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Zoids: Legacy 5% complete draft.
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Zoids: Legacy 15% complete draft.
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[Composite]
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Standard Jump with very few deviations. Legacy is a hybrid universe in itself, with mixtures from snippets of one Zoids universe. Brought together by an experimental accident related to the ZOS, the primary struggle is against two criminal organizations who oddly enough, have rather different motives each. Zoids itself primarily revolve around, no surprise, the Zoids, metal-organic beasts that resemble various animals. In Legacy, Zoids are used primarily for contest fights - though bigger clashes with the two criminal organizations can be expected.
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5
[Administrative]
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Age is 1d8 +10. Gender is a free choice. Age is non applicable for the Organoid Origin.
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Locations (Standard 1d8 roll)
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9
[Backgrounds]
10
	=Drop In=
11
		Temporal Orientations 100
12
			While getting flung through time and space might not be your cup of tea, you can't say you haven't gotten used to it. You adapt flawlessly transitioning between time zones, and your senses have started adapting to the weird quirks that come associated with moving through time. Compared to time travel, high speed movement is a breeze to track, so following the movement of people at high speeds is a laughing matter.
13
14
		What Hardpoints? 200
15
			The standard rule of one weapon to one hardpoint no longer applies. Sure, the idea of daisy chaining railguns into a four barreled magnetic death launcher might have physical implications, but it doesn't mean you can't do it. With a bit of mechanical know how and enough worksmanship, you can slap together any monstrosity of weapons. Sure, it's going to look absolutely ridiculous, but that sixteen barrel gatling gun *will* fire even though you've got it all attached to your left shoulder. Be careful that while you can negate some aspects of inefficiency, such as the haphazard assembly falling apart, going overweight will still hamper you. 
16
17
			On a slightly unrelated note, you've realized during the experimental process that people on Planet Zi don't really use a lot of nuts and bolts. After a bit of practice and watching other mechanics do their work, it seems like as long as you slap it on and hook it up, it'll stay there whether there was initially a hardpoint there or not.
18
19
		Size Doesn't Matter 400
20
			It makes sense that the only reason why you don't see everyone riding the biggest Zoid is because they can't control them. After all, you don't see people normally riding bears instead of horses. Luckily for you, the problem of control isn't an issue. When it comes to controlling any Zoid of substantial size, you have no problem pushing it to its maximum potential, as if it's one size class smaller. Applying what you know towards controlling Zoids, it's possible to operate other machinery that requires a small crew all by yourself.
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22
		Wave/Particle Dualities 400
23
			Truth be told, half the time the scientists on planet Zi start talking, you start wondering whether they have a research degree at all. Or if they even went to school. Yet apparently every single one of them is a genius in one way or another. Just the other day you came across a Doctor, who explained to you his hypothesis about how things can be both a wave...and a particle at the same time.
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25
			While it all really fascinates you, you figure he had some sort of reason for saying it. It turns out he has an "experimental" technology that requires a power source he can't find. Without it, he can't test out his hypothesis. But you might not have that same problem...asking him for his notes, you've figured out enough to make a breakthrough.
26
27
			Your magic energy is enough to provide the necessary activation energy, and it'll drain you for as long as its functioning, but you can convert freely between bullets and lasers, such that your gatling gun will now spray laser beams, while your laser cannon can fire heavy shell rounds, your missiles can explode into plasma, and so forth. Maybe if you could advance this far enough, you could perform the conversion in flight? A troubling thought to say the least, but hey, at least that genius scientist got to prove his theory!
28
		Not Picky 400
29
			The temporal shift has left many cities resource stricken, and for Zoid pilots and mechanics, it's been necessary to adapt to whatever parts and pieces are actually present. Not only have you become rather adept at scavenging for parts from junk heaps and enemy scrap, the techs at the shop have also taught you the tricks of the trade to reconfiguring parts meant for other Zoids to yours. Want to slap all of the guns from the Panzer unit onto your poor Snail type Zoid? Easy! 
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31
			Mind you, the weight limit still exists, and you probably won't be able to move at all if you try to slap too many cannons onto a single Zoid, but hey, whatever works, right? Thinking about it a little bit more, you realize that if you think back to your experiences...there was a lot of crazy technology you've seen. 
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			Applying this to further samples of technology outside, it should be possible to mount your Zoid onto another craft for example...or to use parts from somewhere else and attach them onto your Zoid...There's the issue of figuring out the right energy source as well as potential weight, but you suppose that's what experimentation is for! If you were to graft your Zoid onto another craft, it's most likely that you could draw energy for the Zoid from that craft.
