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Zoids 1.5 RPG
Zoids 1.5 RPG
(Previously Tomy)
http://www.tomy-group.com/
1
Introduction:
In the summer of 03 I worked a normal day job. I went in at seven and got home by four. Every day I came
home to Reboot at 4 oclock and Zoids Century Zero at 4:30 and quickly grew to like both shows with a
passion. I didnt know much about Zoids at the time and the Zero series didnt reveal much about their
background to the viewers.
But the lack of background information didnt keep me from recording each and every episode onto my
computer. I quickly compressed each episode to DivX and wrote it to CD so Id be ready by the following
day. Soon I had the entire season in my collection.
About six months later I noticed that another season of Zoids was being shown early in the morning on
Cartoon Network. At this time I had been transferred to a third shift position at my job and got home every
morning at 6 oclock. I had just about enough time to quickly boot my computer and record each episode.
Unlike the Zero season, Chaotic Century, spanned two seasons and revealed much more about Zoids, their
backgrounds, and the species that created them. It was like a treasure trove for me and these two seasons
quickly found their way into my permanent collection.
Fast-forward about a year and Zoids Fusors began airing on Saturday nights. I recorded these episodes as
well although I didnt really care much for the direction it was taking. I guess I was recording them more out
of sentimental value than interest. Cartoon Network quickly pulled the plug when ratings dropped and the
season was never continued. I recorded up until that point.
I guess that means I have a copy of every Zoids episode ever shown in America sitting in a CD case over my
computer because the last series, Zoids Genesis, has not been shown up to the date of my writing this.
But I digress. Let us rewind to right before Zoids Fusors was broadcast.
There I was, I had every episode of an anime series that I loved on CD, about four hours of downtime at
work every night, a boss who was only there for about two hours of the four we were actually working, and a
laptop.
It was inevitable.
One night I got bored and actually designed a new Zoid in Hamapatch (A free 3D modeler). I named it the
Tracker Hound and gave it a special ability to match its design. A week later I actually began writing rules
for a role-playing game based on the Zoids universe and soon after I began bringing in my episode library so
I could insert images from the series.
So this book is a result of boredom combined with an obsession. Due to copyright issues I cannot sell this
book although Id never want to. Ive actually been offering it for free on my website for years. Its just been
recently that Ive merged it all into one document so that I could put it up for download.
-Keith Foster
PS: As of September 5, 2014 Ive edited this book to include page numbers and made minor corrections.
If you like this game then please check out my other books
Available at: http://www.lulu.com/spotlight/rex
The Price of Freedom, Part 1 of the New Empire: Earth War Saga
New Empire, The RPG Core Rulebook. Another free Role-Playing Game by
yours truly.
3
Table of Contents:
Introduction
- Rifles
28
Table of Contents
- Semiautomatics
29
- Pulse Weapons
29
Planet Zi
- Anti-Vehicle
30
Character Generation
- Armor
31
32
10
37
- Action
10
- Vehicle Equipment
41
- Combat
10
- Zoid Weapons
42
- Determining Damage
11
51
- Called Shots
11
- Zoid Armor
52
- Blocking
11
- Zoid Equipment
53
- Called Defensive
11
Zoid Catalog
57
- Grappling
11
- Zoid Index
58
12
86
- System Freezes
12
Inventions
88
Optional Rules
13
89
- Experience Points
13
Organoid Rules
90
13
Integrated Organoid
92
14
93
- Human/Zoidian Healing
14
- Team Classes
93
- Zoid Healing/Repairing
14
- Battle Requirements
94
- Zoid Evolution
14
- Point System
94
14
- Battle Rules
94
Skill List
15
94
- Skill Descriptions
15
95
96
- Catalog Summary
19
97
- Melee Weapons
25
Zoid GM Sheet
98
- Non-Lethal Weapons
27
99
- Pistols
28
Zoids are living mechanical organisms that can be piloted or roam free if let. Zoids can be either equipped
with weapons or tools depending on the need. Theyve nearly replaced most vehicles on their home planet
Zi. Zoids vary in shapes and sizes, always mimicking animals, whether they are actual, extinct, or mythical.
A Zoid begins its life as a large metal sphere (its core) and its limbs grow out of this core. Once the
computer has completely formed (outside of the core) it comes online and the Zoid comes to life. The core
always exists inside of the Zoid because it is its source of power. If the core is ever removed the body
becomes worthless. Any parts that grew from the core lose their strength and become a brittle metal.
Although the core can live on if not damaged and will slowly grow a new body if allowed (Minus any
memories or information that was stored in the computer).
Zoid derive their power from a large construct called the Zoid Eve. This was the Factory that originally
produced Zoid cores. Its currently buried but still sends out the energy that Zoids utilize. Without it they
would become useless hulks.
Planet Zi:
What follows is the known history of planet Zi from the Chaotic Century & Century Zero seasons only. This
is only a summary of the most important events of the planet and not a detailed description of each battle
between the continents.
The species to evolve on Zi a millennia ago are known as Zoidians (by humans at least, and true bloods are
referred to as Ancient Zoidians). They are the species that created Zoids and the Zoid Eve.
They didnt create Zoids for fighting and war although thats what their function ended up being. Zoids were
originally intended for use as workers, transportation, etc. Having a single power source (the Zoid Eve), was
much more economical that refilling vehicles constantly (and cleaner too). That was all about to change.
It is unknown who created the Death Saurer and why. This was the most powerful Zoid to date and also
drew its power from the Zoid Eve. No number of Zoids could destroy it. It ran on pure hatred and
exterminated most of the population on Zi before the Ancients created two scorpion-type Zoids that were
able to stop it. The specifics of the battle are unknown but the result was the Death Saurer being separated
from its core.
All that is known between that era and the arrival of humans is that whatever Ancients didnt die out were put
into stasis, only to be awakened sometime in the future.
Not much is known of humanitys arrival on Zi. It can only be assumed that Zoids were wandering the
planet untamed on their arrival. It must not have taken long to learn to tame these living machines for
everyday use. From examining old ruins left by the Ancient Zoidians humans learned of the Zoid Eve but
were unable to locate it.
Humans slowly spread over the planet and developed separate tribes and nations. Warring became
commonplace and Zoids were the weapon of choice. Humans were reliving the path of the Ancients without
even knowing it.
Centuries after the arrival of humans the first few Ancient Zoidians were revived. Their awakening was
unknown to the rest of society for quite some time before the first revival of the Death Saurer.
6
A rogue general of one of the major empires of planet Zi found the Death Saurers core and was able to grow
a smaller version of it (although he was under the impression that he had resurrected the full version). His
intention of controlling the world was thwarted by the cooperation of his own empire and its closest warring
nation known as The Republic.
About a decade after the destruction of the resurrected Death Saurer the few Zoidians to survive had become
known to the general public. Two of which had decided to pursue the destruction of humans (the weaker
race). Once again the Death Saurer was revived, although this time in its full form. The Zoid Eve was also
fully resurrected for a short time before being buried again.
The Death Saurer was once again destroyed. This proved that humans were capable of holding their own.
Although 60% of Zis population was lost in the battle peace, was attained afterwards. All the nations to
survive ceased warring in an effort to avoid the Zoidians original fate.
Nearly a century later brings us to the current time. Zoid battles are now a regulated sport. The Zoid Battle
Commission has about as much power as the current government. Luckily theyre just and fair. Most of the
economy revolves around these battles, as gambling is legal and regulated.
There are still small tribal areas around Zi (although technology is not absent there), but huge cities exist
throughout the nations. Giant skyscrapers are common, as many businesses also exist. Space travel is
common although no one has attempted to leave the system. Many satellites revolve around planet Zi daily
(The Zoid Battle Commission uses orbiting stations to quickly launch Judges to the scenes of scheduled
battles). Technology has progressed to the point that Zoids can be grown by human kind and a few scientists
have managed to create new breeds on rare occasions.
Little is mentioned of Earths existence. No contact has been made in centuries and what little information
on human kinds origin has barely survived to todays date. What is known is taught in schools.
The surviving Ancient Zoidians have interbred with humans to the point that they are more human than
Ancient Zoidian anymore. They are simply known as Zoidians now. Very few Ancients remain.
2 + (1D8)
Dexterity:
2 + (1D8)
Intelligence: 4 + (1D6)
Charisma:
2 + (1D8)
Preferred Zoid: Name the Class of Zoid. Character then gets a +1 Bonus to all Piloting/Weapon Skills for
that Class.
