Light Class Zoids[/center]
Sp/Ag Color Codes Land | Sea | Air | Dig
> Zoids that have a restriction to either GL 3, 4, or 5 are UNUSABLE AND UNATTAINABLE by pilots at GL 1. For each level below the restriction you will be docked 20% of all DP, speed, and agility. (ie: 20% deduction off max by a GL 4 pilot on a GL5 zoid), To obtain a restricted zoid you must do a loot quest worth at least 40 RP Credits and be GL 2 or higher with approval by staff.
Sp/Ag Color Codes Land | Sea | Air | Dig
> Zoids that have a restriction to either GL 3, 4, or 5 are UNUSABLE AND UNATTAINABLE by pilots at GL 1. For each level below the restriction you will be docked 20% of all DP, speed, and agility. (ie: 20% deduction off max by a GL 4 pilot on a GL5 zoid), To obtain a restricted zoid you must do a loot quest worth at least 40 RP Credits and be GL 2 or higher with approval by staff.
AQUADON (MKII)
Type: Frog
Speed: 8/16
Agility: 15/37
Heat Index: 25
Internal Slots: 3
CPU Slots: 3
External Hardpoints: 3 - Body: 3 (back x2, chest), Limbs: (none)
Base Armor - Head: 15 / Body: 85 / Legs (x4): 40
Specials:
Sonic Croak
Emits a sound blast that can stun the opponent.
40DP; stuns for two actions if performed at close range
Thrust Kick
If a Zoid gets too close to the Frogger it can use its massive hydraulic powered hind legs to knock the opponent senseless.
70DP
Whip Tongue
The tongue can be used in two ways: 1) it can be used as a projectile ram to slam into opponents up to 100 meters away, or 2) it can be used to wrap opponents up. This allows tripping of heavy and medium Zoids and tossing of light Zoids.
50DP (ram method) OR loss of 1 action (trip method); Judge determines damage from tripping or throwing
BANTEM
Type: Cockerel
Speed: 15
Agility: 35
Heat Index: 20
Internal Slots: 3
CPU Slots: 2
External Hardpoints: 3 – Body 1 (Chest) / Legs x2 (Each leg)
Base Armor – Head: 25 / Body: 110 / Legs (x2): 40 / Wings (x2): 35 / Tail: 15
Specials:
Hardened Alloy Beak, Talons & Spurs
A hardened sharpened beak which with force can leave a satisfactory puncture in an opposing Zoid’s armor. Along with this the Zoid's talons and Spurs can also inflict quite a large amount of damage to opponents with their honed edges
45DP
30mm Pulse Cannon
(Energy)
Located in the chest of the Zoid, this weapon supplies a ranged mode of combat for the Bantem.
60DP
Quad-Tail Stunners
The large four tail blades located at the rear of the Zoid are capable of being lodged and activated within the opponent's Zoid, stunning it for a short period of time.
This move requires a charge feat
4 times per battle
On hit, the stun will last for 2 actions.
Jet boosters
Within each ‘wing’ of the Bantem is a large jet which can allow maneuverability to increase exponentially. This gives the Bantem an extra boost to jump higher than most Zoids vertically up or at high angles.
Allows a high jump that can out-jump most Zoids, even getting level with aerial based Zoids to allow for close range attacks in the air.
BARIGATOR
Type: Alligator/Crocodile
Speed: 8/12
Agility: 16/40
Heat Index: 25
Internal Slots: 3
CPU Slots: 3
External Hardpoints: 4 - Body: 2 (back), Limbs: 2 (tail)
Base Armor - Head: 40 / Body: 100 / Legs (x4): 40 / Tail: 40
Specials:
Quad General Purpose Missile Launcher
[Explosive]
Turret mounted missiles located on the back of the Zoid. Fire in any direction against land and air targets from land or water surface. Up to four can be fired at a time; holds 12 missiles in all.
25DP per missile
Hydraulic Jaw Crusher
Like its animal counterpart, the Barigator’s jaw can clamp shut at lightning speeds with massive amounts of pressure. Capable of stunning medium and heavy Zoids, and hurling light Zoids.
70DP; opponent loses one action on a stun or hurl (power of the hit is at judge’s discretion)
20mm Beam Cannons
[Energy]
Neck mounted, these dual cannons fire forward only but are useful underwater.
