ZMA Zoids
Feb 20, 2014 16:47:32 GMT -5
Post by Zoids Management Association on Feb 20, 2014 16:47:32 GMT -5
Zoids frequently used by the Zoids Management Association.
Brachios
Hit Points:
-Body: 135
-Head: 45
-Legs: 51
Movement Type(s): Land/Water
Speed: 1
Stability: 4
Responsiveness: 2
Equip Slots: 3
Weapons
Killer Bite Fang
The Brachios's jaws and teeth are particularly strong, making for a good method of attack.
30 Damage.
Anti-Zoid Shock Cannon
Mounted on the Brachios's back, this heavy cannon can be particularly damaging.
30 Damage.
80mm Anti-aircraft Beam Cannon
Angled up a little on the Zoid's back, this energy-based cannon is meant for use against aerial opponents.
25 Damage.
Special Systems
None
Extra Equipment
Descat
Hit Points:
-Body: 60
-Head: 30
-Legs: 30
Movement Type(s): Land
Speed: 4
Stability: 4
Responsiveness: 3
Equip Slots: 2
Weapons
Super Gravity Bullet Cannon
This heavy cannon is designed for complete destruction. Using special technology, it effectively creates a black hole where it hits; however, the Descat must remain still and charge up the weapon for it to be used properly, else the backlash would be rather severe.
120 Damage; can only be used at the end of a round where the Descat performed no other actions.
Electromagnetic Bite Fangs
More than being sharp, the Descat's fangs can be charged with electromagnetic energy to partially disrupt an enemy Zoid's systems.
30 Damage; may halt one action from an opponent if charged for one action, but only once every two rounds.
Special Systems
Reflective Metal Ice Armor
The Descat's special design allows it to resist energy-based weapons naturally, making it a bit more resilient than it would otherwise be.
Damage from energy-based weapons is reduced by 20%. (30 CP)
Extra Equipment
Dibison
Hit Points:
-Body: 120
-Head: 45
-Legs: 48
Movement Type(s): Land
Speed: 1
Stability: 6
Responsiveness: 2
Equip Slots: 3
Weapons
105mm 17-Shot Megalo Max Assault Cannons
Mounted on the Dibison's back, this particularly powerful, energy-based cannon isn't particularly accurate, but can nonetheless fire off an array of shots at once after being properly charged.
10 Damage per shot; fires 17 shots per attack, but must first be charged for the equivalent of two full rounds, with the attack occurring at the end of the second round. Relatively low accuracy (-10%).
Crusher Horn
The Dibison's horn is good for charging attacks, able to deal a good amount of damage but not usually much good against faster Zoids.
30 Damage.
8-Shot Missile Pod
These missile pods store a fair amount of missiles, and may fire multiple at once. It is mounted at the sides of the Dibison's head.
5 Damage per missile; can fire four missiles per attack.
Pulse Beam Gun
Located around the large Megalo Max unit on the Dibison's back, this pulse gun, true to its name, fires off beams of energy.
20 Damage.
Special Systems
None
Extra Equipment
Double Sworder
Hit Points:
-Body: 60
-Head: 24
-Legs (x6): 30
-Wings: 36
Movement Type(s): Land/Air
Speed: 2
Stability: 4
Responsiveness: 5
Equip Slots: 3
Weapons
Break Sword
At the front of the Double Sworder's head are these pincer-like 'swords,' much in the way of a stag beetle the Zoid resembles.
30 Damage.
4-barrel Machinegun
Located in the Double Sworder's 'mouth' is this relatively hidden, rapid-firing machine gun.
1 Damage per bullet; can fire 20 bullets per attack.
AZ Small Caliber 2-Barrel Beam Cannon
Mounted between the wings, this energy-based cannon can fire from both barrels at once.
12 Damage per beam; can fire two beams per attack.
Special Systems
None
Extra Equipment
Elephander
Hit Points:
-Body: 120
-Head/Trunk: 48
-Legs: 48
Movement Type(s): Land
Speed: 1
Stability: 3
Responsiveness: 1
Equip Slots: 2
Weapons
Twin Crusher Tusk
The Elephander's elephant-like tusks can themselves be used to deal significant damage, though aren't of much use against faster Zoids.
40 Damage.
AZ 144mm Rail Gun
Mounted on the Elephander's back sits this heavy, destructive rail gun.
35 Damage.
AZ 115mm Pulse Laser Gun
Located at the end of the Elephander's trunk is this energy-based gun that can be fired in as many directions as the trunk itself can be pointed.
20 Damage.
Ear-mounted Rocket Launchers
Mounted in the ears along with the shield generator, these rocket launchers can be easily fired in sync with each other.
10 Damage per rocket; can fire two rockets at once.
Special Systems
E Shield Generator
Coming from a device in the Elephander's ears, it can erect an energy-based shield to protect itself temporarily from frontal attacks.
Reduces frontal damage by 30% for three actions. Usable once every three rounds.
Extra Equipment
Garantula
Hit Points:
-Body: 60
-Head: 27
-Legs (x6): 30
Movement Type(s): Land/Underground
Speed: 4
Stability: 5
Responsiveness: 5
Equip Slots: 3
Weapons
20mm Maxter Beam Cannon
Mounted on the Garantula's back is this energy-based cannon.
20 Damage.
Electromagnetic Beam Launcher
Rather than a normal beam-launcher, the Garantula's functions with electromagnetic energy, potentially disrupting an opponent's systems.
15 Damage; requires a charge feat before use. Has a chance to disrupt one action from an opponent, but only usable once every other round.
Special Systems
Cable Launcher
Description here.
Can be launched and attached to an enemy Zoid as an attack, increasing accuracy to both by 10% so long as it remains attached. Can also potentially be used to entangle either Zoid. The cable itself has 40 HP.
