
Weapons
720mm Electron Cannon
Mounted around the bases of the Whale King's flippers, these heavy cannons, energy-based cannons can easily punch holes in Zoids and buildings alike.
55 Damage.
Special Systems
Zoid Hangar
Designed as a large transport Zoid, it's only natural that the Whale King has a particularly large hangar bay, able to accommodate a number of Zoids, even including some of the larger ones. It also includes a catapult launcher in the overall hangar bay, for use for flying Zoids to let them come out closer to top speed.
Extra Equipment
Bamburian
Hit Points:
-Body: 90
-Head: 45
-Legs: 60
Movement Type(s): Land
Speed: 2
Stability: 4
Responsiveness: 6
Equip Slots: 2
Weapons
Anti-Air Laser Gun
Mounted on the back of the Bamburian and angled partly upward, this laser gun is mostly useful for bringing down aerial opponents.
30 Damage; only truly effective against aerial opponents
Bamboo Launcher
Also mounted on the back of the Bamburian, this launcher fires a flurry of bamboo-like missiles at the opponent.
1 Damage per missile; fires 20 missiles per attack.
Seiryuu Sabre
Attached to the wheels on the shoulders of the Bamburian, these blades can be easily manipulated for use, though they're commonly used pointed straight out to the sides.
25 Damage
Special Systems
Smoke Discharger
The Bamburian is able to discharge black smoke to cloud its position from enemy view.
Reduces enemy accuracy by 30% while the Bamburian remains in the smoke (up to one round); each attack (either from the Bamburian or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.
Extra Equipment
[font size="5"][b][u]Bamburian[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 90
-[i]Head[/i]: 45
-[i]Legs[/i]: 60
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 2
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 6
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Anti-Air Laser Gun[/b]
Mounted on the back of the Bamburian and angled partly upward, this laser gun is mostly useful for bringing down aerial opponents.
[font color="blue"]30 Damage; only truly effective against aerial opponents[/font]
[b]Bamboo Launcher[/b]
Also mounted on the back of the Bamburian, this launcher fires a flurry of bamboo-like missiles at the opponent.
[font color="blue"]1 Damage per missile; fires 20 missiles per attack.[/font]
[b]Seiryuu Sabre[/b]
Attached to the wheels on the shoulders of the Bamburian, these blades can be easily manipulated for use, though they're commonly used pointed straight out to the sides.
[font color="blue"]25 Damage[/font]
[u][b]Special Systems[/b][/u]
[b]Smoke Discharger[/b]
The Bamburian is able to discharge black smoke to cloud its position from enemy view.
[font color="green"]Reduces enemy accuracy by 30% while the Bamburian remains in the smoke (up to one round); each attack (either from the Bamburian or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Bear Fighter
Hit Points:
-Body: 120
-Head: 30
-Arms: 45
-Legs: 45
Movement Type(s): Land
Speed: 2
Stability: 3
Responsiveness: 3
Equip Slots: 2
Weapons
Six-Shot Missile Launcher
Concealed around the Bear Fighter's shoulders, this missile launcher can fire off more at once than most missile systems.
4 Damage per missile; fires 6 missiles per attack.
Double-Barreled Electricity Cannon
Mounted low on the back of the Bear Fighter, this cannon uses electricity to propel the cannon shells forward.
30 Damage.
Super-High Grade Ceramic Claws
The Bear Fighter's claws are made of a sturdy alloy, sharpened enough that they can deal out some damage.
20 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Bear Fighter[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 120
-[i]Head[/i]: 30
-[i]Arms[/i]: 45
-[i]Legs[/i]: 45
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 2
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 3
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Six-Shot Missile Launcher[/b]
Concealed around the Bear Fighter's shoulders, this missile launcher can fire off more at once than most missile systems.
[color=blue]4 Damage per missile; fires 6 missiles per attack.[/color]
[b]Double-Barreled Electricity Cannon[/b]
Mounted low on the back of the Bear Fighter, this cannon uses electricity to propel the cannon shells forward.
[color=blue]30 Damage.[/color]
[b]Super-High Grade Ceramic Claws[/b]
The Bear Fighter's claws are made of a sturdy alloy, sharpened enough that they can deal out some damage.