40DP
Smash-up Tail
The Barigator’s powerful tail can be used in melee combat to smash into opponents.
60DP
BURNING STRIKER
Type: Phoenix
Speed: 23
Agility: 45
Heat Index: N/A
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 4 - Body: 2 (back, chest), Limbs: 2 (each wing)
Base Armor - Head: 20 / Body: 90 / Wings (x2): 30 / Tail: 20
Specials:
Heat Distribution System
The Zoid uses heat as the basis for most of its attacks and therefore is immune to heat damage.
Zoid Cannot Overheat
Burning Missiles
[Explosive]
A pod of 10 homing missiles concealed in the belly of the Zoid pops open to launch the little explosive missiles which contain superheated goo. Not as accurate as other tracker missiles due to the inability to use a heat sensor system (because it would hit the Striker itself).
40DP, 4 heat damage per missile. Fires one missile per attack feat.
Liquid Flame Cannon
A cannon concealed in the beak that is good for dousing close range ground targets with superheated lava-like fluid.
30DP to up to 3 areas of armor with a hit (excluding head), 10 heat damage
Dual-Barreled Beam Gun
[Energy]
Located in between the chest and underbelly regions of the Burning Striker, this weapon fires small caliber bullets composed of condensed energy waves.
60DP
Superheated Plasma Shield
The Zoid uses its heat systems to cover itself in molten plasma providing it a powerful shield.
Reduces all damage by 25%, deals 2 heat damage to any Zoids passing too close.
Lasts 2 full rounds, can be used once per battle
DESCAT
Type: Panther
Speed: 18
Agility: 42
Heat Index: 15
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 2 - Body: 2 (back, chest), Limbs: (none)
Base Armor - Head: 25 / Body: 90 / Legs (x4): 40 / Tail: 25
Specials:
Hardened Alloy Teeth and Claws
Super sharp teeth and claws perfect for nitty-gritty melee strikes
40DP
Dual Impact Cannon
[Explosive]
Placed between the front legs allowing a slot above them on the chest. Fires explosive shells two at a time.
55DP
Super Gravity Bullet Cannon
Planted firmly on top of the Descat, this cannon uses the gravitational pull of its opponent for increased targeting accuracy and fires super-dense shells. Usable 5 times per battle.
100DP
Frontal Force Shield
Covering the front half of the Zoid, this shield is good for blocking energy weapons.
Reduces energy damage by 75%
Last for four actions; usable once per round, every other round
DIMETRODON
Type: Dimetrodon
Speed: 12
Agility: 25
Heat Index: 35
Internal Slots: 4
CPU Slots: 2
External Hardpoints: 2 - Body: 2 (sides), Limbs: (none)
Base Armor - Head: 20 / Body: 100 / Sail: 40 / Legs (x4): 20 / Tail: 20
Specials:
Hardened Alloy Teeth
Sharp teeth but difficult to score a hit with.
30DP
Dual 50mm Repeater Cannons
Mounted on either side of the Dimetrodon's chin, capable of only firing forward with up to a 45-degree vertical range. Fires anti-Zoid shells and is deadly accurate.
70DP
3-Shot Missile Box
[Explosive]
3 missiles concealed in the skull of the Zoid good for air and land targets (no homing capabilities).
40DP per missile, only one may be fired at a time
Sulfuric Acid Sprayer
Located in the mouth of the Dimetrodon are several valves that can release highly-pressurized, focused streams of sulfuric acid toward an opponent.
50DP to one armor area or 25DP to two armor areas
Ionization Field
Disabled if the fin is more than 75% damaged. The fin spines create static electricity effectively repelling physical attacks including solid ammo and Zoid melee attacks. When in use the Dimetrodon can only use its cannons and any energy weapon attached. Lasts up to 4 actions.
For 4 actions repels ALL physical damage, usable once every 3 rounds
DOUBLE SWORDER
Type: Stag Beetle
Speed: 12/12
Agility: 15/30
Heat Index: 15
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 4 - Body: 2 (back, chest), Limbs: 2 (middle leg on each side)
Base Armor - Head: 20 / Body: 90 / Legs (x6): 25 / Wings (x2): 25
Specials:
Mouth Machine Guns
A 15mm four-barreled machine gun located between the pincers delivers quick damage to enemies directly in front of the Double Sworder.