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35
		Never Enough... 600
36
			So you were watching an old clip of a Liger Zero with the Panzer unit attached firing all of its weapons off at once when you realized...what if you had put an extra set of missiles inside your missiles? After a short consultation with the folk at the lab, you realize that despite being a wonderful idea, it isn't really an original idea, but it's a logistical nightmare. But you've seen ways to get it done before - ways that these technicians haven't, so you leave the consultation knowing exactly what needs to be done.
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38
			Getting the tech was never the issue, and you know how to solve the logistic issue altogether. Converting missiles warheads to launch even more warheads was quickly solved, so now every missile you fire will split into two, on top of the tech you've attained along the way. But then you wondered...why limit it to missiles? In the same vein as a charged particle cannon can be diffused into multiple beams, all of your lasers now split into three.
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40
			Taking a look at your handiwork afterwards, the question still lingered in your head: Could you still go further? Was this enough?
41
42
	=Zoidian=
43
		Metal/Mind Meld 100
44
			In the distant past, the Ancient Zoidians communicated with Zoids as peers, and with them, their control over technology was flawless. Nowadays, much of that has changed, and the few ancient Zoidians left have little to bear of their heritage. You however, still have some traces, namely in your capacity to "hear" the voice of the Zoid. With time, you'll be able to make out general emotions, and figure out what the Zoid wants and maybe eventually you'll be able to communicate with them freely. 
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46
		You'll also be able to extend this to other machines with time. Keep in mind that not every machine is sentient.
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48
		Metal Machine Music 200
49
			I'm not sure who ever considered singing to a machine, but I suppose if you could talk to machines then singing would really just be a logical extension. Your singing voice possesses a strange effect over Zoids, temporarily making them halt in their tracks to listen to you. Of course, if your voice isn't loud enough, the larger Zoids will probably still ignore you completely. It makes you wonder the Ancient Zoidians had concerts for Zoids and Zoidians alike...
50
51
		With time, there's no reason why you couldn't sing to other pieces of machinery, though...whether they'll respond to you favorably is up in the air. I wouldn't risk singing to an ICBM launch facility's core computer for example.
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		Metalmending 400
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			Certain Zoids have shown the ability to activate self repair mechanisms, repairing their armor like they were repairing their outer skin layer. You can initiate the same thing even with Zoids which aren't capable of doing that. Their external armor will repair at a rate equivalent to the energy you dedicate to it, but on further investigation, you'll notice that internal workings will slowly repair as well. There's no reason why you can't extend this to other machines - but that damn computer of yours is still giving you a blue screen after you fix it...
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		Psionic Bond 400
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			Given enough time between a Zoidian and a Zoid, experiences have demonstrated that it is possible for the two to form a mental link - such that one may call upon the other with a mental signal. While the background theory behind this mental link is unknown, there is enough to demonstrate that it takes a substantial amount of time to bond, not unlike developing a relationship with an individual. At times you have to wonder just how sentient Zoids are.
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59
			You also have to wonder whether ships really do have personalities, because with enough time, you can form a mental link to other "sentient" machinery as well.
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		Induced Evolution 400
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			In the few times where there was any evidence of evolution occurring, it was notable that the Zoid grew dramatically in size, and also seemed to display extremely violent behavior. From interviews with Ancient Zoidians it seems that the size increase is a normal thing, but the violent behavior is typically an attribute of the Zoid itself rather than a definite occurrence. It'll take you a while before you can coax the bigger Zoids to evolve, but small type Zoids are a good place to start.
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64
			The evolution process does take a prodigious amount of energy however, and while the effect is permanent, the Zoid can't grow more than two sizes larger. This seems to only increase the degree you can customize them by 4 points with each size gained this way. For larger Zoids, it'll likely take a substantial time before you can actually coax them into evolution...and furthermore, where are you going to put that guy! He's huge!
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		United As One 600
67
			At the apex of Zoidian and Zoid interaction, it is possible to temporarily fuse with the Zoid. The pair of you will share the same energy force temporarily, which is quite a bit of energy for a human. Though perhaps in your case...it may well be the other way around. Your physical forms are temporarily merged together, though trials have proven that you could perform the meld at a distance - to a reduced efficiency. In the past, this was used to let a Zoidian become part of the Zoid core - allowing them to gain intimate control of the Zoid. You have to wonder, what would happen if you merged yourself with a battleship? It's very likely that unless you have sufficient mental control, anything with more than one primary control system will be very tough to meld with. Similarly things with internal passengers are also rather...peculiar to meld with - best to empty the crew first unless you don't plan on melding through the decks.
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69
	=Pilot=
70
		Battle Instincts 100
71
			It's the one thing you've done all your life. Well alright not all your life, but since you were a kid you've found yourself most at home inside the cockpit. Piloting is like breathing to you, completely natural, and your instincts inside a machine are far beyond that of those normal folk outside. It almost seems like all machines respond to you a little bit better too.
