Konig Wolf EX type “Fenrir”
Speed: 25 (20 + 5 SC) (Max)
Agility: 60 (50 + 15 SC) (Max)
Heat Index: 50
Base Armor
Head: 40
Body: 160
Legs: 64 (x4)
Tail: 32
Current Armor
Head: 140
Body: 260
Legs:164 (x4)
Tail: 132
Internal Slots: 4/10
CPU Slots: 6/7 (5 base + 2 IPU)
External Hardpoints: 12 (Chest x2, Back x4, Front Left Leg x2, Rear Left Leg x1, Front Right Leg x2, Rear Right Leg x1)
Armor Plating and Coating:
NanoTech Armor
This barely there armor proves that less is more and more is not always better. Unlike other armor platings NanoTech is bonded to a zoids base armor and does not require any external hard points. The unique properties of this armor allow it to regenerate damage and alter its physical properties.
This armor can regenerate 30 armor points to any damaged section each round, up to two sections can regenerate each round. NanoTech armor is also able to alter is physical structure to harden it self against certain types of damage (Heat, Energy, explosive, slashing or stabbing damage, etc). A charging feat must be used to activate this feature and the type of damage must be stated. While active this feature will reduce damage from the chosen type by 40%.
Armor Points: 100 per section
Note: The NanoTech bonuses are negated when other armor platings are applied regardless of where it is. Only the additional armor is granted.
When set to Heat Resistance, Heat Index damage is also reduced by 40%.
Enhancive Coating 4 - (Used 1/5 battles)
Reduces damage to armor by 50%, protects all areas of armor.
---------------------------------
Weapons:
M-97 “Widow” Sniper Rifle (x2)
The M-97 Widow rifle is the upgraded version of the original Sniper Rifle, completely redesigned to incorporate advances in projectile weaponry, specifically electro-magnetic “Rails”, allowing the weapon to fire a larger round with increased penetrating power. Other enhancements include upgraded optics and a targeting prediction system which gives the user the anticipated point in space the target will occupy after factoring in distance between the gun and the time it takes for the round to reach the target, allowing greater accuracy.
Can fire twice in a single feat.
95dp (60 Base +15 scope + 20 Prof)
GA:125dp (60 Base + 30 GA +15 + 20 prof)
Can be used 6x per turn for 3 rounds.
External Hardpoints: 1
Infinite Repeaters (x2)
(Energy-Based)
A large energy weapon with three barrels, the weapon itself fires a particle stream that when the particles impact on matter create small-scale explosions, a single burst roughly equivalent to an exploding popcorn kernel. However due to the nature of the weapon a constant stream is fired, saturating the target with the high-energy particles.
Use: Three times per round, up to three rounds
Aimed: 75 DP (60 base + 15 SCOPE)
GA:[color=Red]105 DP (60 base +30 GA + 15 SCOPE)
Sweep: [color=red]30 DP per part/location hit (15 base + 15 SCOPE) [judge determines]
GA: 60 DP per part/location hit (15 base + 30 GA + 15 SCOPE) [judge determines]
External Hardpoints: 1
“Sirius” Ex-Force Cannon Projector
The original Ex-force Cannon, reworked into the very fabric of the newly designated Fenrir subclass of Konig Wolves. Rather than a standard cannon arrangement mounted externally, the actual firing chamber of the cannon is now mounted on the forward shoulders with a variable size “barrel”, in the form of a toroid, unofficially referred to as a Halo. When the weapon is activated the ring is released from a holding point, rises several meters from this position and expands to a diameter of four meters, the firing chamber then directs energy into the ring projector causing it to glow, the projector then uses a directed magnetic field to fire up to four bolts of lesser power at a target.
Requires 1 feat to charge, can fire ONE blast at 300dp or FOUR blasts @ 75dp each. (can be fired at up to 4 targets in a single action)
GA: 330dp (300 base + 30 GA) or FOUR blasts @ 105dp (75 base + 30 GA) each.