30DP
Dual 30mm Beam Cannons
[Energy]
Located between the fangs, these cannons are capable of firing forward or at any vertical angle up to 70 degrees. Fires a ball of acidic venom that begins eating at the armor; this can cause overheating from the acidic properties.
40DP; up to 5 heat damage (at judge’s discretion)
Double Breaker Swords
Hardened alloy pincers are the hallmark of the Sworder. While slightly difficult to use on quicker Zoids, they are capable of shredding shields to get right to the armor of the opponent.
75DP, unhindered by shields
FLIPPER
Type: Dolphin
Speed: 15
Agility: 40
Heat Index: 20
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 4 - Body: 2 (back), Limbs: 2 (fins)
Base Armor - Head: 20 / Body: 90 / Fins (x2): 40 / Tail: 40
Specials:
Hardened Alloy Tail
The tail acts as a powerful whip to do serious damage on other aquatic Zoids.
50DP
Dual-Barreled Missile Launcher
[Explosive]
This large missile container is located on the dorsal fin and can fire two sea-to-land or sea-to-air missiles at one time.
35DP per missile
Sonic Blaster
[Energy]
The Flipper emits a pulse from its forehead using sound waves; as a result shields don’t stop it.
60DP, bypasses shields
Torpedoes
[Explosive]
Located on the chest is a set of four torpedo tubes packed with 3 torpedoes each, full tracking capabilities, only good underwater.
30DP per torpedo
GARANTULA
Type: Spider
Speed: 16/7
Agility: 45/15
Heat Index: 15
Internal Slots: 3
CPU Slots: 1
External Hardpoints: 5 - Body: 1 (back), Limbs: 4 (each leg pair)
Base Armor - Head: 20 / Abdomen: 90 / Leg Pairs (x4): 30
Specials:
Burrow Dodge
As with real spiders, the Garantula can sense an incoming attack and scurry to burrow under the surface just long enough to dodge a single attack feat. It can only burrow once per round.
Auto evasion of any single attack feat (or both attacks of the Double Attack Reflex)
Electromagnetic Web Launcher
Capable of firing at rear targets or the back section can be arched up and the gun fired up or forward. The webs fire from the spinneret launchers on the rear of the Zoid.
Stuns foe for two actions
Venom Cannon
Located between the fangs, these cannons are capable of firing forward or at any vertical angle up to 70 degrees. Fires a ball of acidic venom that begins eating at the armor; this can cause overheating from the acidic properties.
50DP; 5 heat damage
Pounce
By gearing up the legs the spider can launch at foes and knock them down to sink its fangs into the armor and vent venom into it.
60DP; 2 heat damage
Machinegun Papillae
Like a true spider, the Garantula has papillae on either side of the fangs which happen to house 15mm machine guns.
30DP
GUN TIGER
Type: Tiger
Speed: 13
Agility: 35
Heat Index: 25
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 4 - Body: 4 (back, chest, each side), Limbs: 2 (tail)
Base Armor - Head: 30 / Body: 100 / Legs (x4): 40 / Tail: 30
Specials:
Antenna Array
An extra-sensory antenna array located on the head of the Gun Tiger offers maximized weapon ranges and accuracy.
When activated it increases range by 20% and accuracy by 50%; only functions on ground targets
Requires an activation feat
Lasts for five actions; usable once per round, every other round
Hardened Alloy Teeth and Claws
Teeth and Claws meant to tear through armor in melee attacks.
High Frequency Mode: when charged, the teeth and claws can deal extra damage thanks to the energy being diverted into them (requires a charge feat).
40DP normally; 60DP when charged (High Frequency Mode)
20mm Anti-Aircraft Guns
Good for attacking aerial Zoids anywhere around the Tiger. Back mounted.
35DP
105mm Concealed Cannon
Fires super-dense rounds fairly accurately up to a medium range, 150-200 meters. Can only be used if the head is lowered and the Zoid is still.
95DP
GUYSAK
Type: Scorpion
Speed: 12/10
Agility: 25/15
Heat Index: 20
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 - Body: 3 (back x2, chin), Limbs: (none)
Base Armor - Head: 20 / Body: 95 / Leg Pairs (x4): 40 / Tail: 30
Specials:
Burrowing
The Guysak was built to burrow for sneak attacks. It can travel underground for up to four actions but cannot attack except with the claws; by attacking from underground, the Scorpion unearths itself.