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		Core Override Tuning 200
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			With an adequate amount of experience, pilots start learning how to feel the response of their Zoids straight from the core. With an adequate amount of effort, pilots start learning how to coax a better reaction from the core of their Zoids. You've put in a more than adequate amount of both, and quite some time, so getting your Zoid to go past its inherent limitations is a possible, if exhausting feat. For a short period your Zoid performs better in every aspect, and you react a lot quicker at its controls.
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76
			Hey...if you can do it with your Zoid, you could probably do it with a less temperamental machine too.
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		Firing Everything! 400
79
			Sometimes, the only solution to a problem is firing so much at it that the problem is eradicated. For a very brief moment, you may realign all of your weapons to a single trigger and fire it all at once. Naturally as you might expect, this will lead to your Zoid either overheating, or running out of ammunition. If your Zoid happens to run off of something else, it'll drain those energy sources as well, so be careful.
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			It might be interesting to try the same thing with a battleship...
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		Back to the Water 400
84
			Every pilot eventually finds themselves in a catch 22 situation, facing down a Death Saurer with their Zoid half crippled and their weapons exhausted. When it comes to pushing for a last ditch charge, they'll find that suddenly that last weapon of theirs somehow has all the strength of everything else combined. Ok, maybe that's pushing it a bit far.
85
86
			In a critical situation, it's often too much to ask to keep track of all your ammo, and eventually you'll end up on your last legs. At these critical moments, you'll find twice as much strength pours into your remaining weapons. Even outside of the Zoid, it seems whenever the battle takes a desperate turn, just the thought of "I'm a hero!" is enough to give you that last burst to strength to keep going.
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			You...*are* actually a hero...right?
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90
		Heart of the Storm 400
91
			No one ever said battles were clean and simple. Actually you don't remember a single battle you had that was clean and simple when it involved robots. But that suits you just fine. You have no problem tuning out everything that happens in battle outside of what's affecting you immediately in the here and now. It's almost like some form of compartmentalization. Outside of an ally dying, substantial injury, or a major shift in the tide, nothing seems to faze you, and once you get out of the battle you basically forget the traumatic elements of the battle as life goes back to normal.
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93
			But that's not the real mystery, the real mystery is why anything you pilot can somehow operate at near full capacity regardless of how damaged it is. Heck, you lost most of your navigation systems in the last fight and you still managed to walk out of there like nothing happened!
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		Proof of the Hero 600
96
			In a world where might makes right, if no one is there to tell you otherwise, it's safe to assume that you'll be a hero one day. At least until you get kicked to the curb anyways. But that's ok! You have an unbelievable level of resolve, that no matter of injury or demoralization can subvert. They might take those most dear to you hostage, they might have the biggest super weapon this side of Planet Zi, but as long as you even think you've got a chance, you'll be able to outright ignore any of the minor disadvantages against you. 
97
98
			As though your body is but an extension of your mind, you also have a truly remarkable healing factor. For somehow who is constantly bashed around inside giant robots, it seems like you'll heal from internal wounds within days. Major injuries seem to pain you a little, but you can ignore most minor injuries outright and act as though they were never there. Are you sure you're not a cyborg?
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100
	Researcher
101
		Core Research Analysis 100
102
			Around here, every genius is a certified researcher on Zoid cores. No literally, we mean it. It seems that every single researcher, and that means you, knows the inner workings of Zoids and how to track down wild Zoids. Identifying possible parts is a no brainer, and though you might not be like some of the other geniuses who apparently have coffers full of test zoids, you'll still be able to find the right man to get the right part when you need an experiment here or there.
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104
			Naturally, you also understand other forms of machinery much better than normal now. If you wanted to, surely you could find the best place to get the parts you need.
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106
		Satellite Grid Network 200
107
			High above the Planet Zi, a satellite grid network of "judge satellites" floats, surveying all of the battles which are ongoing on the Planet proper. While normally they are used for data analysis and ensuring duels go properly, you figure since there's no laws saying otherwise, there's no reason you can't have a set of satellites of your own. These satellites, cloaked against observation and analysis, allow you to keep watch over a three kilometer area. 
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			Test trials for these satellites have worked well, and not only do they give a steady feed of information from all sources nearby, they're also very useful for scanning technology which may otherwise be hidden. You figure that with the apparent lack of cryptoanalysis in the world there's no sense in bothering to install a security system, but the techs have suggested it anyways, so even though it took a bit of rewiring, your satellites can now mask themselves against attempts to detect them otherwise.
