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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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