Smoke Dischargers
While not capable of cloaking, these dischargers are located behind the head and serve one purpose only: to hide the Zoid while it unearths.
Lowers foe’s accuracy to 25% while Guysak unearths
Lasts for three actions; usable once per round, every other round
Hardened Alloy Pincer Claws and Fangs
The Guysak is able to jab through armor and toss the smallest Zoids with the claws and bite through even the densest armors with its fangs. Amazingly quick and versatile.
70DP
30mm Beam Rifle
[Energy]
Located on the tail stinger. Semi-automatic, powerful, accurate, and can fire wherever the tail points.
50DP
Dual 10mm Cannons
Mounted beneath the beam rifle on the tail.
20DP
HELCAT
Type: Panther
Speed: 15
Agility: 40
Heat Index: 20
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 - Body: 3 (chest, each side), Limbs: (none)
Base Armor - Head: 25 / Body: 100 / Legs (x4): 35 / Tail: 25
Specials:
Dual 20mm Beam Cannons
[Energy]
Turret mounted on the back these cannons are deadly at close range in all directions.
65DP
Dual 20mm Laser Machine Guns
[Energy]
Forward firing chest mounted guns.
30DP
Hardened Alloy Claws
Razor-sharp claws located on each paw.
50DP
Camouflage Unit
This system can bend light around the Zoid and scrambles radar and infrared, effectively rendering the Helcat invisible except for the blur effect from motion. The sheer amount of technology and energy resources that must be devoted to this system requires it to have a rest period between uses.
Reduces opponent’s accuracy by 80% when Helcat is still and 65% when in motion
Lasts for four actions; usable once per round, every other round
HOUNDSOLDIER
Type: German Shepherd
Speed: 18
Agility: 38
Heat Index: 25
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 - Body: 3 (back, each side), Limbs: (none)
Base Armor - Head: 25 / Body: 100 / Legs (x4): 40 / Tail: 25
Specials:
Dual 60mm Cannons
Forward facing, back-mounted cannons.
40DP
Triple Impact Cannon
[Explosive]
A tri-barreled chest-mounted gun that fire explosive shells to deal splash damage.
60DP, distributed over opponent’s Zoid according to judge's discretion for splash damage
Hardened Alloy Teeth and Claws
Razor-sharp fangs and rows of equally sharp teeth adorn the Hound's mouth while its paws contain sharp claws of their own.
35DP
Hardened Alloy Face Lances
At 11 meters long, these throwbacks to medieval jousting are a terror in battle. Capable of being used as rams or scoops. Impossible to break or remove without removing the head of the Zoid.
90DP
Quad Missile Pods
[Explosive]
Four 3-missile pods (for a total of twelve missiles), one at the top of each leg joint, for use on land or aerial targets. An entire pod can be fired at one time.
20DP per missile
HURRICANE HAWK
Type: Hawk
GL 2 Restriction
Speed: 25
Agility: 40
Head Index: 20
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 – Body: 1 (back), Limbs: 2 (top of each wing)
Base Armor - Head: 15 / Body: 105 / Wings (x2): 35 / Tail: 15
Specials:
Two-Barrel 30mm Machine Guns
Located in the ears is a pair of forward-facing machine guns. Not very powerful but can be double fired each time it’s used.
30DP per shot
Air-to-Air Missiles
[Explosive]
One Air-to-Air missile located at the out tips of each wings. Not useable on Ground Zoids and have good homing capabilities against Aerial Zoids.
55DP per missile, 2 missiles total
Land Bombardment Bombs
[Explosive]
A pair of heavy bunker-buster bombs, each one located just inside of the AA Missiles on the wings. Extremely effective only against Land Zoids. No Homing Capabilities.
65DP per Bomb, 2 Bombs Total
Anti-Zoid Multi-Purpose Missiles
[Explosive]
Four multi-purpose missiles, a pair located on the inner most part of the wings. Standard homing capabilities against all targets.
40DP per missile, 4 missiles
Harden Alloy Beak and Claws
A pair of razor-sharp claws and a harden beak allows the Hurricanhawk to strike up close.
55DP
Vertical Blade
A razor sharp blade much like that of the Redler’s tail blade located on the back.