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111
			Wait...does the Backdraft Group actually use satellites like these too? Is that how they gather all of their knowledge? Was that why the techs suggested a security system?...Yikes...looks like things aren't as simple as you thought.
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		FA Functionality 400
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			Underneath the armored exterior of each Zoid lies a feral Zoid. At least that's the story anyways. It's also not exactly true, but people like these kinds of folk tales. Still, it's a simple calculation for you to adjust the weight profile of a Zoid, I mean this is what you've been running optimization calculations on since you started! Any Zoid, hell any machine that you send into battle starts off with a full armor layering covering over them, obviously hampering their speed somewhat, but you figure its a good trade for the protection.
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			In the event that its necessary, you can shed the armor at will in an explosive manner outwards away from you. When the battle end the armor will reappear. 
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		Energy Conservation Policies 400
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			The time warps have extensively drained supplies everywhere, so even for geniuses, conservation became the watchword of the day. Alright, maybe not every genius out there was busy conserving, looking at a certain scientist with his massive whale king, but you've followed the watchword to the letter. Energy recycling, energy conservation, conversation ratio optimization, you've done it all. 
120
121
			The Zoids which you operate have a power output equivalent to being one grade higher than they normally are, and equipment related to energy generation and storage are twice as effective as they normally are.
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		Hybridization Theory 400
124
			So one day you had a bit of spare time after your daily Zoid admiration hour. After taking a close look at your favorite Gojulas and your favorite Mad Thunder, you decided that if the Gojulas could wield the Mad Thunder's Magnesser Drills like an arm weapon, you could probably reenact that scene from the show you watched two days back on the professor's hi-def television.
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			Those mechanics can slap on parts and scavenge however they like. You can literally merge two machines together into one, with twice the processing power as before. Mind you, Zoids typically won't respond well to suddenly sharing a body with another core and another mind, but you'll have ethical uses for this...right? For most mundane machinery, you don't need any power source besides your own, but be careful that should you make your machine too big, the internal power supply might not be enough to feed it. 
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		Temporal Analysis 600
129
			It's the most current topic that everyone is analyzing - probably because everybody's been tossed into this mess and there's really nothing more important right now than figuring out how to fix this mess. The Temporal Walls have been studied extensively as a result, and its relationship with the Zoid Overload System has been clarified. Actually, considering that the Zoid Overload System was the whole cause of this mess, it does seem rather logical that this was the first point covered. 
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			By overloading the core within safe parameters, it is possible for Zoids to seemingly "duplicate" and generate mirage copies. Yet these mirages have concrete attacks - apparently explained by the time paradox which results as a side effect of pushing the core past its normal boundaries. With your level of understanding it's possible to mimic the effect up to the level of a perfected ZOS core, for any piece of machinery, effectively generating two extra duplicates for a short time until your energy or the duplicates' runs out completely. For a Zoid this will stack on top of the ZOS Core, but it drains you significantly, along with the Zoid.
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133
134
[Companions]
135
	Standard Import 100/1, 300/8. Each gets 500 CP for skills and items.
136
	One Free M Sized Zoid w/Core. 100 CP to upgrade Size. Sizes run S/M/L/LL/XL 
137
	Each size gets its own initial range of Customization Points   (15/20/25/30/35)
138
	You can import a Zoid if you somehow already have one. Unfortunately, since Zoids are all vaguely animals, importing giant robots only works if they have an animal form. 100/150/200/250/300 for (10/15/20/25/30) CuP
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140
[Modifications] Uses Customization Points Instead
141
If it says it's for a specific size, assume that means it takes more to get the same effect on a larger size. If there's no size specified, assume it works for all sizes.
142
	Paint Job 0 CuP
143
		-Self Explanatory-
144
		Color Based Speed! 1 CuP
145
			-Look if it's Red, it's fast! Painting it Red seems to increase your Zoid's speed slightly. Works with colors beyond Red, but Red is original speed color man.-
146
147
	Development Branching 1 CuP
148
		If you have a Zoid that is not in the list, but matches a type and size to another Zoid in the list, you can swap models.
149
150-
	Accelerator Equipment 2 CuP
150+
	Accelerator Equipment 3 CuP
151
		Ion boosters, used to increase speed, comes with an onboard power unit that recharges on cells.
152
153-
	Electron Shield Generators 2 CuP
153+
	Electron Shield Generators 3 CuP/2 CuP for S Class Zoid
154
		A wide energy shield array that can be placed to cover over a L sized Zoid completely in one direction. Can be hooked up to a power unit for extra strength, but otherwise has its own onboard power supply.
155
156-
	Enhanced Fused Armor 2 CuP
156+
	Enhanced Fused Armor 3 CuP/2 CuP for S Class Zoid
157
		Armour plating for more conventional weapons, good against explosives and can be used to cover a good portion of a M sized Zoid, but it does increase its weight.
