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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 |
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