[color=blue]20 Damage.[/color]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Blade Liger
Hit Points:
-Body: 75
-Head: 30
-Legs: 45
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 5
Equip Slots: 3
Weapons
Laser Sabre
Usually kept tucked along the side of the Blade Liger, these trademark blades can be snapped out to the sides and even charged with energy for high damage.
25 Damage (40 if charged for one action)
AZ Double-Barreled Shock Cannon
Mounted on the chest of the Blade Liger, this cannon fires off high-powered shells.
35 Damage.
Special Systems
Rear Thrusters
Around the Liger's back legs are a pair of thrusters that can push it forward at a greater speed than normal.
Increases Speed by 1 and Responsiveness by 2 for one round; may only be used once per battle. The effects take place the round after an action is used to activate the thrusters.
Extra Equipment
[font size="5"][b][u]Blade Liger[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 75
-[i]Head[/i]: 30
-[i]Legs[/i]: 45
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 3
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 5
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Laser Sabre[/b]
Usually kept tucked along the side of the Blade Liger, these trademark blades can be snapped out to the sides and even charged with energy for high damage.
[color=blue]25 Damage (40 if charged for one action)[/color]
[b]AZ Double-Barreled Shock Cannon[/b]
Mounted on the chest of the Blade Liger, this cannon fires off high-powered shells.
[color=blue]35 Damage.[/color]
[u][b]Special Systems[/b][/u]
[b]Rear Thrusters[/b]
Around the Liger's back legs are a pair of thrusters that can push it forward at a greater speed than normal.
[color=green]Increases Speed by 1 and Responsiveness by 2 for one round; may only be used once per battle. The effects take place the round after an action is used to activate the thrusters.[/color]
[u][b]Extra Equipment[/b][/u]
Cannon Tortoise
Hit Points:
-Body: 150
-Head: 30
-Legs: 30
Movement Type(s): Land/Water
Speed: 1
Stability: 7
Responsiveness: 1
Equip Slots: 3
Weapons
Liquid Hydrogen-Cooled 2-Barrel High Speed Automatic Cannon Gun
Description here.
30 Damage.
Liquid Hydrogen-Cooled Charged Particle Beam Gun
Requiring the Cannon Tortoise to remain still for the round, this powerful, charged beam gun can readily rip through metal armor.
50 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Cannon Tortoise[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 150
-[i]Head[/i]: 30
-[i]Legs[/i]: 30
[b]Movement Type(s)[/b]: Land/Water
[b]Speed[/b]: 1
[b]Stability[/b]: 7
[b]Responsiveness[/b]: 1
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Liquid Hydrogen-Cooled 2-Barrel High Speed Automatic Cannon Gun[/b]
Description here.
[color=blue]30 Damage.[/color]
[b]Liquid Hydrogen-Cooled Charged Particle Beam Gun[/b]
Requiring the Cannon Tortoise to remain still for the round, this powerful, charged beam gun can readily rip through metal armor.
[color=blue]50 Damage.[/color]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Command Wolf
Hit Points:
-Body: 90
-Head: 30
-Legs: 30
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 2
Weapons
Electron Bite Fangs
Description here.
30 Damage.
50mm Anti-Zoid Double Barreled Beam Cannon
Mounted on the Zoid's back, this cannon fires off powerful energy bolts.
25 Damage.
Strike Claw
The Command Wolf's claws are specially designed for cutting, making them dangerous weapons in their own rights.
25 Damage.
Special Systems
Smoke Discharger
The Command Wolf is able to discharge black smoke to cloud its position from enemy view.
Reduces enemy accuracy by 30% while the Command Wolf remains in the smoke (up to one round); each attack (either from the Command Wolf or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.
Extra Equipment
[font size="5"][b][u]Command Wolf[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 90
-[i]Head[/i]: 30
-[i]Legs[/i]: 30
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 3
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Electron Bite Fangs[/b]
Description here.
[color=blue]30 Damage.[/color]
[b]50mm Anti-Zoid Double Barreled Beam Cannon[/b]
Mounted on the Zoid's back, this cannon fires off powerful energy bolts.
[color=blue]25 Damage.[/color]
[b]Strike Claw[/b]
The Command Wolf's claws are specially designed for cutting, making them dangerous weapons in their own rights.
[color=blue]25 Damage.[/color]
[u][b]Special Systems[/b][/u]
[b]Smoke Discharger[/b]
The Command Wolf is able to discharge black smoke to cloud its position from enemy view.