Armor Class: (1-10, 1 is base, worn armor accumulates)
Starting Skill points: (Intelligence x 3, Skills can only be 1-10)
Starting Cash: (5 + 1D4) x 1,000
Experience Chart: (Levels & Bonuses*)
0 2,000 Level 1 Basic Starting Package
2,001 4,000 Level 2 +1D4 HP, +1D8 Skill Points
4,001 6,000 Level 3 +1D6 Skill Points, 1 Attrib. Point
6,001 8,000 Level 4 +1D6 Skill Points
8,001 10,000 Level 5 +1D6 Skill Points, +1D4 HP
10,001 12,000 Level 6 +1D6 Skill Points, 1 Attrib. Point
12,001 14,000 Level 7 +1D6 Skill Points
14,001 16,000 Level 8 +1D6 Skill Points
16,001 18,000 Level 9 +1D6 Skill Points, +1D4 HP
18,001 20,000 Level 10 +1D6 Skill Points, 1 Attrib. Point
Note: Players can create any past for their characters. They can also choose their profession and what their characters
look like and how they act. Even though things will happen around the characters that they cant control, theyll still
always stay in complete control of themselves.
8
Strength:
2 + (1D8)
Mobility:
2 + (1D8)
Intelligence:
2 + (1D8)
Basic Armor:
2 + (1D8)
When creating a Zoid you can give it one specialability that makes it stand out among the rest. The
exact rules for the special ability are up to the GM.
Just remember that you could be inadvertently be
creating a weakness at the same time.
Also remember that creating a Zoid thats too strong,
fast, and intelligent will be harder or even impossible
to handle. The higher its potential the higher the
pilots skill needs to be in order to control it or even
to be let in the cockpit.
Tracker Hound
-Created by: Keith Foster
Note to GM: Creating Zoids is usually left up to you (in case you want to increase the size of the catalog that the players want to
choose from). Remember to also create a price (if itll be listed), and a basic weapons package for it.
9
Combat:
Before combat begins all players (including NPCs) most roll Initiative (Unless the attacker has successfully snuck up on his
opponent). This determines who attacks first and what order multiple characters will attack in. The higher # goes first and
so on.
The rules of combat always have a target # thats determined by the opponent, whether the other Zoid is piloted or not:
Opponent is a piloted Zoid:
1D10 + Zoid Weapon Skill vs. Opponents Pilot Skill + Zoids Mobility
Opponent is an unmanned Zoid:
1D10 + Zoid Weapon Skill vs. Zoids Intelligence + Zoids Mobility
Opponent is Human:
1D10 + Weapon Skill vs. Targets Intelligence + Targets Dexterity
Note: When rolling your 1D10 there are two special rules to remember. Rolling a 1 that player automatically misses (or worse at
GMs Discretion), and rolling a 10 is an automatic success (even if the target # was out of that characters reach) plus that target
loses 1 point of Armor/AC (That piece or armor is shattered and must be healed/replaced).
10
Determining Damage:*
Total Damage for Round = Total Damage Dealt that Round Targets AC/Armor
Called Shots:
Grappling:
Blocking:
Blocking can be made in Melee or Hand-to-Hand
combat. When attacked the target can chose not to
dodge but to roll an opposing attack.
1D10 + Armed Combat Skill vs. 1D10 + Targets Armed
Combat Skill
or
1D10 + Unarmed Combat Skill vs. 1D10 + Targets
Unarmed Combat Skill
11
Normal Vehicles handle damage differently than Characters or Zoids. A Vehicles Hit Points are handled as a
Zoid (being metal or armor) as is its Strength, Mobility, and Intelligence. But its Armor Class helps the
Character(s) inside when attacks are specifically directed at them. It doesnt help the vehicles themselves unless
its directly stated in their descriptions.
System Freezes:
A Zoids combat system manages its weapons and fighting styles. When it freezes the Zoid completely
freezes also, leaving it unable to move or determine a course of action (just like a desktop computer which
locks up). This is believed to be a life preservation technique on the Zoids part, no matter who programs
the combat system a system freeze is always a possibility.
Once a Zoid is under 5 HP it must roll after each attack on it resulting in damage to determine if its combat
system freezes or not. After each damaging attack the Zoid rolls a 1D4, 1-3 results in a system freeze,
rolling a 4 means the Zoid can keep fighting.
Also, after every major occurrence that affects or can adversely affect a Zoid (Laser claw/blade attack that
severs a limb/weapon, a nearby major volcanic explosion) it also must roll for a system freeze (only once
per occurrence).
12
Optional Rules:
These are optional rules for those people out there that want things well defined. Included are all of the
things that are missing from the main rulebook.
Experience Points:
Experience points earned can be a pain to figure up. So here are some suggestions to help GMs decide on
what certain actions can be worth:
XP per Zoid defeated: *
Experience = (Zoids Potential + Pilots Zoid Pilot Skill) x 10
XP per Common Action:
(If Target # was over 10)
Experience = Target # for that Action x 10
* If a character defeats a Rev Raptor (Potential 14) and the Pilots Zoid Piloting Skill was 5 then the character
earned 190 Experience Points for winning the battle ((14 + 5) x 10).
1s and 10s on a Roll:
Whenever a character rolls a 1 or 10 things can either go extremely well, or extremely bad. These rules are
designed to save time and arguing. Note that the GM should make these rolls, not the players.
10 while Attacking:
Target takes full rolled damage plus loses 1 point of AC until repaired or
grown back
10 on a Common Action:
Automatic success regardless of the Target #
1 on an Attack or Common Action:
(A failure regardless, roll a 1D6 to determine outcome)
1 = Critical Failure (Gun jams up until repaired, Computer being hacked shorts out)
2 = Major Failure (Gun simply doesnt go off, Computer being hacked locks up)
3 = Mistake (Character accidentally shoots something in line of sight, Hacker makes a mistake that
causes the system administrator to track them)
4-6 = Minor Failure (Character misses, Computer denies access)
13
For those who noticed that bullets and such arent included in the main rules its because most people find it
annoying to keep track of clips/rounds and continually running to town to buy more. But for those that like
keeping track of details like that:
Reload for Regular Guns = 20 per Clip (max rounds held by weapon)
Reload for Zoid Guns = 100 per Clip (max rounds held by weapon)
Human/Zoidian Healing:
Zoid Healing/Repairing:
Zoid Evolution:
Only the GM can evolve a Zoid (when they deem it
appropriate). A Zoid cant evolve spontaneously
(unless temporally with the aid of a high level
Organoid), it forms an Energy Cocoon The
appearance of the Cocoon varies per Zoid, but it can
only be penetrated by a Zoid Examination Suit
(Normal weapons cannot affect it). A Zoids evolution
takes its (new) Strength Attribute in days to complete.
+8 to Target #
Near Darkness:
Reduced Light:
Heavy Rain/Water:
Bright Glare:
Smoke/Heavy Fog:
Target Running:
+1 to Target #
+2 to Target #
+1 to Target #
+2 to Target #
14
Skill List:
Social Skills:
Leadership
Interrogation
Negotiation
Etiquette (Specific)
Organoid Companionship
Vehicle/Zoid Skills:
Physical/Combat Skills:
Car/Truck / (B/R)
Stealth
Bike / (B/R)
Athletics
Hovercraft / (B/R)
Boat / (B/R)
Unarmed Combat
Airplane / (B/R)
Copter / (B/R)
Projectiles/Throwing / (B/R)
Demolitions / (B/R)
Tracking
Technical Skills:
Computer / (B/R)
Zoid Repair
Electronics / (B/R)
Zoid Genetics / (B/R)
Biology
Medical
Military Theory
Skill Descriptions:
Concentrations: Concentrations are a specialty within a certain skill. If a Concentration is desired and
picked out then the character gains a +1 bonus to it, but all other Concentrations under that particular skill
receive a penalty of 1 (not to go below 0).
Physical/Combat Skills:
Stealth Governs sneaking around, moving quietly, tracking (and covering ones tracks), and trailing another
character without his/her awareness. This skill can be used through a Zoid when piloting.
Concentrations: Urban, Wooded Wilderness, & Cavern
15
16
Social Skills:
Leadership Getting others to follow your character through example and authority.
Concentrations: Political, Military, Commercial, & Moral
Interrogation Character is trained to extract information from others.
Concentrations: Verbal, Forceful
Negotiation Governs any interactions in which both sides seek to out ahead.
Concentrations: Bargain, Bribe
Etiquette A special type of skill that requires a Concentration. This skill is used for the character to blend
into a specific type of background. Examples would be: City, Urban, and Country
Organoid Companionship This skill is only accessible when the character has trained an Organoid. It is
used whenever that character tries to give its Organoid a command.
Concentration: That particular Organoids name.
Vehicle/Zoid Skills:
Car/Truck Refers to driving any vehicle with four wheels.
Concentrations: Cars, Trucks, Semi-Trucks
Bike - Refers to all vehicles with 2-3 wheels.
