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Brave Jaguar
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Ground Mech (Zoid)
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Aspects: Core of Zi
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Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids.
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Chest: Hyper Laser Cannon: +2 to Blast Attacks against opponents within the same Zone as you.
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Forelegs: Strike Laser Claw: +2 on Melee attacks made in the same turn as entering the targets zone.
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Hindlegs: Brave Daggers: Any Melee roll made with the benefit of a Fate Point is treated as a "Perfect Invocation".
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Torso: Twin Beam Cannons: +2 on Blast attacks made against Airborne opponents.
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Tail: Tail Knife: You can make a Melee attack against an opponent BEFORE moving zones.
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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.
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Power Mammoth
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Ground Mech (Zoid)
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Aspect: I'll Take Your Load
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Head: Crane Trunk: +2 on all Athletics and Physique rolls to lift heavy loads.
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Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids.
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Mouth: Deadly Tusks: Invocations of the 'Charge!' aspect give +3 to melee attack rolls rather than +2.
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Legs: Full Speed Ahead!: +2 on Athletics rolls to create a 'Charge!' situation Aspect
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Ear: Big Radar: +2 on Notice checks to find Zoids and other living mecha.
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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.
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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.
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Hurricane Hawk
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Air Mech (Zoid)
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Aspect: Recon in Force
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Head: Canopy of Sensors: May ignore one Scene Aspect in each scene which interferes with Notice checks
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Ventral: Bombardment Bombs: Blast Attacks against structures have Weapon 2 
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Wings: AZ Missiles: +2 on Blast Attacks against Zoids.
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Engine: Mach Boosters: +2 on Armor/Zeal rolls to move multiple zones in a turn
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Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids.
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Legs: Buster Claws: +2 on Melee attacks on ground-only mechs.
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Special: Zi Hawk: While combined with other Blox System Zoids, you can move an additional zone per turn.
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Hardbear
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Ground/Water (Zoid)
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Aspect: Better Armed Than The Average Bear
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Flanks: Hard Armor: Instead of taking stress, you can disable this system to completely block one attack.
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Shoulders: Impact Cannon: +2 to Blast Attacks against targets 3 or more zones away
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Arms: Giant Claw: +2 to Melee attacks against targets which struck you in melee last turn
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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.
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Hull: Aquatic Systems: +2 to Zeal/Armor checks against all water-borne hazards. You can fire weapons out of water without penalty.
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Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids.
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Special: Zi Bear: While combined with other Blox System Zoids, Blast-related systems have Weapon 2.
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Jet Falcon
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Air/Ground (Zoid)
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Aspect: Perfect Air Support
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Feet: Zan Smasher Claws: +2 on Melee attacks versus Airborne targets.
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Arms: Buster Claws: Each turn, you can have one system that affects melee weapons affect ranged weapons until your next turn, or vice versa.
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Shoulders: AZ Shock Cannon: +2 on Blast Attacks versus Zoids
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Wings: Magnesser Jet Wings: +2 on Armor/Zeal rolls for Airborne Manuvers
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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).
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Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids.
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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.
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AoLeo/AkaLeo
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Ground Mech (Zoid)
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Aspects: The Liger Knight/The Liger Imperial
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Core: Blox System: Counts as a Transformation Cog for the Purposes of Blox System Zoids. 
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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).
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Forelegs: Strike Laser Claw: +2 on Melee attacks made in the same turn as entering the targets zone.
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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.
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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.
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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.
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Special: Super AI Support System (SASS): Pilots may use the Skills of the Super AIs rather than their own.
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AoLeo
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+5 Melee
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+4 Armor, Will
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+3 Blast, Empathy, Daunt
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+2 Lore, Notice, Vigor, Rapport
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Stunts
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Blue Lion: While combined with other Blox System Zoids, all Sword based Attacks have Weapon: 2.
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Vitae Burst (2): May sacrifice Physical Stress Boxes to add to Physical Attack Rolls
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AkaLeo
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+5 Zeal/Athletics
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+4 Melee, Swagger
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+3 Computers, Deceit/Cunning, Notice
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+2 Empathy, Rapport, Will, Vigor
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Stunts
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Red Lion: While combined with other Blox System Zoids, all Swagger Attacks have Weapon: 2.
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Imperial Privledge (2): Once per session, may spend a fate point to roll any skill at a +4.