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    ZOIDSThe Role-Playing Game

    By:

    Keith Foster

    HTTP://WWW.REXSDEN.COM

    ZOIDSare the registered trademark

    of Takara-Tomy

    (Previously Tomy)

    HTTP://WWW.TOMY-USA.COM

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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 camehome to Reboot at 4 oclock and Zoids at 4:30 and quickly grew to like both shows with a passion. Ididnt know much about Zoids at the time and the Zero series didnt reveal much about their backgroundto the viewers.

    But the lack of background information didnt keep me from recording each and every episode onto my

    computer. I quickly compressed each episode to DivX and wrote it to CD so Id be ready for the followingday. 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 onCartoon Network. At this time I had been transferred to a third shift position at my job and got home everymorning at 6 oclock. 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 moreabout Zoids, their backgrounds, and the species that created them. It was like a treasure trove for me andthese 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 didnt really care much for the direction it was taking. I guess I was recording them more outof sentimental value than interest. Cartoon Network quickly pulled the plug when ratings dropped and theseason 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 mycomputer 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 workevery 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 theTracker Hound and gave it a special ability to match its design. A week later I actually began writing rulesfor a role-playing game based on the Zoids universe and soon after I began bringing in my episode library soI 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 thisbook although Id never want to. Ive actually been offering it for free on my website for years. Its just beenrecently that Ive 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 yourstruly. Its URL is HTTP://WWW.NewEmpire.INFO

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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 equippedwith weapons or tools depending on the need. Theyve nearly replaced most vehicles on their home planetZi. 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 thecomputer 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 bodybecomes worthless. Any parts that grew from the core loose their strength and become a weak metal. Thecore 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 originallyproduced Zoid cores. Its 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 arereferred to as Ancient Zoidians). They are the species that created Zoids and the Zoid Eve.

    They didnt create Zoids for fighting and war although thats what their function ended up being. Zoids wereoriginally intended for use as workers, transportation, etc. Having a single power source (the Zoid Eve), wasmuch more economical that refilling vehicles constantly (and cleaner too). That was all about to change.

    Its 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 andexterminated over 99% of the population on Zi before the Ancients create two scorpion-type Zoids that wereable to stop it. The specifics of the battle are unknown but the result was the Death Saurer being separatedfrom its core.

    All that is known between that era and the arrival of humans is that whatever Ancients didnt die out were putinto 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 theplanet untamed on their arrival. It mustnt have taken long to learn to tame these living machines foreveryday 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 becamecommonplace 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 wasunknown 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 growa smaller version of it (although he was under the impression that he had resurrected the full version). Hisintention of controlling the world was thwarted by the cooperation of his own empire and its closest warringnation known as The Republic.

    About a decade after the destruction of the resurrected Death Saurer the few Zoidians to survive had becomeknown 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 its full form. The Zoid Eve was alsofully 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 Zis population was lost in the battle peace was attained afterwards. All the nations tosurvive 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 BattleCommission has about as much power as the current government. Luckily theyre just and fair. Most of theeconomy 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 existthroughout the nations. Giant skyscrapers are common, as many businesses also exist. Space travel iscommon although no one has attempted to leave the system. Many satellites revolve around Zi daily (TheZoid 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 havemanaged to create new breeds on rare occasions.

    Little is mentioned of Earths existence. No contact has been made in centuries and what little informationon human kinds origin has barely survived to todays date. What is known is taught in schools.

    The surviving Ancient Zoidians have interbred with humans to the point that they are more human thanAncient 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 forthat 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 choosewhere they want to excel.

    Note: Players can create any past for their characters. They can also choose their profession and what their characterslook like and how they act. Even though things will happen around the characters that they cant control, theyll stillalways 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 creationrules are nearly the same. How a Zoid looks is completely up to the creator, but the attributes are rolled anddistributed 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 increasearmor. What armor is available for what Zoid at anytime is the GMs discretion.

    The spots where weapons and defense equipment canbe 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, andone on each appendage (not including any weaponsthat are specially built into the Zoid, like ChargedParticle Cannons in Genosaurs).

    When creating a Zoid you can give it one special-ability that makes it stand out among the rest. Theexact rules for the special ability are up to the GM.

    Just remember that you could be inadvertently becreating a weakness at the same time.

    Also remember that creating a Zoid thats too strong,fast, and intelligent will be harder or even impossibleto handle. The higher its potential the higher thepilots 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 tochoose from). Remember to also create a price (if itll 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 acomputer the character would use his Computer Skill, for attacking an opponent from one Zoid to anotherusing a cannon the character would use his Zoid Weapon (Ranged) Skill

    Actions:

    Most combat rules are well defined, but when the charactertries to do something without an opponent (like hackingthat computer or running through an obstacle course with aGun Sniper) the GM picks a Target # (1-20) for thecharacter to beat. The Target # depends on the difficulty.

    Doing physical actions (jumping or lifting something)would require the character to use his/her appropriateattribute instead of a skill. Heres the formula for usingones 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 snuckup on his opponent). This determines who attacks first and what order multiple characters will attack in. Thehigher # goes first and so on.

    The rules of combat always have a target # thats determined by the opponent, whether the other Zoid is pilotedor 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 atGMs Discretion), and rolling a 10 is an automatic success (even if the target # was out of that characters reach) plus that targetloses 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 Targets AC/Armor

    Called Shots:

    A character can make a declared attack at a particularpart of a target (head, arm, weapon). The attack isrolled as normal, and if the attack succeeds the targetis hit, but if the attacks succeeds by 3 or more overthe target # then the called shot also succeeds. HeadShots 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 tododge but to roll an opposing attack.

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

    or

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

    If the target succeeds then he/she blocks the attackand no damage results. An unarmed target cannot

    block an attack from an armed opponent or viseversa.

    Called Defensive:

    A Called Defensive can only be made in Meleecombat by an unarmed target. While being attackedthe target can choose to block the attack by grapplingthe weapon in the opponents hand. The targetforgoes a normal dodge in order to grab at theopponents weapon (the handle preferably), this givesthe target a 2 to his dodge.

    If dodge fails then the target was hit and takesdamage as normal. If the dodge succeeds then the

    target now has his hands on the weapons handle andthe two characters can grapple for the weapon.

    Grappling:

    Grappling is a contest of strength between twoopponents. Both characters roll 1D10 + theirstrength attribute. The character to succeed wins thegrapple.

