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ZOIDS

The Role-Playing Game By:

Keith Foster

HTTP://WWW.REXSDEN.COM

ZOIDS are the registered trademark of Takara-Tomy

(Previously Tomy)

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Introduction:

In the summer of ’03 I worked a normal day job. I went in at seven and got home by four. Every day I came home to Reboot™ at 4 o’clock and Zoids™ at 4:30 and quickly grew to like both shows with a passion. I didn’t know much about Zoids at the time and the “Zero” series didn’t reveal much about their background to the viewers.

But the lack of background information didn’t keep me from recording each and every episode onto my computer. I quickly compressed each episode to DivX and wrote it to CD so I’d be ready for the following day. Soon I had the entire season in my collection.

About 6 months later I noticed that another season of Zoids was being shown early in the morning on Cartoon Network. At this time I had been transferred to a third shift position at my job and got home every morning at 6 o’clock. I had just about enough time to quickly boot my computer and record each episode. Unlike the “Zero” season, this new one, “Chaotic Century”, spanned two seasons and revealed MUCH more about Zoids, their backgrounds, and the species that created them. It was like a treasure trove for me and these two seasons quickly found their way into my permanent collection.

Fast-forward about a year and Zoids “Fusors” began airing on Saturday nights. I recorded these episodes as well although I didn’t really care much for the direction it was taking. I guess I was recording them more out of sentimental value than interest. Cartoon Network quickly pulled the plug when ratings dropped and the season was never continued. I recorded up until that point.

I guess that means I have a copy of every Zoids episode ever shown in America sitting in a CD case over my computer because the last series, Zoids “Genesis”, has not been shown up to the date of my writing this. But I digress. Let us rewind to right before Zoids Fusors was broadcast.

There I was, I had every episode of an anime series that I loved on CD, about 4 hours of downtime at work every night, a boss who was only there for about 2 hours of the 4 we were actually working, and a laptop. It was inevitable.

One night I got bored and actually designed a new Zoid in Hamapatch (A free 3D modeler). I named it the “Tracker Hound” and gave it a special ability to match its design. A week later I actually began writing rules for a role-playing game based on the Zoids universe and soon after I began bringing in my episode library so I could insert images from the series.

So this book is a result of boredom combined with an obsession. Due to copyright issues I cannot sell this book although I’d never want to. I’ve actually been offering it for free on my website for years. It’s just been recently that I’ve merged it all into one document so that I could put it up for download.

Keith Foster

If you like this game then please check out my other books:

• The Pen is Mightier than the Sword, A resource for designing your own RPGs • New Empire, The RPG Core Rulebook. Another Role-Playing Game by yours

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What are Zoids?

Zoids are living mechanical organisms that can be piloted or roam free if let. Zoids can be either equipped with weapons or tools depending on the need. They’ve nearly replaced most vehicles on their home planet “Zi”. Zoids vary in shapes and sizes, always mimicking animals, whether they are actual, extinct, or mythical. A Zoid begins its life as a large metal sphere (its core) and its limbs grow out of this core. Once the computer has completely formed (outside of the core) it comes online and the Zoid comes to life. The core always exists inside of the Zoid because it is its source of power. If the core is ever removed the body becomes worthless. Any parts that grew from the core loose their strength and become a weak metal. The core can live on though if not damaged and will slowly grow a new body if allowed.

Zoids derive their power from a large construct called the Zoid Eve. This was the “Factory” that originally produced Zoid cores. It’s currently buried but still sends out the energy that Zoids utilize. Without it they would become useless hulks of brittle metal.

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Planet Zi:

What follows is the known history of planet Zi from the cartoon series only. This is only a summary of the most important events of the planet and not a detailed description of each battle between the continents. The species to evolve on Zi a millennia ago are known as Zoidians (by humans at least, and true bloods are referred to as Ancient Zoidians). They are the species that created Zoids and the Zoid Eve.

They didn’t create Zoids for fighting and war although that’s what their function ended up being. Zoids were originally intended for use as workers, transportation, etc. Having a single power source (the Zoid Eve), was much more economical that refilling vehicles constantly (and cleaner too). That was all about to change. It’s unknown who created the Death Saurer and why. This was the most powerful Zoid to date and also drew its power from the Zoid Eve. No number of Zoids could destroy it. It ran on pure hatred and exterminated over 99% of the population on Zi before the Ancients create two scorpion-type Zoids that were able to stop it. The specifics of the battle are unknown but the result was the Death Saurer being separated from its core.

All that is known between that era and the arrival of humans is that whatever Ancients didn’t die out were put into stasis, only to be awakened sometime in the future.

Not much is known of the human races arrival on Zi. It can only be assumed that Zoids were wandering the planet untamed on their arrival. It mustn’t have taken long to learn to tame these living machines for everyday use. From examining old ruins left by the Ancient Zoidians humans learned of the Zoid Eve but were unable to locate it.

Humans slowly spread over the planet and developed separate tribes and nations. Warring became commonplace and Zoids became the method of choice. Humans were reliving the path of the Ancients without even knowing it.

Centuries after the arrival of humans the first few Ancient Zoidians were revived. Their awakening was unknown to the rest of society for quite some time before the first revival of the Death Saurer.

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A rogue general of one of the major empires of planet Zi found the Death Saurers core and was able to grow a smaller version of it (although he was under the impression that he had resurrected the full version). His intention of controlling the world was thwarted by the cooperation of his own empire and its closest warring nation known as “The Republic”.

About a decade after the destruction of the resurrected Death Saurer the few Zoidians to survive had become known to the general public. Two of which had decided to pursue the destruction of humans (the weaker race). Once again the Death Saurer was revived, although this time in it’s full form. The Zoid Eve was also fully resurrected for a short time before being buried again.

The Death Saurer was once again destroyed. This proved that humans were capable of holding their own. Although 60% of Zi’s population was lost in the battle peace was attained afterwards. All the nations to survive ceased warring in an effort to avoid the Zoidians original fate.

Nearly a century later brings us to the current time. Zoid battles are now a regulated sport. The Zoid Battle Commission has about as much power as the current government. Luckily they’re just and fair. Most of the economy revolves around these battles, as gambling is legal and regulated.

There are still small tribal areas around Zi (although technology is not absent there), but huge cities exist throughout the nations. Giant skyscrapers are common, as many businesses also exist. Space travel is common although no one has attempted to leave the system. Many satellites revolve around Zi daily (The Zoid Battle Commission uses orbiting stations to quickly launch Judges to the scenes of scheduled battles). Technology has progressed to the point that Zoids can be grown by human kind and a few scientists have managed to create new breeds on rare occasions.

Little is mentioned of Earths existence. No contact has been made in centuries and what little information on human kind’s origin has barely survived to today’s date. What is known is taught in schools.

The surviving Ancient Zoidians have interbred with humans to the point that they are more human than Ancient Zoidian anymore. They are simply known as Zoidians now. Very few Ancients remain.

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Main Character Generation:

Hit Points: Strength x 2

Strength: 2 + (1D8) Dexterity: 2 + (1D8) Intelligence: 4 + (1D6) Charisma: 2 + (1D8)

Preferred Zoid: Name the Class of Zoid. Character then gets a +1 Bonus to all Piloting/Weapon Skills for

that Class.

Armor Class: (1-10, 1 is base, worn armor accumulates) Starting Skill points: (Intelligence x 3, Skills can only be 1-10) Starting Cash: (5 + 1D4) x 1,000

Experience Chart: (Levels & Bonuses*)

0 – 2,000 – Level 1 – Basic Starting Package 2,001 – 4,000 – Level 2 – 1D4 HP, 1D8 Skill Points 4,001 – 6,000 – Level 3 – 1D6 Skill Points, 1 Attrib. 6,001 – 8,000 – Level 4 – 1D6 Skill Points

8,001 – 10,000 – Level 5 – 1D6 Skill Points, 1D4 HP 10,001 – 12,000 – Level 6 – 1D6 Skill Points, 1 Attrib. 12,001 – 14,000 – Level 7 – 1D6 Skill Points

14,001 – 16,000 – Level 8 – 1D6 Skill Points

16,001 – 18,000 – Level 9 – 1D6 Skill Points, 1D4 HP 18,001 – 20,000 – Level 10 – 1D6 Skill Points, 1 Attrib.