[font color="green"]Reduces enemy accuracy by 30% while the Command Wolf remains in the smoke (up to one round); each attack (either from the Command Wolf or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Demantis
Hit Points:
-Body: 60
-Head: 24
-Arms: 24
-Legs: 24
Movement Type(s): Land
Speed: 4
Stability: 5
Responsiveness: 4
Equip Slots: 3
Weapons
Vulcan Cannon
This cannon can cover 360 degrees around the Demantis, to potentially target foes all around it.
25 Damage.
Hyper Phalanx
These large claws at the end of the Demantis's arms are primarily used for dirt and concrete in excavation duties.
30 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Demantis[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 60
-[i]Head[/i]: 24
-[i]Arms[/i]: 24
-[i]Legs[/i]: 24
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 4
[b]Stability[/b]: 5
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Vulcan Cannon[/b]
This cannon can cover 360 degrees around the Demantis, to potentially target foes all around it.
[color=blue]25 Damage.[/color]
[b]Hyper Phalanx[/b]
These large claws at the end of the Demantis's arms are primarily used for dirt and concrete in excavation duties.
[color=blue]30 Damage.[/color]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Gojulas
Hit Points:
-Body: 120
-Head: 45
-Arms: 30
-Legs: 45
Movement Type(s): Land
Speed: 1
Stability: 3
Responsiveness: 1
Equip Slots: 4
Weapons
70 mm Double Barreled Heavy Machineguns
Heavy machineguns that fire off particularly large bullets.
2 Damage per bullet; fires 10 bullets per attack.
TRZ 20 mm Linear Laser Gun
A relatively small but reasonably powerful gun mounted forward-facing on the Gojulas.
20 Damage.
Crusher Claws
While the Gojulas is naturally fairly slow, being caught in its claws can still be quite dangerous.
35 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Gojulas[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 120
-[i]Head[/i]: 45
-[i]Arms[/i]: 30
-[i]Legs[/i]: 45
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 1
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 1
[b]Equip Slots[/b]: 4
[u][b]Weapons[/b][/u]
[b]70 mm Double Barreled Heavy Machineguns[/b]
Heavy machineguns that fire off particularly large bullets.
[color=blue]2 Damage per bullet; fires 10 bullets per attack.[/color]
[b]TRZ 20 mm Linear Laser Gun[/b]
A relatively small but reasonably powerful gun mounted forward-facing on the Gojulas.
[color=blue]20 Damage.[/color]
[b]Crusher Claws[/b]
While the Gojulas is naturally fairly slow, being caught in its claws can still be quite dangerous.
[color=blue]35 Damage.[/color]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Gun Blaster
Hit Points:
-Body: 150
-Head: 30
-Legs: 51
Movement Type(s): Land
Speed: 1
Stability: 6
Responsiveness: 1
Equip Slots: 3
Weapons
Tri-barrel Rapid-fire Rail Cannon
Sitting among the Gun Blaster's large gun array, this rail cannon can fairly easily punch through armor.
45 Damage.
Multi-barrel Accelerated Beam Gun
Among the Gun Blaster's weapons, this multi-barrel beam gun fires off particularly rapid shots.
20 Damage; fires two shots per attack.
Shotgun
Sitting in the Gun Blaster's weapon array is this fairly powerful shotgun; good only at close range, which is a difficult task for the slow artillery Zoid.
2 Damage per fragment; fires 12 fragments per attack.
Special Systems
Electromagnetic Shield Horns
This omni-directional shield is built into the spikes around the Gun Blaster's body to give the otherwise slow but sturdy Zoid added protection.
Reduces oncoming damage by 30% for three actions. Usable once every three rounds.
Extra Equipment
[font size="5"][b][u]Gun Blaster[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 150
-[i]Head[/i]: 30
-[i]Legs[/i]: 51
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 1
[b]Stability[/b]: 6
[b]Responsiveness[/b]: 1
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Tri-barrel Rapid-fire Rail Cannon[/b]
Sitting among the Gun Blaster's large gun array, this rail cannon can fairly easily punch through armor.
[font color="blue"]45 Damage.[/font]
[b]Multi-barrel Accelerated Beam Gun[/b]
Among the Gun Blaster's weapons, this multi-barrel beam gun fires off particularly rapid shots.
