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Posted: Tue Jan 24, 2006 12:04 pm
Zoid Upgrades and Weapons Shop
Do not post in this thread The shop is open. Important Things! (1) Your inventory is limited! The number of weapons and upgrades combined that you may have is 6. This includes what you already have. Thus, you can't get everything that looks pretty for one zoid. Also keep in mind your EP. Don't get a bunch of heavy weapons and be wiped of your EP by the third round. (2) Getting new weapons DOES NOT mean your zoid will be redrawn. Absolutely not. No way. Don't even try. (3) You may replace equipment or get rid of it. To do this, you may sell weapons and upgrades back to the shop. Or, you can sell them to other pilots by going through a thread in THIS subforum. Sell-backs are taken at quarter-price. (4) If your zoid's weapon is not listed here, then it is more than likely a special weapon that can't be bought regularly. You may sell it, but you may not be able to get it back. (5) Don't post in this thread. There is a suggestions thread, there is an ordering thread, and you may make your own thread to discuss various ideas. There is NO reason to post here. A young man sat idly behind the counter, reading a magazine with a pair of headphones on. His fingers drummed on the pages in rhythm with his song, and he paid no attention to you, aside from a mumbled:
"Hey."
The shop here is full of equipment and weapons, the store itself the size of a warehouse to hold the gigantic guns, armor, and various other items for sale. Everything is so shiny... Shiny! Shiny! Go look!
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Posted: Sat Jan 28, 2006 7:04 am
Weapons Lasers, Melee Melee WeaponsStrike Laser ClawDamage: 100 EP: 7 Price: $4,000 Description: Attacks opponent with laser-enhanced claws.Requirements: None Hyper ClawDamage: +75 EP: +3 Price: $10,000 Description: Attacks opponent with laser-enhanced claws.Requirements: Previously equipped with Strike Laser Claw. This replaces/enhances it. Laser FangDamage: ? EP: ? Price: $4,000 Description: Attacks opponent with laser-enhanced teeth.Requirements: None Hyper FangDamage: +75 EP: +3 Price: $10,000 Description: Attacks opponent with laser-enhanced teeth.Requirements: Previously equipped with Laser Fang. This replaces/enhances it. Severing WingDamage: 90 EP: 5 Price: $5,000 Description: Attacks opponent with laser-enhanced wing blades.Requirements: Flying Zoids Lightning WingDamage: +45 EP: +5 Price: $15,000 Description: Attacks opponent with laser-enhanced wing blades. Always goes first during the round. If an even number is rolled, opponent is paralyzed for one turn. May only be used three times per battle.Requirements: Previously equipped with Severing wing, or other wing blades. Flying Zoids. Crush HornDamage: ? EP: ? Price: $5,000 Description: Attacks opponent with laser-enhanced pointed weapon.Requirements: Equipped with horn-like or rod-like structure Killer SaberDamage: +65 EP: +3 Price: $10,000 Description: Attacks opponent with laser-enhanced pointed weapon.Requirements: Previously equipped with Crush Horn. This replaces/enhances it. Counter SaberDamage: +50 EP: +3 Price: $15,000 Description: Attacks opponent with laser-enhanced pointed weapon. Goes second during the round. Damage recieved from opponent is halved and added to base damage of Counter Saber.Requirements: Previously equipped with Horn Crash. This replaces/enhances it. Alloy BladesDamage: ? EP: ? Price: $5,000 Description: Attacks opponent with two side-mounted blades.Requirements: DF minimum 40 Counter ScytheDamage: +50 EP: +3 Price: $15,000 Description: Attacks opponent with two side-mounted blades. Goes second during the round. Damage recieved from opponent is halved and added to base damage of Counter Scythe.Requirements: Mounted blades Lightning BladeDamage: +50 EP: +3 Price: $30,000 Description: Attacks opponent with