* 1 Attrib = Just 1 extra point to add to any one Attribute, Learning a new skill after Level 1 requires 2 Skill Points

Race Modifiers:

Human: +1 Dexterity, +1 Initiative

Zoidian: +1 Intelligence, +1 Charisma, -1 Strength

There are no Classes in Zoids. The skills determine what a Character is good at so that the Player can choose where they want to excel.

Note: Players can create any past for their characters. They can also choose their profession and what their characters look like and how they act. Even though things will happen around the characters that they can’t control, they’ll still always stay in complete control of themselves.

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Zoid Creation Rules:

Zoid creation is a lot like creating a character. Since Zoids use the same scale as main Characters the creation rules are nearly the same. How a Zoid looks is completely up to the creator, but the attributes are rolled and distributed as follows:

Hit Points: (Strength x 3) + (10 per Evolution Level) Strength: 2 + (1D8)

Mobility: 2 + (1D8) Intelligence: 2 + (1D8) Basic Armor: 2 + (1D8)

Evolution Stage: (1-3, starts at 1 regardless)

Potential: (9-30, Main 3 attributes combined (Strength, Mobility, & Intelligence))

Buying add-ons at equipment shops can increase armor. What armor is available for what Zoid at any time is the GM’s discretion.

The spots where weapons and defense equipment can be mounted are pretty much the same for any Zoid. There are typically 16 mounting spots, 3 on the back, 2 on the head, 2 on the Belly, one on each side, and one on each appendage (not including any weapons that are specially built into the Zoid, like Charged Particle Cannons in Genosaurs).

When creating a Zoid you can give it one special-ability that makes it stand out among the rest. The exact rules for the special ability are up to the GM. Just remember that you could be inadvertently be creating a weakness at the same time.

Also remember that creating a Zoid that’s too strong, fast, and intelligent will be harder or even impossible to handle. The higher it’s potential the higher the pilot’s skill needs to be in order to control it or even to be let in the cockpit.

Tracker Hound

-Created by: Keith Foster

Note to GM: Creating Zoids is usually left up to you (in case you want to increase the size of the catalog that the players want to choose from). Remember to also create a price (if it’ll be listed), and a basic weapons package for it.

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Combat & Actions:

How major actions are accomplished is determined by a characters skill for that particular action. For hacking a computer the character would use his Computer Skill, for attacking an opponent from one Zoid to another using a cannon the character would use his Zoid Weapon (Ranged) Skill…

Actions:

Most combat rules are well defined, but when the character tries to do something without an opponent (like hacking that computer or running through an obstacle course with a Gun Sniper) the GM picks a Target # (1-20) for the character to beat. The Target # depends on the difficulty. Doing physical actions (jumping or lifting something) would require the character to use his/her appropriate attribute instead of a skill. Here’s the formula for using ones skill or attribute to beat a target number set by the GM:

Target # vrs. (1D10 + Skill/Attribute) Rolls equal to or exceeding succeeds

Combat:

Before combat begins all players (including NPCs) most roll Initiative (Unless the attacker has successfully snuck up on his opponent). This determines who attacks first and what order multiple characters will attack in. The higher # goes first and so on.

The rules of combat always have a target # that’s determined by the opponent, whether the other Zoid is piloted or not:

Opponent is a piloted Zoid:

1D10 + Zoid Weapon Skill vrs. Opponents Pilot Skill + Zoids Mobility

Opponent is an unmanned Zoid:

1D10 + Zoid Weapon Skill vrs. Zoids Intelligence + Zoids Mobility

Opponent is Human:

1D10 + Weapon Skill vrs. Targets Intelligence + Targets Dexterity

Note: When rolling your 1D10 there are two special rules to remember. Rolling a “1” that player automatically misses (or worse at GM’s Discretion), and rolling a “10” is an automatic success (even if the target # was out of that character’s reach) plus that target loses 1 point of Armor/AC (That piece or armor is shattered and must be healed/replaced).

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Determining Damage:*

Total Damage for Round = Total Damage Dealt that Round – Target’s AC/Armor

Called Shots:

A character can make a declared attack at a particular part of a target (head, arm, weapon…). The attack is rolled as normal, and if the attack succeeds the target is hit, but if the attacks succeeds by 3 or more over the target # then the called shot also succeeds. Head Shots kill (Humans/Zoidians), or Disable (Zoids) 75% of the time.

Blocking:

Blocking can be made in Melee or Hand-to-Hand combat. When attacked the target can chose not to dodge but to roll an opposing attack.

1D10 + Armed Combat Skill vrs. 1D10 + Targets Armed Combat Skill

or

1D10 + Unarmed Combat Skill vrs. 1D10 + Targets Unarmed Combat Skill

If the target succeeds then he/she blocks the attack and no damage results. An unarmed target cannot block an attack from an armed opponent or vise versa.

Called Defensive:

A Called Defensive can only be made in Melee combat by an unarmed target. While being attacked the target can choose to block the attack by grappling the weapon in the opponents hand. The target forgoes a normal dodge in order to grab at the opponents weapon (the handle preferably), this gives the target a –2 to his dodge.

If dodge fails then the target was hit and takes damage as normal. If the dodge succeeds then the target now has his hands on the weapons handle and the two characters can grapple for the weapon.

Grappling:

Grappling is a contest of strength between two opponents. Both characters roll 1D10 + their strength attribute. The character to succeed wins the grapple.

Vehicles and Damage:

Normal Vehicles handle damage differently than Characters or Zoids. A Vehicles Hit Points are handled as a Zoid (being metal or armor) as is its Strength, Mobility, and Intelligence. But its Armor Class helps the Character(s) inside when attacks are specifically directed at them. It doesn’t help the vehicles themselves unless it’s directly stated in their descriptions.

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System Freezes:

A Zoids combat system manages its weapons and fighting styles. When it freezes the Zoid completely freezes also, leaving it unable to move or determine a course of action (just like a desktop computer which locks up). This is believed to be a life preservation technique on the Zoids part, no matter who programs the combat system a system freeze is always a possibility. Once a Zoid is under 5 HP it must roll after each attack on it resulting in damage to determine if it’s combat system freezes or not. After each damaging attack the Zoid rolls a 1D4, 1-3 results in a system freeze, rolling a 4 means the Zoid can keep fighting.

Also, after every major occurrence that affects or can adversely affect a Zoid (Laser claw/blade attack that severs a limb/weapon, a nearby major volcanic explosion…) it also must roll for a system freeze (only once per occurrence).

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Optional Rules:

These are optional rules for those people out there that want things “well defined”. Included are all of the things that are missing from the main rulebook.

Experience Point Rules:

Experience points earned can be a pain to figure up. So here are some suggestions to help GMs decide on what certain actions can be worth:

XP per Zoid defeated: *

Experience = (Zoids Potential + Pilots Zoid Pilot Skill) x 10

XP per Common Action: (If Target # was over 10)

Experience = Target # for that Action x 10

* If a character defeats a Rev Raptor (Potential 14) and the Pilots Zoid Piloting Skill was 5 then the character earned 190 Experience Points for winning the battle ((14 + 5) x 10).

1’s and 10’s on a Roll:

Whenever a character rolls a 1 or 10 things can either go extremely well, or extremely bad. These rules are designed to save time and arguing. Note that the GM should make these rolls, not the players.

10 while Attacking:

Target takes full rolled damage plus loses 1 point of AC until repaired or grown back

10 on a Common Action:

Automatic success regardless of the Target #

1 on a Attack or Common Action:

(A failure regardless, roll a 1D6 to determine outcome)

1 = Critical Failure (Gun jams up until repaired, Computer being hacked shorts out…) 2 = Major Failure (Gun simply doesn’t go off, Computer being hacked locks up…) 3 = Mistake (Character accidentally shoots something in line of sight, Hacker makes a

mistake that causes the system administrator to track them…) 4-6 = Minor Failure (Character misses, Computer denies access…)

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Bullets and Rearming:

For those who noticed that bullets and such aren’t included in the main rules it’s because most people find it annoying to keep track of clips/rounds and continually running to town and buying more. For those that like keeping track of details like that:

Reload for Regular Guns = 20 per Clip (max rounds held by weapon) Reload for Zoid Guns = 100 per Clip (max rounds held by weapon)

Human/Zoidian Healing:

People normally heal the number of HP per week as their Strength Attribute while resting. Medical treatment cuts that in half. First Aid can recover the number of HP immediately as the Providers First Aid Skill (Target # 10 on roll).

