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- Power Mammoth
- Ground Mech (Zoid)
- Aspect: I'll Take Your Load
- Head: Crane Trunk: +2 on all Athletics and Physique rolls to lift heavy loads.
- Trunk: Nose Gatling: +2 on Blast rolls defended by opponents using Zeal.
- Mouth: Deadly Tusks: Invocations of the 'Charge!' aspect give +3 to melee attack rolls rather than +2.
- Legs: Full Speed Ahead!: +2 on Athletics rolls to create a 'Charge!' situation Aspect
- Ear: Big Radar: +2 on Notice checks to find Zoids and other living mecha.
- Torso: Redundant Plating: You begin each battle with a 2-Stress vassal.
- Special: Blox System: May combine with other compatible Blox System Zoids.
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- Hurricane Hawk
- Air Mech (Zoid)
- Aspect: Recon in Force
- Head: Canopy of Sensors: May ignore one Scene Aspect in each scene which interferes with Notice checks
- Ventral: Bombardment Bombs: Blast Attacks against structures have Weapon 2
- Wings: AZ Missiles: +2 on Blast Attacks against Zoids.
- Engine: Mach Boosters: +2 on Armor/Zeal rolls to move multiple zones in a turn
- Torso: 30mm Machineguns: +2 on Blast Attacks against human-sized targets.
- Legs: Buster Claws: +2 on Melee attacks on ground-only mechs.
- Special: Blox System: May combine with other compatible Blox System Zoids.
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- AoLeo/AkaLeo
- Ground Mech (Zoid)
- Aspects: The Liger Knight/The Liger Imperial
- HeadL Super AI Support System (SASS): Pilots may use the Skills of the Super AIs rather than their own.
- 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).
- Forelegs: Strike Laser Claw: +2 on Melee attacks made in the same turn as entering the targets zone.
- 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.
- 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.
- 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.
- Special: Blox System: May combine with other compatible Blox System Zoids.
- AoLeo
- +5 Melee
- +4 Armor, Will
- +3 Blast, Empathy, Daunt
- +2 Lore, Notice, Vigor, Rapport
- Stunts
- Zoid Core: May use Armor to perform the task of Zeal and Vice Versa
- Vitae Burst (2): May sacrifice Physical Stress Boxes to add to Physical Attack Rolls
- AkaLeo
- +5 Zeal/Athletics
- +4 Melee, Swagger
- +3 Computers, Deceit/Cunning, Notice
- +2 Empathy, Rapport, Will, Vigor
- Stunts
- Zoid Core: May use Armor to perform the task of Zeal and Vice Versa
- Imperial Privledge (2): Once per session, may spend a fate point to roll any skill at a +4.
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