Concentrations: 2-Wheeler, 3-Wheeler
Hovercraft - All hover vehicles, regardless of purpose.
Concentrations: Passenger Craft, Cargo Transport
Boat - Fluent in the use of watercraft.
Concentrations: Motor Operated, Sailboats
Airplane - All fixed-wing aircraft.
Concentrations: Propeller, Jet, Glider
Copter - All Tilt Rotor Aircraft.
Concentrations: Passenger, Transport
Vector Thrust - All Vector Thrust Aircraft.
Concentrations: Propeller, Jet
Zoid Pilot Ground Any ground-type Zoid.
Zoid Pilot Air Any flying-type Zoid.
Zoid Pilot Cargo Giant sized Zoids (Hover Cargo, Whale King, Ultrasaurus)
Zoid Pilot Water Any swimming-type Zoid.
Zoid Weapon Melee - Governs use of any physical hand-to-hand type Zoid mounted weapons.
Concentrations: Blade, Claw, Tail, & Shield
Zoid Weapon Ranged - Governs use of any other ranged type Zoid mounted weapons.
Concentrations: Cannon, Missile type
Zoid Repair A working knowledge of how most Zoid components work and how to fix them.
Concentrations: Movement Systems, Thrusters, Shield, Sensors
17
Load:
The amount is strength a Character or Zoid must be to carry Weapon. If the Load equals the strength of
the User/Zoid then its mobility/dexterity is 2. If the Load is 1 less than the strength of the
user/Zoid then its mobility/dexterity is 1.
Damage:
Base Price: The listed base price for the Weapon (GMs Discretion).
Description: The Description for the Weapon.
Armor Descriptions:
Type:
P = Personal / Z = Zoid
Load:
The amount is strength a Character or Zoid must be to carry Armor. If the Load equals the
strength of the User/Zoid then its mobility/dexterity is 2. If the Load is 1 less than the strength
of the user/Zoid then its mobility/dexterity is 1.
A.C.:
Base Price: The listed base price for the Armor (GMs Discretion).
Description: The Description for the Armor.
Zoid System Upgrade Descriptions:
Base Price: The listed base price for the Upgrade (GMs Discretion).
Description: The Description for the Upgraded System.
Item/Equipment Descriptions:
Base Price: The listed base price for the Item (GMs Discretion).
Description: The Description for the Item.
* Some Types Z Weapons can be mounted on the head or side. If the Zoid can handle the Weapons Load x 2 then the Weapon
can be mounted on the head or side instead of the back.
18
Catalog Summary:
Name:
Type:
Price:
Load:
Damage:
A/C: Other:
Archery, Arrows
20
1D4
Archery, Bow
120
100
1D10 + 4
Club
40
1D8
Crossbow
150
Crossbow, Bolts
20
1D4
100
1D10 + 2
Dagger
20
1D2
Dart
20
Hand Razors
80
1D4
Katana
120
1D6
Shuriken
50
1D2
Per 10 Shurikens
Staff, Metallic
100 / 250
1D6
Standard / Collapsible
Staff, Wooden
20
1D4
Stun Baton
80
1D4
Throwing Knife
30
1D4
Net Gun
200
Entangles Only
1,000
Stun Gun
99
Special
Taser
200
Special
Taser Whip
1,000
1D4
Beretta
400
1D6
Colt
200
1D4
Palm Pistol
100
1D4
Revolver, .38
500
1D6 +1
Remington
300
1D4
Shotgun
200
1D10
Sniper
1,200
1D8
Per 5 Bolts
Apiece
Apiece
Collapsible
Non-Lethal:
Pistols:
Rifles:
19
Name:
Type:
Price:
Load:
Damage:
1,100
1D6
A/C: Other:
Semi-Automatics:
M-16 Assault Rifle
UZI
900
1D6
Pulse Weapons:
Pulse Pistol
1,500
1D10 + 4
Pulse Rifle
2,200
2D10
Anti-Vehicle Weapons:
AVM
P, I
1,200
3D20/1D4
AZM
P, I
2,000
3D20/1D8
Pulse Cannon
P, I
6,000
3D20+6/1D8+8
2 Rounds, Personal/Zoid
Damage, 1,000' Range
Personal Armor:
Full Body Suit
2,000
5,000
Lined Coat
1,000
Lined Vest
500
500
Concealable
2,000
Concealable
Riot Shield
250
Standard Helmet
80
100
80
Androids
Special
Audio Player
75
Backpack
30
Binoculars
100
Binoculars, Low-Light
200
Binoculars, Thermo
250
Bug Scanner
500
1' Range
Personal Equipment:
See Description
Radio, CD Player/Writer
20
Name:
Type:
Price:
Load:
Damage:
A/C: Other:
Canteen
20
Chemsuit
1,000
Compass
20
500
100
Gloves
20
Goggles, Low-Light
400
Goggles, Thermo
450
Handcuffs
50
HUD
600
Laptop
1,500
Laser Discs
20
20 Blank CDs
200
Illegal
Micro-Camcorder
1,700
2 Hour Duration
Micro-Recorder
500
5 Hour Duration
Micro-Transceiver
1,000
Portable Flashlight
50
300
Portable Lab
3,500
Portable Phone
200
Portable Stove
100
300
Radar Jammer
3,000
Radio Jammer
1,500
Ration Kit
50
1 Week Worth
Rope
30
50' Length
Signal Tracker
200
Still Camera
40
Sunglasses
20
Tracking Signal
500
Video Player
75
Watch
30
3,000
5' Range
4,000
900
4,000
Uses Video-In
Scanner Included
5 Mile Range
1/4 Mile Range, Illegal
60 Mile Range
21
Name:
Type:
Price:
Load:
Damage:
A/C: Other:
Cargo Truck
4,000
25,000
Glider
10,000
Helicopter (5 Seats)
25,000
35,000
Hover Board
500
9,000
50,000
15,000
Jeep
2,000
35,000
Jet Ski
2,000
4,000
8,000
9,000
Motorcycle
800
30,000
35,000
18,000
20,000
Sports Car
3,000
1,500
35,000
40,000
Yacht (50')
50,000
Yacht (70')
60,000
Vehicle Cloak
Special
Vehicle Radar
4,000
10 Mile Range
4 Barrel Cannon
10,000
1D6
Belly Gun
2,500
1D6
Blaster
1,500
1D6
Booster Cannon
17,000
2D6
Cannon
3,000
2D4
5,000
1D6 x 2
5,000
2D4
Vehicles:
Vehicle Equipment:
22
Name:
Type:
Price:
Load:
Damage:
A/C: Other:
2,000
2D4
15,000
2D4
20,000
3D8 + 6
100' Recoil
Mega Cannon
8,000
5 per
3D8 + 4
2 Zoids Needed
Mini Gun
1,000
1D4
2,000
1D4
Special
Vulcan Gun
8,000
1D4
2,000
Single Load
4,000
x3 Load
6,000
Single Load
9,000
x3 Load
700
6,000
Bomb
700
3D6
Missile
500
1D4
1,500
1D4
700
1D6
1,500
Missile, Spike
700
1D2
Blades
700
1D4
Chain Saw
3,000
2D6
6,000
2D6
Electro-Net Gun
2,000
Electro-Net Pods
1,000
Special
See Description
Laser Blades, L1
13,000
3D4
See Description
Laser Blades, L2
20,000
3D6
See Description
10,000
2D4
See Description
17,000
2D6
See Description
25,000
2D8
See Description
12,000
Special
30,000
Missile Launchers:
Missiles:
Melee:
2D6 Apiece
Special:
Charged Particle Cannon, L1
23
Total or 2D10
Name:
Type:
Price:
Load:
Damage:
A/C: Other:
12,000
11
3D6 + 4
60 Shot Load
Integrated Cannon
50,000
16
3D8 + 8
10 Shot Load
Ultrasaurus Cannons
150,000
20
3D10+10
Beke System
Special
Booster
15,000
Cloak
Special
Crane
8,000
Drill Attachment
6,000
Str: 3
20,000
Str. 3
Heat Sensors
8,000
Jack Hammer
5,000
1D4
Str. 3
15,000
1D4
Str. 7
Radar
4,000
10-Mile Range
Radar
15,000
Radar
30,000
Shield
Special
See Description
Shovel
3,000
Sleeper System
700 x Int
Smoke Discharger
7,000
1,500
Trailer, Flatbed
1,000
Trailer, Lab
6,000
Trailer, Medical
5,000
Light Armor
2,500
Standard Armor
4,500
Enhanced Armor
5,500
Heavy Armor
9,000
Maxis Armor
20,000
Polarity Armor
35,000
10
11
Zoid Equipment:
See Description, Not on Int. Org.