    Vehicles and Damage:

    Normal Vehicles handle damage differently than Characters or Zoids. A Vehicles Hit Points arehandled as a Zoid (being metal or armor) as is its Strength, Mobility, and Intelligence. But its ArmorClass helps the Character(s) inside when attacks are specifically directed at them. It doesnt help thevehicles themselves unless its 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 Zoidcompletely freezes also, leaving it unable to move or determine a course of action (just like adesktop computer which locks up). This is believed to be a life preservation technique on theZoids 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 ifits combat system freezes or not. After each damaging attack the Zoid rolls a 1D4, 1-3 results in asystem 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/bladeattack that severs a limb/weapon, a nearby major volcanic explosion) it also must roll for asystem 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 ofthe 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 GMsdecide 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 thecharacter earned 190 Experience Points for winning the battle ((14 + 5) x 10).

    1s and 10s on a Roll:

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

    10 while Attacking:

    Target takes full rolled damage plus loses 1 point of AC untilrepaired 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 doesnt go off, Computer being hacked locks up)

    3 = Mistake (Character accidentally shoots something in line of sight, Hacker makes amistake 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 arent included in the main rules its because most peoplefind it annoying to keep track of clips/rounds and continually running to town and buying more. Forthose 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 perweek as their Strength Attribute while resting.Medical treatment cuts that in half. First Aid canrecover the number of HP immediately as theProviders First Aid Skill (Target # 10 on roll).

    Zoid Healing/Repairing:

    Zoids heal the number of HP per day as theirStrength Attribute while resting. While repairinga Zoid the Mechanic uses the number of HPhe/she is attempting to repair (can be lower thanthe 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 timeit would normally heal, possibly less).

    Zoid Evolution:

    Only the GM can evolve a Zoid (when they deem itappropriate). A Zoid cant evolve spontaneously(unless temporally with the aid of a high levelOrganoid), it forms an Energy Cocoon Theappearance of the Cocoon varies per Zoid, but it canonly be penetrated by a Zoid Examination Suit(Normal weapons cannot affect it). A Zoids evolutiontakes 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 #

    Using Dual Swords: +2 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 desiredand picked out then the character gains a +1 bonus to it, but all other Concentrations under thatparticular skill receive a penalty of 1 (not to go below 0).

    Physical/Combat Skills:

    Stealth Governs sneaking around, moving quietly, tracking (and covering ones tracks), and trailinganother character without his/her awareness. This skill can be used through a Zoid whenpiloting.

    Concentrations: Urban, Wooded Wilderness, & Cavern

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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 damageZoids.

    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 understandingof 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 militaryoperate.

    Concentrations: Air Force, Naval, & Ground Tactics

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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 orZoid 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 thestrength 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 (GMs 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 thestrength of the User/Zoid then its mobility/dexterity is 2. If the Load is 1 less than thestrength 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 (GMs Discretion).

    Description: The Description for the Armor.

    Zoid System Upgrade Descriptions:

    Base Price: The listed base price for the Upgrade (GMs Discretion).Description: The Description for the Upgraded System.

    Item/Equipment Descriptions:

    Base Price: The listed base price for the Item (GMs 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 theWeapon 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 ApieceKatana 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/ZoidDamage, 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 DurationMicro-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: 0Motor 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

    Dual Barrel Cannon Z 5,000 5 2D4 Damage per Barrel

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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 RoundMissiles:

    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. 7Radar 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 shootingArrows.

    Arrows:

    Type: P

    Load: nil

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

    Explosive

    Description: Standard Arrows for ArcheryBow. Explosive Arrows do damageto anything within 6 of its impactpoint.

    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 toanything within 6 of its impactpoint.

    Club:

    Type: P

    Load: 7

    Damage: 1D8

    Base Price: 40

    Description: Giant wooden Club. Can easilyturn 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 closecombat.

    Dart:

    Type: P

    Load: 1

    Damage: nil

    Base Price: 20 (for 5)

    Description: Small throwing Darts. Tips can bedipped in any liquid to meet certainneeds.

    Hand Razors:Type: P

    Load: 1

    Damage: 1D4

    Base Price: 80

    Description: Three long razors attached to aglove. These can be worn evenwhile holding another weapon.

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    Katana:

    Type: P

    Load: 3

    Damage: 1D6

    Base Price: 120Description: 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 CollapsibleDescription: Pole about 6 in length.

    Metallic Collapsible uses a pushbutton to collapse to 1 is length.

    Stun Baton:

    Type: P

    Load: 2

    Damage: 1D4

    Base Price: 80Description: Collapsible metal Baton.

    Easily conceals in shoe orpocket.

    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 thatsequally balanced for throwing.

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    Non-Lethal Weapons:

    Taser:

    Type: P

    Load: 1

    Damage: Stun Damage, Knocks opponent outfor (1D20 Strength) Rounds.

    Base Price: 200

    Description: Small gun that fires 2 electrodesconnected by thin wires to the gun. Aroll of 1 for damage means that theTaser misfired. If damage equaled outto less than 1 then opponent was justdisoriented for that round and cannotfight back until the next round. Tasers

    are now reusable, it takes 4 rounds forthe gun to reel its wires back in. ATaser is good for 4 uses beforeneeding to be recharged. Range is 40.

    Stun Gun:

    Type: P

    Load: 1

    Damage: Stun Damage, Knocks opponent outfor (1D20 Strength) Rounds.

    Base Price: 99

    Description: Small handheld device with 2electrodes on the tip. A roll of 1 for

    damage means that the Stun Gundidnt activate. If damage equaled outto less than 1 then opponent was justdisoriented for that round and cannotfight back until the next round. A StunGun is good for 4 uses before needingto be recharged.

    Tazor Whip:

    Type: P

    Load: 6

    Damage: 1D4 + Stun Damage, Knocksopponent out for (1D20 Strength)Hours.

    Base Price: 1,000

    Description: This special Whip comes with arather large backpack to power it.When turned on the whip is electrifiedand discharges on whatever it touches.The effect also carries over to anyelectrical equipment it touches. Easily

    destroying computers, shorting outvehicle engines It has also beenknown to subdue Organoids the sameway as Humans. A roll of 1 fordamage means that the hit the user byaccident, the user must then roll fordamage. If damage equaled out to lessthan 1 then opponent was justdisoriented for that round and cannotfight 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 assaultrifle. The normal type simply shootsout a 15x15 black net to incapacitatea normal sized victim. The electrictype does the same but also energizesthe same as a stun whip. Both typeshave a range of 50.