[font color="blue"]20 Damage; fires two shots per attack.[/font]
[b]Shotgun[/b]
Sitting in the Gun Blaster's weapon array is this fairly powerful shotgun; good only at close range, which is a difficult task for the slow artillery Zoid.
[font color="blue"]2 Damage per fragment; fires 12 fragments per attack.[/font]
[u][b]Special Systems[/b][/u]
[b]Electromagnetic Shield Horns[/b]
This omni-directional shield is built into the spikes around the Gun Blaster's body to give the otherwise slow but sturdy Zoid added protection.
[font color="green"]Reduces oncoming damage by 30% for three actions. Usable once every three rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Gun Sniper
Hit Points:
-Body: 87
-Head: 30
-Arms: 15
-Legs: 30
-Tail: 36
Movement Type(s): Land
Speed: 3
Stability: 5
Responsiveness: 4
Equip Slots: 2
Weapons
Beam Gatling Guns
A pair of energy-based gatlings mounted on the Gun Sniper's wrists.
1 Damage per bullet; fires 20 bullets per attack.
8-Shot Missile Pod
Resting mostly hidden in the Gun Sniper's leg joints, these missile pods nonetheless hold a decent amount of missiles.
5 Damage per missile; fires four missiles per attack.
AZ 144mm Sniper Rifle
The Gun Sniper's tail and its main weapon, this sniper rifle requires some setup time but can readily punch through armor.
55 Damage; requires one action to lock down the Gun Sniper and its tail.
Special Systems
3D Radar Antenna
Supporting its distinguished role as a sniper, the Gun Sniper is equipped with a radar device that can detect other Zoids in a fairly wide perimeter
Allows the Gun Sniper to detect and attack burrowing Zoids that are still relatively close to the surface.
Extra Equipment
[size=5][b][u]Gun Sniper[/u][/b][/size]
[b]Hit Points[/b]:
-[i]Body[/i]: 87
-[i]Head[/i]: 30
-[i]Arms[/i]: 15
-[i]Legs[/i]: 30
-[i]Tail[/i]: 36
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 3
[b]Stability[/b]: 5
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Beam Gatling Guns[/b]
A pair of energy-based gatlings mounted on the Gun Sniper's wrists.
[color=blue]1 Damage per bullet; fires 20 bullets per attack.[/color]
[b]8-Shot Missile Pod[/b]
Resting mostly hidden in the Gun Sniper's leg joints, these missile pods nonetheless hold a decent amount of missiles.
[color=blue]5 Damage per missile; fires four missiles per attack.[/color]
[b]AZ 144mm Sniper Rifle[/b]
The Gun Sniper's tail and its main weapon, this sniper rifle requires some setup time but can readily punch through armor.
[color=blue]55 Damage; requires one action to lock down the Gun Sniper and its tail.[/color]
[u][b]Special Systems[/b][/u]
[b]3D Radar Antenna[/b]
Supporting its distinguished role as a sniper, the Gun Sniper is equipped with a radar device that can detect other Zoids in a fairly wide perimeter
[color=green]Allows the Gun Sniper to detect and attack burrowing Zoids that are still relatively close to the surface.[/color]
[u][b]Extra Equipment[/b][/u]
Gustav
Hit Points:
-Body: 300
-Head: 75
Movement Type(s): Land
Speed: 1
Stability: 8
Responsiveness: 2
Equip Slots: 4
Weapons
None
Special Systems
GPS Composite Sensor
A sensor array on top of the Gustav, it can pick up Zoid and even land mine signals in a fairly wide perimeter, as well as bring up a map of the same.
May detect the location of burrowing Zoids as well as various underground hazards, and the general positions of Zoids around.
Operation Arms
Built into the Gustav, these arms can be used for basic maintenance and welding, making it still more efficient as a transport Zoid.
May restore damage done to Zoids, so long as they remain still, at a rate of 10 per action. Not efficient for combat use, as such.
Traction Platforms
A pair of large platforms specifically designed for Zoid transport, even able to accommodate some of the larger Zoids thanks to the Gustav's fairly strong engine and build.
Extra Equipment
[font size="5"][b][u]Gustav[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 300
-[i]Head[/i]: 75
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 1
[b]Stability[/b]: 8
[b]Responsiveness[/b]: 2
[b]Equip Slots[/b]: 4
[u][b]Weapons[/b][/u]
None
[u][b]Special Systems[/b][/u]
[b]GPS Composite Sensor[/b]
A sensor array on top of the Gustav, it can pick up Zoid and even land mine signals in a fairly wide perimeter, as well as bring up a map of the same.