158
159-
	Full Armor System 5 CuP
159+
	Full Armor System 6 CuP/4 CuP for S Class Zoid
160
		A full armor system that even disperses particles somewhat. Covers over an entire LL sized Zoid, and seriously slows it down.
161
162-
	Electron Disruptor Equipment 3 CuP
162+
	Electron Disruptor Equipment 4 CuP/2 CuP for S Class Zoid
163
		It's an array used to disperse most particle cannon beams, similar to an electron shield generator, but instead it tries to divert the path of the beam. The onboard power unit is only strong enough to deflect minor charged particle cannons...so don't expect it to save you from any of the larger ones.
164
165-
	Stealth System 3 CuP
165+
	Stealth System 4 CuP/2 CuP for S Class Zoid
166-
		A stealth system that works perfectly with M class Zoids, concealing their physical presence and masking a large part of their heat signature. Works off of its own power generator.
166+
		A stealth system that works perfectly with M class Zoids, concealing their physical presence and masking a large part of their heat signature. Works off of its own power generator. 
167
168-
	Electronic Countermeasures Suite 3 CuP
168+
	Electronic Countermeasures Suite 4 CuP
169
		Rather than physical stealth, this array jams signal communications and masks your EM signature. It also allows you to intercept communications on a wide variety of frequencies. Works off of its own power generator.
170
171-
	Self Recovery Unit 5 CuP
171+
	Self Recovery Unit 6 CuP/4 CuP for S Class Zoid
172
		Nanomachine docks that will automatically deploy once your Zoid begins to take damage, starting a slow but steady repair cycle. Taking sustained fire is extremely counterproductive to the nanomachines, and they'll shut down when exposed to a  concentrated barrage for some time. Best to find cover. Works off of its own power generator.
173
174-
	E-Charger 5 CuP
174+
	E-Charger 6 CuP/4 CuP for S Class Zoid
175
		An energy cycling device that improves overall energy usage efficiency, but also helps your Zoid recover energy faster when it comes to supplying systems. Can be used to convert energy to a higher frequency for energy intensive systems. Works best in conjunction with E-tanks.
176
177-
	E-Tank 3 CuP
177+
	E-Tank 4 CuP/3 CuP for S Class Zoid
178
		Energy overflow storage systems, which are normally concealed near the core in order to keep it safe and keep it effective. Allows for a greater than normal energy output, and is absolutely necessary for lower sized Zoids to provide enough energy to supply energy intensive systems.
179
180-
	Close Range Laser Emitter 2 CuP
180+
	Close Range Laser Emitter 3 CuP
181
		A targeting system that allows you to paint targets for projectile based weaponry. Increases your accuracy, and ensures that you can mark and follow targets. 
182
183-
	Particle Cannon Variate 5-9 CuP
183+
	Particle Cannon Variate 6-10 CuP
184
		All the damn variations of the charged particle cannon. Meant for L sized zoids, but some variants will require an E-Tank at least.
185
186-
	Republic 360mm Long Range Cannons 9 CuP
186+
	Republic 360mm Long Range Cannons 10 CuP
187
		A pair of cannons, designed for extreme range bombardments. With a range even longer than most variants of the particle cannon, the only thing that surpasses these cannons is the Gravity Cannon. Typically mounted on L sized Zoids.
188
189-
	CAS System 6 CuP
189+
	CAS System 7 CuP/10 CuP
190-
		An armor change system that works on specific Zoids.
190+
		An armor change system that works on specific Zoids. (http://zoids.wikia.com/wiki/Changing_Armor_System)
191
		7 CuP is for those Zoids which naturally have a CAS set (Liger/Berserk Fury), 10 CuP allows you to attach the CAS parts onto a different Zoid. Beware though, if you have a S class Zoid, you're not going to have the necessary power output - unless you take only half of the CAS Parts, or you have a E-tank.
192-
	BLOX Add On 6 CuP
192+
193-
		Not so much an armor change system as it is hybridizing one Zoid with another subservient Zoid.
193+
	BLOX Add On 7 CuP M Size
194
		Attaches one of the BZ series onto your Zoid.
195-
	Railgun 4 CuP
195+
		http://zoids.wikia.com/wiki/Zoids_BLOX
196
		How does it fit? Well it actually doesn't unless you're at least M Size.
197
198-
	Gatling Gun 4 CuP
198+
	Railgun 5 CuP
199
		A standard railgun, firing a hypervelocity projectile that causes a severe amount of collateral damage. Best to be careful when using it in civilian areas. Unfortunately, though it is very powerful, it is also very energy intensive, and normally needs to be sustained on a L sized Core.