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    Pistols:

    Palm Pistol:

    Type: P

    Load: 1

    Damage: 1D4Base Price: 100 (illegal on open market)

    Description: This Pistol is the size of a normalHumans palm and only carries asingle bullet. Range is 150

    Colt:

    Type: P

    Load: 1

    Damage: 1D4Base Price: 200

    Description: The smallest pistol you can buy onthe open market. 9 bullets per clip.Range is 150

    Beretta:

    Type: P

    Load: 2

    Damage: 1D6Base Price: 400

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

    Revolver .38:

    Type: P

    Load: 2

    Damage: 1D6 + 1

    Base Price: 500

    Description: For the classic look and feel. Thisgun holds less bullets per round butpacks more of a punch than any handheld gun. 6 bullets round. Range is360

    Rifles:

    Remington:

    Type: P

    Load: 3

    Damage: 1D4

    Base Price: 300

    Description: A small rifle. Bullets are loadedindividually, 5 shots per load. Rangeis 400

    Sniper:Type: P

    Load: 4

    Damage: 1D8

    Base Price: 1,200

    Description: A long-range rifle, great forassassinations. Bullets are loadedindividually, 3 shots per load. Rangeis 2,000

    Shotgun:

    Type: P

    Load: 3

    Damage: 1D10

    Base Price: 200

    Description: A short-range rifle that does a lotof damage at point blank. Shells areloaded 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 largehandgun. Character can choosewither to fire 1, 2, or 3 shots perround, each shot is rolled forseparately. 30 bullets per clip. Rangeis 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 SniperRifle. Character can choose wither tofire 1, 2, or 3 shots per round, eachshot is rolled for separately. 90bullets per clip. Range is 420

    Pulse Weapons:

    Pulse Pistol:

    Type: P

    Load: 2

    Damage: 1D10 + 4 or Stun Damage, Knocksopponent out for (1D20 Strength) Hours.

    Base Price: 1,500

    Description: Pistol sized gun that uses

    experimental electric pulse technology. Gunrecharges fully in 4 hours from a normal outlet, 6shots per charge. Range is 360

    Pulse Rifle:

    Type: P

    Load: 2

    Damage: 2D10 or Stun Damage, Knocksopponent out for (1D20 Strength) Hours.

    Base Price: 2,200

    Description: Assault Rifle sized gun that uses

    experimental electric pulse technology. Gunrecharges 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 ZoidBase Price: 1,200

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

    AZM:

    Type: P, ILoad: 6

    Damage: 3D20 Personal / 1D8 Zoid

    Base Price: 2,000

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

    Pulse Cannon:

    Type: P, I

    Load: 7

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

    Description: Assault Cannon sized gun that usesexperimental electric pulsetechnology, Cannon is fired from ashoulder-mounted position and hasa 1x1x1 rechargeable battery thatsits next to the character. Gunrecharges fully in 8 hours from anormal 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 / 5,000Lined

    Description: This is an armored uniformtypical of what S.W.A.T. or security mightwear, not including boots or helmet.

    Lined Coat:

    Type: P

    Load: 3

    A.C.: 4

    Base Price: 1,000

    Description: This vest is tailored withmetal plates concealed inside.

    Leather Pants:

    Type: P

    Load: 1A.C.: 1

    Base Price: 80

    Description: This pair of leather pants isthicker than any normal store boughtleather pants.

    Lined Vest:

    Type: P

    Load: 2

    A.C.: 3

    Base Price: 500

    Description: This vest is tailored withmetal plates. It is designed to be wornoutside 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 caneasily be worn under baggy clotheswithout being noticed.

    Riot Shield:

    Type: P

    Load: 1A.C.: 3 (While defending, 0 otherwise)

    Base Price: 250

    Description: A clear shield about 4 by2. A characters armed combat skill isused during the round while defending.

    Standard Helmet:

    Type: P

    Load: 0A.C.: 1

    Base Price: 80

    Description: A typical motorcycle-typehelmet. It comes in varying shapes andsizes.

    Thick Leather Coat:

    Type: P

    Load: 1

    A.C.: 1

    Base Price: 100

    Description: This leather coat is thickerthan any normal store bought leather coat.

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    Items & Equipment:

    Android

    Price: 8,000 Base + 1,000 per AttributePoint

    Description: Androids are self-relianthelpers. Theyreprogrammed to befriendtheir owners and doassigned tasks like repair,housework, shoppingTheyre programmed to doalmost everything so theirIntelligence Attributedetermines most of theirrolls. An Androids

    Mobility Attributedetermines what they useto get around (1-4 FourLegs, 5-7 Wheels, 8-10Hovers).

    Audio Player

    Price: 75

    Description: A small radio with attachedCD Player/Writer. Can

    receive any local channels.

    Backpack

    Price: 30

    Description: A regular sized backpack tohold any number of smallitems.

    Binoculars

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

    Description: x50 vision enhancement,Low-light gives clear visionin near pitch black,Thermo-graphic gives heatsignature in anyweather/time & throughsome thin walls.

    Bug Scanner

    Price: 500

    Description: Small hand-held devicethat scans for any radiotransmitters or electronicdevices with 1 of itsantenna.

    Compass

    Price: 20

    Description: A handheld device thatalways points to magneticnorth.

    Canteen

    Price: 20

    Description: a portable water containerthat has a shoulder strap.

    Chemsuit

    Price: 1,000

    Description: A rubber suit that fits otherthe wearers clothes andarmor. It protects againstchemicals and minorradiation. Has a 2-hour airsupply.

    Electronic Tool Kit

    Price: 500

    Description: This is a simple tool kit forworking on computers,small robots Its aboutthe size of a suitcase andhas a handle for carrying itaround 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 handswarm on a cold day orprotect your hands whenworking with somethinghot.

    Goggles

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

    Description: Same as Binoculars, buthands free.

    Handcuffs

    Price: 50

    Description: Metallic handcuffs. Usedto subdue another person.

    HUD

    Price: 600

    Description: A video display that fitsover the users eye. It canbe hooked up to any videooutput (TV, VideoRecorder, Laptop)

    Laser Discs

    Price: 20

    Description: 20 Blank CDs ready forwriting.

    Laptop

    Price: 1,500

    Description: A regular computer laptop.Uses regular CDs ornetworks to transfer info.

    Also has a small scannerand printer installed so theuser has everything theyneed.

    Lockpick Kit

    Price: 200 (illegal to buy on openmarket)

    Description: A toolkit for pickingstandard locks. Illegal for

    anyone except locksmithsto own so theyre very hardto buy on the open market.

    Micro-Camcorder

    Price: 1,700

    Description: Miniature Solid-stateVideo/Audio Recorder,small lens about the size ofa button. Can record for 2

    hours.

    Micro-Recorder

    Price: 500

    Description: Miniature Solid-state AudioRecorder. Can recordabout 5 hours of audio atgood resolution.