External Hardpoints: 1
CPU Slots: 1
Runic Glaive - “Thunder Edge”
The first set of Nanotech Blades underwent considerable changes during the Fenrirs evolution. Unlike the original weapon set that this evolved from the Runic Glaive, more commonly known as the Thunder Edge, is represented in a single large blade formed of what appears to be a dark blue colored metal, the center of the blade lined with a number of runic impressions that appear to glow with some kind of internal light, when not in use or combat these runes glow a peaceful azure, flickering with pulses of light, however when the weapon is to be used these runes glow a firey red and the whole weapon emits pulses of lightning that arcs between the Zoid and the weapon.
The Blade itself appears visually similar to a weapon a human might wield, apart from its immense size, in addition the hilt of the weapon appears to break apart into eight segments, the blade, grip and six pieces that would be a cross guard on a normal weapon, contained within these is an orb of unknown material which seems to be the focus. If the weapon is disengaged the blade dissolves into the series of runes etched into the material and “vanish”, the runes themselves appearing along the edge of the Fenrirs armor plating.
197dp (112 base +20 prof +65 chips)
GA: 227dp (112 base + 30 GA +20 prof +65 chips)
Can be used 3x per turn.
Runic Daggers - “Demon Fangs”
The second set of Nanotech Blades that Starstrike had originally carried were evolved into something more than a mere set of two blades. The Runic Daggers themselves are a set of four “short” blade like weapons similar in construction to the Runic Glaive, each blade bearing a series of runes on their surface. Each Demon Fang blade is formed from a material similar to the armor plating of the Fenrir, though considerably hardened, when not in use the blades dissolve to form several spikes of armor with the runic coating until needed.
An interesting ability of note is that the Demon Fangs themselves can be used as ranged weapons, being fired at a target from some range, though these projectiles are not guided in any sense of the word, interestingly the blades automatically return to the Fenrir without any form of guidance, this has puzzled scientists studying the zoid for possible upgrades elsewhere.
110dp per blade (25 base +20 prof +65 chips)
140dp per blade (25 base + 30 GA +20 prof +65 chip)
(Up to 4 may be used in one attack) in Melee. Can throw up to 4 at an enemy (unguided projectile) in a single action for damage minus proficiency. Can be used 3x per turn.)
External Hardpoints: 2
- Spoiler:
Melee Chip
Most useful against enemies that do not resist Physical Damage.
+25DP to Base Damage of Nanotech Blades.
Shock Chip
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 10 energy based damage. Requires one feat to charge. Stuns opponent for two actions.
Energy Chip
(Most useful against shields that don’t block energy damage.)
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 20 energy based damage.
Heat Chip
(Most useful to overheat opposing zoid.)
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 20 heat based damage. Heat Rating of 15.
Ice Chip
(Most useful against speedy opponents.)
+5dp to Base Damage of Nanotech Blades.
Does base damage plus an additional 20 ice based damage. Using this will lower your Heat Index by 10. In addition, this will lower your opponents Agility by 5 and Speed by 2 for a full round (Stackable if used twice in the same round).
Explosive Chip
(Most useful when you are in a jam and need additional damage, even if the blades do not hit the splash damage might.)
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 60 explosion based damage. Heat Rating of 5. After use the user must purchase a new blade, or two depending on how many blades exploded (only the blade which is used explodes, meaning that you may use it twice, once per blade in a battle.). Once both blades are used they may not be used again in the battle. The chip stays in tact, however, and does not need to be purchased again. (Price to replace exploded blade: 900 credits per blade.)
Organic Chip
(Most useful when health is needed.)
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 10 solid melee damage. Heals 10dp per round if used. The blades do not have to hit to get this benefit but they must be used. The health may be applied to any section. Does not heal past the initial armor value.
Shadow Chip
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 30 shadow based damage.
Light Chip
+5dp to Base Damage of Nanotech Blades.
Deals base damage plus an additional 30 light based damage.