Zoid Healing/Repairing:

Zoids heal the number of HP per day as their Strength Attribute while resting. While repairing a Zoid the Mechanic uses the number of HP he/she is attempting to repair (can be lower than the HP lost) as his Zoid Repair roll Target #. The GM decides how long the repair for that amount of HP will take (At least half of the time it would normally heal, possibly less).

Zoid Evolution: Only the GM can evolve a Zoid (when they deem it appropriate). A Zoid can’t evolve spontaneously (unless temporally with the aid of a high level Organoid), it forms an “Energy Cocoon” The appearance of the Cocoon varies per Zoid, but it can only be penetrated by a Zoid Examination Suit (Normal weapons cannot affect it). A Zoids evolution takes its (new) Strength Attribute in days to complete.

Optional Combat Rules: Blind Fire: +8 to Target #

Near Darkness: +4 to Target # (Night Vision negates, Thermal if heat is involved) Reduced Light: +2 to Target # (Night Vision negates, Thermal if heat is involved) Heavy Rain/Water: +1 to Target # (Thermal negates if heat is involved)

Bright Glare: +2 to Target # (Thermal negates if heat is involved) Smoke/Heavy Fog: +3 to Target # (Thermal negates if heat is involved) Target Running: +1 to Target #

Target has Partial Cover: +2 to Target #

Two Handed Shooting: +2 to Target # (Only capable with Handguns) Using Dual Knives: +1 to Target #

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Skill List:

Physical/Combat Skills: Stealth Athletics Armed Combat / “” (B/R) Unarmed Combat Firearms (Regular) / “” (B/R) Firearms (Anti-Zoid) / “” (B/R) Projectiles/Throwing / “” (B/R) Demolitions / “” (B/R) Tracking Technical Skills: Computer / “” (B/R) Electronics / “” (B/R) Zoid Genetics / “” (B/R) Biology Medical Military Theory Social Skills: Leadership Interrogation Negotiation Etiquette (Specific) Organoid Companionship Vehicle/Zoid Skills: Car/Truck / “” (B/R) Bike / “” (B/R) Hovercraft / “” (B/R) Boat / “” (B/R) Airplane / “” (B/R) Copter / “” (B/R) Vector Thrust / “” (B/R) Zoid Pilot Ground Zoid Pilot Air Zoid Pilot Cargo Zoid Pilot Water

Zoid Weapon Melee / “” (B/R) Zoid Weapon Ranged / “” (B/R) Zoid Repair

Skill Descriptions:

Concentrations: Concentrations are a specialty within a certain skill. If a Concentration is desired

and picked out then the character gains a +1 bonus to it, but all other Concentrations under that particular skill receive a penalty of –1 (not to go below 0).

Physical/Combat Skills:

Stealth – Governs sneaking around, moving quietly, tracking (and covering one’s tracks), and trailing another character without his/her awareness. This skill can be used through a Zoid when piloting.

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Athletics – Gives the character an increased maneuverability.

Concentrations: Running, Climbing, Lifting, Jumping, & Swimming

Armed Combat - Character is knowledgeable in the use of hand-to-hand weapons. Concentrations: Edged Weapons, Pole arms/Staffs, Whips/Flails, & Clubs Unarmed Combat – Martial Arts Knowledge.

Concentrations: Disarming, Offensive

Firearms (Regular) – Can use all types of hand-held firearms.

Concentrations: Pistols, Rifles, Submachine Guns, Grenade Launchers, & Tasers Firearms (Anti-Zoid) – Knowledgeable in use of large “high-power weapons” designed to damage

Zoids.

Concentrations: Rifle-Type, Missile Launcher Projectiles/Throwing - Can throw weapons/objects accurately.

Concentrations: Bows, Crossbows, Grenades, Shuriken, Knives, & Darts Demolitions - Governs the preparation, measuring, and setting of chemical explosives Concentrations: Powder Explosives, Plastic Explosives, & Home Chemical Explosives Technical Skills:

Computer – Fluent in use of computer interfaces and programming.

Concentrations: Hardware, Software, & Zoid Combat System Programming Electronics - Covers all electronic equipment besides computers.

Zoid Genetics - Studies of how Zoid-cores are born, operate, and mature. Also the understanding of how Zoids heal and operate on a genetic level.

Concentrations: Evolution Level 1, Evolution Level 2, & Evolution Level 3 Biology – Understanding of how life forms operate on a genetic level.

Concentrations: Zoidian, Human, & Animal

Medical – Knowledge of medicine and how to implement it. Concentrations: Emergency First Aid, Operating

Military Theory – Military Experience and a working knowledge of how branches of the military operate.

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Social Skills:

Leadership – Getting others to follow your character through example and authority. Concentrations: Political, Military, Commercial, & Moral

Interrogation – Character is trained to extract information from others. Concentrations: Verbal, Forceful

Negotiation – Governs any interactions in which both sides seek to out ahead. Concentrations: Bargain, Bribe

Etiquette – A special type of skill that requires a Concentration. This skill is used for the character to blend into a specific type of background. Examples would be: City, Urban, and

Country…

Organoid Companionship – This skill is only accessible when the character has trained an Organoid. It is used whenever that character tries to give its Organoid a command.

Concentration: That particular Organoid’s name.

Vehicle/Zoid Skills:

Car/Truck – Refers to driving any vehicle with four wheels. Concentrations: Cars, Trucks, Semi-Trucks

Bike - Refers to all vehicles with 2-3 wheels. Concentrations: 2-Wheeler, 3-Wheeler

Hovercraft - All hover vehicles, regardless of purpose. Concentrations: Passenger Craft, Cargo Transport Boat - Fluent in the use of watercraft.

Concentrations: Motor Operated, Sailboats Airplane - All fixed-wing aircraft.

Concentrations: Propeller, Jet, Glider Copter - All Tilt Rotor Aircraft.

Concentrations: Passenger, Transport Vector Thrust - All Vector Thrust Aircraft. Concentrations: Propeller, Jet Zoid Pilot Ground – Any ground-type Zoid. Zoid Pilot Air – Any flying-type Zoid.

Zoid Pilot Cargo – Giant sized Zoids (Hover Cargo, Whale King, Ultrasaurus…) Zoid Pilot Water – Any swimming-type Zoid.

Zoid Weapon Melee - Governs use of any physical “hand-to-hand” type Zoid mounted weapons. Concentrations: Blade, Claw, Tail, & Shield

Zoid Weapon Ranged - Governs use of any other “ranged” type Zoid mounted weapons. Concentrations: Cannon, Missile type

Zoid Repair – A working knowledge of how most Zoid components work and how to fix them. Concentrations: Movement Systems, Thrusters, Shield, Sensors

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Republican/Empire Catalog Descriptions:

Weapon Descriptions:

Type: P = Personal / Z = Zoid / I = Anti-Zoid

Load: The amount is strength a Character or Zoid must be to carry Weapon. If the Load equals the strength of the User/Zoid then its mobility/dexterity is –2. If the Load is 1 less than the strength of the user/Zoid then its mobility/dexterity is –1.

Damage: The amount of Hit Point damage the weapon does. Base Price: The “listed base price” for the Weapon (GM’s Discretion). Description: The Description for the Weapon.

Armor Descriptions:

Type: P = Personal / Z = Zoid

Load: The amount is strength a Character or Zoid must be to carry Armor. If the Load equals the

strength of the User/Zoid then its mobility/dexterity is –2. If the Load is 1 less than the strength of the user/Zoid then its mobility/dexterity is –1.

A.C.: The “Armor Class” or rating.

Base Price: The “listed base price” for the Armor (GM’s Discretion). Description: The Description for the Armor.

Zoid System Upgrade Descriptions:

Base Price: The “listed base price” for the Upgrade (GM’s Discretion). Description: The Description for the Upgraded System.

Item/Equipment Descriptions:

Base Price: The “listed base price” for the Item (GM’s Discretion). Description: The Description for the Item.

* Some Types Z Weapons can be mounted on the head or side. If the Zoid can handle the Weapons Load x 2 then the Weapon can be mounted on the head or side instead of the back.