Str. 7
-
Zoid Armor:
24
+1 Mob., +1 Str.
Melee Weapons:
Archery Bow:
Crossbow:
Type: P
Type: P
Load: 6
Load: 3
Damage: nil
Damage: nil
Description:
Arrows:
Dagger:
Type: P
Type: P
Load: nil
Load: 1
Damage: 1D2
Base Price: 20
Description: Basic Knife used for very close
combat.
Dart:
Type: P
Type: P
Load: nil
Load: 1
Damage: nil
Hand Razors:
Club:
Type: P
Type: P
Load: 1
Load: 7
Damage: 1D4
Damage: 1D8
Base Price: 80
Base Price: 40
Katana:
Stun Baton:
Type: P
Type: P
Load: 3
Load: 2
Damage: 1D6
Damage: 1D4
Base Price: 80
Description:
Collapsible metal Baton.
Easily conceals in shoe or
pocket.
Shuriken:
Staff:
Type: P
Type: P
Load: 3
Load: 2
Damage: 1D2
Description:
Pole about 6 in length.
Metallic Collapsible uses a push
button to collapse to 1 is length.
Throwing Knife:
Type: P
Load: 2
Damage: 1D4
Base Price: 30
Description: Knife with metal handle thats
equally balanced for throwing.
26
Non-Lethal Weapons:
Taser:
Taser Whip:
Type: P
Type: P
Load: 1
Load: 6
Damage:
Stun Gun:
Type: P
Type: P
Load: 2
Load: 1
Damage: Stun Damage, Knocks opponent out
for (1D20 Strength) Rounds.
Base Price: 99
27
Pistols:
Palm Pistol:
Beretta:
Type: P
Type: P
Load: 1
Load: 2
Damage: 1D4
Damage: 1D6
Colt:
Type: P
Type: P
Load: 2
Load: 1
Damage: 1D6 + 1
Damage: 1D4
Rifles:
Remington:
Shotgun:
Type: P
Type: P
Load: 3
Load: 3
Damage: 1D4
Damage: 1D10
Sniper:
Type: P
Load: 4
Damage: 1D8
Base Price: 1,200
Description: A long-range rifle, great for
assassinations. Bullets are loaded
individually, 3 shots per load. Range
is 2,000
28
Semi-Automatics:
UZI:
Type: P
Type: P
Load: 5
Load: 6
Pulse Weapons:
Pulse Pistol:
Pulse Rifle:
Type: P
Type: P
Load: 2
Load: 2
29
Anti-Vehicle Weapons:
AVM:
Pulse Cannon:
Type: P, I
Type: P, I
Load: 6
Load: 7
AZM:
Type: P, I
Load: 6
Damage: 3D20 Personal / 1D8 Zoid
Base Price: 2,000
Description: A small Anti-Zoid Missile.
Launcher is disposable and fired
from a shoulder-mounted position.
Range is 1,000
30
Armor:
Full Body Suit:
Type: P
Type: P
Base Price:
Lined
2,000 Normal
5,000
Riot Shield:
Lined Coat:
Type: P
Type: P
Load: 1
Load: 3
A.C.: 4
Leather Pants:
Standard Helmet:
Type: P
Type: P
Load: 1
Load: 0
A.C.: 1
A.C.: 1
Base Price: 80
Base Price: 80
Lined Vest:
Type: P
Type: P
Load: 2
Load: 1
A.C.: 3
A.C.: 1
31
Bug Scanner
Price: 500
Description:
Compass
Price: 20
Description:
Canteen
Price: 20
Description: a portable water container
that has a shoulder strap.
Audio Player
Price: 75
Chemsuit
Price: 1,000
Description: A rubber suit that fits other
the wearers clothes and
armor. It protects against
chemicals
and
minor
radiation. Has a 2-hour air
supply.
Backpack
Price: 30
Description: A regular sized backpack to
hold any number of small
items.
Binoculars
Price:
100
Description:
32
Laptop
Price: 100
Price: 1,500
Gloves
Price: 20
Description: Can either keep your hands
warm on a cold day or
protect your hands when
working with something
hot.
200
Description:
Goggles
Price:
Description:
Micro-Camcorder
Price: 1,700
Handcuffs
Description:
Price: 50
Description: Metallic handcuffs. Used
to subdue another person.
HUD
Price: 600
Description:
Miniature Solid-state
Video/Audio
Recorder,
small lens about the size of
a button. Can record for 2
hours.
Micro-Recorder
Price: 500
Description: Miniature Solid-state Audio
Recorder.
Can record
about 5 hours of audio at
good resolution.
Laser Discs
Micro-Transceiver
Price: 20
Price: 1,000
Description:
33
Voice communication
device with 2-mile range.
Can be configured to
match
all
common
frequencies and hot-wired
for others. Its about the
size of a button.
Portable Flashlight
Radar Jammer
Price: 50
Description:
Price: 3,000
A standard LED
Flashlight. Battery power
can last for months of
constant use.
Radio Jammer
Price: 300
Description:
Portable Phone
Price: 200
Description:
Respirator
Price: 200
Description: A facemask that filters out
most gases and pathogens.
Portable Stove
Price: 100
Rope
Price: 30
Description: 50 of thin, strong rope.
Signal Tracker
Price: 200
Price: 300
Description:
Description:
Still Camera
Price: 40
Description: A regular still image digital
camera with mini printer
built in.
Sunglasses
Price: 20
Description: Just a pair of sunglasses.
Can help with working on
a bright day.
Tracking Signal
Watch
Price: 500
Price: 30
Description:
A time-telling device.
Comes in both wrist &
pocket models.
Video Player
Price: 75
Price: 4,000
Portable Lab
Price: 4,000
Price: 3,500
Description:
36
Cargo Truck
H.P.: 5
Price: 4,000
Str.: 4
Mob.: 2
Glider
H.P.: 1
Int.: 0
Arm.: 3
Price: 10,000
Str.: 1
Mob.: 2
Int.: 0
Arm.: 0
Helicopter
5 Seater / 2 Seater
37
H.P.: 1
H.P.:4
Str.: 1
Str.:5
Mob.: 5
Mob.:5
Int.: 0
Int.:0
Arm.: 0
Arm.:1
Hover Board
Price: 500
Description:
A high-speed surfboard
capable of carrying 1 large
person or 2 small children.
Very maneuverable and runs
off a combination of fuel
and solar power.
H.P.: 1
Str.: 1
Mob.: 4
Int.: 0
Arm.: 0
Hovercraft
H.P.: 1
H.P.:5
H.P.: 1
Str.: 2
Str.:6
Str.:2
Mob.: 5
Mob.:4
Mob.:6
Int.: 0
Int.:0
Int.:0
Arm.: 0
Arm.:2
Arm.:0
Jeep
H.P.: 2
Price: 2,000
Str.: 3
Mob.: 3
Jet
H.P.: 3
Price: 35,000
Str.: 4
Int.: 0
Arm.: 1
Mob.: 10
Int.: 0
Arm.: 1
38
Motor Boat
Price: 4,000 (12 Long, 5 People) / 8,000 (20 Long, 7 People) / 9,000 (20 Long, 3 People) / 2,000
(Jet Ski)
Description: Motor Boats are classic Speedboats. They come in various shapes and sizes but the
pricing is dependent on its stats.
12 Long / 20 Long / 20 Long / Jet Ski
H.P.: 2
H.P.:3
H.P.: 3
H.P.:1
Str.: 2
Str.:3
Str.:3
Str.:1
Mob.: 4
Mob.:5
Int.: 0
Int.:0
Arm.: 0
Arm.:1
Mob.:6 Mob.:4
Int.:0
Int.:0
Arm.:0 Arm.:0
Motorcycle
H.P.: 2
Price: 800
Str.: 2
Mob.: 3
Int.: 0
Arm.: 0
Prop Plane
39
H.P.: 1
H.P.:1
H.P.: 1
Str.: 1
Str.:1
Str.:2
Mob.: 6
Mob.:6
Mob.:6
Int.: 0
Int.:0
Int.:0
Arm.: 0
Arm.:0
Arm.:0
Sail Boat
30 Long / 40 Long
H.P.: 4
H.P.:5
Str.: 5
Str.:6
Mob.: 3
Mob.:2
Int.: 0
Int.:0
Arm.: 1
Arm.:2
Sports Car
Price: 3,000
H.P.: 2
Str.: 3
Mob.: 5
Int.: 0
Arm.: 1
Trike
Price: 1,500
H.P.: 2
Str.: 3
Mob.: 3
Int.: 0
Arm.: 1
40
Prop /
Jet
Description:
H.P.: 3
H.P.:3
Str.: 3
Str.:4
Mob.: 6
Mob.:8
Int.: 0
Int.:0
Arm.: 1
Arm.:1
Yacht
50 Long / 70 Long
H.P.: 6
H.P.:7
Str.: 6
Str.:7
Mob.: 4
Mob.:4
Int.: 0
Int.:0
Arm.: 2
Arm.:3
Vehicle Equipment:
Radar
Cloak
Price: 4,000
41
Zoid Weapons:
Notes:
Any weapon can be mounted on any part of the Zoid (Head, Back, Side L/R, Head, or Arms if
applicable).