Extra Equipment
Gordos
Hit Points:
-Body: 117
-Head: 45
-Legs: 45
Movement Type(s): Land
Speed: 1
Stability: 3
Responsiveness: 2
Equip Slots: 4
Weapons
105mm High Speed Railgun
Mounted on the Gordos's back, this rail gun fires off particularly rapid shots.
40 Damage.
TRZ 20 mm Linear Laser Gun
Mounted on the Gordos's back on the other side of the railgun is this relatively small-caliber laser gun.
20 Damage.
Maxer 30 mm Multipurpose Machine Gun
Mounted on the Gordos's side sits this reasonably powerful machine gun.
2 Damage per bullet; can fire 15 bullets per attack.
Special Systems
3D Radar Array
The Gordos is specially equipped with a radar array that allows it to detect Zoids in a relatively wide area.
Allows the Gordos to detect and attack burrowing Zoids that are still relatively close to the surface.
Extra Equipment
Gungyalado
Hit Points:
-Body: 105
-Head: 30
-Arms: 45
-Legs: 45
-Wings: 30
Movement Type(s): Land/Air
Speed: 3
Stability: 2
Responsiveness: 2
Equip Slots: 3
Weapons
Hyper Charged Particle Cannon
Equipped in the Gungyalado's mouth, this particle cannon is highly effective for dealing a large amount of damage, after being charged sufficiently.
90 Damage; can only be used after two actions are used to charge it.
3-Barrel Shock Cannon
Equipped on the Gungyalado's back, this large cannon fires off shells with some magnetic force behind them.
25 Damage.
God Tail
The end of the Gungyalado's tail is equipped with a sharp blade effective for slashing attacks.
25 Damage.
Flamethrower
Also equipped in the Zoid's mouth in the style of a dragon's breath, this flamethrower is particularly good for shutting down an opposing Zoid's systems through overheating them. However, remaining in such close proximity for it can be dangerous.
10 Damage per attack; three sustained, successful attacks can cause a Zoid to overheat and shut down.
Special Systems
Ice Metal Protector
Due to special design, the Gungyalado is naturally resistant to energy weapons.
Damage from energy-based attacks is reduced by 20%.
Extra Equipment
Gustav
Hit Points:
-Body: 300
-Head: 80
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
Heldigunner
Hit Points:
-Body: 75
-Head: 30
-Legs: 30
Movement Type(s): Land/Water/Underground
Speed: 3
Stability: 3
Responsiveness: 3
Equip Slots: 3
Weapons
Smash-Up Tail
The Heldigunner's tail itself serves well as a bludgeoning weapon.
25 Damage.
Condensing Long Range Assault Beam Cannon
Mounted on the Heldigunner's back sits this energy-based cannon, alongside the turret emplacement.
20 Damage.
72 mm AA Cannon Turret Emplacement
Primarily meant for use against aerial Zoids, this weapon nonetheless deals a reasonable degree of damage.
30 Damage.
Special Systems
None
Extra Equipment
Konig Wolf
Hit Points:
-Body: 81
-Head: 30
-Legs: 36
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 3
Weapons
Electron Bite Fangs
More than just being sharp, the Konig Wolf's fangs can be charged with electromagnetic energy to potentially disrupt an enemy Zoid's system.
15 Damage; may halt one action from the opponent if charged for an action.
Double Barreled Multi-Dischargers
Mounted on the Konig Wolf's back is this relatively large, mostly energy-based gun.
30 Damage.
Special Systems
Headgear
Equipped with night vision and various other ocular boosts, this headgear can be flipped over the Konig Wolf's head for various benefits.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
Lightning Saix
Hit Points:
-Body: 66
-Head: 27
-Legs: 36
Movement Type(s): Land
Speed: 5
Stability: 3
Responsiveness: 5
Equip Slots: 2
Weapons
Laser Killer Fangs
The Lightning Saix's fangs can be charged with energy for a powerful biting attack.
30 Damage.
Double-Barrelled Vulcan Gun
Mounted on the Lightning Saix's back is this rapid-fire vulcan machine gun.
1 Damage per bullet; fires 20 bullets per attack.
Pulse Laser Rifle
Mounted prominently on the Lightning Saix's back is this double-barreled, powerful energy-based rifle.
30 Damage.
Special Systems
None
Extra Equipment
Pteras
Hit Points:
-Body: 66
-Head: 30
-Wings: 36
Movement Type(s): Air
Speed: 3
Stability: 1
Responsiveness: 1
Equip Slots: 3
Weapons
16mm Vulcan Gun
Mounted on the Pteras's wings, this vulcan machine gun fires bullets at high speeds.
1 Damage per bullet; fires 20 bullets per attack.
Two Shot ASM Pod
Mounted on the Pteras's shoulders are these twin missile pods.
12 Damage per missile; fires two missiles per attack.
Special Systems
Magnesser Wings
A special system built into the Pteras, allowing it to continue flight even after a wing has been damaged beyond use.
Losing a wing only reduces Speed by 1; losing both wings, however, causes the Pteras to fall.
Extra Equipment
Redler
Hit Points:
-Body: 108
-Head: 30
-Wings: 42
-Legs: 36
Movement Type(s): Land/Air
Speed: 4 (3 on land)
Stability: 3
Responsiveness: 4
Equip Slots: 4
Weapons
Strike Claw
The Redler's claws, true to their looks, are specially made for dealing damage.
25 Damage.
Variable Laser Blade
This blade rests within the Redler's tail, able to be snapped out and charged with energy for damaging attacks. Particularly good for opponents behind the Redler.
30 Damage.
Special Systems
None
Extra Equipment
Saicurtis
Hit Points:
-Body: 72
-Head: 30
-Legs (x6): 30
-Wings: 30
Movement Type(s): Land/Air
Speed: 3
Stability: 3
Responsiveness: 2
Equip Slots: 3
Weapons
AZ 20mm 2-Barrel Beam Cannon
Mounted at the end Saicurtis's 'horn' is this beam cannon that can fire from both barrels at once.