200
201-
	Gatling Laser 4 CuP
201+
	Gatling Gun 5 CuP
202
		A standard gatling gun which can be modified to fire different types of rounds. (Cryo, Pyro, Acidic, EM) The least energy intensive thing there is.
203
204-
	2/4/8/16-Set Missile Variants 1/2/4/6 CuP variants.
204+
	Gatling Laser 5 CuP
205
		A laser variant of the gatling gun, which is much more effective against armor but dependent on energy. Runs well on M sized Zoids and fires even faster than a normal gatling gun.
206
207-
	Radome Unit 2 CuP
207+
	2/4/8/16-Set Missile Variants 2/3/5/7 CuP variants.
208
		MISSILES. PLENTY OF MISSILES. The higher variants fire more missiles at once, have larger ammo banks, but weight more, and cost more.
209
210-
	Extension Generator 2 CuP
210+
	Radome Unit 3 CuP
211
		A radar unit that is mounted to give active topographical and EM signal information. Has a weak heat sensing unit as well, but is not very reliable unless given extra power.
212
213-
	Core Reinforcement Unit 3 CuP
213+
	Extension Generator 3 CuP
214
		Half as effective as an E-Tank, but comes with its own generator units. Typically placed near the equipment that it provides energy for, and has its own armor reinforcement. But since it takes two of these to equal a full E-Tank, it's only good for providing temporary power.
215
216-
	Core Enhancement Unit 3 CuP
216+
	Core Reinforcement Unit 4 CuP
217
		Main core protection unit, used to reinforce the central core and stabilize it from damage. Amplifies all defensive modules, and gives your Zoid a response boost. Can be used to temporarily amplify power output, but it'll decrease the output afterwards.
218
219
	Core Enhancement Unit 4 CuP
220-
	Drone AI 5 CuP
220+
221
222
[Special Modifications]
223-
	Automated Mechanics Bay 3 CuP Restricted to LL and above Zoids
223+
	Drone AI 6 CuP
224
		Secondary AI unit used to man drones. Necessary for Drone Bay and requires additional power output.
225
226-
	Drone Bay 5 CuP Restricted to L and above Zoids.
226+
	Automated Mechanics Bay 4 CuP Restricted to LL and above Zoids
227
		An automated mechanics bay, which can be used to dock and repair Zoids.
228
229-
	Central Communications and Control 3 CuP Restricted to LL and above Zoids
229+
	Drone Bay 6 CuP Restricted to L and above Zoids.
230
		It's not so much a Bay as it is a drone deploying device. Drones need to be built separately, but can be armed with one weapon (Gatling/Laser/Missile). Requires an AI to control it, and unless you want to only use it once, you'll want an extension generator to recharge the drones.
231
232-
	Gravity Cannon 12 CuP Restricted to LL and above Zoids.
232+
	Central Communications and Control 4 CuP Restricted to LL and above Zoids
233
		A full communications suite available for LL sized Zoids. Performs all the functions that a Radome, ECS, and also functions as a coordination center for the Drone AI.
234
235-
	External AI Core 6 CuP
235+
	Gravity Cannon 13 CuP Restricted to LL and above Zoids.
236
		A gravity cannon - the absolute king of ranged weapons. It not only requires an extension generator and the core to have an extreme amount of power, without a central communications and control to guide it, it becomes very unwieldy, as the projectile fired has massive collateral damage. Test firing showed that everything within a 4 kilometer radius was enveloped inside a singularity. Be careful that smaller Zoids can actually take recoil damage from firing the cannon, as it was meant for an XL size Zoid to begin with. An LL can sustain this by itself, a L would need at least an E-tank, a M would need 2 E-Tanks.
237
238-
	Teleporter Unit 12 CuP
238+
	External AI Core 7 CuP
239
		A second AI Core can be manned, which can run all the functions of the CCC that LL Size Zoids have, but can be mounted on a M Size Zoid.
240
241-
	Core Corruption Unit 12 CuP Restricted to L and above Zoids.
241+
	Teleporter Unit 13 CuP
242
		Requires an extreme amount of power, and an extension generator, but essentially allows for teleport between medium distances. Needs a single E-tank.
243
244-
	Flight Unit 9 CuP M and below Zoids.
244+
	Core Corruption Unit 13 CuP Restricted to L and above Zoids.
245
		An insidious core modification, that looks to bind other Zoids to your will. Works very well on feral zoids, but can be resisted by Zoids with pilots. It can also be used on S size Zoids to morph them into Zoids of your shape, but S sized. It requires an extreme amount of power. (Anything below a LL needs at least an E-tank, with M requiring 2.)
246
247
	Flight Unit 10 CuP M and below Zoids.