    Micro-TransceiverPrice: 1,000

    Description: Voice communicationdevice with 2-mile range.Can be configured tomatch all commonfrequencies and hot-wiredfor others. Its about thesize of a button.

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    Portable Flashlight

    Price: 50

    Description: A standard LEDFlashlight. Battery powercan last for months of

    constant use.

    Portable Headset Phone

    Price: 300

    Description: A standard cordless cellphone that attaches to theear of the user with amicrophone going down tothe mouth.. No monthlycosts. Can also be

    configured as a 2-way radiowith another portablephone of any type.

    Portable Phone

    Price: 200

    Description: A standard cordless cellphone. No monthly costs.Can also be configured as a2-way radio with another

    portable phone of anytype.

    Portable Stove

    Price: 100

    Description: A small Stove to heat foodon. Comes with a fewmetal pans and mugs.

    Portable Wrist PhonePrice: 300

    Description: A standard cordless cellphone that attaches to thewrist of the user. Nomonthly costs. Can also beconfigured as a 2-way radiowith another portablephone of any type.

    Radar Jammer

    Price: 3,000

    Description: A Radar Jammer is aboutthe size of a cell phone andscrambles any radar signals

    within 5 Miles

    Radio Jammer

    Price: 1,500 (illegal if used within anycity limits, or withoutproperty owners consent)

    Description: Jams all radio frequencieswithin mile of device(give or take terrain layout).

    Ration Kit

    Price: 50

    Description: A pack of MREs (Mealsready to eat) that will lastabout a week. They can beeaten cold but taste betterheated up.

    Respirator

    Price: 200Description: 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 andtracks any frequency itstuned to. Built to be usedwith Tracking SignalDevices.

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    Still Camera

    Price: 40

    Description: A regular still image digitalcamera with mini printerbuilt in.

    SunglassesPrice: 20

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

    .

    Tracking Signal

    Price: 500

    Description: A small device about the

    size of a candy bar thattransmits a signal that canbe tracked. Differentfrequencies are available.Range is about 60 mileswith regular terrain.

    Vehicle Tool Kit

    Price: 900

    Description: A normal toolkit for

    working on standardcombustion engines,suspension systems, andother various vehicle parts(Mini torch, hand tools,jack stands). The kit isjust small enough to fit in acar truck.

    Video Player

    Price: 75Description: A 13-inch screen television

    with attached CD VideoPlayer/Writer. Can receiveany 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 sizeof a Walkman that clipsonto belt. It detectssounds and immediatelysends out the correctopposite sound to cancelout the original. Mosthuman ears cannot detectthe process and hearnothing at all. Can cancelout most small sounds(talking normally,footsteps) with 5, butnot large sounds (yelling,explosions).

    Zoid Examination Suit

    Price: 4,000

    Description: A bulky chemsuit that alsoprotects against majorradiation. Has a 5-hour airsupply. Suit increases thewearers strength to 10.Suit needs to be rechargedafter its 5-hour use period.

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    Zoid Tool Kit

    Price: 4,000

    Description: A normal toolkit forworking on Zoid systems.Armor cannot be repaired

    with this kit, but allmechanical systems can be.If the Zoid doesnt haveenough time to heal aninjury by itself then this kitcan be of great use. Thiskit is very large and canbarely fit in the back on afull sized pickup.

    Portable Lab

    Price: 3,500

    Description: This lab is a collection oftools and devices. The labfits in a small portable

    trunk about 2 x 2 x 4 insize and contains thefollowing items:

    Microscope w/slides

    Bright Lamp

    Burners (2)

    Beakers and Test Tubes

    Incubation Chamber (about the size of aVCR)

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

    Small Refrigerator

    Chemical Cabinet

    Centrifuge for Test Tubes

    Toxic Analyzer

    Small Generator to power all the devices

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    Vehicles and Transportation:

    Cargo Truck

    Price: 4,000

    Description: A large truck capable oftransporting equipment,weapons, people... Thisvehicle 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 onlyused to joy ride because ithas no power of its own. Ithas to be towed to a highaltitude or launched bysome type of catapult. A

    Pilots skill is used to keep italoft (one-half an hour pereach Airplane skill point orGlider concentration skillpoint)

    H.P.: 1

    Str.: 1

    Mob.: 2

    Int.: 0

    Arm.: 0

    Helicopter

    Price: 25,000 (5 Seater) / 35,000 (2Seater Cargo)

    Description: Helicopters come in one of

    two types, Passenger orCargo.

    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 surfboardcapable of carrying 1 largeperson or 2 small children.

    Very maneuverable and runsoff a combination of fueland 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 pressureto hover over the groundand water. Crafts with nocurtains are faster, but needmore power to levitate.Cargo type Hovercrafts

    usually can carry up to 2large 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 oftransporting up to 7 people.This vehicle is 4-wheel driveand 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 jetcapable of carrying up to 18people 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 sizesbut 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.:1Str.: 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 oftransporting up to 2 people. This vehicleis 1-wheel drive and can handle mostterrain 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, 5Seater) / 25,000 (Dual Prop,5 Seater)

    Description: These are simple Propellerpowered aircraft. Theycome in various types buttheir prices are dependanton 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 (40Long)

    Description: Sailboats make greatpleasure ships, but arent

    very fast. They only usefuel for their generators sothat makes them veryefficient.

    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 oftransporting up to 2 people.This vehicle is 2-wheel driveand best left to roads orsmooth 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. Thedual wheels are either in thefront or back dependant onthe buyers preference. Twopeople can ride it front andback.

    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 theirengines mounted on theirwings. They can hover (with

    the engines vertical) or flynormally (with the engineshorizontal). They comeeither as Cargo Type (Loadis Strength) or PassengerType (12 Seater plus 2Pilots)

    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 (70Long)

    Description: Yachts are huge PleasureMotor Boats. They areusually owned by the richand famous.

    50 Long / 70 Long

    H.P.: 6 H.P.:7

    Str.: 6 Str.:7Mob.: 4 Mob.:4

    Int.: 0 Int.:0

    Arm.: 2 Arm.:3

    Vehicle Equipment:

    Radar

    Price: 4,000Description: 10-mile range. Mounts on

    top of vehicle and has aLoad of 1.