[font color="green"]May detect the location of burrowing Zoids as well as various underground hazards, and the general positions of Zoids around.[/font]
[b]Operation Arms[/b]
Built into the Gustav, these arms can be used for basic maintenance and welding, making it still more efficient as a transport Zoid.
[font color="green"]May restore damage done to Zoids, so long as they remain still, at a rate of 10 per action. Not efficient for combat use, as such.[/font]
[b]Traction Platforms[/b]
A pair of large platforms specifically designed for Zoid transport, even able to accommodate some of the larger Zoids thanks to the Gustav's fairly strong engine and build.
[u][b]Extra Equipment[/b][/u]
Houndsoldier
Hit Points:
-Body: 90
-Head: 42
-Legs: 30
Movement Type(s): Land
Speed: 4 (160 CP)
Stability: 3
Responsiveness: 3
Equip Slots: 3
Weapons
Hound Buster Cannon
Mounted under the Houndsoldier's chin, this cannon fires off heavy shells straight forward.
25 Damage.
Chase Missile Pod
Forward-facing missile pods that can fire off a pair of missiles at once.
10 damage per missile; two may be fired per attack.
Cross Lance
The Houndsoldier is readily equipped with a pair of lances that can swing forward around its head for charging attacks.
30 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Houndsoldier[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 90
-[i]Head[/i]: 42
-[i]Legs[/i]: 30
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 4 (160 CP)
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 3
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Hound Buster Cannon[/b]
Mounted under the Houndsoldier's chin, this cannon fires off heavy shells straight forward.
[color=blue]25 Damage.[/color]
[b]Chase Missile Pod[/b]
Forward-facing missile pods that can fire off a pair of missiles at once.
[color=blue]10 damage per missile; two may be fired per attack.[/color]
[b]Cross Lance[/b]
The Houndsoldier is readily equipped with a pair of lances that can swing forward around its head for charging attacks.
[color=blue]30 Damage.[/color]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Maccurtis
Hit Points:
-Body: 66
-Head: 18
-Legs (x8): 24
-Claw Arms: 42
Movement Type(s): Land/Water
Speed: 3 (2 on land)
Stability: 2
Responsiveness: 4
Equip Slots: 3
Weapons
Hyper Killer Claw
Located on the end of the Maccurtis's right arm is particularly sharp and powerful claws.
40 Damage.
Pulse Laser Cannon
Located on the smaller claw upon the Maccurtis's left arm is this energy-based cannon.
20 Damage.
Special Systems
Smoke Discharger
The Maccurtis is able to discharge black smoke to cloud its position from enemy view.
Reduces enemy accuracy by 30% while the Maccurtis remains in the smoke (up to one round); each attack (either from the Maccurtis or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.
Extra Equipment
[font size="5"][b][u]Maccurtis[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 66
-[i]Head[/i]: 18
-[i]Legs (x8)[/i]: 24
-[i]Claw Arms[/i]: 42
[b]Movement Type(s)[/b]: Land/Water
[b]Speed[/b]: 3 (2 on land)
[b]Stability[/b]: 2
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Hyper Killer Claw[/b]
Located on the end of the Maccurtis's right arm is particularly sharp and powerful claws.
[color=blue]40 Damage.[/color]
[b]Pulse Laser Cannon[/b]
Located on the smaller claw upon the Maccurtis's left arm is this energy-based cannon.
[color=blue]20 Damage.[/color]
[u][b]Special Systems[/b][/u]
[b]Smoke Discharger[/b]
The Maccurtis is able to discharge black smoke to cloud its position from enemy view.
[font color="green"]Reduces enemy accuracy by 30% while the Maccurtis remains in the smoke (up to one round); each attack (either from the Maccurtis or the opponent) reduces the accuracy penalty by 5%. Usable once every three rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Raynos
Hit Points:
-Body: 72
-Head: 21
-Wings: 30
Movement Type(s): Land/Air (not combat-worthy on land)
Speed: 5
Stability: 3
Responsiveness: 5
Equip Slots: 2
Weapons
Storm Claw
Meant mostly for fly-by attacks with the Raynos's significant speed, these claws are nonetheless fairly sharp.