248
		In an odd display of experimental size, it seems that with this massive backpack array, your Zoid can actually fly for a brief period of time. It requires at least a single E-tank for a M sized Zoid, but the S sized Zoid can rely on an extension generator instead. It can also be used for high speed or abrupt dodging maneuvers.
249-
	Customization Points - Converting your CP into more points for your Zoid.
249+
250
	Doppler Field Generator 5 CuP S Only
251
		Holographic projection fields allow for the Zoid's image to be projected in multiple directions, allowing for a certain level of obfuscation as people become unaware as to which copy is the real one. Unlike a ZOS core, none of the doppler projections are real however.
252
253
[Item] 
254
	Customization Points - Converting your CP into more points for your Zoid. 50 CP per CuP
255
256
	Organoid (Basic/Upgraded/Perfected) 100/150/200 Zoidian (Discount) - An Organoid boosts performance to the Zoid and typically looks like a metal dinosaur...albeit human sized and typically bipedal. The differences between the versions lies in what skills they have.
257
258
	Core [S/M/L/LL/XL] [50/100/200/300/400] - Cores, if you seriously need another Zoid.
259
260
	Zoid Data [S/M/L/LL/XL] [0/50/100/150/200] Pilot M Free - If you have a data for a Zoid, should you have the resources, you can mass produce them. Hell they'd probably take up a lot of resources anyways.
261
262
	Resupply Orders 100 Pilot Free You get a full set of ammo for all of your craft/Zoid weapons per day.
263
264
	White Box AI 100 Drop In Free An AI meant for giving the Zoid limited autopilot functions. Allows it to operate autonomously based on commands.
265
266
	Time Space Transmission Protocols 100 Scientist Free A set of standard protocols that allows you to gather some of the basic technological information of the world around you.
267
268
	Hover Board 100 Literally, it's a surfboard that you can float above the ground with. You can also leap a good couple feet into the air with one of these.
269
270
	Judge Satellite 100 Pilot Free A patrol satellite within the air that you can drop within the area. It'll set up a barrier zone that shouts annoying alarms into the minds of all those who enter for up to a minute before it stops. It also alerts you if someone enters.
271
272
	Metal Seed 200 A seed to grow a metallic planet, the leafs of which are used in the creation of an energy source called Reggel - which is in turn what Zoids consume for sustenance. It seems with a minimal amount of engineering you could use it as an energy source for other forms of machinery as well, sentient or not.
273
274
	Magnite Sample 200 It's a sample of magnite, a rare ore used to restart Zoid Cores which have fallen into stasis, and used to revive those which have suffered too much battle damage and have fallen asunder. Maybe you could adapt it to other machinery?
275
276
	Feral Templates 200 Templates for the formation and creation of Wild Zoids. Can be used to give small scale machines a limited form of sentience.
277
278
	Whale King 200 A large floating transport Zoid in the shape of a whale.
279
280
	Pulse Guard 200 Technology used to block against the Rarehertz virus, can be made to adapt and create vaccines for other types of mechanical viruses as well.
281
282
	Anti Gravity Generator 300 A field generator used so that the gravity within a large field is reduced to what it would be in vacuum.
283
284
	Standard ZOS 300 A standard ZOS operates to give a zoid three true duplicates temporarily, but drains the energy of the pilot and zoid substantially.
285
286
	Perfected ZOS 300 The boost from the ZOS allows you to permanently manifest a duplicate that only fades if destroyed. It'll stop attacking if you don't feed it energy however.
287
288
	Black Box AI 500 A forbidden AI sequence box, with its AI technology improved so much that it gives a level one could call sentience to the machine it is implemented into. Turns a sentient machine into a companion.
289
290
[Drawbacks] 600 Max.