65DP
KILLER DOME
Type: Crab
Speed: 7/12/6
Agility: 10/20/8
Heat Index: 35
Internal Slots: 3
CPU Slots: 3
External Hardpoints: 4 - Body: 4 (back – top of dome), Limbs: (none)
Base Armor - Body: 105 / Pincers (x2): 60
Specials:
Hardened Alloy Crusher Claws
Useful for stabbing, smashing, and grabbing, these giant crab claws can even hurl light and medium class Zoids.
70DP
Twin Repeater Cannons
Located inside the Dome’s main weapon, these guns can fire in any direction the claws can point.
25DP
Dual Pulse Laser Cannons
[Energy]
Turret-mounted on either side of the Zoid, these cannons fire short bursts of energy at opponents in any direction.
45DP
Twin Gatling Guns
Also concealed in the claws, these are the long range weapons of the crab.
30DP
Burrow Dodge
Much like the Garantula, the Killer Dome can sense an incoming attack and scurry burrow under the surface just long enough to dodge a single attack feat. The crab can only burrow once per round.
Auto evasion of any single attack feat (or both attacks of the Double Attack Reflex)
Rotational Dome Sonic Generator
The dome rotates at high speed creating a sonic blast with multiple DEVASTATING effects. Can only be used twice per battle and lasts 3 actions. Disables ALL cloaking effects and renders ALL projectiles useless by detonating, deflecting, or dispersing them. Underwater the shock causes tidal storms that slightly damage aquatic Zoids.
Requires 3 Charge feats
Lasts 3 actions; usable twice per battle.
Uncloaks all Zoids, disables all projectile weaponry and destroys ammo in transit. When underwater deals 30dp to all Zoid body armor as well
LIGER ZERO
Type: Liger
GL 3 Restriction
Speed: 18
Agility: 40
Heat Index: 20
Internal Slots: 3
CPU Slots: 3
External Hardpoints: 5 - Body: 3 (back, each side), Limbs: 2 (chin, forehead)
Base Armor - Head: 20 / Body: 90 / Legs (x4): 40 / Tail: 25
Specials:
Strike Laser Claw
[Energy]
This is the hallmark of the Liger Zero. The Zoid siphons laser energy into the claw for a superheated, super-fast pouncing strike.
120DP
Hardened Alloy Teeth and Claws
Teeth and Claws meant to tear through armor in melee attacks.
35DP
Double Barrel Chest Cannon
Light cannon taken from the Shield Liger with two barrels that fire forward at once.
50DP
High-Density Beam Gun
[Energy]
Fires extremely dense rounds from a turreted back mount.
60DP
LIGHTNING SAIX
Type: Cheetah
Speed: 20
Agility: 45
Heat Index: 25
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 - Body: 3 (chest, each side), Limbs: (none)
Base Armor - Head: 20 / Body: 90 / Legs (x4): 30 / Tail: 20
Specials:
Lightning Beam Cannons
[Energy]
A pair of 100mm beam cannons solid-mounted on the back of the Zoid, capable of firing powerful laser beams in whatever direction the Saix is facing.
70DP
30mm Laser Repeaters
[Energy]
Located on the Saix's forehead are two 30mm laser repeater rifles, each capable of spitting out roughly 4 shots per second. Though not turret-mounted, they fire where the Saix's head faces, and are quite accurate because of that. Like the after-market Sniper Rifle, the Repeaters can be double-shot to count as one feat.
20DP per shot
Hardened Alloy Teeth and Claws
Razor-sharp fangs and rows of equally sharp teeth adorn the Saix's mouth while its paws contain sharp claws of their own.
50DP
Streamline Drafting
If more than one Saix is in the same battle they can use their body design to draft off each other. By continually leaping, the front Zoid can increase its speed and maneuverability, supplementing the damage of its next attack.
+10DP to next attack; increased rate of evasion by 10% per extra Saix
MOLGA
Type: Caterpillar
Speed: 12/14
Agility: 14/27
Heat Index: 20
Internal Slots: 3
CPU Slots: 3
External Hardpoints: 3 - Body: 3 (back, each side), Limbs: (none)
Base Armor - Head: 25 / Body: 125 / Wheels (x2): 65 / Tail: 55
Specials:
Quad 20mm Gatling Guns
Located on the armored head of the Molga, these small weapons fire together in a short burst.
45DP
Concealed 2-shot Missile Launcher
[Explosive]
Dual missiles located under an armor plate in the tail which target land Zoids behind the Molga.
50DP per missile
Tail Stinger
A razor sharp blade on the maneuverable tail of Zoid.