If only one weapon is mounted on one side of a Zoid, or if the weapon on one side has a different
load as the weapon on the other side then there is a 1 penalty per every 2 points of load difference
to every action. (example: A load of 2 on left & a load of 5 on right would create a 2 penalty to
every action)
Unless otherwise specified every stock Gun, Cannon, Blaster can actively hold 20 rounds per
barrel before needing to be physically reloaded.
Mini Gun:
Type: Z
Type: Z
Load: 2
Load: 5
Damage: 1D4
4-Barrel Cannon:
Load: 3
Type: Z
Damage: 2D4
Load: 5
Cannon:
Type: Z
Load: 3
Damage: 2D4
Base Price: 3,000
Description: A single barrel cannon. It
fires rounds much bigger
than a standard gun and
negates any long-range
penalties.
42
Mega Cannon:
Type: Z
Load: 5 per Zoid
Damage: 3D8 + 4
Base Price: 8,000
Description: This cannon is so large that
2 Zoids are needed to use it.
Blaster:
Type: Z
Type: Z
Load: 2
Load: 4
Damage: 1D6
Damage: 1D6 X 2
43
Belly Gun:
Type: Z
Type: Z
Load: 2
Load: 3
Damage: 1D4
Damage: 1D6
Vulcan Gun:
Type: Z
Load: 4
Damage: 1D4 X Shots fired per round
(8 max)
Base Price: 8,000
Description: This Gatling Gun comes in
varying shapes and sizes
but always fires 8 shots per
round max and holds 160
rounds (8 X 20).
Dual Vulcan Gun:
Type: Z
Load: 7
Damage: 2D4 X Shots fired per round (8 max)
Base Price: 15,000
Description: This version holds 320 rounds (8 X 40) and can fire up to 8 dual shots per round
max.
44
Booster Cannon:
Type: Z
Type: Z
Load: 3
Load: 1
Damage: 2D6
Damage: Nil
Description:
Description:
45
Missiles:
Type: Z
Type: Z
Load: 2
Load: Nil
Damage: Nil
46
Spike Missiles:
Type: Z
Load: Nil
Damage: 1-2 if impacting
Base Price: 700 (Apiece)
Description:
Bomb:
Blades:
Type: Z
Type: Z
Load: Nil
Load: 1
Damage: 3D6
Description:
47
Chain Saw:
Electro-Net Gun:
Type: Z
Type: Z
Load: 2
Damage: Special
Description:
48
Laser strike claws replaced the existing claws on a given Zoid. A keynote to
remember is that if the added claws are ever destroyed the Zoid can only re-grow
the original claws that it had. 1 round must be taken to charge the target Zoid for an
attack. On a damage roll of 6-8 (L1), 11-12 (L2), 15-16 (L3) the target Zoid loses
one of its weapons (first side, then back, then head). If it has no weapons then it
loses one of its front limbs. Laser strike claws are energized and share the same
properties as laser blades.
49
Laser Blades:
Type: Z
Load: 1
Damage: 3D4 + Special for L1 / 3D6 + Special for L2
Base Price: 13,000 L1 / 20,000 L2
Description:
Laser Blades are normally equipped on the sides of Zoids and draw their power
directly from the Zoids core. The player making the attack can make a called shot
during the round it takes to charge the target (slice a mounted weapon, a limb, or
the target itself), and on a damage roll of 11-12 (for L1) or 17-18 (for L2), the called
shot will be sliced through and destroyed.
50
Type: Z
Type: Z
Load: 24
Load: 11
Damage: 3D6 + 4
Description:
Description:
Integrated Cannon:
Type: Z
Load: 16
Damage: 3D8 + 8 per Shot
Base Price: 50,000
Description:
Ultrasaurus Cannons:
Type: Z
Load: 20
Damage: 3D10 + 10 per Shot
Base Price: 150,000
Description:
These cannons are mounted on the sides of a cargo class Zoid (2 on each
side). The shells alone are the size of a normal Zoid. The cannons have a 10
shot load each (40 in all).
51
Zoid Armor:
Light Armor:
Polarity Armor:
Type: Z
Type: Z
Load: 1
Load: 10
A.C.: 2
A.C.: 11
Price: 2,500
Standard Armor:
Type: Z
Load: 3
A.C.: 3
Price: 4,500
Enhanced Armor:
Type: Z
Load: 4
A.C.: 5
Price: 5,500
Heavy Armor:
Type: Z
Load: 6
A.C.: 7
Price: 9,000
Maxis Armor:
Type: Z
Load: 8
A.C.: 9
Price: 20,000 (Rare)
Other: -1 Strength, -1 Mobility plus any
Normal Penalties
52
Zoid Equipment:
Beke System
Price: 10,000 Base Installation + (2,000 x Intelligence) + (1,000 x Skill Point)
Description: A Beke System is an Artificial Intelligence Sleeper System that is installed right
outside of a Zoids Core. It not only has an intelligence attribute but also the
following skills: Zoid Pilot Ground/Pilot Air/Pilot Cargo/Pilot Water, Zoid Weapon
Melee/Weapon Ranged, Military Theory, and Computer. Each of these skills
requires at least 1 point on installation. A Beke System cannot be installed in a Zoid
with an Artificial Organoid, but a true Organoid can join with the Zoid and override
a Beke Systems control.
Booster
Price: 15,000
Description: Boosters attach to the back of a Zoid and give a +5 to their mobility for 5 rounds
while traveling in a straight line. Boosters have 3 uses max and recover 1 use every 5
hours. The boosters can be cut off prematurely for a change in direction and then
engaged again but the short duration will still count as a full use.
Cloak
Price: 20,000 Base Installation + 3,000 per (Every Point of Zoid Intelligence 10)
Description: A cloaking system renders a Zoid completely invisible. This creates a 5 to hit the
cloaked target. The Zoid mentally maintains the cloak and any impact disables it by
distracting the Zoid whether damage was dealt or not. If damage was involved then
the cloak cannot be reactivated until the Zoids repaired. Walking through water or
mud would of course give the equipped Zoid away.
Crane
Price: 8,000
Description: A crane attachment is mostly
used on Ground Hugging
Drill Attachment
53
Shield
55
Trailer, Flatbed
Price: 1,000
Description: Only certain Zoids can tow a Flatbed Trailer. Each trailer can support up to one
normal sized Zoid. Its Load is increased up to 3 depending on cargo size. Another trailer can be
hitched up behind it.
H.P.: 5
Arm.: 1
Load: 1
Trailer, Lab
Price: 6,000
Description: Only certain Zoids can tow
a Medical Trailer. This trailer contains
means for holding and examining
contaminated materials (both biological
and/or radioactive). It is equipped with
an external crane for transporting objects
in or out. This trailer has no hitch in the
rear but can be towed behind another.
H.P.: 10
Arm.: 2
Load: 3
Trailer, Medical
Price: 5,000
Description: Only certain Zoids can tow a Medical Trailer. This Trailer is a small portable hospital
with 20 beds. Using it cuts normal healing in half (if the user has a Medical of at least 1or Biology
Skill of at least 6). This trailer has no hitch in the rear but can be towed behind another.
H.P.: 10
Arm.: 2
Load: 3
56
Zoid Catalog:
(Zoid Name):
Type:
Land Transverses all physical terrain
Water Zoid can swim and sustain pilot underwater (Non-Water Zoids have a
20-minute air supply for pilot)
Low Alt. Zoid can hover on the ground and reach a distance of mile from
ground in short bursts
Med. Alt Zoid can reach a distance of up to 5 miles from ground
High Alt. Zoid can fly to the tip of the atmosphere where air is extremely
thin
HP: Hit Points amount to how much damage the Zoid can take before being destroyed
Strength: The physical strength of the Zoid
Mobility: How quickly the Zoid can move about the battlefield
Intelligence: This number determines how smart the Zoid is on its own
Basic Armor: The Zoids armor rating without extras
Evolution Stage: Evolution stages for reference
Potential: What any characters Zoid Pilot Skill x 3 must equal to or exceed in order for the character
to pilot that Zoid
Basic Weapons: A list of the Zoids weapons plus damage (Any missile launchers that naturally come
with a Zoid are X3 Load)
Special Abilities: Anything special about that Zoid (Shields, Cloaking)
Description: The Zoids basic description
Cons: Anything bad about the Zoid
Note: Any attribute in (Red) = 2nd Evolution Stage, (Blue) = 3rd Evolution Stage
Load Rules: - If 2 Weapons are placed on a particular part of a Zoid use the total of both loads.