a charged bladed weapon. If it hits opponent, the opponent's zoid is paralyzed on contact for next turn. May only be used three times per battle. Requirements: Previously equipped with mounted blades. This replaces/enhances them. Shock PointDamage: +65 EP: +3 Price: $30,000 Description: Attacks opponent with a charged pointed weapon. If it hits opponent, the opponent's zoid is paralyzed on contact for one turn. May only be used three times per battle. Requirements: Previously equipped with Crush Horn. This replaces/enhances them. BM Twin Buster ClawsPrice: $50,000 Beam Cannon Damage: 200 Beam Cannon EP Cost: 30 Buster Claw Damage: 80 Buster Claw EP Cost: 15 Description: This attack takes three turns to fully use. First turn, the claws themselves must be opened, leaving the zoid open to any attack. Second turn, the installed AZ 185mm Beam Cannons may be fired, but do not have to be. If not fired this turn, they may not be used again. Third turn, the claws deploy a basic E-shield that blocks all damage for the next two rounds. Once deployed, any succeeding turn may use a melee attack using the three alloy lances which make up the claws of each forelimb. Requirements: Class C and above. Must have some E-shield already installed, but the EPs do not combine. The main system is backmounted, thus forcing this zoid to be locked into the ground. Ground zoid required. DF minimum 90. Speed becomes 0. No dodging possible while in this position. Flight Capable Twin Buster Claws Price: $50,000 Beam Cannon Damage: 140 Beam Cannon EP Cost: 30 Buster Claw Damage: 50 Buster Claw EP Cost: 15 Description: This attack takes three turns to fully use. First turn, the claws themselves must be opened, leaving the zoid open to any attack. Second turn, the installed AZ 185mm Beam Cannons may be fired, but do not have to be. If not fired this turn, they may not be used again. Third turn, the claws deploy a basic E-shield that blocks all damage for the next two rounds. Once deployed, any succeeding turn may use a melee attack using the three alloy lances which make up the claws of each forelimb. Dodging becomes much more difficult. If using dice, roll a 12-sided dice instead of 6. 1 is a dodge. Requirements: Class C and above. Must have some E-shield already installed, but the EPs do not combine. The main system is backmounted, but does not require a solid foundation to fire, reducing damage capability. Twin Buster Claw Drill Upgrade Price: $10,000 Additional EP Cost: 5 Description: For both backmounted and flight-capable busterclaws, this allows the lances of the Buster claws to rotate, creating a drill motion that drives through armor more easily. Adds % damage to the Buster Claw's main attack. Requirements: Must have Twin Buster Claws already installed. Guns, Rockets, Missiles Guns, Rockets, and MissilesSnipeRifleDamage: ? EP: ? Price: $6,000 Description: Long and short range rifle, mounted only on specially designed zoids.Requirements: Manager approval Weapon: AZ 20mm Heavy Rifle Cost: $12,000 Damage: ? EP Cost: ? Description: One of a variety of large bore "rifles" are manufactured for the national militaries of Zi. These weapons should more rightly be called cannons and are intended to be used in the engagement of lightly armored, small scale Zoids. The Sabot Light Armor Piercing Incendiary (SLAP-T) shells they commonly fire have been confirmed in downing up to a Sinker at the least, and with carefully directed fire, even larger Zoids are vulnerable. If zoid or pilot has any aim or targetting enhancement, even for another weapon, equipped, damage increases by . EP usage increases 2%. Requirements: Light-armor zoids only. (In E class, with a DF below 50. If you're above E class, you should know if this weapon suits your zoid. If you are unsure, ask.) Armor Piercing Rifle Lite Cost: $10,000 Damage: 20 EP Cost: 5 Description: Side-mounted rifle, negates DF of opponent zoid