15 Damage per shot; can fire two shots per attack.
Small Caliber Charged Beam Guns
Resting on the Saicurtis's sides, these beam guns, while small, can deal a decent amount of damage.
20 Damage.
Special Systems
Compound Sensor Unit
The Saicurtis's special sensors can naturally detect Zoids and movement around it, allowing for better targeting.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
Shield Liger
Hit Points:
-Body: 72
-Head: 30
-Legs: 27
Movement Type(s): Land
Speed: 2
Stability: 3
Responsiveness: 4
Equip Slots: 2
Weapons
Anti-Zoid 3-Barrel Shock Cannon
Resting on the Shield Liger's chest, this cannon is partly energy-based.
10 Damage per shot; can fire three shots per attack.
Pop-Out Type missile Pod
These missile pods usually sit on the Shield Liger's back leg joints, but can be partly hidden.
10 Damage per missile; can fire two missiles per attack.
Special Systems
E-Shield Generator
The Shield Liger's trademark, this energy shield efficiently covers its front from attacks.
Reduces frontal damage by 30% for three actions. Usable once every three rounds.
Extra Equipment
Zabat
Hit Points:
-Body: 60
-Head: 27
-Wings: 42
Movement Type(s): Air
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 4
Weapons
Hyper Killer Claws
Reasonably fitting their name, the Zabat's sharp claws can be easily used for fly-by attacks.
25 Damage.
145mm Laser Gun
This laser gun sits mounted on the Zabat's back, and is able to fire fairly large shots.
30 Damage.
Special Systems
Magnesser Wings
A special system built into the Zabat, allowing it to continue flight even after a wing has been damaged beyond use.
Losing a wing only reduces Speed by 1; losing both wings, however, causes the Zabat to fall.
Infrared Scope
The Zabat comes naturally equipped with infrared sensors, allowing it to see targets in less than ideal conditions.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
Zaber Fang
Hit Points:
-Body: 66
-Head: 30
-Legs: 36
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 2
Weapons
Killer Sabre
A name fairly fitting for the Zaber Fang's fangs, they are themselves fairly powerful, just as the sabertooth tiger that the Zoid resembles.
30 Damage.
Small-Bore Anti-Zoid Laser Machinegun
Resting on the Zaber Fang's back, this machine gun fires energy-based bullets rather than normal bullets.
2 Damage per bullet; fires 12 bullets per attack.
Anti-Zoid Three-Barreled Shock Cannon
Sitting prominently on the Zaber Fang's back is this partly energy-based cannon that can easily fire from all three barrels at once.
10 Damage per bolt; fires 3 bolts per attack.
Special Systems
Infra-Red Laser Searcher
The Zaber Fang comes naturally equipped with a special type of infrared sensor, allowing it to see targets in less than ideal conditions.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
Brachios
Hit Points:
-Body: 135
-Head: 45
-Legs: 51
Movement Type(s): Land/Water
Speed: 1
Stability: 4
Responsiveness: 2
Equip Slots: 3
Weapons
Killer Bite Fang
The Brachios's jaws and teeth are particularly strong, making for a good method of attack.
30 Damage.
Anti-Zoid Shock Cannon
Mounted on the Brachios's back, this heavy cannon can be particularly damaging.
30 Damage.
80mm Anti-aircraft Beam Cannon
Angled up a little on the Zoid's back, this energy-based cannon is meant for use against aerial opponents.
25 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Brachios[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 135
-[i]Head[/i]: 45
-[i]Legs[/i]: 51
[b]Movement Type(s)[/b]: Land/Water
[b]Speed[/b]: 1
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 2
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Killer Bite Fang[/b]
The Brachios's jaws and teeth are particularly strong, making for a good method of attack.
[font color="blue"]30 Damage.[/font]
[b]Anti-Zoid Shock Cannon[/b]
Mounted on the Brachios's back, this heavy cannon can be particularly damaging.
[font color="blue"]30 Damage.[/font]
[b]80mm Anti-aircraft Beam Cannon[/b]
Angled up a little on the Zoid's back, this energy-based cannon is meant for use against aerial opponents.
[font color="blue"]25 Damage.[/font]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Descat
Hit Points:
-Body: 60
-Head: 30
-Legs: 30
Movement Type(s): Land
Speed: 4
Stability: 4
Responsiveness: 3
Equip Slots: 2
Weapons
Super Gravity Bullet Cannon
This heavy cannon is designed for complete destruction. Using special technology, it effectively creates a black hole where it hits; however, the Descat must remain still and charge up the weapon for it to be used properly, else the backlash would be rather severe.
120 Damage; can only be used at the end of a round where the Descat performed no other actions.
Electromagnetic Bite Fangs
More than being sharp, the Descat's fangs can be charged with electromagnetic energy to partially disrupt an enemy Zoid's systems.
30 Damage; may halt one action from an opponent if charged for one action, but only once every two rounds.
Special Systems
Reflective Metal Ice Armor
The Descat's special design allows it to resist energy-based weapons naturally, making it a bit more resilient than it would otherwise be.
Damage from energy-based weapons is reduced by 20%. (30 CP)
Extra Equipment
[font size="5"][b][u]Descat[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 60
-[i]Head[/i]: 30
-[i]Legs[/i]: 30
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 4
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 3
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Super Gravity Bullet Cannon[/b]
This heavy cannon is designed for complete destruction. Using special technology, it effectively creates a black hole where it hits; however, the Descat must remain still and charge up the weapon for it to be used properly, else the backlash would be rather severe.
[font color="blue"]120 Damage; can only be used at the end of a round where the Descat performed no other actions.[/font]
[b]Electromagnetic Bite Fangs[/b]
More than being sharp, the Descat's fangs can be charged with electromagnetic energy to partially disrupt an enemy Zoid's systems.