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Catalog Summary:

Name: Type: Price: Load: Damage: A/C: Other:

Human Weapons - Melee:

Archery, Arrows P 20 - 1D4 Per 5 Arrows Archery, Bow P 120 6 -

Archery, Explosive Arrows P 100 - 1D10 + 4 Apiece

Club P 40 7 1D8

Crossbow P 150 3 -

Crossbow, Bolts P 20 - 1D4 Per 5 Bolts Crossbow, Explosive Bolts P 100 - 1D10 + 2 Apiece Dagger P 20 1 1D2

Dart P 20 1 -

Hand Razors P 80 1 1D4 Apiece Katana P 120 3 1D6

Shuriken P 50 2 1D2 Per 10 Shurikens Staff, Metallic P 100 / 250 3 1D6 Standard / Collapsible Staff, Wooden P 20 3 1D4

Stun Baton P 80 2 1D4 Collapsible Throwing Knife P 30 2 1D4

Non-Lethal:

Net Gun P 200 2 - Intangles Only

Net Gun, Electric P 1,000 2 - Out for 1D20 - Strength Rounds Stun Gun P 99 1 Special Out for 1D20 - Strength Rounds Taser P 200 1 Special Out for 1D20 - Strength Rounds Tazor Whip P 1,000 6 1D4 Out for 1D20 - Strength Rounds

Pistols:

Beretta P 400 2 1D6 12 Rounds, 300' Range Colt P 200 1 1D4 9 Rounds, 150' Range Palm Pistol P 100 1 1D4 Illegal, Single Round Round Revolver, .38 P 500 2 1D6 +1 6 Rounds, 360' Range

Rifles:

Remington P 300 3 1D4 5 Rounds, 400' Range Shotgun P 200 3 1D10 2 Rounds, 100' Range Sniper P 1,200 4 1D8 Single Round, 2,000' Range

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Name: Type: Price: Load: Damage: A/C: Other:

Semi-Automatics:

M-16 Assault Rifle P 1,100 6 1D6 Damage per Round, 1, 2, 3 Shots per Round, 90 Rounds,

420' Range

UZI P 900 5 1D6 Damage per Round, 1, 2, 3 Shots per Round, 30 Rounds,

360' Range

Pulse Weapons:

Pulse Pistol P 1,500 2 1D10 + 4 Or Stun: 1D20 - Strength Hours, 6 Rounds, 360' Range

Pulse Rifle P 2,200 2 2D10 Or Stun: 1D20 - Strength Hours, 20 Rounds, 420' Range

Anti-Vehicle Weapons:

AVM P, I 1,200 6 3D20/1D4 Single Load, Personal/Zoid Damage, 1,000' Range AZM P, I 2,000 6 3D20/1D8 Single Load, Personal/Zoid Damage, 1,000' Range Pulse Cannon P, I 6,000 7 3D20+6/1D8+8 2 Rounds, Personal/Zoid Damage, 1,000' Range

Personal Armor:

Full Body Suit P 2,000 3 5 Full Body Suit, Lined P 5,000 7 8 Lined Coat P 1,000 3 4 Lined Vest P 500 2 3

Partial Body Suit P 500 2 3 Concealable Partial Body Suit, Lined P 2,000 5 5 Concealable

Riot Shield P 250 1 3 A.C. only when Defending Standard Helmet P 80 0 1

Thick Leather Coat P 100 1 1 Thick Leather Pants P 80 1 1

Personal Equipment:

Androids P Special - See Description

Audio Player P 75 Radio, CD Player/Writer Backpack P 30

Binoculars P 100 x50 Vision Enhancement Binoculars, Low-Light P 200 x50 Vision Enhancement Binoculars, Thermo P 250 x50 Vision Enhancement Bug Scanner P 500 1' Range

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Name: Type: Price: Load: Damage: A/C: Other:

Canteen P 20

Chemsuit P 1,000 2 Hour Air Supply

Compass P 20

Electronic Tool Kit P 500 First Aid Kit P 100

Gloves P 20

Goggles, Low-Light P 400 x50 Vision Enhancement Goggles, Thermo P 450 x50 Vision Enhancement Handcuffs P 50

HUD P 600 Uses Video-In Laptop P 1,500 Scanner Included Laser Discs P 20 20 Blank CDs Lockpick Kit P 200 Illegal

Micro-Camcorder P 1,700 2 Hour Duration Micro-Recorder P 500 5 Hour Duration

Micro-Transceiver P 1,000 2 Mile Range, Multi-Frequency Portable Flashlight P 50

Portable Headset Phone P 300 Phone and 2-way Radio Portable Lab P 3,500 See Description

Portable Phone P 200 Phone and 2-way Radio Portable Stove P 100

Portable Wrist Phone P 300 Phone and 2-way Radio Radar Jammer P 3,000 1 5 Mile Range

Radio Jammer P 1,500 1/4 Mile Ranage, Illegal Ration Kit P 50 1 Weeks Worth

Rope P 30 50' Length Signal Tracker P 200

Still Camera P 40 Sunglasses P 20

Tracking Signal P 500 60 Mile Range Video Player P 75

Watch P 30

White Noise Generator P 3,000 5' Range

Zoid Examination Suit P 4,000 Strength = 10, 5 Hour Air Supply Vehicle Tool Kit P 900

Zoid Tool Kit P 4,000

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Name: Type: Price: Load: Damage: A/C: Other:

Vehicles:

Cargo Truck P 4,000 HP: 5 Str: 4 Mob: 2 Int:- Arm: 3 Dual Prop Plane (5 Seater) P 25,000 HP: 1 Str: 2 Mob: 6 Int:- Arm: 0 Glider P 10,000 HP: 1 Str: 1 Mob: 2 Int:- Arm: 0 Helicopter (5 Seater) P 25,000 HP: 2 Str: 2 Mob: 5 Int:- Arm: 0 Helicopter (2 Seater, Cargo) P 35,000 HP: 4 Str: 5 Mob: 5 Int:- Arm: 1 Hover Board P 500 HP: 1 Str: 1 Mob: 4 Int:- Arm:- Hovercraft (W/ Curtain) P 9,000 HP: 1 Str: 2 Mob: 5 Int:- Arm: 0 Hovercraft (W/ Curtain, Cargo) P 50,000 HP: 5 Str: 6 Mob: 4 Int:- Arm: 2 Hovercraft (W/O Curtain) P 15,000 HP: 1 Str: 2 Mob: 6 Int:- Arm: 0 Jeep P 2,000 HP: 2 Str: 3 Mob: 3 Int:- Arm: 1 Jet (30', 18 Seater, 2 Pilots) P 35,000 HP: 3 Str: 4 Mob: 10 Int:- Arm: 1 Jet Ski P 2,000 HP: 1 Str: 1 Mob: 4 Int:- Arm: 0 Motor Boat (12', 5 people) P 4,000 HP: 2 Str: 2 Mob: 4 Int:- Arm: 0 Motor Boat (20', 7 people) P 8,000 HP: 3 Str: 3 Mob: 5 Int:- Arm: 1 Motor Boat (20', 3 People) P 9,000 HP: 3 Str: 3 Mob: 6 Int:- Arm: 0 Motorcycle P 800 HP: 2 Str: 2 Mob: 3 Int:- Arm: 0 Sail Boat (30' Long) P 30,000 HP: 4 Str: 5 Mob: 3 Int:- Arm: 1 Sail Boat (40' Long) P 35,000 HP: 5 Str: 6 Mob: 2 Int:- Arm: 2 Single Prop Plane (2 Seater) P 18,000 HP: 1 Str: 1 Mob: 6 Int:- Arm: 0 Single Prop Plane (5 Seater) P 20,000 HP: 1 Str: 1 Mob: 6 Int:- Arm: 0 Sports Car P 3,000 HP: 2 Str: 3 Mob: 5 Int:- Arm: 1 Trike (2 Person In-Line Seats) P 1,500 HP: 2 Str: 3 Mob: 3 Int:- Arm: 1 Vector Thrust Prop Plane P 35,000 HP: 3 Str: 3 Mob: 6 Int:- Arm: 1 Vector Thrust Jet Plane P 40,000 HP: 3 Str: 4 Mob: 8 Int:- Arm: 1 Yacht (50') P 50,000 HP: 6 Str: 6 Mob: 4 Int:- Arm: 2 Yacht (70') P 60,000 HP: 7 Str: 7 Mob: 4 Int:- Arm: 3

Vehicle Equipment:

Vehicle Cloak P Special - -5 to Hit, See Description Vehicle Radar P 4,000 1 10 Mile Range

Zoid Weapons - Guns:

4 Barrel Cannon Z 10,000 5 1D6 Damage per Barrel Belly Gun Z 2,500 3 1D6

Blaster Z 1,500 2 1D6

Booster Cannon Z 17,000 3 2D6 Most have Mobility 9 or 10 Cannon Z 3,000 3 2D4

Dual Barrel Blaster Z 5,000 4 1D6 x 2

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Name: Type: Price: Load: Damage: A/C: Other: Dual Barrel Gun Z 2,000 3 2D4