    Cloak

    Price: 20,000 Base Installation + 3,000per (Every Point ofVehicle Strength 10)

    Description: A cloaking system rendersa Vehicle completelyinvisible. This creates a 5 to hit the cloaked target.A computer maintains thecloak and any damagingimpact disables it becauseof shape changes to the

    vehicles surface. Drivingthrough water or mudwould of course give theequipped 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 adifferent load as the weapon on the other side then there is a 1 penalty per every 2 pointsof load difference to every action. (ei. A load of 2 on left & a load of 5 on right wouldcreate a 2 penalty to every action)

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

    Mini Gun:

    Type: Z

    Load: 2

    Damage: 1D4

    Base Price: 1,000

    Description: Just a standard Zoidmounted gun with a singlebarrel.

    Dual Barrel Gun:

    Type: Z

    Load: 3

    Damage: 2D4

    Base Price: 2,000

    Description: A dual barrel mini gunsetup.

    Cannon:

    Type: Z

    Load: 3

    Damage: 2D4

    Base Price: 3,000

    Description: A single barrel cannon. Itfires rounds much biggerthan a standard gun andnegates any long-rangepenalties.

    Dual Barrel Cannon:

    Type: Z

    Load: 5

    Damage: 2D4 per Barrel

    Base Price: 5,000

    Description: Both barrels of this cannoncan be fired together orone at a time if needed andnegates any long-rangepenalties.

    4-Barrel Cannon:

    Type: Z

    Load: 5

    Damage: 1D6 per Barrel

    Base Price: 10,000

    Description: All barrels of this cannoncan be fired together orone at a time if needed andnegates any long-range

    penalties. This setup isultra light.

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    Mega Cannon:

    Type: Z

    Load: 5 per Zoid

    Damage: 3D8 + 4Base Price: 8,000

    Description: This cannon is so large that2 Zoids are needed to use it.

    Blaster:

    Type: Z

    Load: 2

    Damage: 1D6

    Base Price: 1,500

    Description: Blasters fire small plasmarounds.

    Dual Barrel Blaster:

    Type: Z

    Load: 4

    Damage: 1D6 X 2

    Base Price: 5,000

    Description: Both barrels of this blasterhave to be fired at thesame time

    Long Range Buster Cannon:

    Type: Z

    Load: 7

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

    Description: This Cannon is the closestyou can get to a ChargedParticle Cannon. Therecoil knocks theequipped Zoid back 100.

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    Mini Belly Gun:

    Type: Z

    Load: 2

    Damage: 1D4

    Base Price: 2,000Description: This 3 barrel mini gun is

    special in that in canattach to a 2-barrelcannon or a regular bellygun if the Zoid cansupport the combinedload for that body part.

    Belly Gun:

    Type: Z

    Load: 3

    Damage: 1D6

    Base Price: 2,500Description: This 3 barrel gun can be

    loaded anywhere on aZoid but is specially builtfor the belly.

    Vulcan Gun:

    Type: ZLoad: 4

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

    Base Price: 8,000

    Description: This gatlin gun comes invarying shapes and sizesbut always fires 8 shots perround max and holds 160rounds (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 perround max.

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    Booster Cannon:

    Type: Z

    Load: 3

    Damage: 2D6

    Base Price: 17,000Description: This is the cannon that

    comes with the lighteningsaix. A Zoid must have amobility of at least 9 toequip it. Itll give a Zoidwith a mobility of 9 aboost to 14, or with amobility 10 a boost to 15for 5 rounds whiletraveling in a straight line.

    The boosters have 3 usesmax and recover 1 useevery 5 hours. Theboosters can be cut offprematurely for a changein direction and thenengaged again but theshort duration will stillcount as a full use.

    Drop Down Missile Launcher:

    Type: Z

    Load: 1

    Damage: Nil

    Base Price: 700Description: This is just a simple

    exposed missile launcherthat can fire a singlemissile. Its usually loadedon wings because themissile drops down abouta foot before igniting. Thedrop down missilelauncher can also supportbombs as well.

    8-Pod Missile Launcher:

    Type: Z

    Load: 2 Single Load / 4 X3 Load

    Damage: Nil

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

    Load

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

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    14-Pod Missile Launcher:

    Type: Z

    Load: 4 Single Load / 6 X3 Load

    Damage: Nil

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

    Description: This launcher can fire all14 missiles or less at once.

    Rapid Fire Missile Launcher:

    Type: Z

    Load: 2

    Damage: Nil

    Base Price: 6,000

    Description: This launcher is best usedup winged Zoids andholds a payload of 6missiles. It fire up to allsix per round.

    Missiles:

    Type: Z

    Load: Nil

    Damage: 1D4 Standard / 1D6 High

    Yield / 1D4 Heat Seeker(Apiece)

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

    Description: Both types of missiles canbe fired from any type oflauncher. Heat seekingmissiles give a + 5 to hitand negate anycloak/smoke penalties.

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    Spike Missiles:

    Type: Z

    Load: Nil

    Damage: 1-2 if impacting

    Base Price: 700 (Apiece)Description: Spike missiles are fired

    over the target andbarrage the area (100square feet per missile)with thick steel spikes.On a successful hit rollany Zoid in the area mustroll to dodge (Mobility +1D10 vrs 5 + 1D10) or behit with a spike. The

    resulting area conditionsreduce any Zoids mobilityin the field to 4.

    Bomb:

    Type: Z

    Load: Nil

    Damage: 3D6

    Base Price: 700

    Description: Bombs can only bedropped and have nopropulsion system.

    Blades:

    Type: Z

    Load: 1

    Damage: 1D4 per Every 3 MobilityPoints of Zoid

    Base Price: 700Description: Blades are usually

    equipped on the sides of aZoid. The attacker andtarget must be in closeproximity for the attack towork and one action isneeded to charge at thetarget if the blades areattached to the side. If theblades are attached to

    limbs then the attack canbe made immediately ifthe opponents are side byside.

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    Chain Saw:

    Type: Z

    Load: 4 Single / 7 Dual

    Damage: 2D6 Apiece

    Base Price: 3,000Description: Chain saws are close

    proximity weapons.Charging into anopponent has no addedeffect to damage.

    Electro-Net Gun:

    Type: Z

    Load: 2

    Damage: Special

    Base Price: 2,000 / + 1,000 per Net PodDescription: To determine out come of

    an impact: Roll 2D4 vstarget Zoids Strength. Ifthe attacker successesthen the target Zoidssystem 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 closecombat and 2 guns for distance combat. The blades are energy charged andcan be spun (like a mixer) in 2 sets of three to create 6D6 Damage for eachset or they can be used one at a time to slice. Because they are on limbsof their own a charge is not required for an attack.