Ex: If a Zoid with a Strength of 8 has 2 Back Mounted Weapons (a Load of 4 and a
load of 2), then the Zoids Back has a total Load of 6 currently on it.
A Zoids Head, Legs, Arms (if applicable), Tail, and Sides have half of the Load
Strength of the back or Belly (Str / 2)
57
Zoid Index:
Berserk Fury
59
Redler
73
Cannon Tortoise
59
Rev Raptor
73
Demantis
60
Saber Tiger
74
Dibison
60
Shadow Fox
74
Double Sworder
61
Sinker
75
Elephander
61
Sniper, Geno
75
Geno Saurer
62
Sniper, Gun
76
Godos
62
Spino Sapper
76
Gojulas
63
Stealth Viper
77
Gordos
63
Storm Sworder
77
Gun Bluster
64
Tracker Hound
78
Gustav
64
War Shark
78
Guysack
65
Wolf, Command
79
Hammer Head
66
Wolf Konig
79
Hel DiGunner
67
Zabat
80
HelCat
67
Iron Kong
68
Liger, Blade
68
Hover Cargo
81
Liger, Shield
69
Ultra Saurus
81
Liger, Zero
69
Whale King
82
Lightening Saix
70
Hammer Kyser
82
Maccurtis
70
Molga
71
Pteras
71
Death Saurer
83
Raynos
72
Death Stinger
84
72
Geno Breaker
85
Base Zoids:
Special Zoids:
58
Berserk Fury:
Type: Land / Low Alt.
Price: 10,000
Availability: Very Low
HP: 22 / (32) / (42)
Strength: 4
Mobility: 6
Intelligence: 6 / (8) / (10)
Basic Armor: 1
Evolution Stage: 1 / (2) / (3)
Potential: 16 / (18) / (20)
Basic Weapons: Charged particle cannon
(L1)
Special Abilities: Normal Boosters on legs
for low Alt Flight.
Cannon Tortoise:
Type: Land
Price: 7,000
Availability: Common
HP: 25 / (38) / (54)
59
Demantis:
Type: Land / (Low Alt.)
Price: 4,000
Availability: Common
HP: 16 / (26) / (36)
Cons: None
Strength: 2
Mobility: 4 / (6) / (8)
Intelligence: 3
Basic Armor: 3
Evolution Stage: 1 / (2) / (3)
Potential: 9 / (11) / (13)
Basic Weapons: Small wrist guns (2) 1D4
apiece, front claws (2)
1D6 apiece
Special Abilities: None
Dibison:
Type: Land
Cons: None
Price: 15,000
Availability: Common
Mobility: 5
Intelligence: 5
Basic Armor: 7
Evolution Stage: 1 / (2) / (3)
Potential: 17 / (18) / (19)
Basic Weapons: Permanent back mounted
cannons (15) 2D4 x #
fired, small tail gun 1D4,
horns 2D6
60
Double Sworder:
Type: Land / (Low Alt.)
Elephander:
Type: Land
Mobility: 4
Intelligence: 5
Cons: None
Price: 20,000
Availability: Very Low
HP: 34
Strength: 8
Basic Armor: 6
Evolution Stage: 1
Potential: 17
Basic Weapons: Trunk grapple claw
(special damage), trunk
rapid fire cannon 1D6 x 3
Special Abilities: Shield (HP: 20)
(Shown with extra weapons)
61
Geno Saurer:
Potential: 22
Basic Weapons: Permanent head mounted
gun 1D6, Charged particle
cannon (L2), Whip Claws
(special damage)
Special Abilities: None
HP: 31
Cons: No evolution.
Price: 4,000
Strength: 7
Mobility: 4
Intelligence: 2
Basic Armor: 4
Evolution Stage: 1
Potential: 13
Basic Weapons: None
Special Abilities: None
62
Gojulas:
Type: Land
Price: 22,000
Availability: Low
HP: 40 / (50) / (60)
Strength: 10
Mobility: 2 / (3) / (4)
Intelligence: 6
Basic Armor: 8
Evolution Stage: 1 / (2) / (3)
Potential: 18 / (19) / (20)
Basic Weapons: Back mounted cannons
(2) 2D8 apiece
Special Abilities: Can carry 2 side
mounted weapons on
each side.
Gordos:
Type: Land
Mobility: 5
Intelligence: 6
Cons: None
Price: 7,000
Availability: High
HP: 28 / (38) / (48)
Strength: 6
Basic Armor: 5
Evolution Stage: 1 / (special) / (special)
Potential: 17 / (17) / (17)
Basic Weapons: None
Special Abilities: None
Gun Bluster:
Type: Land
Price: 22,000
Availability: High
HP: 28
Strength: 6
Mobility: 2
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 12
Basic Weapons: Cluster of 8 guns on
back: 3 cannons 1D8, 3
long range guns 1D6, 2
short range guns 1D4
Special Abilities: Trailer capable, cluster
can heal
Gustav:
Type: Land
Mobility: 1
Intelligence: 2
Cons: Slow
Price: 5,000
Availability: High
HP: 34
Strength: 8
Basic Armor: 10
Evolution Stage: 1
Potential: 11
Basic Weapons: Concealed front doublebarreled gun 1D6
Special Abilities: 10-mile range radar,
trailer capable
Guysack:
65
Hammer Head:
Type: Water / (High Alt)
(Evolution 1)
(Evolution 2)
66
Hel DiGunner:
Type: Land / Digger
Availability: Low
HP: 22
Price: 12,000
Strength: 4
Mobility: 7
Intelligence: 7
Basic Armor: 4
Evolution Stage: 1
Potential: 18
Basic Weapons: Tail Blades 1D8, belly
gun 1D4
Special Abilities: Can climb strait up any
walls and across any
ceilings that can support
its weight
HelCat:
Type: Land
Availability: Low
HP: 25 / (35)
Cons: None
Strength: 5
Mobility: 6 / (8)
Intelligence: 6
Basic Armor: 5
Evolution Stage: 1 / (2)
Potential: 17 / (19)
Basic Weapons: None
Special Abilities: Visible Cloak
67
Iron Kong:
Type: Land
Mobility: 3
Intelligence: 6
Cons: None
Basic Armor: 8
Evolution Stage: 1 / (2)
Potential: 19 / (19)
Basic Weapons: Punch 2D4
Special Abilities: Can use an extra back
mounted weapon on
each arm using the same
rules that apply to mount
weapons on its head
Liger, Blade:
Type: Land
Price: 20,000
Availability: Very Low
HP: 25
Strength: 5
Mobility: 9
Intelligence: 7
Basic Armor: 5
Evolution Stage: 2 (of Shield Liger)
Potential: 21
Basic Weapons: 2 Side mounted laser
blades (L2), blades fire
short-range bolts 1D6, belly
gun 1D6
Special Abilities: Shield (HP: 15), Back
booster (mobility: 12 for 3
rounds max)
68
Liger, Shield:
Type: Land
Price: 12,000
Availability: Low
HP: 25
Strength: 5
Mobility: 7
Intelligence: 7
Basic Armor: 5
Evolution Stage: 1 / (Special)
Potential: 19
Basic Weapons: 2 concealed 4-pod sidemounted missile launchers
1D4 apiece, concealed
back mounted gun 1D6
Special Abilities: Shield (HP: 15)
Liger 0:
Type: Land
Intelligence: 6
Basic Armor: 1
Cons: None
Price: 7,000
Availability: Low
HP: 28
Strength: 6
Mobility: 8
Evolution Stage: 1
Potential: 20
Basic Weapons: Strike Laser Claw (2D4
plus special)
Special Abilities: None
69
Lightening Saix:
Type: Land
Price: 18,000
Availability: Low
Cons: None
HP: 22
Strength: 4
Mobility: 10
Intelligence: 6
Basic Armor: 4
Evolution Stage: 1
Potential: 20
Basic Weapons: Back mounted Booster
Cannon 2D6 (mobility: 15
for 5 rounds max)
Special Abilities: None
Maccurtis:
Type: Land / Water
Price: 8,000
Availability: Low
HP: 25
Strength: 5
Mobility: 3
Intelligence: 3
Basic Armor: 5
Evolution Stage: 1
Potential: 11
Basic Weapons: Forward gun inside head
area 1D4, 2 rear guns 1D4
apiece
Special
Abilities: Claws
manipulation
for
object
70
Molga:
Type: Land
Price: 4,000
Availability: High
HP: 22
Intelligence: 1
Basic Armor: 5
Cons: None
Strength: 4
Mobility: 5
Evolution Stage: 1
Potential: 10
Basic Weapons: Concealed back mounted
cannon 1D6
Pteras:
Type: Med Alt.