Dual Vulcan Gun Z 15,000 7 2D4 2D4 per Round (1-8), 320 Rds Long Range Buster Cannon Z 20,000 7 3D8 + 6 100' Recoil

Mega Cannon Z 8,000 5 per 3D8 + 4 2 Zoids Needed Mini Gun Z 1,000 2 1D4

Mini Belly Gun Z 2,000 2 1D4 Special

Vulcan Gun Z 8,000 4 1D4 1D4 per Round (1-8), 160 Rds

Missile Launchers:

8 Pod Missle Launcher Z 2,000 2 - Single Load 8 Pod Missle Launcher, x3 Z 4,000 4 - x3 Load 14 Pod Missile Launcher Z 6,000 4 - Single Load 14 Pod Missile Launcher, x3 Z 9,000 6 - x3 Load

Drop Down Missile Launcher Z 700 1 - Single Missile, Single Load Rapid Fire Missile Launcher Z 6,000 2 - x6 Load, Fires 1-6 per Round

Missiles:

Bomb Z 700 - 3D6

Missile Z 500 - 1D4

Missile, Heat Seeker Z 1,500 - 1D4 +5 Hit, Negates Cloak/Smoke Missile, High Yield Z 700 - 1D6

Missile, Magnetic Spike Z 1,500 - Special, See Description Missile, Spike Z 700 - 1D2 Special, See Description

Melee:

Blades Z 700 1 1D4 1D4 for every 3 Mobility Points Chain Saw Z 3,000 4 2D6

Dual Chain Saw Z 6,000 7 2D6 2D6 Apiece Electro-Net Gun Z 2,000 2 - Fires Net Pods Electro-Net Pods Z 1,000 - Special See Description Laser Blades, L1 Z 13,000 1 3D4 See Description Laser Blades, L2 Z 20,000 1 3D6 See Description Laser Strike Claws, L1 Z 10,000 - 2D4 See Description Laser Strike Claws, L2 Z 17,000 - 2D6 See Description Laser Strike Claws, L3 Z 25,000 - 2D8 See Description

Multi-Blade Attack System Z 12,000 3 Special See Description, Needs Int of 8

Special:

Charged Particle Cannon, L1 Z 30,000 8 Total or 2D10 Back Mounted, See Description

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Name: Type: Price: Load: Damage: A/C: Other:

Cargo Class Weapons:

High Intensity Dual Cannon Z 12,000 11 3D6 + 4 60 Shot Load Intregrated Cannon Z 50,000 16 3D8 + 8 10 Shot Load

Ultrasaurus Cannons Z 150,000 20 3D10+10 Damage per Shot, 40 Shot Load

Zoid Equipment:

Beke System Z Special - See Description, Not on Int. Org. Booster Z 15,000 +5 to Mobility for 5 Rds, 3 Uses Cloak Z Special -5 to Hit, See Description Crane Z 8,000 30 Ton Lift Capacity Drill Attachment Z 6,000 Str: 3

Drill Attachment, H. Intensity Z 20,000 Str. 3 Heat Sensors Z 8,000 Jack Hammer Z 5,000 1D4 Str. 3 Jack Hammer, H. Intensity Z 15,000 1D4 Str. 7

Radar Z 4,000 10-Mile Range

Radar Z 15,000 20-Mile Range, Takes all Room Radar Z 30,000 50-Mile Range, Takes all Room Shield Z Special See Description

Shovel Z 3,000 Str. 7

Sleeper System Z 700 x Int - Intelligence only 1-6

Smoke Discharger Z 7,000 500 per Recharge, See Descr. Trailer, Cargo (Covered) Z 1,500 1 Load 3 loaded, HP: 7 Arm: 2 Trailer, Flatbed Z 1,000 1 Load 3 loaded, HP: 5 Arm: 1 Trailer, Lab Z 6,000 3 Special, HP: 10 Arm: 2 Trailer, Medical Z 5,000 3 Special, HP: 10 Arm: 2

Zoid Armor:

Light Armor Z 2,500 1 2 +1 Mob., +1 Str. Standard Armor Z 4,500 3 3

Enhanced Armor Z 5,500 4 5 Heavy Armor Z 9,000 6 7

Maxis Armor Z 20,000 8 9 -1 Mob., -1 Str., Rare Polarity Armor Z 35,000 10 11 -1 Mob., -1 Str., Very Rare

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Melee Weapons: Archery Bow: Type: P Load: 6 Damage: nil Base Price: 120

Description: 5’ Archery Bow for shooting Arrows.

Arrows: Type: P Load: nil

Damage: 1D4 Normal, 1d10+4 Explosive Base Price: 20 (for 5) Normal, 100 (apiece)

Explosive

Description: Standard Arrows for Archery Bow. Explosive Arrows do damage to anything within 6’ of its impact point.

Bolts: Type: P Load: nil

Damage: 1D4 Normal, 1D10+2 Explosive Base Price: 20 (for 5) Normal, 100 (apiece)

Explosive

Description: Standard Bolts for Cross Bow. Explosive Bolts do damage to anything within 6’ of its impact point. Club: Type: P Load: 7 Damage: 1D8 Base Price: 40

Description: Giant wooden Club. Can easily turn the tide in a hand-to-hand fight.

Crossbow: Type: P Load: 3 Damage: nil Base Price: 150

Description: Pistol type Archery Bow.

Dagger: Type: P Load: 1 Damage: 1D2 Base Price: 20

Description: Basic Knife used for very close combat.

Dart: Type: P Load: 1 Damage: nil

Base Price: 20 (for 5)

Description: Small throwing Darts. Tips can be dipped in any liquid to meet certain needs. Hand Razors: Type: P Load: 1 Damage: 1D4 Base Price: 80

Description: Three long razors attached to a glove. These can be worn even while holding another weapon.

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Katana: Type: P Load: 3 Damage: 1D6 Base Price: 120

Description: Straight Long Sword. Sheath can be worn on belt or on back. Staff:

Type: P Load: 3

Damage: 1D4 Wooden, 1D6 Metallic

Base Price: 20 Wooden, 100 Metallic, 250 Metallic Collapsible

Description: Pole about 6’ in length. Metallic Collapsible uses a push button to collapse to 1’ is length.

Stun Baton: Type: P Load: 2 Damage: 1D4 Base Price: 80

Description: Collapsible metal Baton. Easily conceals in shoe or pocket.

Shuriken: Type: P Load: 2 Damage: 1D2

Base Price: 50 (for 10)

Description: Small throwing Stars. Throwing Knife:

Type: P Load: 2 Damage: 1D4 Base Price: 30

Description: Knife with metal handle that’s equally balanced for throwing.

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Non-Lethal Weapons:

Taser: Type: P Load: 1

Damage: Stun Damage, Knocks opponent out for (1D20 – Strength) Rounds. Base Price: 200

Description: Small gun that fires 2 electrodes connected by thin wires to the gun. A roll of 1 for damage means that the Taser misfired. If damage equaled out to less than 1 then opponent was just disoriented for that round and cannot fight back until the next round. Tasers are now reusable, it takes 4 rounds for the gun to reel it’s wires back in. A Taser is good for 4 uses before needing to be recharged. Range is 40’.

Stun Gun: Type: P Load: 1

Damage: Stun Damage, Knocks opponent out for (1D20 – Strength) Rounds.

Base Price: 99

Description: Small handheld device with 2 electrodes on the tip. A roll of 1 for damage means that the Stun Gun didn’t activate. If damage equaled out to less than 1 then opponent was just disoriented for that round and cannot fight back until the next round. A Stun Gun is good for 4 uses before needing to be recharged.

Tazor Whip: Type: P Load: 6

Damage: 1D4 + Stun Damage, Knocks opponent out for (1D20 – Strength) Hours.

Base Price: 1,000

Description: This special Whip comes with a rather large backpack to power it. When turned on the whip is electrified and discharges on whatever it touches. The effect also carries over to any electrical equipment it touches. Easily destroying computers, shorting out vehicle engines… It has also been known to subdue Organoids the same way as Humans. A roll of 1 for damage means that the hit the user by accident, the user must then roll for damage. If damage equaled out to less than 1 then opponent was just disoriented for that round and cannot fight back until the next round.