once its overall DF has decreased by @ or more with armor piercing rounds. Requirements: D class Piercing Rifle LiteX Cost: $15,000 Damage: 40 EP Cost: 8 Description: Side-mounted rifle which uses armor piercing rounds to inflict damage. This weapon negates DF once @ or more of the overall DF of opponent zoid has been decreased. Requirements: C class. Must have Armor Piercing Rifle Lite already installed. This replaces/enhances it. Gatling GunDamage: EP: ? Price: $5,000 Description: Attacks opponent with ammunition fire from gun mounted on the zoid's back or chest.Requirements: None Heavy Gatling GunDamage: ? EP: ? Price: $10,000 Description: Attacks opponent with heavy ammunition fire from gun mounted on the zoid's back or chest. Armor must be strong enough to support it.Requirements: DF minimum 50 AZ-30mm Laser Vulcan GunDamage: ? EP: ? Price: $6,000 Description: Attacks opponent with high powered ammunition from a back-mounted gun.Requirements: Ground zoid AZ-40mm Laser Vulcan GunDamage: +60 EP: +3 Price: $10,000 Description: Attacks opponent with high-powered ammunition from a back-mounted gun.Requirements: Ground zoid. Previously equipped with AZ-70mm Laser Vulcan Gun. This replaces/enhances it. Anti-Air MissilesDamage: ? EP: ? Price: $8,000 Description: Attacks a flying opponent with heat-seeking missiles. Flying zoids cannot dodge. Always hits air zoids. Never hits ground zoids.Requirements: Ground Zoid Wild Weasel UnitDamage: ? EP: ? Price: $20,000 Description: Attacks all zoids on field with a careless barrage of missiles. This includes ally zoids. Wide-spread damage.Requirements: Ground Zoid Laser Guided Missiles Damage: ? EP: ? Price: $12,000 Description: Attacks opponent zoid (air or ground) with a single laser-guided missile. Hits second during the round. If opponent misses during his/her turn, laser-guided missiles auto-hit. If opponent hits with double-damage, laser-guided missiles miss.Requirements: Air Zoids 8-Missile PodDamage: ? EP: ? Price: $5,000 Description: A barrage of eight missiles attacks the opponent.Requirements: None. 16-Missile PodDamage: +70 EP: +2 Price: $10,000 Description: A barrage of sixteen missiles attacks the opponent.Requirements: Previously equipped with 8-missile pod. This replaces/enhances it. Wing-Mounted MissilesDamage: ? Price: $4,000 Description: Basic wing-mounted weapon set.Requirements: Flying zoid. Cannons CannonsThree 30mm Cannons (Tri-backmount)Damage: 85 EP: 5 Price: $4,000 Description: Basic back-mounted cannon.Requirements: Available backmount. Particle Beam CannonDamage: ? EP: ? Price: $15,000 Description: Attacks opponent with a compact stream of energy particles.Requirements: DF minimum 50 Charged Particle Beam CannonDamage: ? EP: ? Price: $50,000 Description: Attacks opponent with a charged compact stream of energy particles. Your zoid cannot attack next round. Armor must be strong enough to support this.Requirements: Class D, DF minimum 70 Plasma CannonDamage: ? EP: ? Price: $10,000 Description: Attacks opponent with a sloppy, but heavy, beam of particles.Requirements: None Laser Machine GunDamage: ? EP: ? Price: $5,000 Description: Basic chest or back mounted machine gun.Requirements: None Pulse Laser CannonDamage: ? EP: ? Price: $10,000 Description: Attacks opponent with multiple pulses of lasers.Requirements: None Dual Pulse Laser CannonDamage: Doubled EP: +5 Price: $20,000 Description: Attacks opponent with double the damage of the laser pulses of the regular Pulse Laser cannon.Requirements: Previously equipped with Pulse Laser Cannon. This replaces/enhances it. Shock CannonDamage: +80 EP: +4 Price: $30,000 Description: Attacks opponent with high-energy pulses of gamma rays. If it hits with double-damage, opponent's zoid's systems may be interrupted and forced to go second for the next two rounds.Requirements: Previously equipped with Pulse Laser Cannon. This replaces/enhances it.