[font color="blue"]30 Damage; may halt one action from an opponent if charged for one action, but only once every two rounds.[/font]
[u][b]Special Systems[/b][/u]
[b]Reflective Metal Ice Armor[/b]
The Descat's special design allows it to resist energy-based weapons naturally, making it a bit more resilient than it would otherwise be.
[font color="green"]Damage from energy-based weapons is reduced by 20%.[/font] (30 CP)
[u][b]Extra Equipment[/b][/u]
Dibison
Hit Points:
-Body: 120
-Head: 45
-Legs: 48
Movement Type(s): Land
Speed: 1
Stability: 6
Responsiveness: 2
Equip Slots: 3
Weapons
105mm 17-Shot Megalo Max Assault Cannons
Mounted on the Dibison's back, this particularly powerful, energy-based cannon isn't particularly accurate, but can nonetheless fire off an array of shots at once after being properly charged.
10 Damage per shot; fires 17 shots per attack, but must first be charged for the equivalent of two full rounds, with the attack occurring at the end of the second round. Relatively low accuracy (-10%).
Crusher Horn
The Dibison's horn is good for charging attacks, able to deal a good amount of damage but not usually much good against faster Zoids.
30 Damage.
8-Shot Missile Pod
These missile pods store a fair amount of missiles, and may fire multiple at once. It is mounted at the sides of the Dibison's head.
5 Damage per missile; can fire four missiles per attack.
Pulse Beam Gun
Located around the large Megalo Max unit on the Dibison's back, this pulse gun, true to its name, fires off beams of energy.
20 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Dibison[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 120
-[i]Head[/i]: 45
-[i]Legs[/i]: 48
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 1
[b]Stability[/b]: 6
[b]Responsiveness[/b]: 2
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]105mm 17-Shot Megalo Max Assault Cannons[/b]
Mounted on the Dibison's back, this particularly powerful, energy-based cannon isn't particularly accurate, but can nonetheless fire off an array of shots at once after being properly charged.
[font color="blue"]10 Damage per shot; fires 17 shots per attack, but must first be charged for the equivalent of two full rounds, with the attack occurring at the end of the second round. Relatively low accuracy (-10%).[/font]
[b]Crusher Horn[/b]
The Dibison's horn is good for charging attacks, able to deal a good amount of damage but not usually much good against faster Zoids.
[font color="blue"]30 Damage.[/font]
[b]8-Shot Missile Pod[/b]
These missile pods store a fair amount of missiles, and may fire multiple at once. It is mounted at the sides of the Dibison's head.
[font color="blue"]5 Damage per missile; can fire four missiles per attack.[/font]
[b]Pulse Beam Gun[/b]
Located around the large Megalo Max unit on the Dibison's back, this pulse gun, true to its name, fires off beams of energy.
[font color="blue"]20 Damage.[/font]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Double Sworder
Hit Points:
-Body: 60
-Head: 24
-Legs (x6): 30
-Wings: 36
Movement Type(s): Land/Air
Speed: 2
Stability: 4
Responsiveness: 5
Equip Slots: 3
Weapons
Break Sword
At the front of the Double Sworder's head are these pincer-like 'swords,' much in the way of a stag beetle the Zoid resembles.
30 Damage.
4-barrel Machinegun
Located in the Double Sworder's 'mouth' is this relatively hidden, rapid-firing machine gun.
1 Damage per bullet; can fire 20 bullets per attack.
AZ Small Caliber 2-Barrel Beam Cannon
Mounted between the wings, this energy-based cannon can fire from both barrels at once.
12 Damage per beam; can fire two beams per attack.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Double Sworder[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 60
-[i]Head[/i]: 24
-[i]Legs (x6)[/i]: 30
-[i]Wings[/i]: 36
[b]Movement Type(s)[/b]: Land/Air
[b]Speed[/b]: 2
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 5
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Break Sword[/b]
At the front of the Double Sworder's head are these pincer-like 'swords,' much in the way of a stag beetle the Zoid resembles.
[font color="blue"]30 Damage.[/font]
[b]4-barrel Machinegun[/b]
Located in the Double Sworder's 'mouth' is this relatively hidden, rapid-firing machine gun.
[font color="blue"]1 Damage per bullet; can fire 20 bullets per attack.[/font]
[b]AZ Small Caliber 2-Barrel Beam Cannon[/b]
Mounted between the wings, this energy-based cannon can fire from both barrels at once.
[font color="blue"]12 Damage per beam; can fire two beams per attack.[/font]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Elephander
Hit Points:
-Body: 120
-Head/Trunk: 48
-Legs: 48
Movement Type(s): Land
Speed: 1
Stability: 3
Responsiveness: 1
Equip Slots: 2
Weapons
Twin Crusher Tusk
The Elephander's elephant-like tusks can themselves be used to deal significant damage, though aren't of much use against faster Zoids.
40 Damage.
AZ 144mm Rail Gun
Mounted on the Elephander's back sits this heavy, destructive rail gun.
35 Damage.
AZ 115mm Pulse Laser Gun
Located at the end of the Elephander's trunk is this energy-based gun that can be fired in as many directions as the trunk itself can be pointed.
20 Damage.
Ear-mounted Rocket Launchers
Mounted in the ears along with the shield generator, these rocket launchers can be easily fired in sync with each other.
10 Damage per rocket; can fire two rockets at once.
Special Systems
E Shield Generator
Coming from a device in the Elephander's ears, it can erect an energy-based shield to protect itself temporarily from frontal attacks.
Reduces frontal damage by 30% for three actions. Usable once every three rounds.
Extra Equipment
[font size="5"][b][u]Elephander[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 120
-[i]Head/Trunk[/i]: 48
-[i]Legs[/i]: 48
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 1
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 1
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Twin Crusher Tusk[/b]
The Elephander's elephant-like tusks can themselves be used to deal significant damage, though aren't of much use against faster Zoids.
