Zoids AE Banner
sitemenu
Home : Story : World : Rules : Zoids : Parts : Teams : Forum : Chat
ARN Links
Parts- Blades
ZAE Friends
arnlinks
ARN
partsmenu
Viking Lance
Use: Once per round, up to 5 rounds
200 credits
DP: 30
External Hardpoints: 1
Wing Blades
(Arial zoid compatible ONLY)
Use: Once per round, up to 4 rounds
600 Credits
DP: 70
External Hardpoints: 2
Duel Cyber Blades
Use: Twice per round, up to 4 rounds
500 credits
DP: 90
External Hardpoints: 2
Double Vipers
Use: Twice per round, up to 3 rounds
700 credits
DP: 100
External Hardpoints: 2
Heat Blades
(Energy Based)
Use: 3 times per round, up to 2 rounds. With HMS- 3 times per battle, break after 3 rounds
800 Credits
DP: 110
HeatRating: 15
External Hardpoints: 2
Nanotech Blades

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

Use: Twice per round, up to 5 rounds
1500 credits
DP: 70 (Damage increases as specified if the upgrades below are used)
External Hardpoints: 2
Nanotech Blade Chips:
You may only own ONE of each chip type but are allowed to purchase as many types as you like. Switching between chips requires one feat, as configuring Nanotech armor would. Each chip adds +5dp to the base damage. This does stack. (2 chips equal +10 to base damage and so on.) 

Any chips that add damage that may not be blocked by a defensive device should be handled as such: 
Base damage gets the reductions, extra damage goes through without reductions. 

Any chips that have added damage that is blocked by a defensive device should be handled as such:
Base damage goes through without reductions, extra damage is the ONLY part of damage that gets reduced.
Heat Chip
(Most useful to overheat opposing zoid.)
+5dp to Base Damage of Nanotech Blades.

Deals base damage plus an additional 20 heat based damage. Heat Rating of 15. 

1000 credits


Energy Chip
(Most useful against shields that don’t block energy damage.)
+5dp to Base Damage of Nanotech Blades.

Deals base damage plus an additional 20 energy based damage. 

1000 credits


Slashing Chip
(Most useful for blades that are attached body or legs, blades that stick out.)
+5dp to Base Damage of Nanotech Blades.

Deals base damage plus an additional 20 solid melee damage. 

1000 credits


Piercing Chip 
(Most useful for blades that are attached to the head or tail, blades that will be used to stab as opposed to slash.)
+5dp to Base Damage of Nanotech Blades.

Does base damage plus an additional 20 solid melee damage. 

1000 credits


Ice Chip
(Most useful against speedy opponents.)
+5dp to Base Damage of Nanotech Blades.

Does base damage plus an additional 20 ice based damage. Using this will lower your Heat Index by 10. In addition, this will lower your opponents Agility by 5 and Speed by 2 for a full round (Stackable if used twice in the same round). 

1000 credits


Explosive Chip 
(Most useful when you are in a jam and need additional damage, even if the blades do not hit the splash damage might.)
+5dp to Base Damage of Nanotech Blades.

Deals base damage plus an additional 60 explosion based damage. Heat Rating of 5. After use the user must purchase a new blade, or two depending on how many blades exploded (only the blade which is used explodes, meaning that you may use it twice, once per blade in a battle.). Once both blades are used they may not be used again in the battle. The chip stays in tact, however, and does not need to be purchased again. (Price to replace exploded blade: 900 credits per blade.) 

1000 credits



Shock Chip 

+5dp to Base Damage of Nanotech Blades.


Deals base damage plus an additional 10 energy based damage. Requires one feat to charge.Stuns opponent for two actions.

1000 credits


Organic Chip 
(Most useful when health is needed.)
+5dp to Base Damage of Nanotech Blades.

Deals base damage plus an additional 10 solid melee damage. Heals 10dp per round if used.The blades do not have to hit to get this benefit but they must be used. The health may be applied to any section. Does not heal past the initial armor value. 

1000 credits


Shadow Chip 
+5dp to Base Damage of Nanotech Blades.

Deals base damage plus an additional 30 shadow based damage. 

1200 credits


Light Chip 
+5dp to Base Damage of Nanotech Blades.


Deals base damage plus an additional 30 light based damage. 

1200 credits
friends
None yet
footer
Zoids: The After Era Saga