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Posted: Sat Jan 28, 2006 10:45 am
Status Enhancements Shields, Speed EnhancementsE ShieldEP: 2 Price: $8,000 Description: Protects against all damage. May be used three times per battle. Must roll an even number to use, and be successful. Does not negate paralysis or system interference. Cannot be used while paralyzed or while system is corrupted.Requirements: None E Shield XEP: 6 Price: $20,000 Description: Protects against all damage. May be used three times per battle. No roll necessary. Negates paralysis and system interference. Cannot be used while paralyzed or while system is corrupted.Requirements: Previously equipped with E Shield. This replaces/enhances it. EP EnhancementPrice: $20,000 Description: Armament attached to zoid core; Increases weapon-using energy (EP) by 30%.Requirements: Fails when fused with an organoid. AE EP EnhancementPrice: $30,000 Description: Armament attached to zoid core; Increases weapon-using energy (EP) by 50%.Requirements: Previously equipped with EP Enhancement. Fails when fused with an organoid. EP Generator Cost: $15,000 Description: Regenerates %6 of overall EP each turn. Energy to do so is taken from the power of weapon used. -%4 to Attack power of used weapon per use of generator. Generator can be manually turned off/on during battle with no penalty. If no attack is used that turn, EP may still regenerate for two turns with no assistance. Per rank, percentages go up by 1. Requirements: None CP-11 Thruster PackPrice: $20,000 Description: Enhances speed 30%.Requirements: None CP-12 Thruster PackPrice: $30,000 Description: Enhances speed 50%.Requirements: Previously equipped with CP-11 Thruster Pack. This replaces/enhances it. Optical CamoflaugePrice: $30,000 Description: Enhances evasion. Opponent rolls a 4-sided dice rather than a six. No double-damage. Negates normal auto-hit weapons/enhancements.Requirements: Zoid weight under 35 tons. Fails when fused with an organoid. Smoke-screen GeneratorPrice: $30,000 Description: Enhances evasion. Opponent cannot attack first for three rounds. Negates normal auto-hit weapons/enhancements.Requirements: Zoid weight under 40 tons. Infrared Sensors Cost: $15,000 EP Cost: 2 Description: Installed into the zoid's system, these zoid sensors sense and target the heat of opponent zoid's cores, negating the effect of all camoflauge or stealth enhancements. Auto-hit enhancements or weapons take one turn to 'adjust' to the target's location using this method, and cannot fire during that turn. Normal weapons work as normal, using the sensors as a guide. Requirements: D-class or above CP-13 Power AdjustmentPrice: $20,000 Description: Enhances power (AM) by 30% for three rounds.Requirements: None. CP-14 Power AdjustmentPrice: $35,000 Description: Enhances power (AM) by 50% for five rounds.Requirements: Fails when fused with an organoid. Previously equipped with CP-13 Power Adjustment. This replaces/enhances it. CP-15 Armor PlatingPrice: $20,000 Description: Enhances DF by 30%Requirements: None. CP-16 Armor PlatingPrice: $30,000 Description: Enhances DF by 50%Requirements: Fails when fused with an organoid. Previously equipped with CP-15 Armor plating. This replaces/enhances it. Status-changing Weapons Status WeaponsShock-WavePrice: $40,000 EP: 7 Description: No damage. High-speed zoids create a shock-wave of energy that paralyzes the opponent's systems for two turns. Auto-hit. Not a normal-type auto-hit. Wide spread effects. Roll a 4 sided dice. Even number, allies are not paralyzed. Odd number, allies are paralyzed as well and your zoid takes 20 HP damage. Rolling a 1 will paralyze your own zoid for one turn.Requirements: Zoid speed 260 km/h or higher. Sniper's Lock-onPrice: $20,000 EP: +2 to any sniper's weapon. Description: This device attaches to any gun a snipe-type zoid may have, and gives them auto-hit for every remaining attack.Requirements: Snipe-type zoid. Uses one turn during battle to equip. Electromagnetic Net GunPrice: $20,000 EP: 5 Description: A laser-like net surrounds and entraps the foe, paralyzing them for the turn.Requirements: None. Spread SpearPrice: $50,000 EP: 10 Description: A missile pod showers a wide-range with multiple spear-like projectile rods, targeting all enemy zoids at the same time. Although it has poor accuracy (A roll must be made for every zoid in a team battle with a 2-sided die rather than 6; 1 is a miss, 2 is a hit), if it hits, the opponent's zoid's armor and speed are cut in half. (Not HP. Only armor and speed, making all future strikes far more effective). First roll is made by you, second made by the next to strike for their ally, and onwards until the entire enemy team has been checked for damage.Requirements: Back mounted only, 30 tons or more. Class D and above.
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