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| 1 | Brave Jaguar | |
| 2 | Ground Mech (Zoid) | |
| 3 | Aspects: Core of Zi | |
| 4 | ||
| 5 | Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids. | |
| 6 | Chest: Hyper Laser Cannon: +2 to Blast Attacks against opponents within the same Zone as you. | |
| 7 | Forelegs: Strike Laser Claw: +2 on Melee attacks made in the same turn as entering the targets zone. | |
| 8 | Hindlegs: Brave Daggers: Any Melee roll made with the benefit of a Fate Point is treated as a "Perfect Invocation". | |
| 9 | Torso: Twin Beam Cannons: +2 on Blast attacks made against Airborne opponents. | |
| 10 | Tail: Tail Knife: You can make a Melee attack against an opponent BEFORE moving zones. | |
| 11 | Special: Zi Jaguar: While combined with other Blox System Zoids, you gain a free invocation of the "Core of Zi" Aspect for each Transformation Cog in the unit. | |
| 12 | ||
| 13 | -------------------------------- | |
| 14 | ||
| 15 | Power Mammoth | |
| 16 | Ground Mech (Zoid) | |
| 17 | Aspect: I'll Take Your Load | |
| 18 | ||
| 19 | Head: Crane Trunk: +2 on all Athletics and Physique rolls to lift heavy loads. | |
| 20 | Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids. | |
| 21 | Mouth: Deadly Tusks: Invocations of the 'Charge!' aspect give +3 to melee attack rolls rather than +2. | |
| 22 | Legs: Full Speed Ahead!: +2 on Athletics rolls to create a 'Charge!' situation Aspect | |
| 23 | Ear: Big Radar: +2 on Notice checks to find Zoids and other living mecha. | |
| 24 | Torso: Redundant Plating: Spend a Fate point to bring a system back online. This System can only be used once per scene. This system MUST be disabled before any Blox Systems can be disabled. | |
| 25 | Special: Yuusha Mammoth: While combined with other Blox System Zoids, The combined form Gains a Stress box for each indiviual Transformation Cog, rather than each Pair. | |
| 26 | ||
| 27 | -------------------------------- | |
| 28 | ||
| 29 | Hurricane Hawk | |
| 30 | Air Mech (Zoid) | |
| 31 | Aspect: Recon in Force | |
| 32 | ||
| 33 | Head: Canopy of Sensors: May ignore one Scene Aspect in each scene which interferes with Notice checks | |
| 34 | Ventral: Bombardment Bombs: Blast Attacks against structures have Weapon 2 | |
| 35 | Wings: AZ Missiles: +2 on Blast Attacks against Zoids. | |
| 36 | Engine: Mach Boosters: +2 on Armor/Zeal rolls to move multiple zones in a turn | |
| 37 | Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids. | |
| 38 | Legs: Buster Claws: +2 on Melee attacks on ground-only mechs. | |
| 39 | Special: Zi Hawk: While combined with other Blox System Zoids, you can move an additional zone per turn. | |
| 40 | ||
| 41 | ------------------------------------------- | |
| 42 | Hardbear | |
| 43 | Ground/Water (Zoid) | |
| 44 | Aspect: Better Armed Than The Average Bear | |
| 45 | ||
| 46 | Flanks: Hard Armor: Instead of taking stress, you can disable this system to completely block one attack. | |
| 47 | Shoulders: Impact Cannon: +2 to Blast Attacks against targets 3 or more zones away | |
| 48 | Arms: Giant Claw: +2 to Melee attacks against targets which struck you in melee last turn | |
| 49 | Ventral: 6-Barrel Shock Cannon: When you succeed with style on a Blast check on a target in the same zone, you can move them one zone in addition to other effects. | |
| 50 | Hull: Aquatic Systems: +2 to Zeal/Armor checks against all water-borne hazards. You can fire weapons out of water without penalty. | |
| 51 | Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids. | |
| 52 | Special: Zi Bear: While combined with other Blox System Zoids, Blast-related systems have Weapon 2. | |
| 53 | ||
| 54 | ------------------------------------------- | |
| 55 | Jet Falcon | |
| 56 | Air/Ground (Zoid) | |
| 57 | Aspect: Perfect Air Support | |
| 58 | ||
| 59 | Feet: Zan Smasher Claws: +2 on Melee attacks versus Airborne targets. | |
| 60 | Arms: Buster Claws: Each turn, you can have one system that affects melee weapons affect ranged weapons until your next turn, or vice versa. | |
| 61 | Shoulders: AZ Shock Cannon: +2 on Blast Attacks versus Zoids | |
| 62 | Wings: Magnesser Jet Wings: +2 on Armor/Zeal rolls for Airborne Manuvers | |
| 63 | Tail: Tail Stabiliser: When Invoking an aspect, you may automatically move an additional zone, even if its not your turn (you must still roll to Overcome obstacles). | |
| 64 | Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids. | |
| 65 | Special: Zi Powermaster: While combined with other Blox System Zoids, you have +2 to rolls to build up energy and to rolls resisting overload or similar effects. | |
| 66 | ||
| 67 | ------------------------------------------- | |
| 68 | ||
| 69 | AoLeo/AkaLeo | |
| 70 | Ground Mech (Zoid) | |
| 71 | Aspects: The Liger Knight/The Liger Imperial | |
| 72 | ||
| 73 | Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids. | |
| 74 | Chest: Triple Shock Cannon: +2 on Blast attacks defended by Zeal rather than Armor//Hayate Boosters: You may move an additional zone each turn (you must still roll to overcome obstacles preventing moving between zones). | |
| 75 | Forelegs: Strike Laser Claw: +2 on Melee attacks made in the same turn as entering the targets zone. | |
| 76 | Hindlegs: Pile Bunkers: +2 on Armor/Zeal checks to change direction while maintaining speed.//Chase Pilebunkers: +2 on Armor/Zeal checks to follow or race someone. | |
| 77 | Torso: Murasame Sword: Any Melee roll made with the benefit of a Fate Point also has Weapon 1 and ignores up to 2 Armor//Murasame Blade: Any Melee roll made with the benefit of a Fate Point also has Weapon 1 and gains an additional Invocation of any Boost or Aspect gained from the roll. | |
| 78 | Pommel: Sword Cannon: +2 to Blast rolls on a turn you don't move.//Murasame Divider: When you succeed with style on an Armor roll to avoid damage, you may inflict a 2-shift hit instead of gaining a boost. | |
| 79 | Special: Super AI Support System (SASS): Pilots may use the Skills of the Super AIs rather than their own. | |
| 80 | ||
| 81 | AoLeo | |
| 82 | +5 Melee | |
| 83 | +4 Armor, Will | |
| 84 | +3 Blast, Empathy, Daunt | |
| 85 | +2 Lore, Notice, Vigor, Rapport | |
| 86 | ||
| 87 | Stunts | |
| 88 | Blue Lion: While combined with other Blox System Zoids, all Sword based Attacks have Weapon: 2. | |
| 89 | Vitae Burst (2): May sacrifice Physical Stress Boxes to add to Physical Attack Rolls | |
| 90 | ||
| 91 | AkaLeo | |
| 92 | +5 Zeal/Athletics | |
| 93 | +4 Melee, Swagger | |
| 94 | +3 Computers, Deceit/Cunning, Notice | |
| 95 | +2 Empathy, Rapport, Will, Vigor | |
| 96 | ||
| 97 | Stunts | |
| 98 | Red Lion: While combined with other Blox System Zoids, all Swagger Attacks have Weapon: 2. | |
| 99 | Imperial Privledge (2): Once per session, may spend a fate point to roll any skill at a +4. |