Zoids After Era

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    Blades

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    Monetary Credits : 999999
    RPC : 9999
    Posts : 25
    Join date : 2017-02-22
    Location : Planet Zi
    Age : 34

    Character sheet
    Name:
    Team:
    Primary Zoid:

    Blades Empty Blades

    Post by Admin 4th March 2017, 22:37

    Blades

    Viking Lance
    Usable three times per round, up to 3 rounds
    75DP
    External Hardpoints: 1
    800 credits

    Duel Cyber Blades
    Usable twice per round, up to 4 rounds
    80DP
    External Hardpoints: 2
    900 credits

    Wing Blades [Aerial Zoids only]
    Usable twice per round, up to 4 rounds
    95DP
    External Hardpoints: 2
    1200 Credits

    Double Vipers
    Usable twice per round, up to 3 rounds
    100DP
    External Hardpoints: 2
    1500 credits

    H.S Assault Lance
    Using the same shock-absorber technology as found on the Houndsoldier, this hardened-alloy lance features a bladed tip, capable of cutting or stabbing. Due to the way it was designed, this weapon deals more damage when a little speed is applied.
    50DP (+30DP if a sprint reflex is used or speed-boosting effect is applied in the same action as attacking with the lance)
    Usable three times per round, for up to two rounds
    External Hardpoints: 1
    800 credits

    Samur
    A single-edged, hyper-tempered, alloy blade mounted to a half circle tracking system allowing the user to adjust the blade from the left side to the right side by going over the Zoid's back. The blade folds backward for storage but can be folded forward in order to be used for stabbing.
    Twice per round, up to 2 rounds
    110DP
    External Hardpoints: 1 (body only)
    1200 credits

    Kagi Tech Claws
    A pair of four-tipped claws that are used to cover the feet of a Zoid as long as it has hardpoints on its legs. Claws do not interfere with any charging ability.
    Three times per round, up to two rounds
    30DP + base DP for Zoid's claw attack
    External Hardpoints: 2 (1 per leg)
    900MC

    Resonance Blades
    Vibrates at the proper frequency to do maximum damage to specific armors. Mounted on each side of a Zoid.
    Usable twice per round, up to 5 rounds
    80DP, +30DP against Nanotech Armor
    External Hardpoints: 2
    1000 credits

    Heat Blades [Energy]
    Usable 3 times per round, up to 4 rounds
    70DP
    Heat Rating: 15

    External Hardpoints: 2
    1500 credits

    Nanotech Blades
    The Zoids market has become increasingly competitive with the addition of Ishikawa Technical Industries’ new Nanotech Armor and Ex-Force Cannon. Designers for the weapons market took a look at the Nanotech Armor and collaborated to copy the technology as best they could into their new creation, the Nanotech Blades. The original technology is so complex, however, that they had to make different chips for the blades to be able to switch between the various options, unlike the original armor which can do so without help from another source. If both Nanotech Armor and the Nanotech blades are configured to the same thing both of the items’ bonuses are negated but the base damage of the Nanotech Blades goes through. The user is able to purchase as many chips as they have credits for. The blades meant to be very versatile, however, so they may be attached to any part of the body that has an external slot, the length will be custom to the attached part so it will be reasonable. (This is so you may decide to have the blade on any part without worrying about awkwardness, also makes two of the chips more effective.)
    Usable twice per round, up to 5 rounds
    50DP (Damage changes as specified if the upgrades below are used)
    External Hardpoints: 2
    1500 credits

    Heat Chip
    Most useful to overheat opposing Zoids.
    +5DP to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 10 heat based damage
    Heat Rating of 15

    1000 credits

    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

    1000 credits

    Melee Chip
    Most useful against enemies that do not resist Physical Damage.
    +20DP to Base Damage of Nanotech Blades.
    1000 credits

    Ice Chip
    Most useful against speedy opponents.
    +5DP to Base Damage of Nanotech Blades.
    Does base damage plus an additional 10 Ice-based damage and lowers opponents Agility by 5 and Speed by 2 for a full round (Stackable if used twice in the same round)

    Activating this Chip will lower your Heat Index by 10.
    1000 credits

    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 40 explosion based damage. Heat Rating of 5. After use, the blade used to strike is no longer usable for the rest of the battle.

    1000 credits

    Shock Chip
    +5DP to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 10 energy based damage.

    Stuns opponent for two actions, if charged for one feat.
    1000 credits

    Organic Chip
    Most useful when health is needed.
    +5DP Base Damage increase to Nanotech Blades.
    Heals 20DP 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.

    1200 credits

    Shadow Chip
    +10DP to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 15 shadow based damage.

    1200 credits

    Light Chip
    +10DP to Base Damage of Nanotech Blades.
    Deals base damage plus an additional 15 light based damage.

    1200 credits

      Current date/time is 21st November 2024, 06:32