25 Damage.
3-Barrel Beam Cannon
Mounted at the front of the Raynos's chest just below the neck, this energy-based cannon can fire from all three barrels at once.
10 Damage per shell; 3 may be fired per attack.
Special Systems
3D Electronic Radar
Supporting its position from the sky, the Raynos is equipped with a radar device that can detect other Zoids in a fairly wide perimeter
Allows the Raynos to detect and attack burrowing Zoids that are still relatively close to the surface.
Extra Equipment
[font size="5"][b][u]Raynos[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 72
-[i]Head[/i]: 21
-[i]Wings[/i]: 30
[b]Movement Type(s)[/b]: Land/Air (not combat-worthy on land)
[b]Speed[/b]: 5
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 5
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Storm Claw[/b]
Meant mostly for fly-by attacks with the Raynos's significant speed, these claws are nonetheless fairly sharp.
[color=blue]25 Damage.[/color]
[b]3-Barrel Beam Cannon[/b]
Mounted at the front of the Raynos's chest just below the neck, this energy-based cannon can fire from all three barrels at once.
[color=blue]10 Damage per shell; 3 may be fired per attack.[/color]
[u][b]Special Systems[/b][/u]
[b]3D Electronic Radar[/b]
Supporting its position from the sky, the Raynos is equipped with a radar device that can detect other Zoids in a fairly wide perimeter
[color=green]Allows the Raynos to detect and attack burrowing Zoids that are still relatively close to the surface.[/color]
[u][b]Extra Equipment[/b][/u]
Rev Raptor
Hit Points:
-Body: 60
-Head: 21
-Arms: 21
-Legs: 30
Movement Type(s): Land
Speed: 3
Stability: 5
Responsiveness: 5
Equip Slots: 2
Weapons
Strike Harken Claws
Similar in form to a Strike Laser Claw, the Rev Raptor can charge its claws with energy for fairly significant damage.
35 Damage.
Small Beam Cannons
Mounted fairly prominently on the Rev Raptor's back is this energy-based cannon.
20 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Rev Raptor[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 60
-[i]Head[/i]: 21
-[i]Arms[/i]: 21
-[i]Legs[/i]: 30
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 3
[b]Stability[/b]: 5
[b]Responsiveness[/b]: 5
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Strike Harken Claws[/b]
Similar in form to a Strike Laser Claw, the Rev Raptor can charge its claws with energy for fairly significant damage.
[color=blue]35 Damage.[/color]
[b]Small Beam Cannons[/b]
Mounted fairly prominently on the Rev Raptor's back is this energy-based cannon.
[color=blue]20 Damage.[/color]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Shadow Fox
Hit Points:
-Body: 90
-Head: 30
-Legs: 33
Movement Type(s): Land
Speed: 3
Stability: 3
Responsiveness: 4
Equip Slots: 3
Weapons
Strike Laser Claws (4), AZ 30mm Armor Piercing Laser Vulcan, AZ 70mm Electromagnetic Net Gun
Strike Laser Claws
Much like the signature of the Liger Zero, the Shadow Fox is able to siphon energy into its claws for highly damaging strikes.
35 Damage
AZ 30mm Armor Piercing Laser Vulcan
Mounted prominently on the Shadow Fox's back, this vulcan machine gun fires off energy-based bullets.
1 Damage per bullet; fires 25 bullets per attack.
AZ 70mm Electromagnetic Net Gun
Mounted in the tail, this net gun can potentially entrap and disrupt an enemy Zoid.
Requires one action to charge. May disable one of an opponent's actions, or reduce their responsiveness.
Special Systems
Optical Camouflage
Using its special systems, the Shadow Fox is able to mostly hide itself from view.
Reduces enemy accuracy by 30% for one round. Usable once every three rounds.
Anchors
Special attachments to the Shadow Fox's legs and feet allow it to climb steeper surfaces than most.
Extra Equipment
[font size="5"][b][u]Shadow Fox[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 90
-[i]Head[/i]: 30
-[i]Legs[/i]: 33
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 3
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
Strike Laser Claws (4), AZ 30mm Armor Piercing Laser Vulcan, AZ 70mm Electromagnetic Net Gun
[b]Strike Laser Claws[/b]
Much like the signature of the Liger Zero, the Shadow Fox is able to siphon energy into its claws for highly damaging strikes.