Net Gun: Type: P Load: 2

Damage: No damage Normal, Stun Damage, Knocks opponent out for (1D20 – Strength) Hours Electric

Base Price: 200 Normal, 1,000 Electric

Description: This net gun comes in two types: Normal and Electric, both types are about the size of a standard assault rifle. The normal type simply shoots out a 15’x15’ black net to incapacitate a normal sized victim. The electric type does the same but also energizes the same as a stun whip. Both types have a range of 50’.

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Pistols: Palm Pistol:

Type: P Load: 1 Damage: 1D4

Base Price: 100 (illegal on open market)

Description: This Pistol is the size of a normal Human’s palm and only carries a single bullet. Range is 150’

Colt: Type: P Load: 1 Damage: 1D4 Base Price: 200

Description: The smallest pistol you can buy on the open market. 9 bullets per clip. Range is 150’ Beretta: Type: P Load: 2 Damage: 1D6 Base Price: 400

Description: Slightly bigger than the Colt. 12 bullets per clip. Range is 300’

Revolver .38: Type: P Load: 2

Damage: 1D6 + 1 Base Price: 500

Description: For the classic look and feel. This gun holds less bullets per round but packs more of a punch than any hand held gun. 6 bullets round. Range is 360’ Rifles: Remington: Type: P Load: 3 Damage: 1D4 Base Price: 300

Description: A small rifle. Bullets are loaded individually, 5 shots per load. Range is 400’ Sniper: Type: P Load: 4 Damage: 1D8 Base Price: 1,200

Description: A long-range rifle, great for assassinations. Bullets are loaded individually, 3 shots per load. Range is 2,000’ Shotgun: Type: P Load: 3 Damage: 1D10 Base Price: 200

Description: A short-range rifle that does a lot of damage at point blank. Shells are loaded individually, 2 shots per load. Range is 100’

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Semi-Automatics: UZI:

Type: P Load: 5

Damage: 1D6 per bullet (3 bullets per round) Base Price: 900

Description: SMG about the size of a large handgun. Character can choose wither to fire 1, 2, or 3 shots per round, each shot is rolled for separately. 30 bullets per clip. Range is 360’

M-16 Assault Rifle: Type: P

Load: 6

Damage: 1D6 per bullet (3 bullets per round) Base Price: 1,100

Description: SMG about the size of a Sniper Rifle. Character can choose wither to fire 1, 2, or 3 shots per round, each shot is rolled for separately. 90 bullets per clip. Range is 420’

Pulse Weapons: Pulse Pistol:

Type: P Load: 2

Damage: 1D10 + 4 or Stun Damage, Knocks opponent out for (1D20 – Strength) Hours. Base Price: 1,500

Description: Pistol sized gun that uses experimental electric pulse technology. Gun recharges fully in 4 hours from a normal outlet, 6 shots per charge. Range is 360’

Pulse Rifle: Type: P Load: 2

Damage: 2D10 or Stun Damage, Knocks opponent out for (1D20 – Strength) Hours. Base Price: 2,200

Description: Assault Rifle sized gun that uses experimental electric pulse technology. Gun recharges fully in 8 hours from a normal outlet, 20 shots per charge. Range is 420’

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Anti-Vehicle Weapons: AVM:

Type: P, I Load: 6

Damage: 3D20 Personal / 1D4 Zoid Base Price: 1,200

Description: A small Anti-Vehicle Missile. Launcher is disposable and fired from a shoulder-mounted position. Range is 1,000’

AZM: Type: P, I Load: 6

Damage: 3D20 Personal / 1D8 Zoid Base Price: 2,000

Description: A small Anti-Zoid Missile. Launcher is disposable and fired from a shoulder-mounted position. Range is 1,000’

Pulse Cannon: Type: P, I Load: 7

Damage: 3D20 + 6 Personal / 1D8 + 8 Zoid Base Price: 6,000

Description: Assault Cannon sized gun that uses experimental electric pulse technology, Cannon is fired from a shoulder-mounted position and has a 1’x1’x1’ rechargeable battery that sits next to the character. Gun recharges fully in 8 hours from a normal outlet, 2 shots per charge. Range is 1,000’

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Armor: Full Body Suit:

Type: P

Load: 3 Normal / 7 Lined A.C.: 5 Normal / 8 Lined

Base Price: 2,000 Normal / 5,000 Lined

Description: This is an armored uniform typical of what S.W.A.T. or security might wear, not including boots or helmet. Lined Coat:

Type: P Load: 3 A.C.: 4

Base Price: 1,000

Description: This vest is tailored with metal plates concealed inside.

Leather Pants: Type: P Load: 1 A.C.: 1 Base Price: 80

Description: This pair of leather pants is thicker than any normal store bought leather pants. Lined Vest: Type: P Load: 2 A.C.: 3 Base Price: 500

Description: This vest is tailored with metal plates. It is designed to be worn outside of normal clothes.

Partial Body Suit: Type: P

Load: 2 Normal / 5 Lined A.C.: 3 Normal / 5 Lined

Base Price: 500 Normal / 2,000 Lined Description: The partial body suit can easily be worn under baggy clothes without being noticed.

Riot Shield: Type: P Load: 1

A.C.: 3 (While defending, 0 otherwise) Base Price: 250

Description: A clear shield about 4’ by 2’. A character’s armed combat skill is used during the round while defending. Standard Helmet:

Type: P Load: 0 A.C.: 1 Base Price: 80

Description: A typical motorcycle-type helmet. It comes in varying shapes and sizes.

Thick Leather Coat: Type: P

Load: 1 A.C.: 1

Base Price: 100

Description: This leather coat is thicker than any normal store bought leather coat.

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Items & Equipment: Android

Price: 8,000 Base + 1,000 per Attribute Point

Description: Androids are self-reliant helpers. They’re programmed to befriend their owners and do assigned tasks like repair, housework, shopping… They’re programmed to do almost everything so their Intelligence Attribute determines most of their rolls. An Androids Mobility Attribute determines what they use

to get around (1-4 Four Legs, 5-7 Wheels, 8-10 Hovers).

Audio Player Price: 75

Description: A small radio with attached CD Player/Writer. Can receive any local channels. Backpack

Price: 30

Description: A regular sized backpack to hold any number of small items.

Binoculars

Price: 100 / 200 Low-light / 250 Thermo-graphic

Description: x50 vision enhancement, Low-light gives clear vision in near pitch black, Thermo-graphic gives heat signature in any weather/time & through some thin walls.

Bug Scanner Price: 500

Description: Small hand-held device that scans for any radio transmitters or electronic devices with 1’ of its antenna.

Compass Price: 20

Description: A handheld device that always points to magnetic north.

Canteen Price: 20

Description: a portable water container that has a shoulder strap. Chemsuit

Price: 1,000

Description: A rubber suit that fits other the wearer’s clothes and armor. It protects against chemicals and minor radiation. Has a 2-hour air supply.

Electronic Tool Kit Price: 500

Description: This is a simple tool kit for working on computers, small robots… It’s about the size of a suitcase and has a handle for carrying it around easily

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First aid Kit Price: 100

Description: A basic kit of bandages, medicine, burn creams, stints…

Gloves Price: 20

Description: Can either keep your hands warm on a cold day or protect your hands when working with something hot.

Goggles

Price: 300 / 400 Low-light / 450 Thermo-graphic

Description: Same as Binoculars, but hands free.

Handcuffs Price: 50

Description: Metallic handcuffs. Used to subdue another person. HUD

Price: 600

Description: A video display that fits over the user’s eye. It can be hooked up to any video output (TV, Video Recorder, Laptop…)

Laser Discs Price: 20

Description: 20 Blank CDs ready for writing.

Laptop Price: 1,500

Description: A regular computer laptop. Uses regular CDs or networks to transfer info. Also has a small scanner and printer installed so the user has everything they need.

Lockpick Kit

Price: 200 (illegal to buy on open market)

Description: A toolkit for picking standard locks. Illegal for anyone except locksmiths to own so they’re very hard to buy on the open market. Micro-Camcorder

Price: 1,700

Description: Miniature Solid-state Video/Audio Recorder, small lens about the size of a button. Can record for 2 hours.

Micro-Recorder Price: 500

Description: Miniature Solid-state Audio Recorder. Can record about 5 hours of audio at good resolution.

Micro-Transceiver Price: 1,000

Description: Voice communication device with 2-mile range. Can be configured to match all common frequencies and hot-wired for others. It’s about the size of a button.

