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Parts

Upgrades and Enhancements
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Defensive Components

Hex Shield
This is a truly amazing piece of work. After the Shield Liger came into production work was started on how to perfect its shield system so that it could be used on any zoid. After many failed shields and experiments the Hex Shield was created. The Hex Shield is a small unit that is placed on the zoids back. From this unit it uplinks with the systems in the zoid to allow the pilot total control of it. With the uplink completed the pilot can arrange a total number of 8 hexagonal panels that are a width of 2 meters all the way around. The pilot can arrange these panels any way he wants. The shield will block 50% of any enemy attack that connects with the shield.

Each panel works together as a fully functional shield and can be stabilized for a period of 2 actions a move. Reduces all attacks by 50%
3000 Credits
External Hardpoints: 1
CPU Slots: 1

Electromagnetic Force Field
Charges a zoid's armor, increasing its molecular stability. Reduces damage from energy based weapons by 50%. Damage from solid matter weapons is reduced by 70%. Cannot be used with the Energy Resistance Coating. Cannot be used with a shield.
Good for 3 moves per battle
2500 credits

Internal Slots: 1

Guardian Angel
This new technology was brought about near the discovery and wide spread usage of organoids. The Guardian angel is an AI trained sphere that aids the pilot while in battle. A vocal wireless uplink is maintained between the pilot and angel when activated. The angel can be commanded away from the zoid, but has a default hovering status above the center of the zoids back. Many small laserr cannons are covering the body of the hovering angel. Which it uses to shoot down incoming projectiles, and aid the pilot in offensive attacks. It is trained to store data on each faced weapon to learn its character istics. After the first time a weapon is used, the chance of it being negated by the angel goes up by 20%.

+30 dp to every attack from the pilot
protection from incoming objects (bullets, energy, rockets etc) is up to the judge, but chances of negating the attack increases by 20% every time the attack is used after the initial attack. Can remain active for an entire round, must rest one round before activating again.

4000 Credits
CPU Slots: 1