Price: 7,000
Availability: High
HP: 28
Strength: 6
Mobility: 6
Intelligence: 3
Basic Armor: 3
Evolution Stage: 1
Potential: 15
Basic Weapons: 2 2-pod missile launchers
on neck 1D4 apiece, and 1
head mounted gun 1D4
Special Abilities: Can use wing-mounted
weapons
71
Raynos:
Type: Med Alt.
Price: 17,000
Availability: Very Low
HP: 22
Strength: 4
Mobility: 10
Intelligence: 4
Basic Armor: 3
Evolution Stage: 1
Potential: 18
Basic Weapons: 5 barrel forward gun 1D4
apiece, 2 rear guns 1D4
apiece
Special Abilities: 20-mile radar
Red/Dark Horn:
Type: Land
Price: 17,000
Availability: High
HP: 37
Strength: 9
Mobility: 4
Intelligence: 3
Basic Armor: 7
Evolution Stage: 1
Potential: 16
Basic Weapons: Horn 2D4, twin back
mounted vulcan guns 2D6
apiece
72
Redler:
Type: Med Alt.
Price: 12,000
Availability: High
HP: 28
Strength: 6
Cons: None
Mobility: 7
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 17
Basic Weapons: None
Special Abilities: None
Rev Raptor:
Type: Land
Price: 9,000
Availability: High
HP: 22
Strength: 4
Mobility: 6
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 14
Basic Weapons: 2 arm mounted guns 1D4
apiece, 2 back mounted
blades 2D8 apiece (destroys a
weapon on opponent if
either dice rolls an 8), front
claws 1D4 apiece
73
Saber Tiger:
Type: Land
Price: 9,000
Availability: High
Cons: None
HP: 31
Strength: 7
Mobility: 8
Intelligence: 4
Basic Armor: 5
Evolution Stage: 1
Potential: 19
Basic Weapons: Bite 1D4, belly mounted
gun 1D6
Shadow Fox:
Type: Land
Price: 8,000
Availability: Very Low
HP: 31
Strength: 7
Mobility: 9
Cons: None
Intelligence: 8
Basic Armor: 5
Evolution Stage: 1
Potential: 24
Basic Weapons: Strike Laser Claw (2D4
plus special), Zoid size stun
net concealed in tail (special
damage)
Special Abilities: Smoke discharger, heat,
stealth, and cloak sensors,
back gun can aim 90 degrees
to either side
74
Sinker:
Type: Low Alt. / Water
Price: 7,000
Availability: High
HP: 28
Strength: 6
Mobility: 7 (air) / 5 (water)
Intelligence: 2
Basic Armor: 5
Evolution Stage: 1
Potential: 15
Basic Weapons: None
Special Abilities: None
Sniper, Geno:
Type: Land
Price: 25,000
Availability: Very Low
HP: 41
Strength: 7
Mobility: 8
Intelligence: 7
Basic Armor: 8
Evolution Stage: 2 (special)
Potential: 22
Basic Weapons: 8 independent missiles
throughout
body
2D4
apiece, 2 8-pod missile
launchers 1D4 apiece, longrange sniper tail gun 3D6, 2
arm guns 1D4 apiece,
extendable strike claws 1D4
apiece
Special Abilities: None
75
Sniper, Gun:
Type: Land
Price: 13,000
Availability: High
HP: 31
Strength: 7
Mobility: 8
Intelligence: 5
Basic Armor: 4
Evolution Stage: 1
Potential: 20
Basic Weapons: 2 8-pod missile launchers
1D4 apiece, long-range
sniper tail gun 3D6, 2 arm
guns 1D4 apiece
Special Abilities: None
Spino Sapper:
Type: Land
Price: 13,000
Availability: Low
HP: 34
Strength: 8
Mobility: 6
Intelligence: 4
Basic Armor: 7
Evolution Stage: 1
Potential: 18
Basic Weapons: 2 back-mounted chain
saws 2D8 apiece (a roll of 8
on either dice results in a
destroyed weapon or Zoid
body part)
Stealth Viper:
Type: Land / (Digger)
HP: 28 / (38)
Strength: 6
Cons: None
Mobility: 5 / (8)
Intelligence: 4
Basic Armor: 6 / (7)
Evolution Stage: 1 / (2)
Potential: 15 / (18)
Basic Weapons: 2 side head mounted guns
1D4 apiece, (after evolution:
1 extra tail gun)
Storm Sworder:
Type: High Alt.
Intelligence: 5
Basic Armor: 7
77
Tracker Hound:
Type: Land
Price: 9,000
Availability: High
HP: 25
Strength: 5
Cons: None
Mobility: 8
Intelligence: 6
Basic Armor: 4
Evolution Stage: 1
Potential: 19
Basic Weapons: Special Laser Claw (L1,
uses du-claws behind paws)
Special Abilities: Ability to track any Zoid
or Zoid Core that has been
in an area in the past three
days even in bad weather. If
the Tracker Hound has
encountered that Zoid before
then itll know what kind it is
by sensing its trail. Its rarely
able to track air-born Zoids
because of the altitude
difference
War Shark:
Type: Water / (Digger)
Strength: 5
Mobility: 8
Intelligence: 4 / (6)
Basic Armor: 6
Evolution Stage: 1 / (2)
Potential: 17 / (19)
Basic Weapons: None
Wolf, Command:
Type: Land
Price: 8,000
Availability: High
HP: 28
Strength: 6
Cons: None
Mobility: 7
Intelligence: 4
Basic Armor: 6
Evolution Stage: 1 / (special)
Potential: 17
Basic Weapons: None
Special Abilities: None
Wolf, Konig:
Type: Land
Price: 12,000
Availability: Low
HP: 25
Strength: 5
Mobility: 8
Intelligence: 5
Basic Armor: 5
79
Zabat:
Type: Med Alt.
Availability: Low
HP: 25
Price: 14,000
Strength: 5
Mobility: 7
Intelligence: 5
Basic Armor: 4
Evolution Stage: 1
Potential: 17
Basic Weapons: None
Special
80
Hover Cargo:
Type: Land / Water
Price: 80,000
Availability: High
HP: 55
Strength: 15
Mobility: 4
Intelligence: 1
Basic Armor: 15
Cons: None
Evolution Stage: 1
Potential: 20
Basic Weapons: 2 forward cannons 2D4
apiece, 2 side cannons 2D8
apiece
Special Abilities: Zoid hovers so it can
travel on land, over water,
and under water
Ultrasaurus:
Type: Land / Water
Price: 800,000
Availability: Low
HP: 85
Strength: 25
Mobility: 2
Intelligence: 4
Basic Armor: 20
Evolution Stage: 1
Cons: None
Potential: 31
Basic Weapons: 4 front cannons 2D4
apiece, 2 rear cannons 2D4
apiece
Special Abilities: None
81
Whale King:
Type: Med Alt. / Water
Price: 120,000
Availability: High
HP: 61
Strength: 17
Mobility: 9
Intelligence: 1
Basic Armor: 12
Evolution Stage: 1
Cons: None
Potential: 27
Basic Weapons: 8 side cannons 2D4
apiece facing outwards
Special Abilities: Zoid hovers
Hammer Kyser:
Type: Special Alt. / Water
HP: 61
Strength: 17
Cons: None
Price: Unavailable
Availability: Unavailable
Mobility: 6
Intelligence: 5
Basic Armor: 12
Evolution Stage: 2 Special
Potential: 28
Basic Weapons: 6 forward cannons 2D4
apiece facing outwards
Special Abilities: Zoid hovers, able to
reach low orbit
82
Death Saurer:
Type: Land
Cons: None
83
Death Stinger:
Type: Land, Digger, Water
Evolution Stage: 1
Potential: 52
Cons: None
84
Geno Breaker:
Type: Land / Low Alt.
85
86
1. Personnel areas
2. Zoid areas
3. Mechanical areas
The floor of the cargo area acts as an elevator, which moves along the back wall to deliver a
Zoid to either the second level storage bay or the magnetic catapult on the third level. The
storage area in the head holds a single Zoid for travel or repairs. To enter and exit the entire
head flips up and back so the Zoid can walk/run out the front.
The mechanical area in the top rear of the Hovercargo is the engine for forward/backward
mobility. The actual engines extend out to either side of the Zoid (the rear cannons are
mounted on top of the extensions).
87
Inventions:
This is a list of items that were invented and used throughout the series but are not sold in
the open market. A lot of these items were only used for a short period or by an evil faction
that was eventually defeated (the inventions being forgotten or lost).