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    Laser Strike Claws:

    Type: Z

    Load: Nil (Requires Claws on Zoid)

    Damage: 2D4 + Special for L1 / 2D6 + Special for L2 / 2D8 + Special for L3

    Base Price: 10,000 L1 / 17,000 L2 / 25,000 L3Description: Laser strike claws replaced the existing claws on a given Zoid. A keynote to

    remember is that if the added claws are ever destroyed the Zoid can only re-grow the original claws that it had. 1 round must be taken to charge thetarget Zoid for an attack. On a damage roll of 6-8 (L1), 11-12 (L2), 15-16(L3) the target Zoid loses one of its weapons (first side, then back, thenhead). If it has no weapons then it loses one of its front limbs. Laserstrike claws are energized and share the same properties as laser blades.

    Magnetic Spike Missiles:

    Price: 1,500 per Missile

    Load: Nil

    Damage: 1-2 if impacting

    Description: Spike missiles are firedover the target andbarrage the area (100square feet per missile)with thick steel spikes.On a successful hit rollany Zoid in the area must

    roll to dodge (Mobility +1D10 vrs 5 + 1D10) or behit with a spike. Theresulting area conditionsreduce any Zoids mobilityin the field to 4. Anybullets or missiles willveer off course because ofthe magnetic fields.

    *(Beke Systems can analyze and compensate in 2

    Rds.)

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    Laser Blades:

    Type: Z

    Load: 1

    Damage: 3D4 + Special for L1 / 3D6 + Special for L2Base Price: 13,000 L1 / 20,000 L2

    Description: Laser Blades are normally equipped on the sides of Zoids and draw theirpower directly from the Zoids core. The player making the attack can makea called shot during the round it takes to charge the target (slice amounted weapon, a limb, or the target itself), and on a damage roll of 11-12(for L1) or 17-18 (for L2), the called shot will be sliced through anddestroyed.

    Charged Particle Cannon:

    Type: Z

    Load: 8 Back Mounted Cannon / Nil Interior

    Damage: Special or 2D10 for L1 / Special or 3D10 for L2 / Special or 3D20 for L3

    Base Price: 30,000 Back Mounted Cannon (L1 Only)

    Description: Also known as Plasma Particle Guns, CPCs are the most destructiveweapons on Zi. They come in 2 types, back mounted and interior, the latterof which cannot be bought because its part of the Zoid. The L1 CPC has a15 radius and completely destroys the target if 4 over the target # is rolledduring the attack. The L2 CPC has a 30 radius and completely destroys the

    target if 4 over the target # is rolled during the attack plus the target has a 1 penalty to dodge. The L3 CPC has a 100 radius and completely destroysthe target if 4 over the target # is rolled during the attack plus the target hasa 3 penalty to dodge. The only known objects immune to chargedparticles are energized blades or shields.

    Notes: If the charged particle blast hits theground then everything isdestroyed within a 2-mile (L2), or4-mile (L3) radius of the impactzone. The CPC also takes 1 roundto charge up for each round firing.

    The CPC can also destroy theZoid firing if it has no armorequipped (50% chance). Therange of this weapon is also nearlyunlimited (500 miles at least).

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    Cargo Class Weapons:

    Gravity Cannon:

    Type: Z

    Load: 24

    Damage: Total within 1-Mile Radius

    Base Price: Not Available

    Description: There is only one gravitycannon on Zi. It iscurrently a museum inNew Helic City. There arealso no shells remaining inexistence. The speciallymade shells were designedto collapse in onthemselves before impactand create a temporarysingularity which crushedeverything within one mile.

    High Intensity Dual Cannon:

    Type: Z

    Load: 11

    Damage: 3D6 + 4

    Base Price: 12,000

    Description: This weapon sits on arotary-type base and onegunner usually mans italthough it can beautomated. It has a 60shot load (30 per barrel).

    Integrated Cannon:

    Type: Z

    Load: 16Damage: 3D8 + 8 Per Shot

    Base Price: 50,000

    Description: This is a smaller singleversion of the ultrasauruscannons built to beconcealed. The cannonhas a 10 shot load.

    Ultrasaurus Cannons:

    Type: Z

    Load: 20

    Damage: 3D10 + 10 Per Shot

    Base Price: 150,000

    Description: These cannons are mounted on the sides of a cargo class Zoid (2 on eachside). The shells alone are the size of a normal Zoid. The cannons have a 10shot load each (40 in all).

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    Zoid Armor:

    Light Armor:

    Type: Z

    Load: 1

    A.C.: 2

    Price: 2,500

    Other: +1 Strength, +1 Mobility plus anyNormal Penalties

    Standard Armor:

    Type: Z

    Load: 3

    A.C.: 3

    Price: 4,500

    Enhanced Armor:

    Type: Z

    Load: 4

    A.C.: 5

    Price: 5,500

    Heavy Armor:

    Type: Z

    Load: 6

    A.C.: 7

    Price: 9,000

    Maxis Armor:

    Type: ZLoad: 8

    A.C.: 9

    Price: 20,000 (Rare)

    Other: -1 Strength, -1 Mobility plus anyNormal Penalties

    Polarity Armor:

    Type: Z

    Load: 10

    A.C.: 11

    Price: 35,000 (Very Rare)

    Other: -1 Strength, -1 Mobility plus anyNormal Penalties

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    Zoid Equipment:

    Beke System

    Price: 10,000 Base Installation + (2,000 x Intelligence) + (1,000 x Skill Point)

    Description: A Beke System is an Artificial Intelligence Sleeper System that is installedright outside of a Zoids Core. It not only has an intelligence attribute butalso the following skills: Zoid Pilot Ground/Pilot Air/Pilot Cargo/PilotWater, Zoid Weapon Melee/Weapon Ranged, Military Theory, andComputer. Each of these skills requires at least 1 point on installation. ABeke System cannot be installed in a Zoid with an Artificial Organoid, but atrue Organoid can join with the Zoid and override a Beke Systems control.

    Booster

    Price: 15,000

    Description: Boosters attach to the back of a Zoid and give a +5 to their mobility for 5rounds while traveling in a straight line. Boosters have 3 uses max andrecover 1 use every 5 hours. The boosters can be cut off prematurely for achange in direction and then engaged again but the short duration will stillcount as a full use.

    Cloak

    Price: 20,000 Base Installation + 3,000 per (Every Point of Zoid Intelligence 10)

    Description: A cloaking system renders a Zoid completely invisible. This creates a 5 tohit the cloaked target. The Zoid mentally maintains the cloak and any impact

    disables it by distracting the Zoid whether damage was dealt or not. Ifdamage was involved then the cloak cannot be reactivated until the Zoidsrepaired. Walking through water or mud would of course give the equippedZoid away.

    Crane

    Price: 8,000

    Description: A crane attachment is mostlyused on Ground HuggingZoids like the Gustav and

    replacs any item or weaponcurrently there. The cranehas a lifting capacity of 30tons.