80DP
Burrow
The Molga is capable of digging underground and maneuvering there to sneak attack. It can stay underground up to three actions.
RAYNOS
Type: Pteranodon
GL 3 Restriction
Speed: 25
Agility: 50
Heat Index: 20
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 2 - Body: 2 (back), Limbs: (none)
Base Armor - Head: 20 / Body: 90 / Wings (x2): 35 / Tail: 30
Specials:
40mm Anti-Missile Machine Guns
These guns are located on the top of the tail, and can pivot 180 degrees horizontally to hit anything left to right, and range from straight back to straight down. They are especially good at shooting down large projectiles.
30DP
Tri-Barreled Beam Cannon
[Energy]
Located on the Zoid's chest. Amazingly accurate against aerial opponents.
35DP
72mm Vulcan Cannon
Housed in the gut of the Raynos, this retractable cannon can be useful for air-to-air or air-to-land/sea combat.
70DP
Hardened Alloy Wing Claws and Talons
Razor-sharp claws adorn the Raynos' wings while its legs contain sharp talons of their own.
45DP
3D Radar Dome
A radar machine that nullifies stealth attempts using advanced technology. The sheer amount of technology and energy resources that must be devoted to this system requires it to have a rest period between uses.
Nullifies all stealth technology, keeping accuracy at 100%
Lasts for the entire round; usable once per round, every other round
REV RAPTOR
Type: Velociraptor
Speed: 17
Agility: 48
Heat Index: 25
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 2 - Body: 2 (back, chest), Limbs: (none)
Base Armor - Head: 25 / Body: 100 / Arms (x2): 30 / Legs (x2): 40 / Tail: 25
Specials:
Hardened Alloy Teeth, Talons and Claws
Teeth, claws, and foot talons are composed of ultra-strong alloy and are good for hacking and slashing.
40DP
Striker Claw
[Energy]
The pilot can change the distribution of energy by the Raptor’s ion charger to siphon it into the large claws for a quick, energized strike reminiscent of the LZ.
65DP
Wrist Mounted Machineguns
Machineguns on each wrist that can fire forward and 90 degrees up or down.
30DP
Dual Scythe Cutters
These cutters can be charged by the ion charger located between them on the Raptor’s back for extra damage and possible stunning once per round.
50DP on a normal attack
If charged for one feat, 80DP and possible stunning for one action
SABER LION
Type: Lion
Speed: 15
Agility: 35
Heat Index: 20
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 - Body: 3 (back x2, chest), Limbs: (none)
Base Armor - Head: 30 / Body: 100 / Legs (x4): 35 / Tail: 30
Specials:
Dual Side-Mounted Machine Guns
Small turret-style guns good for land-based or aerial targets.
30DP
Hardened Alloy Teeth and Claws
Teeth and Claws meant to tear through armor in melee attacks.
40DP
High Friction Resonance Blade
A large blade mounted on the Saber’s head that can move 180 degrees vertically from forward to resting on the back. The Zoid is small enough to run under large Zoids and strike the underbelly with the blade. When charged for one feat, the blade will vibrate at high intensity to do extra damage.
50DP; if charged, 70DP and stuns for 1 action
Smoke Vents
Somewhat like the Shadow Fox, the Saber Lion can emit a light, hazy smoke from vents built into the shoulder to conceal itself from enemies.
Lowers accuracy of opponents to 50%
Last for four actions; usable once per round, every other round
SAICURTIS
Type: Rhino Beetle
Speed: 11/12
Agility: 16/34
Heat Index: 15
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 4 - Body: 2 (back, chest), Limbs: 2 (each wing)
Base Armor - Head: 20 / Body: 90 / Legs (x6): 25 / Wings (x2): 25
Specials:
Composite Sensory Unit
Tracks the motion of Zoids using a combo of 3D and ground radar allowing tracking of burrowed units. Powers up weapons to bore into the ground.
Allows Saicurtis to hit burrowed targets
Dual 15mm Machine Guns
Placed above the cockpit these guns are for front targets only.
25DP
Dual 30mm Beam Cannons
[Energy]
Located at the end of the Sai Striker, these cannons are paired and can fire simultaneously or one at a time for better accuracy. Capable of attacking Zoids up to 120 degrees up or down from front center and 30 degrees left and right.