Even though some of these inventions no longer exist this list reminds players what can be
invented and used throughout the game. When inventing something the character should
use its skill(s) that is deemed appropriate (Computer, Electronics, Zoid Repair), and the
GM should take into account the price and availability of the parts needed and a place to
work.
Example: A character (Cynthia) is attempting to create an Android from
scratch. Shed need a shop to work in (if she owns a home it would do)
plus tools to work with (Electronic Tool Kit would do). Shed need the
parts (easy to come by. The GM should determine the price). And shed
need her Computer Skill (to program), and her Electronics Skill (for the
Electronic/Moving parts). The GM would choose a target # depending
on the difficulty for each skill, lets say 12 for Electronics and 13 for
Computer. The GM also decides that building an Android (after
collecting all the parts) would take about a week, 3 days for the
building (Electronics) and 3 days for programming (Computer) with
the Attributes shes specified that she wants it to have. The GM also
decides that each success over the Target # will take 8 hours off of the
projected time.
So Cynthia is now ready to get started. Shes bought the tools and parts
she needs (Electronic Tool Kit, plus parts from the local Flea Market that
the GM supplied and priced). She also has a place to work.
The Body: Cynthia has an Electronics skill of 7 and building the body for
the Android usually takes 3 days (according to the GM). She rolls a
1D10 and rolls a 6. This gives her a total of 13 (7+6=13), so 8 hours are
taken off of her 3 days (The body is completed in 3 days 2 hours).
The Brain: Cynthia has a Computer skill of 7 also and another 3 days
to program her new Android. She rolls a 1D10 and rolls a 4. This gives
her a total of 11 (7+4=11), so she failed and has nothing to show for
those 3 days. Cynthia has time to kill so she tries again and rolls an 8
this time, which gives her a total of 15 (7+8=15). The two extra
successes take 16 hours off of her original projected build time. So she
finishes programming it in 2 days 20 hours.
So all in all it took Cynthia 9 days and 10 hours to build her new android.
88
Organoid Rules:
Organoid creation is usually left up to the GM. As a rule theyre very rare to come by and
are definitely NOT bought in stores. Organoids are easiest to train/befriend right after
birth, but its still possible with an older, experienced one.
When training/befriending an Organoid role a 1D20, then subtract your Strength +
Intelligence. The result is the number of hours it takes to train the creature. A role of 20 is
a Catastrophic Failure (meaning the Organoid got away); a role of 1 is an automatic
success (The Organoid is trained in a matter of minutes and was more willing).
Hours Training = 1D20 - (Strength + Intelligence)
2 + 1D8
Dexterity:
2 + 1D8
Armor:
2 + 1D8
Intelligence: 2 + 1D8
Level: 1-5 (Starts out at 1 regardless)
Organoids do not use an experience-based system like Player/Characters do. They usually level in
battle and only when the GM thinks its ready to. It could take years for an Organoid to reach its
max level, or just a few months It depends on the pilot and the circumstances.
Level 1:
* Organoid can fuse with a Zoid and handle the weapons & defense systems for the Pilot (Pilots
skills double when piloting Zoid. If the Organoid is piloting it alone then its Intelligence is its
Piloting/Weapons Skill).
* Organoid triples Zoids normal healing speed (Only when fused).
* Can completely restore seemingly dead Zoid to max once (If the core is alive).
Level 2:
* Organoid gains the ability to fly long distances (wings or thrusters).
90
Level 3:
* Gains ability to carry one humanoid in its chest cavity while flying.
* Can evolve one Zoid to the next Evolution Stage (takes a few days), OR it can restore another one
seemingly dead Zoid as level 1.
Level 4:
* Organoid Quadruples Zoids normal healing speed (Only when fused).
* Can increase Zoids Mobility to 10 for 10 rounds once per day.
* Can completely restore a Zoid to Max (If the core is alive) once every 2 months.
* Can carry an extra person in flight by carrying them in mouth, claws, or on back in addition to a
person in their chest cavity.
Level 5:
* Can instantly evolve a Zoid to its NEXT Evolution until it leaves it. Afterward, any extra parts
gained falls to the ground and the Zoid returns to normal. The Organoid can only sustain this
for:
# Rounds = (Strength x 2)
91
Integrated Organoid:
Note 1: Any Zoid with an Integrated Organoid chooses its own pilot and will reject anybody else
that enters the cockpit. It cant eject its pilot, but it can refuse any and all commands.
Note 2: It is the players responsibility to keep track of what Zoids his Organoid has battled before.
92
93
Battle requirements:
Class C: Any battle challenge must be accepted, regardless
of class of offering team.
Class B-A: Team has a choice of turning down any battle
challenges from teams lower in class than them.
Any challenge from their class or over must be
accepted.
Class S: Any battle challenge can either be accepted or
turned down.
Point System:
Each individual pilot has a number of points to determine their standing among other pilots. 10
points are given for each opponent that a pilot defeats in battle. These points stay with a pilot
throughout their career and regardless of what Zoid they pilot in the battles.
Battle Rules:
Cockpits are a No target zone. This requires that all team members brush up on the specifics of
their opposing teams Zoids. Any time that a cockpit is targeted or hit the battle is immediately
cancelled and no prize money is awarded. Although points are still distributed as earned per each
pilot.
Judges and Judge Capsules:
Judges are androids under the employment of the ZBC. They orbit Zi in a small fleet of about 20
satellites and are launched down into a battlefield right before a battle starts. If the opposing team is
late then the battle is forfeited to the team that is present. Its the judges responsibility to scan a
battlefield before declaring the fight for anything that might pose a problem (people, vehicles,
dangerous weather).
The judge keeps track of the points distributed in a battle and enforces the rules. It also broadcasts
the battle through the ZBC to television networks around the world. Intentionally attacking the
judge immediately cancels a battle and results in a one-month suspension from Zoid battles
(However, there are no written rules protecting the judge capsule).
94
Every two years there is a major tournament consisting of the entire A Class and two B Class teams
(elected in a drawing). The winner of this tournament progresses to Class S.
The morning of the tournament 20 judges are launched down to a predetermined region with
multiple types of terrain, then the teams are released into the area. When two teams enter a judges
domain it declares the battle and the winning team can either progress on to another
judge/battlefield or stay and wait for another team to wander to them.
After each battle the team is given a piece of a file showing the finish line for the tournament. It
takes five pieces of the file to determine where the finish line is. Then its just a matter of the team
making it there first.
The team that wins The Royal Cup keeps all the points earned through the battles but wins no prize
money. The only reward is progressing to Class S.
95
X.P. Level:
Characters Name:
X.P.:
H.P.:
______/______
Sex:__________
Str.:
____+___-___=____ Height:_______
Dex.:
____+___-___=____ Race:_______________________
Int.:
____+___-___=____
Char.:
Age: ______
Money:
Init. Modifier:___
Total A.C.:_____
Weapons:
Damage: Rounds:
Other:
Armor:
AC:
Vehicle:
H.P.:
Str.:
Mob.:
Int.:
Skills:
96
Total:
Arm:
Equipment:
Other:
Potential:
H.P.:
Type:
Armor: ____+____=____
Weapon Placement:
Left Arm/Leg
Head
Right Arm/Leg
Back
Left Side
Right Side
Belly
Left Leg
Right Leg
Tail
Target #:
Str.: ____+___-___=____
Any Customizations:
Mob.: ____+___-___=____
Int.: ____+___-___=____
Arm.:
Other Armor:
Load:
A.C.: Weapons:
Load:
Damage:
Rounds:
97
Zoid GM Sheet:
Zoid:
Type:
Weapon Placement:
Left Arm/Leg
Head
(Dmg)
Right Arm/Leg
(Dmg)
(Dmg)
Back
Left Side
Right Side
(Dmg)
(Dmg)
(Dmg)
(Dmg)
(Dmg)
(Dmg)
(Dmg)
Belly
Left Leg
Right Leg
(Dmg)
(Dmg)
(Dmg)
(Dmg)
Armor: ____+____=____
Str.: ____+___-___=____
Tail
Mob.: ____+___-___=____
(Dmg)
Int.: ____+___-___=____
Other Armor:
H.P.:
Rgd Weapon Skill:
Melee Weapon Skill:
98
Cons:
Class:
Wins:
Losses:
Pilots:
Team Members:
Team Leader:
Member1:
Pilots:
Member2:
Zoid:
Current Points:
Zoid:
Mechanics:
Current Points:
Notes:
Notes:
Member3:
Member4:
Zoid:
Tactical Planner:
Current Points:
Notes:
Zoid:
Current Points:
Team Owner:
99
Notes:
100