---------------------------------
Equipment:
Heartlink
Designed to bring tactics and teamwork in battle to a new level, Heartlink is a CPU upgrade that allows all current battle data from your zoid be transmitted to a teammate's HEARTLINK. However, understanding of said teammate's piloting style is required to make the most of the raw data. Requires 1 feat to activate and both pilots involved to possess HEARTLINK; The effect lasts until end of turn. Restriction: A HEARTLINK equipped teammate is only compatible if you have either taken part in a FQ with them or have fought together previously.
When linked with a compatible teammate's system, HEARTLINK provides a +30% Dodge bonus if both of you dodge in the same action, and +30% accuracy if you both attack the same target during the same action.
Requires 1 CPU slot
Guardian Angel
This new technology was brought about near the discovery and widespread usage of organoids. The Guardian Angel is an AI trained sphere that aids the pilot while in battle. A vocal wireless uplink is maintained between the pilot and angel when activated. The angel can be commanded away from the zoid, but has a default hovering status above the center of the zoids back. Many small laser cannons are covering the body of the hovering angel, which it uses to shoot down incoming projectiles and aid the pilot in offensive attacks. It is trained to store data on each faced weapon to learn its characteristics. After the first time a weapon is used, the chance of it being negated by the angel goes up by 20%.
+30 dp to every attack from the pilot. Protection from incoming objects (bullets, energy, rockets etc) is up to the judge, but chances of negating the attack increases by 20% every time the attack is used after the initial attack. Can remain active for an entire round, must rest one round before activating again.
CPU Slots: 1
Simulex Components
Simulex components precisely replicate the locomotive systems of living animals with the increased durability and stress tolerances that come with synthetic materials.
Provides increased maneuverability in combat. +15 to agility and +5 speed for land based zoids.
SCOPE (Self Calculating Optical Precision Equipment)
This tech device increases the accuracy of all fire armed based equipment on the zoid by magnifying the weapons' sights in ranges of 50x's up to 5000x magnification.
Adds +15 DP to all firearms attached to the zoid
Requires 1 CPU slot
Zoid must have firearm-based weapons (Machine guns and rifles. Cannons do not apply.)
Organic Psycom System
Modifies a Zoid's control systems and allows for a direct link to the pilot's mind.
+4 to reflexes | +4 Proficiency
Requires 1 CPU slot
Stealth System
Makes the Zoid it is installed in undetectable by radar, heat, and sound patterns, and therefore invisible. This is usable by any zoid, for one round per battle, during which time the opponent will only have a 25% hit rate.
Internal Slots: 1
CPU slots: 1
Internal Processing Units (x2)
Additional Processing Units are fitted into available space within a zoid, and linked up with the zoid's core CPU to increase data storage and performance.
+1 available CPU Slot
Requires 2 Internal Slots
---------------------------------
Abilities:
Mono-Molecular Teeth and Claws
Visually similar to the original alloy teeth and claws of the Konig Wolf, however on closer examination, the surfaces of these weapons are lined with small blades held in place by incredibly powerful magnetic fields, allowing them to be “sheathed” when not in use. When in use however, the blades are effectively able to disrupt the bonds holding molecules together, giving them unprecedented penetrating ability, however the size of the cutting surfaces means that their effect is more or less lost amidst the general carnage inflicted by bites or swipes.
84 DP (64 base + 20 prof)
114 DP (64 base + 30 GA +20 prof)
Savage Electrostatic Bite
The upgraded version of the Electrostatic Bite attack, featuring a greatly improved charging system, more efficient energy storage as well as a managed stun field, designed to enhance the overall effectiveness of the attack.
132 DP (112dp + 20 prof)
[color=#FF0000]162 DP (112dp + 30 GA +20 prof)
Can stun for 2 actions, requires 1 feat to charge.