35DP separately, 75DP with decreased accuracy when fired together
Sai Striker
The long horn sticking out from the Saicurtis. It has a pitchfork style edge and can be used for stabbing or hammering enemies. At only 4.5 meters long, it does put the user at close range for counterattacks.
80DP
SHADOW FOX
Type: Fox
GL 3 Restriction
Speed: 17
Agility: 45
Heat Index: 25
Internal Slots: 4
CPU Slots: 2
External Hardpoints: 6 - Body: 2 (on back), Limbs: 4 (each leg)
Base Armor - Head: 25 / Body: 95 / Legs (x4): 30 / Tail: 20
Specials:
Hardened Alloy Teeth and Claws
Teeth and Claws meant to tear through armor in melee attack.
40DP
Strike Laser Claw
[Energy]
The hallmark of the Liger Zero, it has been copied for use in the Shadow Fox. The computer system siphons energy to the claw for a super-heated, super-fast, hard to avoid pouncing strike.
90DP
30mm Omni-Directional Vulcan Machine Gun
Long-ranged weapon that can fire in LITERALLY any direction.
40DP
270mm Electromagnetic Net Gun
Concealed in the tail, the net gun fires at pursuing Zoids and unravels them with a powerful shock. However, due to the position of the net, it can only fire at Zoids behind the Fox. There is only one canister for use.
Brings Zoids to the ground, stuns foe for 2 actions
Smoke Dischargers
The Shadow Fox is capable of covering itself in a cloud of smoke from these shoulder-mounted vents, or for more creative use, sprinting by an opponent and covering it in smoke instead. In this second method you are prone to attack, but once by, the opponent is the only one who loses accuracy and you know where they are.
Method 1: Lowers accuracy of Fox by 50% and enemies by 75%
Method 2: Lowers accuracy of opponent Zoids by 60%
Lasts for the entire round or until all Zoids leave the cloud; usable once per round, every other round
Leg Anchors
Anchors on the feet act as grips and allow the Fox to run up any incline or surface barring sheer vert.
Fox can run up any incline up to 80 degrees
SINKER
Type: Manta Ray
Speed: 14/15
Agility: 28/30
Heat Index: 30
Internal Slots: 4
CPU Slots: 2
External Hardpoints: 4 - Body: 1 (back), Limbs: 3 (each wing top, head)
Armor - Head: 25 / Body: 110 / Wings (x2): 40 / Tail: 20
Specials:
Twin 30mm Accelerated Beam Cannons
[Energy]
On the chin of the Sinker. The accelerated firing mechanism makes them more powerful than most and capable of aquatic function.
70DP
Booster Gun
Housed in the tail of the Zoid, this medium-bore firearm is capable of firing in any direction the tail can point (and underwater).
50DP
Quad Homing Torpedoes
[Explosive]
Two are located under each wing. Above water they function as straight missiles; underwater they mercilessly track their target at high speeds. Only one can be fired at a time.
45DP each
SNIPE MASTER
Velociraptor
Speed: 12
Agility: 22
Heat Index: 25
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 - Body: 1 (chin), Limbs: 2 (each leg)
Base Armor - Head: 20 / Body: 105 / Legs (x2): 40 / Tail: 30
Specials:
Hardened Alloy Teeth and Claws
Sharp teeth accompany powerful leg talons.
50DP
144mm Tail Sniper Rail Rifle
[Explosive]
The main weapon, capable of accurate attacks even on quick Zoids up to two miles away. The rifle is capable of piercing shields with its explosive rail gun shells. The Snipe Master must be locked down to use this weapon, but can fire pivoting up to 30 degrees horizontally and vertically on this base.
80DP, unblockable by shields
Defraction Gradient Unit (DGU)
Refracts light around the Snipe Master causing Zoids more than 300 meters away to see the Snipe Master as several meters closer than it actually is. The sheer amount of technology and energy resources that must be devoted to this system requires it to have a rest period between uses.
Reduces accuracy of distanced Zoids by 50%
Lasts for four actions; usable once per round, every other round
STEALTH VIPER
Type: Cobra
Speed: 8/14/8
Agility: 16/50/20
Heat Index: 25
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 3 - Body: 1 (back), Limbs: 2 (chin, top of head)
Base Armor - Head: 25 / Neck: 55 / Body: 85 / Tail: 25
Specials:
Burrowing and Swimming
The snake is right at home in aquatic combat and can burrow through even tough terrain with great enough speed to launch a sneak attack.