[font color="blue"]35 Damage[/font]
[b]AZ 30mm Armor Piercing Laser Vulcan[/b]
Mounted prominently on the Shadow Fox's back, this vulcan machine gun fires off energy-based bullets.
[font color="blue"]1 Damage per bullet; fires 25 bullets per attack.[/font]
[b]AZ 70mm Electromagnetic Net Gun[/b]
Mounted in the tail, this net gun can potentially entrap and disrupt an enemy Zoid.
[font color="blue"]Requires one action to charge. May disable one of an opponent's actions, or reduce their responsiveness.[/font]
[u][b]Special Systems[/b][/u]
[b]Optical Camouflage[/b]
Using its special systems, the Shadow Fox is able to mostly hide itself from view.
[font color="green"]Reduces enemy accuracy by 30% for one round. Usable once every three rounds.[/font]
[b]Anchors[/b]
Special attachments to the Shadow Fox's legs and feet allow it to climb steeper surfaces than most.
[u][b]Extra Equipment[/b][/u]
Storm Sworder
Hit Points:
-Body: 72
-Head: 21
-Wings: 42
Movement Type(s): Air
Speed: 4
Stability: 3
Responsiveness: 4
Equip Slots: 2
Weapons
Wing Sword
The Storm Sworder's specialty weapon, these blades can retract slightly forward from either wing for efficient fly-by attacks.
30 Damage.
Double-Barrelled Pulse Laser Gun
Mounted on the Storm Sworder's back, this pulse gun can fire from both barrels at once.
12 Damage per pulse; two pulses can be fired per attack.
Sword Missiles
From attachments near its wings, the Storm Sworder can fire off blade-like, but nonetheless explosive, missiles at its targets.
10 Damage per missile; two missiles can be fired per attack.
Special Systems
None
Extra Equipment
[size=5][b][u]Storm Sworder[/u][/b][/size]
[b]Hit Points[/b]:
-[i]Body[/i]: 72
-[i]Head[/i]: 21
-[i]Wings[/i]: 42
[b]Movement Type(s)[/b]: Air
[b]Speed[/b]: 4
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Wing Sword[/b]
The Storm Sworder's specialty weapon, these blades can retract slightly forward from either wing for efficient fly-by attacks.
[color=blue]30 Damage.[/color]
[b]Double-Barrelled Pulse Laser Gun[/b]
Mounted on the Storm Sworder's back, this pulse gun can fire from both barrels at once.
[color=blue]12 Damage per pulse; two pulses can be fired per attack.[/color]
[b]Sword Missiles[/b]
From attachments near its wings, the Storm Sworder can fire off blade-like, but nonetheless explosive, missiles at its targets.
[color=blue]10 Damage per missile; two missiles can be fired per attack.[/color]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Whale King
Hit Points:
-Body: 300
-Head: 50
-Flippers: 50
Movement Type(s): Air/Water
Speed: 1
Stability: 3
Responsiveness: 1
Equip Slots: 5
Weapons
720mm Electron Cannon
Mounted around the bases of the Whale King's flippers, these heavy cannons, energy-based cannons can easily punch holes in Zoids and buildings alike.
55 Damage.
Special Systems
Zoid Hangar
Designed as a large transport Zoid, it's only natural that the Whale King has a particularly large hangar bay, able to accommodate a number of Zoids, even including some of the larger ones. It also includes a catapult launcher in the overall hangar bay, for use for flying Zoids to let them come out closer to top speed.
Extra Equipment
[font size="5"][b][u]Whale King[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 300
-[i]Head[/i]: 50
-[i]Flippers[/i]: 50
[b]Movement Type(s)[/b]: Air/Water
[b]Speed[/b]: 1
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 1
[b]Equip Slots[/b]: 5
[u][b]Weapons[/b][/u]
[b]720mm Electron Cannon[/b]
Mounted around the bases of the Whale King's flippers, these heavy cannons, energy-based cannons can easily punch holes in Zoids and buildings alike.
[color=blue]55 Damage.[/color]
[u][b]Special Systems[/b][/u]
[b]Zoid Hangar[/b]
Designed as a large transport Zoid, it's only natural that the Whale King has a particularly large hangar bay, able to accommodate a number of Zoids, even including some of the larger ones. It also includes a catapult launcher in the overall hangar bay, for use for flying Zoids to let them come out closer to top speed.
[u][b]Extra Equipment[/b][/u]