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Armor Plating augments your zoid's stock armor. You may install as many platings as your zoid has room for.


Please Note:
- NanoTech Armor (found in Ishikawa Technical Industries) by itself retains all of its properties and bonuses.
- NanoTech Armor with any of the below armor plating types will only retain the additional armor bonus.
- Other armor plating types with NanoTech Armor will still retain their special bonuses, if any.
- However, if two different bolt-on armor platings are applied to the same body part, the special effects are negated/forfeited, and only the additional armor bonus will remain. This rule applies to any body part, regardless of the fact that two different hardpoints would be used for the two different armor platings (i.e. even if a Fibre Alumni plating takes up the chest hardpoint and an EMAP takes up one of the back hardpoints, the special effects of both types would still be negated as they are both on the body of the Zoid), for the sake of simplifying the system.
Neo Steel Plating
Neo Steel plating is the most basic alloy plating. It's kind of heavy so it requires more hardpoints for support. 
(Requires 2 external hardpoints, on each area it's used on)
900 credits
+200 Armor
Fibre Alumi Plating
A more advanced alloy with an increased effectiveness against solid rounds and blades.Damage from solid rounds and blades is reduced by 10DP.
Note: Effect does NOT stack, so it's a solid 10DP reduction regardless of how many you have.
(Requires 1 external hardpoint, on each area it's used on)
800 credits
+100 Armor
Refracta-BricPlating
Thin glossy armor that has been treated to reflect lasers. Not as tough as more standard armor types, but growing increasingly useful as popularity of laser weapons soar. Damage reduction does NOT stack. 
(Requires 1 external hardpoint, on each area it's used on)
800 credits
+100 Armor; reduces damage from energy weapons by 20DP
Electro Magnetic Armor Plating
A thick density metal alloy that provides the zoid with protections while emitting a weak magnetic field to take pressure off of the metals of the joints using common polarity, thus increasing the maneuverability of the zoid.
(Requires 1 external hardpoint, on each area it's used on)
1,000 credits
+100 Armor where applied as well as +1 to agility
Note: Effect does stack to a maximum of +5 Agility.
Armor Coatings/Treatments:
Cannot be applied to CAS. All coatings are non cumulative and are not stackable (you may own only one coating at a time). ALL coatings must be reapplied after five battles. You may select a different type of coating at that time if you'd like to switch. Coatings will also protect weapons as well. Finally, coatings are not transferable between Zoids.
Enhancive Coating 1
Reduces damage to armor by 10%, protects all areas of armor.
500 credits 
Enhancive Coating 2
Reduces damage to armor by 20%, protects all areas of armor.
1000 credits
Enhancive Coating 3
Reduces damage to armor by 35%, protects all areas of armor.
1500 credits 
Enhancive Coating 4
Reduces damage to armor by 50%, protects all areas of armor.
2000 credits
Organic Armor Coating
Allows armor to regenerate 30 armor points to all areas each round.
3000 credits 
Heat Resistance Coating
Reduces heat damage by 50%, gives the zoid a 50% chance to not suffer a system freeze due to overheating.
500 credits
Energy Resistance Coating
Reduces damage from energy based weapons by 50%, protects all areas of armor.
500 credits
Changeable Armor Systems (CAS)
A cost of 500 MC is required to strip your Zoid's existing armor (platings AND coatings) and convert its internal systems. This cost must be paid again if you wish to transfer the armor to another Zoid. Bolt-on platings and additional weapons cannot be used when the armor system is equipped, but these may be sold back (at 50% original purchase price). You WILL NOT be reimbursed for coatings (this includes NanoTech Armor, as it is applied as a coating), and they are not considered salvageable once stripped for the initial application of CAS. When the armor system is not equipped, base armor will be used. Armor platings and coatings cannot be used with CAS. However, if you choose to keep old platings and weapons when you begin using CAS in order to be able to switch back to regular armor and weaponry at some point, you may do so. Just keep in mind that a charge of 500 MC will be applied to you every time you switch back and forth between the two.
Please be aware of the following restrictions:

- CAS is restricted to GL 5.
- The CAS units Jager, Panzer, and Schneider are only usable by four-legged, land-based Zoids. A land-based Zoid’s primary mode of travel is land, primary meaning that its stats are greatest when it is on the ground. Additionally, the effects granted by these CAS units are only given when the equipped Zoid moves in that primary method of land travel. If a Zoid's stats are not greater in one particular medium of travel, the pilot may choose land travel to be their "standard mode of operation" in order to be able to won these three units, but Armor Bonuses of any of the three will only be effective when the Zoid travels on land.
- You may only change to each CAS unit once in a battle (i.e. if you switch from Panzer armor to Schneider armor during a battle, you may not switch back to the Panzer unit again).
- When CAS is in use, not only are after-market parts negated, but any innate weapons (i.e. the Shadow Fox’s Vulcan Gun, or the Blade Liger’s Dual Impact Cannon) are also negated. However, any innate special attacks (i.e. the Strike Laser Claw or Hardened Alloy Teeth and Claws) or special abilities (i.e. the Ultimate X Box or something like the Timber Wolf’s Hydraulic Leg Pumps) are NOT negated and CAN be used even while CAS is equipped.
- Each individual wishing to purchase the CAS armor units must purchase, own, and retain a Hover Cargo, both for storage and battling purposes. The Hover Cargo is not like an incubation tank, where only one is needed per team. It is an individual piece of equipment, required if one intends to purchase CAS armors. If more than one type of CAS is owned, period, the Hover Cargo must also be owned. However, if you choose to own only one type of CAS, the Hover Cargo will not be necessary until you purchase another unit UNLESS you plan to switch back and forth between regular weaponry and armor and your CAS unit.
- It requires an activation feat each time you switch to a different set of CAS during battle.
Hover Cargo
This is a transport unit that can be used to travel around with the Zoid in storage, but it is also essential when using CAS. This transport system holds the CAS units and is required for the armor to be usable during battle. There is a roof panel for aerial Zoids to enter. The Hit Points work like an armor plating during battle to protect the unit; opponents may target the Hover Cargo to disable it by bringing its HP down to zero (0). The owner would then be stranded in whichever CAS unit they have applied at the time of disablement. 
Base Internal Slots: 3
Max Internal Slots: 5

Hit Points (HP): 300
Cost: 5,000 MC

Transport Upgrade
Adds one additional Internal Slot to the Hover Cargo unit.
Cost: 1,000 MC
Jager Armor

This Armor is blue in color. The Jager Armor is strictly for speed. It is structured to make optimal use of air flow and includes a pair of Ion Boosters. Can you handle it?

Requirement: 1 Internal Slot
Cost: 3,000 MC
2,000 MC for the Liger Zero


Armor Bonuses
Speed and agility becomes 25 and 50, respectively
+100 to body, +50 to other limbs

Components

Ion Boosters
Mounted on the back of the Zoid, these boosters greatly enhance the Zoid's natural speed and dodging capabilities.
Use: Lasts for 5 actions, 4 times per battle 
Increases dodge rate by 50%. 

Vulcan Pod
The Jager’s standard run-and-gun weapon mounted on the face; they are extremely accurate. They have no recoil and a high rate of fire.
60 DP

Micro-Missiles
A small pod of missiles, located on the back and only revealed when about to be used. Contains 10 missiles.
20 DP per missile

High-Power Gattling
Mounted on the Zoid's chest, this gattling is best used on targets in front of it. The weapon ammo is extremely fast, and cannot easily be dodged. 
Use: 3 times per round
80 DP, unblockable by shields
Schneider Armor

This Armor is orange in color. The Schneider Armor is built for melee combat, with seven high-density alloy blades.

Requirement: 1 Internal Slot
Cost: 3,500 MC
2,500 MC for the Liger Zero


Armor Bonus
+150 to body, +75 to other limbs

Components

E-Shield
A strong frontal force shield that aides the Zoid when executing melee combat maneuvers. 
Use: Lasts for 5 actions, 4 times per battle
Reduces all damage by 50%; +30 DP to any Blade attack

Double-Barreled Shock Cannon
Mounted on the Zoid's chest, this gun is made to supplement the blades.
50 DP

Twin Laser Blades
These blades are the longest on the Schneider unit and function similarly to the Blade Liger. They can swing out on the sides to slice or face forward to stab the opponent.
50 DP per blade

Five Face-Mounted Blades
Forward-facing only, these blades are as mobile as the head they are mounted to. They are for stabbing the opponent.
Use: 4 times per round
100 DP

Seven Blade Attack
All seven of the blades are engaged to severely damage the enemy.
Use: Once per round
200 DP
Panzer Armor

This Armor is green in color. The Panzer Armor is all about power, with its twin hybrid cannons, repulsion armor, and it's multitude of guns. Purely an offensive system, it is sure to turn a few heads on the battle field… and knock a few off, too.