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    Drill Attachment

    Price: 6,000 Standard / 20,000 High Intensity

    Description: A drill attachment is about the size of a Zoid arm or leg and has its ownpower source, but charges off of the Zoids Core. The standard drill has astrength value of 3 and is meant for rock/cement cutting. The high intensity

    drill has a strength value of 9 and can cut metals. It can replace an existinglimb or be held at a 1 to all actions using it. The drill has a 1D4 damage as aweapon regardless of type.

    Heat Sensors

    Price: 8,000

    Description: Heat sensors give the pilot the ability to see the heat signature of any objectregardless of the time of day or conditions. This add-on renders the targetZoids cloaking system or smoke discharger useless and can see through somewalls (wood, paper, and thin metal if the target is close to the wall).

    Jack Hammer

    Price: 5,000 Standard / 15,000 High Intensity

    Description: A Jack Hammer attachment is about the size of a Zoid arm or leg and has itsown power source, but charges off of the Zoids Core. The standard

    Hammer has a strength of 3 and is meant for shattering rock/cement.

    The high intensity Hammer has a strength of 8 and can hold up while

    forming/pounding metals. It can replace an existing limb or be held at a 2to all actions using it. The jackhammer has 1D4 damage as a weaponregardless of type.

    Shovel

    Price: 3,000

    Description: The shovel must be attached to a Zoid in some fashion. Usually its used onGuysacks (replacing the claws) or any type of Ground hugging Zoid. Theshovel has a strength value of 7 for moving most metals/earth or fordemolition. The shovel is too slow to be used as a real weapon.

    Radar

    Price: 4,000 10-Mile Range / 15,000 20-Mile Range / 30,000 50-Mile RangeDescription: A radar system gives a clear view of the battle up to its particular range. You

    cannot see details of objects inside their range, just their location, and wallscannot be penetrated. Radar dishes are mounted on a Zoids back, andbecause theyre light theres no load restrictions. 20 and 50-mile range dishestake up too much room to share space with weapons or items on a Zoidsback.

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    Shield

    Price: 15,000 Base Installation + 3,000per 5 HP

    Description: Shield systems protect the

    equipped Zoid and areusually mounted on thehead, but can be fixedaiming in other directionsduring installation. Theonly area not protected bya shield is the area oppositeof it, and itll absorb alldamage that the anoncoming attack deals upto its max HP. Then any

    damage leftover goes to

    equipped Zoid. There are, however,restrictions on how strong a shield can befor each Zoid. A Zoid can only power ashield as strong as its strength X 5 (ei:Zoid strength of 4 can only power a shieldwith a max HP of 20). Shields recover 1

    HP per 10 rds.

    Sleeper System

    Price: 700 x Intelligence Attribute

    Description: A Sleeper System is a computer that fits into the cockpit of a Zoid andreplaces the Pilot. It can be programmed for anything (holding the Zoid inone place until needed, battling, transporting) A Sleepers Intelligence canonly be 1-6 and is used for all of its Zoid Skills. Potential doesnt apply to aSleeper System

    Smoke Discharger

    Price: 7,000 / 500 for each recharge

    Description: A smoke discharger creates a dark cloud mile in diameter around theequipped Zoid on a still day or night. The cloud disperses in 10 roundsnormally, minus one round for every 10 mile per hour of wind present. Thecloud creates a 5 to attack for any Zoid not equipped with heat sensors,Radar reduces this modifier to just -1.

    Trailer, Cargo (Covered)

    Price: 1,500

    Description: Only certain Zoids can tow a Cargo Trailer. Each trailer can support up toone normal sized Zoid. Its Load is increased up to 3 depending on cargosize. Another trailer can be hitched up behind it.

    H.P.: 7

    Arm.: 2

    Load: 1

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    Trailer, Flatbed

    Price: 1,000

    Description: Only certain Zoids can tow a Flatbed Trailer. Each trailer can support up toone normal sized Zoid. Its Load is increased up to 3 depending on cargo

    size. Another trailer can be hitched up behind it.

    H.P.: 5

    Arm.: 1

    Load: 1

    Trailer, Lab

    Price: 6,000

    Description: Only certain Zoids can towa Medical Trailer. Thistrailer contains means forholding and examiningcontaminated materials(both biological and/orradioactive). It is equippedwith an external crane fortransporting objects in orout. This trailer has nohitch in the rear but can betowed behind another.

    H.P.: 10

    Arm.: 2

    Load: 3

    Trailer, Medical

    Price: 5,000

    Description: Only certain Zoids can tow a Medical Trailer. This Trailer is a small portablehospital with 20 beds. Using it cuts normal healing in half (if the user has a

    Medical of at least 1or Biology Skill of at least 6). This trailer has no hitch inthe rear but can be towed behind another.

    H.P.: 10

    Arm.: 2

    Load: 3

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    Zoid Catalog:

    (Zoid Name):

    Type:

    Land Transverses all physical terrain

    Low Alt. Zoid can hover on the ground and reach a distanceof mile from ground in short bursts

    Med. Alt Zoid can reach a distance of up to 5 miles fromground

    High Alt. Zoid can fly to the tip of the atmosphere where airis extremely thin

    Price: The current price for the Zoid

    Availability:

    Very Low Nearly impossible to find

    Low Hard to find, usually involves a lot of traveling and falseleads

    Common Normally found in most major towns or cities

    High Easy to find. Bought in nearly any town

    HP:

    Hit Points

    Strength:

    Mobility:

    Intelligence:

    Basic Armor:

    Evolution Stage: Evolution stages for reference

    Potential: What any characters Zoid Pilot Skill x 3 must equal to or exceed in order for the

    character to pilot that ZoidBasic Weapons: A list of the Zoids weapons plus damage (Any missile launchers that

    naturally come with a Zoid are X3 Load)

    Special Abilities: Anything special about that Zoid (Shields, Cloaking)

    Description: The Zoids basic description

    Cons: Anything bad about the Zoid

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    Demantis:Type: Land / (Low Alt.)

    Price: 4,000

    Availability: Common

    HP: 16 / (26) / (36)

    Strength: 2

    Mobility: 4 / (6) / (8)

    Intelligence: 3

    Basic Armor: 3Evolution Stage: 1 / (2) / (3)

    Potential: 9 / (11) / (13)

    Basic Weapons: Small wrist guns (2) 1D4apiece, front claws (2)1D6 apiece

    Special Abilities: None

    Description: This unit is great in mass. Itgets faster and gains low altitude flightas it evolves.