[font color="blue"]40 Damage.[/font]
[b]AZ 144mm Rail Gun[/b]
Mounted on the Elephander's back sits this heavy, destructive rail gun.
[font color="blue"]35 Damage.[/font]
[b]AZ 115mm Pulse Laser Gun[/b]
Located at the end of the Elephander's trunk is this energy-based gun that can be fired in as many directions as the trunk itself can be pointed.
[font color="blue"]20 Damage.[/font]
[b]Ear-mounted Rocket Launchers[/b]
Mounted in the ears along with the shield generator, these rocket launchers can be easily fired in sync with each other.
[font color="blue"]10 Damage per rocket; can fire two rockets at once.[/font]
[u][b]Special Systems[/b][/u]
[b]E Shield Generator[/b]
Coming from a device in the Elephander's ears, it can erect an energy-based shield to protect itself temporarily from frontal attacks.
[font color="green"]Reduces frontal damage by 30% for three actions. Usable once every three rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Garantula
Hit Points:
-Body: 60
-Head: 27
-Legs (x6): 30
Movement Type(s): Land/Underground
Speed: 4
Stability: 5
Responsiveness: 5
Equip Slots: 3
Weapons
20mm Maxter Beam Cannon
Mounted on the Garantula's back is this energy-based cannon.
20 Damage.
Electromagnetic Beam Launcher
Rather than a normal beam-launcher, the Garantula's functions with electromagnetic energy, potentially disrupting an opponent's systems.
15 Damage; requires a charge feat before use. Has a chance to disrupt one action from an opponent, but only usable once every other round.
Special Systems
Cable Launcher
Description here.
Can be launched and attached to an enemy Zoid as an attack, increasing accuracy to both by 10% so long as it remains attached. Can also potentially be used to entangle either Zoid. The cable itself has 40 HP.
Extra Equipment
[font size="5"][b][u]Garantula[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 60
-[i]Head[/i]: 27
-[i]Legs (x6)[/i]: 30
[b]Movement Type(s)[/b]: Land/Underground
[b]Speed[/b]: 4
[b]Stability[/b]: 5
[b]Responsiveness[/b]: 5
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]20mm Maxter Beam Cannon[/b]
Mounted on the Garantula's back is this energy-based cannon.
[font color="blue"]20 Damage.[/font]
[b]Electromagnetic Beam Launcher[/b]
Rather than a normal beam-launcher, the Garantula's functions with electromagnetic energy, potentially disrupting an opponent's systems.
[font color="blue"]15 Damage; requires a charge feat before use. Has a chance to disrupt one action from an opponent, but only usable once every other round.[/font]
[u][b]Special Systems[/b][/u]
[b]Cable Launcher[/b]
Description here.
[font color="green"]Can be launched and attached to an enemy Zoid as an attack, increasing accuracy to both by 10% so long as it remains attached. Can also potentially be used to entangle either Zoid. The cable itself has 40 HP.[/font]
[u][b]Extra Equipment[/b][/u]
Gordos
Hit Points:
-Body: 117
-Head: 45
-Legs: 45
Movement Type(s): Land
Speed: 1
Stability: 3
Responsiveness: 2
Equip Slots: 4
Weapons
105mm High Speed Railgun
Mounted on the Gordos's back, this rail gun fires off particularly rapid shots.
40 Damage.
TRZ 20 mm Linear Laser Gun
Mounted on the Gordos's back on the other side of the railgun is this relatively small-caliber laser gun.
20 Damage.
Maxer 30 mm Multipurpose Machine Gun
Mounted on the Gordos's side sits this reasonably powerful machine gun.
2 Damage per bullet; can fire 15 bullets per attack.
Special Systems
3D Radar Array
The Gordos is specially equipped with a radar array that allows it to detect Zoids in a relatively wide area.
Allows the Gordos to detect and attack burrowing Zoids that are still relatively close to the surface.
Extra Equipment
[font size="5"][b][u]Gordos[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 117
-[i]Head[/i]: 45
-[i]Legs[/i]: 45
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 1
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 2
[b]Equip Slots[/b]: 4
[u][b]Weapons[/b][/u]
[b]105mm High Speed Railgun[/b]
Mounted on the Gordos's back, this rail gun fires off particularly rapid shots.
[font color="blue"]40 Damage.[/font]
[b]TRZ 20 mm Linear Laser Gun[/b]
Mounted on the Gordos's back on the other side of the railgun is this relatively small-caliber laser gun.
[font color="blue"]20 Damage.[/font]
[b]Maxer 30 mm Multipurpose Machine Gun[/b]
Mounted on the Gordos's side sits this reasonably powerful machine gun.
[font color="blue"]2 Damage per bullet; can fire 15 bullets per attack.[/font]
[u][b]Special Systems[/b][/u]
[b]3D Radar Array[/b]
The Gordos is specially equipped with a radar array that allows it to detect Zoids in a relatively wide area.
[font color="green"]Allows the Gordos to detect and attack burrowing Zoids that are still relatively close to the surface.[/font]
[u][b]Extra Equipment[/b][/u]
Gungyalado
Hit Points:
-Body: 105
-Head: 30
-Arms: 45
-Legs: 45
-Wings: 30
Movement Type(s): Land/Air
Speed: 3
Stability: 2
Responsiveness: 2
Equip Slots: 3
Weapons
Hyper Charged Particle Cannon
Equipped in the Gungyalado's mouth, this particle cannon is highly effective for dealing a large amount of damage, after being charged sufficiently.
90 Damage; can only be used after two actions are used to charge it.
3-Barrel Shock Cannon
Equipped on the Gungyalado's back, this large cannon fires off shells with some magnetic force behind them.
25 Damage.
God Tail
The end of the Gungyalado's tail is equipped with a sharp blade effective for slashing attacks.