Requirement: 1 Internal Slot
Cost: 4,000 MC
3,000 MC for the Liger Zero


Armor Bonuses
Physical damage and solid ammo is reduced by 20 DP. 
Speed and agility is reduced to 8 and 20, respectively. Cannot be changed.
+ 250 to body, +100 to other limbs

Components

Hybrid Cannons
Mounted on each side of the armor; when not in use, they can be folded in and concealed within the armor. These cannons are the newest in energy-based weaponry, require no charge time, and do not suffer from heat build-up.
Use: Twice per round
150 DP

Triple-Barreled Grenade Launcher
Mounted in place of the chest cannons, this weapon launches cluster grenades that do a significant amount of damage over a 20 meter radius.
Use: 4 times per battle
40 DP for direct hit, splash damage at the judge’s discretion.

Multi-Situational Missile Pods (4)
Contained in a compact pod which is then mounted on each of the Zoid's legs. These have no homing capabilities.
40 DP per missile, 5 missiles per pod

Vulcan Gun
Mounted on the back of the armor; can spin 360 degrees with a tilt of 30 degrees up or down.
80 DP

Heat Beam
Mounted on the tail; fires an intense laser-like beam.
Use: 3 times per round
60 DP and inflicts 5 heat damage

Burning Big Bang
The Panzer unit fires off all of its weapons and missiles at once. 
Use: Once per battle
Requires one feat to lock-on, 300 DP; use of this attack causes overheating to the Panzer unit.
Radiance Armor

This Armor is white in color. Classified as Light Tech, this armor provides a decent arsenal with heavy defenses. 

Requirement: 1 Internal Slot
Cost: 5,000 MC

Armor Bonuses
Damage from Dark Tech weaponry reduced to 50%.
The armor for this system is specifically designed to resist Dark Tech weapon systems. It will behave normally against standard weapons.
+250 to body, + 75 to other limbs

Components

Radiant Light
The armor is installed in panels that produce an intense bright, white light that makes it difficult to view the Zoid, thus reducing the opponent’s accuracy.
Use: Last for 6 actions, twice per battle
Opponent’s accuracy is reduced by 50%

Light of Heavenly Judgment
This is very advanced technology that generates a field that affects all allies; the field this unit creates boosts the abilities of allies and yourself in combat as well as enhances their Zoids and yours.
Use: Lasts for the round, once per battle
+2/5 Speed/Agility, +10 DP to attacks, and +50 armor (can be distributed to different areas)

White Particle Cannon
Located on the back, this cannon fires bullet-like white plasma; this has a high firing rate and has no charge time.
70 DP

Stun Beam
Can be mounted anywhere on the armor as configured by the owner. Shoots a stream of white electrical particles that disrupts a Zoid’s system.
Use: Once per round, 2 times per battle
Renders its target immobile for 3 actions

Beam of Smiting
Can be mounted anywhere on the armor as configured by the owner. The beam is a stream of intense white light that does massive damage. Those installed with Dark Tech suffer greater damage.
Use: Once per round, 2 times per battle
150 DP, 250 DP to Zoids with Dark Tech
Shadow Armor

This Armor is black in color. Classified as Dark Tech, this armor provides a good arsenal with good defenses. 

Requirement: 1 Internal Slot
Cost: 5,000 MC

Armor Bonuses
Restricted to medium and heavy classed Zoids with a tail
Speed and agility are reduced by 3 and 8, respectively
+250 to body, + 75 to other limbs

Components

Light Shade
The armor is fitted with the system to combat Radiant Light from the Radiance Armor and the visual aids used are protected as the light is reduced and negated.
Negates the effects of Radiant Light

Smokescreen
Smoke vents located on each limb. A dark smoke is released on the field to provide cover and conceal the Zoid.
Use: Lasts for entire round, 2 times per battle
Opponent’s accuracy is reduced to 25%

Dark Sonar Wave
A dark sound wave is emitted onto the field that disrupts the opposing Zoid’s system that controls their Zoid’s movements, effectively restricting its capacity to move.
Use: Last for the entire round, once per battle
Opponent’s speed and agility is halved

Dark Pulse Gun
Located on the tail is a gun firing dark energy. No charge time and good firing rate.
60 DP

Dark Ionized Cannon
This is Dark Tech’s latest creation and one that should be feared. It is located on the back and is quite the heavy arsenal. It fires an unknown dark beam and because of its ionized nature, can disable systems. It has a slow charge time.
Use: Once per round, 2 times per battle
250 DP and stuns the opponent for 2 actions. Requires one charging feat
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Zoids: The After Era Saga