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Portable Flashlight Price: 50

Description: A standard LED Flashlight. Battery power can last for months of constant use.

Portable Headset Phone Price: 300

Description: A standard cordless cell phone that attaches to the ear of the user with a microphone going down to the mouth.. No monthly costs. Can also be configured as a 2-way radio with another portable phone of any type.

Portable Phone Price: 200

Description: A standard cordless cell phone. No monthly costs. Can also be configured as a 2-way radio with another portable phone of any type.

Portable Stove Price: 100

Description: A small Stove to heat food on. Comes with a few metal pans and mugs. Portable Wrist Phone

Price: 300

Description: A standard cordless cell phone that attaches to the wrist of the user. No monthly costs. Can also be configured as a 2-way radio with another portable phone of any type.

Radar Jammer Price: 3,000

Description: A Radar Jammer is about the size of a cell phone and scrambles any radar signals within 5 Miles

Radio Jammer

Price: 1,500 (illegal if used within any city limits, or without property owners consent) Description: Jams all radio frequencies

within ¼ mile of device (give or take terrain layout). Ration Kit

Price: 50

Description: A pack of MREs (Meals ready to eat) that will last about a week. They can be eaten cold but taste better heated up.

Respirator Price: 200

Description: A facemask that filters out most gases and pathogens. Rope

Price: 30

Description: 50’ of thin, strong rope. Signal Tracker

Price: 200

Description: This device locates and tracks any frequency it’s tuned to. Built to be used with Tracking Signal Devices.

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Still Camera Price: 40

Description: A regular still image digital camera with mini printer built in.

Sunglasses Price: 20

Description: Just a pair of sunglasses. Can help with working on a bright day

.

Tracking Signal Price: 500

Description: A small device about the size of a candy bar that transmits a signal that can be tracked. Different frequencies are available. Range is about 60 miles with regular terrain.

Vehicle Tool Kit Price: 900

Description: A normal toolkit for working on standard combustion engines, suspension systems, and other various vehicle parts (Mini torch, hand tools, jack stands…). The kit is just small enough to fit in a car truck.

Video Player Price: 75

Description: A 13-inch screen television with attached CD Video Player/Writer. Can receive any local channels.

Watch Price: 30

Description: A time-telling device. Comes in both wrist & pocket models.

White Noise Generator Price: 3,000

Description: Small device about the size of a Walkman that clips onto belt. It detects sounds and immediately sends out the correct opposite sound to cancel out the original. Most human ears cannot detect the process and hear nothing at all. Can cancel out most small sounds

(talking normally, footsteps…) with 5’, but

not large sounds (yelling, explosions…).

Zoid Examination Suit Price: 4,000

Description: A bulky chemsuit that also protects against major radiation. Has a 5-hour air supply. Suit increases the wearer’s strength to 10. Suit needs to be recharged after its 5-hour use period.

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Zoid Tool Kit Price: 4,000

Description: A normal toolkit for working on Zoid systems. Armor cannot be repaired with this kit, but all mechanical systems can be. If the Zoid doesn’t have enough time to heal an injury by itself then this kit can be of great use. This kit is very large and can barely fit in the back on a full sized pickup.

Portable Lab Price: 3,500

Description: This lab is a collection of tools and devices. The lab fits in a small portable trunk about 2’ x 2’ x 4’ in size and contains the following items:

Microscope w/slides Bright Lamp

Burners (2)

Beakers and Test Tubes

Incubation Chamber (about the size of a VCR)

Instrument Tray (Scalpels, Tweezers, Pins, Tape, Needles,

Calculator…) Small Refrigerator

Chemical Cabinet

Centrifuge for Test Tubes Toxic Analyzer

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Vehicles and Transportation:

Cargo Truck Price: 4,000

Description: A large truck capable of transporting equipment, weapons, people... This vehicle is 4-wheel drive and can handle most terrain.

H.P.: 5 Str.: 4 Mob.: 2 Int.: 0 Arm.: 3 Glider Price: 10,000

Description: A Glider is usually only used to joy ride because it has no power of it’s own. It has to be towed to a high altitude or launched by some type of catapult. A Pilots skill is used to keep it aloft (one-half an hour per each Airplane skill point or Glider concentration skill point) H.P.: 1 Str.: 1 Mob.: 2 Int.: 0 Arm.: 0 Helicopter Price: 25,000 (5 Seater) / 35,000 (2 Seater Cargo)

Description: Helicopters come in one of two types, Passenger or Cargo. 5 Seater / 2 Seater H.P.: 1 H.P.:4 Str.: 1 Str.:5 Mob.: 5 Mob.:5 Int.: 0 Int.:0 Arm.: 0 Arm.:1

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Hover Board Price: 500

Description: A high-speed surfboard capable of carrying 1 large person or 2 small children. Very maneuverable and runs off a combination of fuel and solar power.

H.P.: 1 Str.: 1 Mob.: 4 Int.: 0 Arm.: 0 Hovercraft

Price: 9,000 (Curtain, 2 Seater) / 50,000 (Curtain, Cargo) / 15,000 (No Curtain, 2 Seater)

Description: Hovercrafts use air pressure to hover over the ground and water. Crafts with no curtains are faster, but need more power to levitate. Cargo type Hovercrafts usually can carry up to 2 large vehicles plus the 3-man crew.

C 2 Seat / C Cargo / NC 2 Seat H.P.: 1 H.P.:5 H.P.: 1

Str.: 2 Str.:6 Str.:2 Mob.: 5 Mob.:4 Mob.:6

Int.: 0 Int.:0 Int.:0 Arm.: 0 Arm.:2 Arm.:0

Jeep

Price: 2,000

Description: A small vehicle capable of transporting up to 7 people. This vehicle is 4-wheel drive and can handle most terrain.

H.P.: 2 Str.: 3 Mob.: 3 Int.: 0 Arm.: 1 Jet Price: 35,000

Description: This is a 30’ long private jet capable of carrying up to 18 people plus the 2 pilots.

H.P.: 3 Str.: 4 Mob.: 10

Int.: 0 Arm.: 1

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Motor Boat

Price: 4,000 (12’ Long, 5 People) / 8,000 (20’ Long, 7 People) / 9,000 (20’ Long, 3 People) / 2,000 (Jet Ski)

Description: Motor Boats are classic Speedboats. They come in various shapes and sizes but the pricing is dependent on its stats.

12’ Long / 20’ Long / 20’ Long / Jet Ski H.P.: 2 H.P.:3 H.P.: 3 H.P.:1

Str.: 2 Str.:3 Str.:3 Str.:1 Mob.: 4 Mob.:5 Mob.:6 Mob.:4

Int.: 0 Int.:0 Int.:0 Int.:0 Arm.: 0 Arm.:1 Arm.:0 Arm.:0 Motorcycle

Price: 800

Description: A small bike capable of transporting up to 2 people. This vehicle is 1-wheel drive and can handle most terrain because of its size

H.P.: 2 Str.: 2 Mob.: 3 Int.: 0 Arm.: 0 Prop Plane

Price: 18,000 (Single Prop, 2 Seater) / 20,000 (Single Prop, 5 Seater) / 25,000 (Dual Prop, 5 Seater)

Description: These are simple Propeller powered aircraft. They come in various types but their prices are dependant on their stats.