25 Damage.
Flamethrower
Also equipped in the Zoid's mouth in the style of a dragon's breath, this flamethrower is particularly good for shutting down an opposing Zoid's systems through overheating them. However, remaining in such close proximity for it can be dangerous.
10 Damage per attack; three sustained, successful attacks can cause a Zoid to overheat and shut down.
Special Systems
Ice Metal Protector
Due to special design, the Gungyalado is naturally resistant to energy weapons.
Damage from energy-based attacks is reduced by 20%.
Extra Equipment
[font size="5"][b][u]Gungyalado[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 105
-[i]Head[/i]: 30
-[i]Arms[/i]: 45
-[i]Legs[/i]: 45
-[i]Wings[/i]: 30
[b]Movement Type(s)[/b]: Land/Air
[b]Speed[/b]: 3
[b]Stability[/b]: 2
[b]Responsiveness[/b]: 2
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Hyper Charged Particle Cannon[/b]
Equipped in the Gungyalado's mouth, this particle cannon is highly effective for dealing a large amount of damage, after being charged sufficiently.
[font color="blue"]90 Damage; can only be used after two actions are used to charge it.[/font]
[b]3-Barrel Shock Cannon[/b]
Equipped on the Gungyalado's back, this large cannon fires off shells with some magnetic force behind them.
[font color="blue"]25 Damage.[/font]
[b]God Tail[/b]
The end of the Gungyalado's tail is equipped with a sharp blade effective for slashing attacks.
[font color="blue"]25 Damage.[/font]
[b]Flamethrower[/b]
Also equipped in the Zoid's mouth in the style of a dragon's breath, this flamethrower is particularly good for shutting down an opposing Zoid's systems through overheating them. However, remaining in such close proximity for it can be dangerous.
[font color="blue"]10 Damage per attack; three sustained, successful attacks can cause a Zoid to overheat and shut down.[/font]
[u][b]Special Systems[/b][/u]
[b]Ice Metal Protector[/b]
Due to special design, the Gungyalado is naturally resistant to energy weapons.
[font color="green"]Damage from energy-based attacks is reduced by 20%.[/font]
[u][b]Extra Equipment[/b][/u]
Gustav
Hit Points:
-Body: 300
-Head: 80
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]: 80
[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]
Heldigunner
Hit Points:
-Body: 75
-Head: 30
-Legs: 30
Movement Type(s): Land/Water/Underground
Speed: 3
Stability: 3
Responsiveness: 3
Equip Slots: 3
Weapons
Smash-Up Tail
The Heldigunner's tail itself serves well as a bludgeoning weapon.
25 Damage.
Condensing Long Range Assault Beam Cannon
Mounted on the Heldigunner's back sits this energy-based cannon, alongside the turret emplacement.
20 Damage.
72 mm AA Cannon Turret Emplacement
Primarily meant for use against aerial Zoids, this weapon nonetheless deals a reasonable degree of damage.
30 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Heldigunner[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 75
-[i]Head[/i]: 30
-[i]Legs[/i]: 30
[b]Movement Type(s)[/b]: Land/Water/Underground
[b]Speed[/b]: 3
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 3
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Smash-Up Tail[/b]
The Heldigunner's tail itself serves well as a bludgeoning weapon.
[font color="blue"]25 Damage.[/font]
[b]Condensing Long Range Assault Beam Cannon[/b]
Mounted on the Heldigunner's back sits this energy-based cannon, alongside the turret emplacement.
[font color="blue"]20 Damage.[/font]
[b]72 mm AA Cannon Turret Emplacement[/b]
Primarily meant for use against aerial Zoids, this weapon nonetheless deals a reasonable degree of damage.
[font color="blue"]30 Damage.[/font]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Konig Wolf
Hit Points:
-Body: 81
-Head: 30
-Legs: 36
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 3
Weapons
Electron Bite Fangs
More than just being sharp, the Konig Wolf's fangs can be charged with electromagnetic energy to potentially disrupt an enemy Zoid's system.
15 Damage; may halt one action from the opponent if charged for an action.
Double Barreled Multi-Dischargers
Mounted on the Konig Wolf's back is this relatively large, mostly energy-based gun.
30 Damage.
Special Systems
Headgear
Equipped with night vision and various other ocular boosts, this headgear can be flipped over the Konig Wolf's head for various benefits.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
[font size="5"][b][u]Konig Wolf[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 81
-[i]Head[/i]: 30
-[i]Legs[/i]: 36
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 3
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]Electron Bite Fangs[/b]
More than just being sharp, the Konig Wolf's fangs can be charged with electromagnetic energy to potentially disrupt an enemy Zoid's system.
[font color="blue"]15 Damage; may halt one action from the opponent if charged for an action.[/font]
[b]Double Barreled Multi-Dischargers[/b]
Mounted on the Konig Wolf's back is this relatively large, mostly energy-based gun.
[font color="blue"]30 Damage.[/font]
[u][b]Special Systems[/b][/u]
[b]Headgear[/b]
Equipped with night vision and various other ocular boosts, this headgear can be flipped over the Konig Wolf's head for various benefits.
[font color="green"]Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Lightning Saix
Hit Points:
-Body: 66
-Head: 27
-Legs: 36
Movement Type(s): Land
Speed: 5
Stability: 3
Responsiveness: 5
Equip Slots: 2
Weapons
Laser Killer Fangs
The Lightning Saix's fangs can be charged with energy for a powerful biting attack.
30 Damage.
Double-Barrelled Vulcan Gun
Mounted on the Lightning Saix's back is this rapid-fire vulcan machine gun.
1 Damage per bullet; fires 20 bullets per attack.
Pulse Laser Rifle
Mounted prominently on the Lightning Saix's back is this double-barreled, powerful energy-based rifle.