Shatter Claw Strike
(Energy-Based)
The upgraded version of the Konig Claw Strike. During its evolution the Konig Claw strike underwent some curious modifications, namely that the electricity now flows into ball of energy held in the claws, similar to a ball of lightning, when the attack is executed the ball ruptures, sending a massive pulse of energy outward from the impact site, the heat released causes a small overpressure wave capable of crushing some of the hardest armor known to Zi.
116 DP (96 base + 20 prof)
[color=#FF0000]146 DP (96 base + 30 GA +20 prof)
Requires 1 feat to charge.
Storm Walker
During the evolution Starstrike altered the Booster Discharger system, creating a new enhanced version, now called the Storm Walker system. The SWS features two usage modes, the first is to emit a curious cryogenic field which within ten seconds causes a large snow storm to come into being by freezing any moisture in the air and artificially inducing large wind gusts to create what is effectively a blizzard, in addition to this the armor plating on the Fenrir becomes mottled, causing the Zoid to fade out in the snow, the wind gusts also help to mask the heat emissions from the zoid.
In the second mode, the SWS creates directed wind flows designed to create a slipstream effect ahead of the zoid, increasing its maximum speed, as well as allowing unparalleled feats of agility.
1: Create large area blizzard to cloak the Fenrir (Reduces Foe Accuracy to 25%)
2: Gives a boost in agility by altering airflow around the Fenrir (increases dodge rate by 32%)
Usuable once per round, every other round.
Visions of Ragnarök
Above each eye of the Fenrir is a second set, however when not in use they are covered by armor in order to prevent damage to what are extremely sensitive optical systems, when in use the armored cover slides into a recess and all four eyes glow with a baleful light, forming a composite image with the ability to switch between night vision and infrared modes, along with targetting scopes so accurate it is claimed they are capable of allowing a standard Zoid rifle the ability to shoot the wings off a fly at a thousand yards (as yet no evidence exists, though wingless flies are on the rise)
1: Nightvision/Infrared vision (RP only),
2: Increase Accuracy by 32%; lasts 5 actions
3: Reduces effectiveness of accuracy reductions by 50% of the effect.
Selected effect lasts for one round
Warriors of Fenris, Geri & Freki
Following Starstrike's evolution the unique type of Konig Wolf, dubbed the “Fenrir”, fought and then took control of two previously feral Konig Wolves, bonding with and upgrading each in what could best be termed a mini-evolution. The result of this is the EX's ability to call these two bonded zoids to fight alongside it in combat. Following a look into ancient mythology Valkyrie named the two zoids Geri and Freki, after the wolves that accompanied the Norse god Odin.
Can call one or both Wolves into battle to assist. Geri & Freki each have 50 armor on all locations and can assist in melee attacks (dealing an additional 20dp) or attack singly for 50dp each, in conjunction with Starstrike's own attacks.
Each wolf must be “charged” for 1 feat before being summoned, lasts for 1 round, must “recharge” for 1 round afterward. If armor is depleted can be repaired for an additional charge feat while on cooldown
Combat Limiter System, Gleipnir
Named for the silken ribbon that binds Fenrisulfr in Norse mythology the Combat Limiter System controls the true power of the Fenrir. The system is designed to regulate the amount of energy used by the zoid, this relates also to the amount of control the pilot has over the zoid, unfortunately since the Fenrir has exhibited some degree of reverse connection through the Organic Psycom System the pilot is also in danger. As a result engineers installed the Gleipnir system, installing a series of lockouts designed to be released in combat if the need should arise. At level one there is a minor increase in combat power, essentially increasing from there to Level 3, also known as Full Release, which more-or-less gives the zoid freedom to behave how it wishes.
May activate in second round. Must unlock each level, can unlock once per round. Must use activate feat to unlock.
Level One: 10% increase in damage dealt. All weapons available. 5% increase in damage taken.
Level Two: 20% increase in damage dealt. Ranged weapons locked. 10% increase in damage taken.
Level Three: 30% increase in damage dealt. All weapons locked, excludes natural weapons (Savage Electrostatic Bite, Shatter Claw Strike and the Teeth & Claws. 15% increase in damage taken.