SP 2 Seat / SP 5 Seat / DP 5 Seat H.P.: 1 H.P.:1 H.P.: 1

Str.: 1 Str.:1 Str.:2 Mob.: 6 Mob.:6 Mob.:6

Int.: 0 Int.:0 Int.:0 Arm.: 0 Arm.:0 Arm.:0

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Sail Boat

Price: 30,000 (30’ Long) / 35,000 (40’ Long)

Description: Sailboats make great pleasure ships, but aren’t very fast. They only use fuel for their generators so that makes them very efficient. 30’ Long / 40’ Long H.P.: 4 H.P.:5 Str.: 5 Str.:6 Mob.: 3 Mob.:2 Int.: 0 Int.:0 Arm.: 1 Arm.:2 Sports Car Price: 3,000

Description: A status symbol capable of transporting up to 2 people. This vehicle is 2-wheel drive and best left to roads or smooth terrain. H.P.: 2 Str.: 3 Mob.: 5 Int.: 0 Arm.: 1 Trike Price: 1,500

Description: This is a type of three-wheeled Motorcycle. The dual wheels are either in the front or back dependant on the buyer’s preference. Two people can ride it front and back. H.P.: 2 Str.: 3 Mob.: 3 Int.: 0 Arm.: 1

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Vector Thrust Plane

Price: 35,000 (Propeller) / 40,000 (Jet) Description: These planes have their

engines mounted on their wings. They can hover (with the engines vertical) or fly normally (with the engines horizontal). They come either as Cargo Type (Load is Strength) or Passenger Type (12 Seater plus 2 Pilots) Prop / Jet H.P.: 3 H.P.:3 Str.: 3 Str.:4 Mob.: 6 Mob.:8 Int.: 0 Int.:0 Arm.: 1 Arm.:1 Yacht Price: 50,000 (50’ Long) / 70,000 (70’ Long)

Description: Yachts are huge Pleasure Motor Boats. They are usually owned by the rich and famous. 50’ Long / 70’ Long H.P.: 6 H.P.:7 Str.: 6 Str.:7 Mob.: 4 Mob.:4 Int.: 0 Int.:0 Arm.: 2 Arm.:3 Vehicle Equipment: Radar Price: 4,000

Description: 10-mile range. Mounts on top of vehicle and has a Load of 1.

Cloak

Price: 20,000 Base Installation + 3,000 per (Every Point of Vehicle Strength – 10) Description: A cloaking system renders

a Vehicle completely invisible. This creates a – 5 to hit the cloaked target. A computer maintains the cloak and any damaging impact disables it because of shape changes to the vehicles surface. Driving through water or mud would of course give the equipped vehicle away.

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Zoid Weapons: Notes:

Any weapon can be mounted on any part of the Zoid (Head, Back, Side L/R, Head, or Arms if applicable).

If only one weapon is mounted on one side of a Zoid, or if the weapon on one side has a different load as the weapon on the other side then there is a –1 penalty per every 2 points of load difference to every action. (ei. A load of 2 on left & a load of 5 on right would create a –2 penalty to every action)

Unless otherwise specified every stock Gun, Cannon, Blaster… can actively hold 20 rounds per barrel before needing to be physically reloaded.

Mini Gun: Type: Z Load: 2 Damage: 1D4 Base Price: 1,000

Description: Just a standard Zoid mounted gun with a single barrel.

Dual Barrel Gun: Type: Z

Load: 3 Damage: 2D4 Base Price: 2,000

Description: A dual barrel mini gun setup. Cannon: Type: Z Load: 3 Damage: 2D4 Base Price: 3,000

Description: A single barrel cannon. It fires rounds much bigger than a standard gun and negates any long-range penalties.

Dual Barrel Cannon: Type: Z

Load: 5

Damage: 2D4 per Barrel Base Price: 5,000

Description: Both barrels of this cannon can be fired together or one at a time if needed and negates any long-range penalties.

4-Barrel Cannon: Type: Z

Load: 5

Damage: 1D6 per Barrel Base Price: 10,000

Description: All barrels of this cannon can be fired together or one at a time if needed and negates any long-range penalties. This setup is ultra light.

(42)

Mega Cannon: Type: Z

Load: 5 per Zoid Damage: 3D8 + 4 Base Price: 8,000

Description: This cannon is so large that 2 Zoids are needed to use it. Blaster:

Type: Z Load: 2 Damage: 1D6 Base Price: 1,500

Description: Blasters fire small plasma rounds.

Dual Barrel Blaster: Type: Z

Load: 4

Damage: 1D6 X 2 Base Price: 5,000

Description: Both barrels of this blaster have to be fired at the same time

Long Range Buster Cannon: Type: Z

Load: 7

Damage: 3D8 + 6 Base Price: 20,000

Description: This Cannon is the closest you can get to a Charged Particle Cannon. The recoil knocks the equipped Zoid back 100’.

(43)

Mini Belly Gun: Type: Z Load: 2 Damage: 1D4 Base Price: 2,000

Description: This 3 barrel mini gun is special in that in can attach to a 2-barrel cannon or a regular belly gun if the Zoid can support the combined load for that body part.

Belly Gun: Type: Z Load: 3 Damage: 1D6 Base Price: 2,500

Description: This 3 barrel gun can be loaded anywhere on a Zoid but is specially built for the belly.

Vulcan Gun: Type: Z Load: 4

Damage: 1D4 X Shots fired per round (8 max)

Base Price: 8,000

Description: This gatlin gun comes in varying shapes and sizes but always fires 8 shots per round max and holds 160 rounds (8 X 20).

Dual Vulcan Gun: Type: Z

Load: 7

Damage: 2D4 X Shots fired per round (8 max) Base Price: 15,000

Description: This version holds 320 rounds (8 X 40) and can fire up to 8 dual shots per round max.

(44)

Booster Cannon: Type: Z Load: 3 Damage: 2D6 Base Price: 17,000

Description: This is the cannon that comes with the lightening saix. A Zoid must have a mobility of at least 9 to equip it. It’ll give a Zoid with a mobility of 9 a boost to 14, or with a mobility 10 a boost to 15 for 5 rounds while traveling in a straight line. The boosters have 3 uses max and recover 1 use every 5 hours. The boosters can be cut off prematurely for a change in direction and then engaged again but the short duration will still count as a full use.

Drop Down Missile Launcher: Type: Z

Load: 1 Damage: Nil Base Price: 700

Description: This is just a simple exposed missile launcher that can fire a single missile. It’s usually loaded on wings because the missile drops down about a foot before igniting. The drop down missile launcher can also support bombs as well.

8-Pod Missile Launcher: Type: Z

Load: 2 Single Load / 4 X3 Load Damage: Nil

Base Price: 2,000 Single Load / 4,000 X3

Load

Description: This launcher can fire all 8 missiles or less at once.

(45)

14-Pod Missile Launcher: Type: Z

Load: 4 Single Load / 6 X3 Load Damage: Nil

Base Price: 6,000 Single Load / 9,000 X3 Load

Description: This launcher can fire all 14 missiles or less at once. Rapid Fire Missile Launcher:

Type: Z Load: 2 Damage: Nil Base Price: 6,000

Description: This launcher is best used up winged Zoids and holds a payload of 6 missiles. It fire up to all six per round.

Missiles: Type: Z Load: Nil

Damage: 1D4 Standard / 1D6 High Yield / 1D4 Heat Seeker (Apiece)

Base Price: 500 standard / 700 High Yield / 1,500 Heat Seeker (Apiece)

Description: Both types of missiles can be fired from any type of launcher. Heat seeking missiles give a + 5 to hit and negate any cloak/smoke penalties.

(46)

Spike Missiles: Type: Z Load: Nil

Damage: 1-2 if impacting Base Price: 700 (Apiece)

Description: Spike missiles are fired over the target and barrage the area (100 square feet per missile) with thick steel spikes. On a successful hit roll any Zoid in the area must roll to dodge (Mobility + 1D10 vrs 5 + 1D10) or be hit with a spike. The resulting area conditions reduce any Zoids mobility in the field to 4. Bomb: Type: Z Load: Nil Damage: 3D6 Base Price: 700

Description: Bombs can only be dropped and have no propulsion system.

Blades: Type: Z Load: 1

Damage: 1D4 per Every 3 Mobility Points of Zoid Base Price: 700

Description: Blades are usually equipped on the sides of a Zoid. The attacker and target must be in close proximity for the attack to work and one action is needed to charge at the target if the blades are attached to the side. If the blades are attached to limbs then the attack can be made immediately if the opponents are side by side.

(47)

Chain Saw: Type: Z

Load: 4 Single / 7 Dual Damage: 2D6 Apiece Base Price: 3,000

Description: Chain saws are close proximity weapons. Charging into an opponent has no added effect to damage.

Electro-Net Gun: Type: Z

Load: 2

Damage: Special

Base Price: 2,000 / + 1,000 per Net Pod Description: To determine out come of an impact: Roll 2D4 vs target Zoids Strength. If the attacker successes then the target Zoids system will crash, rendering it immobile.

Multi-Blade Attack System:

Type: Z Load: 3 (Intelligence of 8)

Damage: 2D6 per Blade (6) / 1D4 per Gun (2) Base Price: 12,000

Description: This is an “all purpose” weapon. It is equipped with 6 blades for up close combat and 2 guns for distance combat. The blades are energy charged and can be spun (like a mixer) in 2 sets of three to create 6D6 Damage for each set or they can be used one at a time to slice. Because they are on “limbs” of their own a charge is not required for an attack.

References

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