30 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Lightning Saix[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 66
-[i]Head[/i]: 27
-[i]Legs[/i]: 36
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 5
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 5
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Laser Killer Fangs[/b]
The Lightning Saix's fangs can be charged with energy for a powerful biting attack.
[font color="blue"]30 Damage.[/font]
[b]Double-Barrelled Vulcan Gun[/b]
Mounted on the Lightning Saix's back is this rapid-fire vulcan machine gun.
[font color="blue"]1 Damage per bullet; fires 20 bullets per attack.[/font]
[b]Pulse Laser Rifle[/b]
Mounted prominently on the Lightning Saix's back is this double-barreled, powerful energy-based rifle.
[font color="blue"]30 Damage.[/font]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Pteras
Hit Points:
-Body: 66
-Head: 30
-Wings: 36
Movement Type(s): Air
Speed: 3
Stability: 1
Responsiveness: 1
Equip Slots: 3
Weapons
16mm Vulcan Gun
Mounted on the Pteras's wings, this vulcan machine gun fires bullets at high speeds.
1 Damage per bullet; fires 20 bullets per attack.
Two Shot ASM Pod
Mounted on the Pteras's shoulders are these twin missile pods.
12 Damage per missile; fires two missiles per attack.
Special Systems
Magnesser Wings
A special system built into the Pteras, allowing it to continue flight even after a wing has been damaged beyond use.
Losing a wing only reduces Speed by 1; losing both wings, however, causes the Pteras to fall.
Extra Equipment
[font size="5"][b][u]Pteras[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 66
-[i]Head[/i]: 30
-[i]Wings[/i]: 36
[b]Movement Type(s)[/b]: Air
[b]Speed[/b]: 3
[b]Stability[/b]: 1
[b]Responsiveness[/b]: 1
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]16mm Vulcan Gun[/b]
Mounted on the Pteras's wings, this vulcan machine gun fires bullets at high speeds.
[font color="blue"]1 Damage per bullet; fires 20 bullets per attack.[/font]
[b]Two Shot ASM Pod[/b]
Mounted on the Pteras's shoulders are these twin missile pods.
[font color="blue"]12 Damage per missile; fires two missiles per attack.[/font]
[u][b]Special Systems[/b][/u]
[b]Magnesser Wings[/b]
A special system built into the Pteras, allowing it to continue flight even after a wing has been damaged beyond use.
[font color="green"]Losing a wing only reduces Speed by 1; losing both wings, however, causes the Pteras to fall.[/font]
[u][b]Extra Equipment[/b][/u]
Redler
Hit Points:
-Body: 108
-Head: 30
-Wings: 42
-Legs: 36
Movement Type(s): Land/Air
Speed: 4 (3 on land)
Stability: 3
Responsiveness: 4
Equip Slots: 4
Weapons
Strike Claw
The Redler's claws, true to their looks, are specially made for dealing damage.
25 Damage.
Variable Laser Blade
This blade rests within the Redler's tail, able to be snapped out and charged with energy for damaging attacks. Particularly good for opponents behind the Redler.
30 Damage.
Special Systems
None
Extra Equipment
[font size="5"][b][u]Redler[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 108
-[i]Head[/i]: 30
-[i]Wings[/i]: 42
-[i]Legs[/i]: 36
[b]Movement Type(s)[/b]: Land/Air
[b]Speed[/b]: 4 (3 on land)
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 4
[u][b]Weapons[/b][/u]
[b]Strike Claw[/b]
The Redler's claws, true to their looks, are specially made for dealing damage.
[font color="blue"]25 Damage.[/font]
[b]Variable Laser Blade[/b]
This blade rests within the Redler's tail, able to be snapped out and charged with energy for damaging attacks. Particularly good for opponents behind the Redler.
[font color="blue"]30 Damage.[/font]
[u][b]Special Systems[/b][/u]
None
[u][b]Extra Equipment[/b][/u]
Saicurtis
Hit Points:
-Body: 72
-Head: 30
-Legs (x6): 30
-Wings: 30
Movement Type(s): Land/Air
Speed: 3
Stability: 3
Responsiveness: 2
Equip Slots: 3
Weapons
AZ 20mm 2-Barrel Beam Cannon
Mounted at the end Saicurtis's 'horn' is this beam cannon that can fire from both barrels at once.
15 Damage per shot; can fire two shots per attack.
Small Caliber Charged Beam Guns
Resting on the Saicurtis's sides, these beam guns, while small, can deal a decent amount of damage.
20 Damage.
Special Systems
Compound Sensor Unit
The Saicurtis's special sensors can naturally detect Zoids and movement around it, allowing for better targeting.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
[font size="5"][b][u]Saicurtis[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 72
-[i]Head[/i]: 30
-[i]Legs (x6)[/i]: 30
-[i]Wings[/i]: 30
[b]Movement Type(s)[/b]: Land/Air
[b]Speed[/b]: 3
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 2
[b]Equip Slots[/b]: 3
[u][b]Weapons[/b][/u]
[b]AZ 20mm 2-Barrel Beam Cannon[/b]
Mounted at the end Saicurtis's 'horn' is this beam cannon that can fire from both barrels at once.
[font color="blue"]15 Damage per shot; can fire two shots per attack.[/font]
[b]Small Caliber Charged Beam Guns[/b]
Resting on the Saicurtis's sides, these beam guns, while small, can deal a decent amount of damage.
[font color="blue"]20 Damage.[/font]
[u][b]Special Systems[/b][/u]
[b]Compound Sensor Unit[/b]
The Saicurtis's special sensors can naturally detect Zoids and movement around it, allowing for better targeting.
[font color="green"]Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Shield Liger
Hit Points:
-Body: 72
-Head: 30
-Legs: 27
Movement Type(s): Land
Speed: 2
Stability: 3
Responsiveness: 4
Equip Slots: 2
Weapons
Anti-Zoid 3-Barrel Shock Cannon
Resting on the Shield Liger's chest, this cannon is partly energy-based.