Can remain burrowed at shallow depths for 2 actions
Dual All-Purpose Missile Pods
[Explosive]
Two eight-slot missile pods (16 missiles in all) in the tail of the Zoid house homing missiles that can fire in any direction. Capable of hitting all targets grounded, airborne, and underwater. One missile from each pod may be fired at a time for a total of two.
30DP per missile
Hardened Alloy Fangs
Razor-sharp fangs used in quick lunges.
65DP
Twin Land-to-Air Missiles
[Explosive]
Only useful when fired straight up, these two missiles launch from the center box of the Zoid and home in on high altitude targets. May be fired separately or together.
25DP per missile
Quad Machine Guns
Bunched in two pairs, one in front and one in back of the center box. Capable of locking onto two targets at once anywhere on the field due to the coiling ability of the snake.
30DP per pair (separate targets allowed)
Steam Vents
Vents open to conceal the Viper in a steam shroud from visual and infrared scanners. Cloud lasts locally for four actions.
Reduces accuracy of foes by 75%
Last for four actions; usable once per round, every other round
TIGRIS
Type: Tiger
Speed: 14
Agility: 38
Heat Index: 25
Internal Slots: 2
CPU Slots: 2
External Hardpoints: 4 - Body: 3 (chest, each side), Limbs: 1 (tail)
Base Armor - Head: 20 / Body: 85 / Legs (x4): 25 / Tail: 20
Specials:
Tail-Mounted Beam Gun
[Energy]
A small caliber energy weapon attached to the end of the tail, this versatile gun can fire in virtually any direction thanks to the free movement of the limb.
30DP
Hardened Alloy Teeth and Claws
Teeth and claws meant to tear through armor in melee attacks.
40DP
Super Compact Charged Particle Cannon
[Energy]
Mounted on the back just behind the neck, the main attack of the Tigris fires a powerfully charged beam of energy to deal heavy damage. Requires a charge feat.
75DP
Paralyzer
Shock-ready cannon located on the back of the Tiger. In shock mode, fires shells charged with electrical pulses that can stun opponents on contact.
40DP in regular mode; if charged, can also stun foe for two actions (requires the use of a charge feat)
TIMBER WOLF
Type: Wolf
Speed: 12
Agility: 45
Heat Index: 20
Internal Slots: 3
CPU Slots: 2
External Hardpoints: 3 - Body: 2 (back, chest), Limbs: 1 (tail)
Base Armor - Head: 25 / Body: 95 / Legs (x4): 40 / Tail: 30
Specials:
Pulse Rifle
[Energy]
Light, accurate, and small. Mounted on the back.
40DP
Hardened Alloy Teeth and Claws
Teeth and claws meant to tear through armor in melee attacks.
50DP
Multipurpose Missile Launcher
[Explosive]
This dual-barreled missile system is mounted across the back of the Timber Wolf with one barrel on either side. It fires land-to-sea, land-to-air, or land-to-land missiles, one at a time from each barrel (two at a time total).
35DP per missile
Hydraulic Leg Pumps
Simulating the lightning reflexes of a wolf, the Zoid can increase its chances of evading an attack when these are activated.
Chances of evading opponent attacks increases by 40%; must use an activation feat
Lasts for four actions; usable once per round, every other round
ZABAT
Type: Bat
Speed: 15
Agility: 40
Heat Index: 15
Internal Slots: 3
CPU Slots: 2
External Hardpoints: 3 - Body: 2 (back), Limbs: 1 (tail)
Base Armor - Head: 20 / Body: 90 / Wings (x2): 30 / Tail: 20
Specials:
Hardened Alloy Claws
The talon-like claws on the small feet and wingtips of the Zabat are extremely sharp and dangerous.
45DP
Twin 145mm Laser Rifles
[Energy]
Powerful for their small size, these guns take up almost no space and are located in the wing joints. No horizontal range but full 360-degree vertical movement.
40DP
Heavy Smart Missiles
[Explosive]
Fired from the chest, this behemoth auto-targets the foe, rendering the smart missile nearly unavoidable for an unshielded land or sea Zoid, or slow aerial Zoid. Not practical for use on fast air Zoids. Two missiles total; only one may fire at a time, and only once per round.
110DP; Increased accuracy on foes below either 10 speed or 20 agility, or both