291
	Where did you go to school? 100 ( A tribute to the bloody English translation of the game which makes no bloody sense )
292
	Out of Place, Out of Time 100 ( Permanent disorientation, and chronic nausea due to temporal shifts )
293
	Not Trusted 100 ( No one will recognize you or trust you, even if you've met them before )
294
	Please don't look this way 200 ( Every enemy seems to target you with priority )
295
	Realistic Beam Spam 200 ( The damage from all weapons takes substantially longer to recover from, expect to see a lot of ruined towns and unhappy people )
296
	Rarehertz 200 ( A virus runs rampant, and 3/4 of the time you'll lose control of your Zoid randomly. )
297
	Truly Feral 200 ( Hordes of wild zoids will run around rampantly, and cannot be controlled, starting off cataclysms wherever possible )
298
	Extremely Limited Ammunition 300 ( You always seem to be running out of ammunition, and all of your beam weapons seem to just fizzle out. Your opponents however, seem to have infinite ammunition. )
299
	Temporal Deprivation 300 ( You've lost the connection to your warehouse, and your skills have been disconnected away from you. Enjoy being mundane )
300
	The Gravity of the Situation 600 ( Everybody seems to be packing a Gravity Cannon. These are things that generate micro singularities. They don't seem to care that they are destroying the planet by firing them haphazardly. There are constant fights everywhere )
301
302
[IF Scenarios] Adds On Top of Drawbacks
303
	The Ancient War 300 ( 4 Sets of Blueprints from this apparently )
304
305
Current List of Fuggin' Zoids
306
Sabre Tiger                 
307
Saber Tiger                 
308
Saber Tiger RS             
309
Saber Tiger SS              
310
Saber Tiger AT               
311
Saber Tiger TS              
312
Proto Saber                                  
313
Blitz Tiger                  
314
HellCat                     
315
Lightning Saix             
316
Lightning Saix BS         
317
GunTiger                   
318
Liger Zero                   
319
Liger Zero Schneider         
320
Liger Zero Jager            
321
Liger Zero Panzer           
322
Liger Zero Imperial Form     
323
Liger Zero X-Armor          
324
Trinity Liger              
325
Trinity Liger BA             
326
Shield Liger                 
327
Shield Liger DCS            
328
Shield Liger DCS-J       
329
Spark Liger                
330
Blade Liger              
331
Blade Liger AB           
332
Liger Aero                 
333
SaberLion                 
334
Command Wolf                 
335
Command Wolf Urban Combat    
336
Command Wolf AC              
337
Command Wolf IS              
338
Kelberos                    
339
Climber Wolf                 
340
Shadow Fox                  
341
Konig Wolf                  
342
Konig Wolf DSR          
343
Iron Kong                   
344
Iron Kong PK               
345
Iron Kong Maneuver         
346
Iron Kong SS                
347
Iron Drill                 
348
Hammer Rock                 
349
DiBison                     
350
Gravity Bison               
351
Black Rhymos                            
352
Elephander                  
353
Elephander AG                
354
Geno Saurer                  
355
Psycho Geno Saurer          
356
Geno Breaker                
357
Proto Breaker               
358
Geno Scissors               
359
Geno Trooper               
360
Geno Flame                   
361
Berserk Fuhrer              
362
Shutulm Fuhrer               
363
Jagd Fuhrer                  
364
Berserk Fuhrer Z            
365
Geno Hydra                  
366
Geno Hydra KA               
367
Dark Spiner                  
368
Dark Spiner KD             
369
GunSniper                   
370
GunSniper Weasel            
371
GunSniper LS                
372
GunSniper NS                 
373
SnipeMaster                 
374
SnipeMaster FB              
375
SnipeMaster A-Shield        
376
Rev Raptor                  
377
Rev Raptor Pile Banker      
378
Rev Hunter                  
379
Merda                      
380
Ultrasaurus                  
381
Ultimate Phalanx             
382
Goldos                       
383
Goldos Long-Range Attacker  
384
Red Horn                    
385
Red Horn BG                 
386
Dark Horn                  
387
Dark Horn HS             
388
Mad Thunder              
389
GunBlaster                 
390
Brachios                                
391
Gojulas                     
392
Gojulas G Orga               
393
Gojulas Gunner              
394
Gojulas Giga                
395
Gojulas Giga Cannon                        
396
Death Saurer               
397
Bloody Demon                 
398
Death Meteor                
399
Iguan                      
400
Godos                    
401
LeoBlaze                    
402
Unenlagia                
403
Mosasledge             
404
NightWise                   
405
Buster Eagle               
406
FlyScissors                 
407
Shellkarn              
408
DiploGuns               
409
DemonsHead                   
410
Matrix Dragon               
411
Kimera Dragon               
412
Gojulox                 
413
Double Arm Lizard          
414
Griffon                   
415
Lord Gale                 
416
Death Stinger           
417
Jagd Stinger       
418
Guysack              
419
Guysack Stinger            
420
Molga                 
421
Cannory Molga              
422
DarkPoison              
423
Saicurtis             
424
Double Sworder               
425
KillerDome             
426
Cannon Tortoise             
427
Cannon Tortoise BC          
428
Gator                 
429
Barigator             
430
Stealth Viper          
431
HammerHead             
432
HammerHead VL             
433
Wardick                     
434
Sinker                     
435
Redler               
436
Redler Booster Cannon       
437
Redler Interceptor        
438
Bloodler                
439
Pteras                  
440
Pteras Bomber              
441
Pteras Radome              
442
Storm Sworder            
443
Storm Sworder F            
444
Storm Sworder FX             
445
Zabat                        
446
Raynos                      
447
Salamander