10 Damage per shot; can fire three shots per attack.
Pop-Out Type missile Pod
These missile pods usually sit on the Shield Liger's back leg joints, but can be partly hidden.
10 Damage per missile; can fire two missiles per attack.
Special Systems
E-Shield Generator
The Shield Liger's trademark, this energy shield efficiently covers its front from attacks.
Reduces frontal damage by 30% for three actions. Usable once every three rounds.
Extra Equipment
[font size="5"][b][u]Shield Liger[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 72
-[i]Head[/i]: 30
-[i]Legs[/i]: 27
[b]Movement Type(s)[/b]: Land
[b]Speed[/b]: 2
[b]Stability[/b]: 3
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 2
[u][b]Weapons[/b][/u]
[b]Anti-Zoid 3-Barrel Shock Cannon[/b]
Resting on the Shield Liger's chest, this cannon is partly energy-based.
[font color="blue"]10 Damage per shot; can fire three shots per attack.[/font]
[b]Pop-Out Type missile Pod[/b]
These missile pods usually sit on the Shield Liger's back leg joints, but can be partly hidden.
[font color="blue"]10 Damage per missile; can fire two missiles per attack.[/font]
[u][b]Special Systems[/b][/u]
[b]E-Shield Generator[/b]
The Shield Liger's trademark, this energy shield efficiently covers its front from attacks.
[font color="green"]Reduces frontal damage by 30% for three actions. Usable once every three rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Zabat
Hit Points:
-Body: 60
-Head: 27
-Wings: 42
Movement Type(s): Air
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 4
Weapons
Hyper Killer Claws
Reasonably fitting their name, the Zabat's sharp claws can be easily used for fly-by attacks.
25 Damage.
145mm Laser Gun
This laser gun sits mounted on the Zabat's back, and is able to fire fairly large shots.
30 Damage.
Special Systems
Magnesser Wings
A special system built into the Zabat, allowing it to continue flight even after a wing has been damaged beyond use.
Losing a wing only reduces Speed by 1; losing both wings, however, causes the Zabat to fall.
Infrared Scope
The Zabat comes naturally equipped with infrared sensors, allowing it to see targets in less than ideal conditions.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
[font size="5"][b][u]Zabat[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 60
-[i]Head[/i]: 27
-[i]Wings[/i]: 42
[b]Movement Type(s)[/b]: Air
[b]Speed[/b]: 3
[b]Stability[/b]: 4
[b]Responsiveness[/b]: 4
[b]Equip Slots[/b]: 4
[u][b]Weapons[/b][/u]
[b]Hyper Killer Claws[/b]
Reasonably fitting their name, the Zabat's sharp claws can be easily used for fly-by attacks.
[font color="blue"]25 Damage.[/font]
[b]145mm Laser Gun[/b]
This laser gun sits mounted on the Zabat's back, and is able to fire fairly large shots.
[font color="blue"]30 Damage.[/font]
[u][b]Special Systems[/b][/u]
[b]Magnesser Wings[/b]
A special system built into the Zabat, allowing it to continue flight even after a wing has been damaged beyond use.
[font color="green"]Losing a wing only reduces Speed by 1; losing both wings, however, causes the Zabat to fall.[/font]
[b]Infrared Scope[/b]
The Zabat comes naturally equipped with infrared sensors, allowing it to see targets in less than ideal conditions.
[font color="green"]Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.[/font]
[u][b]Extra Equipment[/b][/u]
Zaber Fang
Hit Points:
-Body: 66
-Head: 30
-Legs: 36
Movement Type(s): Land
Speed: 3
Stability: 4
Responsiveness: 4
Equip Slots: 2
Weapons
Killer Sabre
A name fairly fitting for the Zaber Fang's fangs, they are themselves fairly powerful, just as the sabertooth tiger that the Zoid resembles.
30 Damage.
Small-Bore Anti-Zoid Laser Machinegun
Resting on the Zaber Fang's back, this machine gun fires energy-based bullets rather than normal bullets.
2 Damage per bullet; fires 12 bullets per attack.
Anti-Zoid Three-Barreled Shock Cannon
Sitting prominently on the Zaber Fang's back is this partly energy-based cannon that can easily fire from all three barrels at once.
10 Damage per bolt; fires 3 bolts per attack.
Special Systems
Infra-Red Laser Searcher
The Zaber Fang comes naturally equipped with a special type of infrared sensor, allowing it to see targets in less than ideal conditions.
Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.
Extra Equipment
[font size="5"][b][u]Zaber Fang[/u][/b][/font]
[b]Hit Points[/b]:
-[i]Body[/i]: 66
-[i]Head[/i]: 30
-[i]Legs[/i]: 36
[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]Killer Sabre[/b]
A name fairly fitting for the Zaber Fang's fangs, they are themselves fairly powerful, just as the sabertooth tiger that the Zoid resembles.
[font color="blue"]30 Damage.[/font]
[b]Small-Bore Anti-Zoid Laser Machinegun[/b]
Resting on the Zaber Fang's back, this machine gun fires energy-based bullets rather than normal bullets.
[font color="blue"]2 Damage per bullet; fires 12 bullets per attack.[/font]
[b]Anti-Zoid Three-Barreled Shock Cannon[/b]
Sitting prominently on the Zaber Fang's back is this partly energy-based cannon that can easily fire from all three barrels at once.
[font color="blue"]10 Damage per bolt; fires 3 bolts per attack.[/font]
[u][b]Special Systems[/b][/u]
[b]Infra-Red Laser Searcher[/b]
The Zaber Fang comes naturally equipped with a special type of infrared sensor, allowing it to see targets in less than ideal conditions.
[font color="green"]Ignore half of any accuracy reductions for the next six actions. Usable once every four rounds.[/font]
[u][b]Extra Equipment[/b][/u]