    Cons: None

    Dibison:Type: Land

    Price: 15,000

    Availability: Common

    HP: 31 / (44) / (57)

    Strength: 7 / (8) / (9)

    Mobility: 5

    Intelligence: 5

    Basic Armor: 7

    Evolution Stage: 1 / (2) / (3)

    Potential: 17 / (18) / (19)

    Basic Weapons: Permanent back mountedcannons (15) 2D4 x #fired, small tail gun 1D4,horns 2D6

    Special Abilities: Long range radar

    Description: The Dibison is an army initself. Although it has permanentmounted back cannons it can stillhandle an extra back mounted weaponbehind it.

    Cons: None

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    (Shown with head mounted missile pods)

    Double Sworder:

    Type: Land / (Low Alt.)

    Price: 25,000 / (30,000) / (31,000)

    Availability: Very Low

    HP: 28 / (41) / (54)

    Strength: 6 / (7) / (8)Mobility: 5

    Intelligence: 6

    Basic Armor: 4

    Evolution Stage: 1 / (2) / (3)

    Potential: 17 / (18) / (19)

    Basic Weapons: Pincers 2D8 (3D6), headmounted guns (2) 1D6apiece

    Special Abilities: None

    Description: A giant insect type Zoid

    Cons: Cannot use side mounted weapons

    Elephander:

    Type: Land

    Price: 20,000

    Availability: Very Low

    HP: 34

    Strength: 8

    Mobility: 4

    Intelligence: 5

    Basic Armor: 6

    Evolution Stage: 1

    Potential: 17

    Basic Weapons: Trunk grapple claw(special damage), trunkrapid fire cannon 1D6 x 3

    Special Abilities: Shield (HP: 20)

    Description: A giant mammoth type Zoid.When using the grapple claw to graban opponent roll Characters Pilotskill vrs. target Zoids mobility. If the

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    character successes then theopponent is dragged into theelephanders tusks and receives 2D10damage

    (Shown with extra weapons)

    Geno Saurer:

    Type: Land / Low Alt.

    Price: 45,000

    Availability: Very Low

    HP: 34Strength: 8

    Mobility: 7

    Intelligence: 7

    Basic Armor: 7

    Evolution Stage: 1 / (Special)

    Potential: 22

    Basic Weapons: Permanent head mountedgun 1D6, Charged particle

    cannon (L2), Whip Claws(special damage)

    Special Abilities: None

    Description: The Geno Saurer is a veryrare Zoid. Special facilities areneeded to engineer them and they arevery combat motivated. Their clawscan be whipped forward to thedistance of 500 and grab anopponent (Characters Pilot skill vrs.the opponent Zoids mobility). Theother Zoid can be either dragged tothe Geno Saurer for a point blankshot or thrown into anotheropponent within the 500 range. ThisZoids evolution changes it radically

    Cons: While firing the charged particlecannon the Geno Saurer is stuck

    facing that direction.

    (Shown with back mounted gun)

    Godos:

    Type: Land

    Price: 4,000

    Availability: High

    HP: 31

    Strength: 7

    Mobility: 4

    Intelligence: 2

    Basic Armor: 4

    Evolution Stage: 1

    Potential: 13

    Basic Weapons: None

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    Special Abilities: None

    Description: The Godos is usually left to

    physical labor like construction anddemolition work. This Zoid hasnever been known to evolve.

    Cons: None

    Gojulas:

    Type: Land

    Price: 22,000

    Availability: Low

    HP: 40 / (50) / (60)

    Strength: 10

    Mobility: 2 / (3) / (4)

    Intelligence: 6

    Basic Armor: 8

    Evolution Stage: 1 / (2) / (3)

    Potential: 18 / (19) / (20)

    Basic Weapons: Back mounted cannons(2) 2D8 apiece

    Special Abilities: Can carry 2 sidemounted weapons oneach side.

    Description: A large dinosaur type Zoidcapable of carrying massive firepower.

    Cons: Because this Zoid is too big tokneel down completely any short-range back mounted guns would beuseless (As if youd really want toreplace its basic cannons.)

    Gordos:

    Type: Land

    Price: 7,000Availability: High

    HP: 28 / (38) / (48)

    Strength: 6

    Mobility: 5

    Intelligence: 6

    Basic Armor: 5

    Evolution Stage: 1 / (special) / (special)

    Potential: 17 / (17) / (17)Basic Weapons: None

    Special Abilities: None

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    Description: The Gordos is veryrambunctious during battle (thereason has always been unknown),and this Zoid bonds very closely toits pilot over a period of time. Each

    time in evolves it gives its long-termpilot a +4 (to his/her pilot skill) forjust that Gordos.

    Cons: None

    Gun Bluster:

    Type: Land

    Price: 22,000Availability: High

    HP: 28

    Strength: 6

    Mobility: 2

    Intelligence: 4

    Basic Armor: 5

    Evolution Stage: 1

    Potential: 12

    Basic Weapons: Cluster of 8 guns onback: 3 cannons 1D8, 3long range guns 1D6, 2short range guns 1D4

    Special Abilities: Trailer capable, clustercan heal

    Description: The Gun Bluster is a walkingarmada. It isnt very fast but is greatfor providing cover from a distancewith the ability to fight up close ifneeded

    Cons: Cannot equip with extra backmounted weapons

    Gustav:

    Type: Land

    Price: 5,000

    Availability: High

    HP: 34

    Strength: 8

    Mobility: 1

    Intelligence: 2

    Basic Armor: 10

    Evolution Stage: 1

    Potential: 11

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    Basic Weapons: Concealed front double-barreled gun 1D6

    Special Abilities: 10-mile range radar,trailer capable

    Description: A Gustav is a giant pill bugthat is mainly used for transport butcomes in handy for special missionsthat requires a Zoid with a lot ofarmor. The cockpit can fit 4 peoplecomfortably and 6 squeezed in. It'

    also the only Zoid that uses wheelsinstead of legs

    Cons: None

    Guysack:

    Type: Land / Digger

    Price: 8,000 / (10,000)/ (15,000)

    Availability: Low

    HP: 25 / (38) / (51)

    Strength: 5 / (6) / (7)

    Mobility: 6

    Intelligence: 4

    Basic Armor: 3

    Evolution Stage: 1 / (2) / (3)

    Potential: 15 / (16) / (17)

    Basic Weapons: Tail gun 1D4, claws 1D4apiece

    Special Abilities: None

    Description: The Guysack is a scorpiontype Zoid that is usually used in desertregions. No matter what color it isoriginally it always changes colors

    when it evolves

    Cons: Cannot use side mounted weapons

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