Ultimate Zoid Rpg
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Weapon Info

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Weapon Info Empty Weapon Info

Post by Leena Sat May 31, 2008 2:36 pm

Cannons - The standard weapon of nearly every Zoid. The cannon is a semi-automatic weapon (meaning it can't fire continously) that fires a metal based shell (typically titanium) at a high rate of speed. Upon impact the shell causes a small, concentrated explosion and point of collision to increase the amount of damage. The amount of power is based on the cannon's calibur; A 188mm cannon is more powerful than a 20mm cannon.

Repeater Cannons - A variation of the standard cannon, works much in the same way and fires the same type of shell. However, the repeater cannon is an automatic weapon and can fire consistantly. Amount of power depends on the cannon's calibur; A 188mm repeater cannon is more powerful than a 20mm repeater cannon.

Mini-Cannons - A small version of the standard cannon, mini-cannons are typically semi-automatic. Again, power rating depends greatly on calibur size.

Impact Cannon - Most commonly featured with three barrels, but some double barrled units exist. The Impact cannon is essentially a beefed up version of the regular cannon, fires a high density shell which explodes on impact. Impact cannon is semi-automatic.

Beam Cannons - Semi-autmatic weapon that instead of firing shells, fires a concentrated beam of energy than burns into an enemy's armor. Beam Cannons are marginally stronger than normal cannons. Power rating depends on the cannon's calibur; A 120mm beam cannon is more powerful than a 30mm beam cannon.

Grenade Launchers - Similar to the mortar launcher, fires a high-explosive round that on impact deals an intense amount of damage in the impact zone as well as creating high amounts of splash damage.

Long-Range Heavy Cannon - A very powerful cannon used typically for medium range snipers but can also be used for short range combat. Uses standard cannon shells.

Vulcan Cannons/Guns - Typically a large gun designed on a chain mechanism which features several barrels and a high rate of fire. Utilizes small, armor piercing bullets. Accuracy is sacrificed for range of motion and rate of fire.

Laser Vulcan Cannons/Guns - Same as above but rather than firing bullets, fires a highly concentrated beam of energy that can pierce nearly any type of armor.

Electromagnetic Cannons/Guns - Typically semi-autmatic. Work on an energy based system which fires in a series of charges or bolts. Effect is temporary to permanent disability. Amount of damage is based on cannon calibur.

Missiles/Rockets/Mortars
By Alistairis Alnoir
The Basics: First off, we discuss some traits that every kind of missile, rocket, ballistic, and anything share in common. First off, for those of you who didn't notice, you can only fire them once. Sounds stupid, but it's true. That means you have to watch how many of these you fire. Know exactly how many of all of these you use in a battle, because it's hard to keep track of.

The missiles themselves, with few exceptions, take a few moments to fire off. Once they leave the pod or rack they're on, they travel at VERY quick speeds. It doesn't matter how fast they move, because like it or not, you will NOT be able to outrun them. Shoot them down, evade them, maybe; but outrun them, no. The best thing to use against missiles is anything that causes a wide explosion, or fires very quickly. That means that things like vulcans have a good possibility of taking some out before they hit you. If you feel like shooting down missiles, don't try to use sniper rifles to take them out. That's just dumb.

It is important to note that missiles will not explode unless armed, be they rockets or ballistic missiles. However, should enough damage be dealt to a missile, the fuel tank will be ruptured, and will cause a smaller explosion, enough to take out the missile and the pod it's installed in, if any.

Now, we go from the top to the bottom in the missile chain... starting from the most accurate and working our way down.

Hellfire Missiles - We start out with the most accurate missiles on our group. The twin Hellfire missiles found on the Zeek Dober and Ice Blazer have excellent tracking capabilities, meaning that if there is just a small bit of heat, these suckers will find it. They're smart missiles, and will even weave around obstacles. However, because they're so smart, that means they're slower then the norm. They're thrice as powerful as the standard STS missile, though. They also can fire right off the bat without a lock. If you want to ensure that your opponent doesn't turn the tables on you, however, it might be prudent to achieve a lock first. There's nothing worse then being hit by your own missile.

Standard Missiles - Next, we come to our standard STS, STA, ATA, and ATS missiles. These missiles have great targeting systems, as they are semi-heat seeking. Everything else about them is standard- speed, damage, tracking. Because the missiles are semi-heat seeking, that means that they WILL have a hard time going after a zoid with coolant on. Also, they are very inaccurate if used against zoids they're not intended to target- for example, using a STA missile on a ground zoid. The standard missiles require the longest lock time out of any of the missiles, since they need to actually acquire their target.

Rockets - Next we come to the rockets. Rockets have poor targeting systems, as they're self-propelled. That restricts them from homing at all; they're strictly dumbfire. Rockets also are slightly less effective then missiles in damaging an opponent. Why worry about them then? Well, they basically fire a lot faster, reaching their top speed quicker then any others of their clan. They're harder to hit, to boot. Rockets have virtually nil lock-on time.

Mortars - These things aren't mortars like everyone else thinks of them as- instead of firing big explosive slugs in a parabolic arc, these things fire- well- missiles. In a parabolic arc, as well. Mortars typically are twice as powerful as missiles, and a hell of a lot less accurate. However, they make up for that with a rather nice splash damage. Lock-on time? Ignore it. Just fire these suckers off, and hope they hit. They're great for bombardment. Mortars, however, are the slowest of the bunch, both in terms of actual speed and firing rate. As for the actual mortar pod, it's a lot better armored then other pods, and mortars are by nature very hard to shoot down. The projectile itself is pretty well armored, so concentrated fire is needed to blow a mortar out of the sky.

Ballistics - Now, we come to the big daddy of them all- the Ballistics. Ballistics are an extremely powerful weapon, being able to CSF a zoid in one hit, and severely damage others within an 80 meter range. Of course, being a superweapon, it does have SOME limitations. For starters, the Ballistic can only be fired every other turn. Only one may be fired at a time. On top of that, they can only fire on coordinates 100 meters and beyond from the zoid. Ballistics move slowly when fired at first, then accelerate- reaching an extremely high top speed in a shallow parabolic arc towards it's target. It's only vulnerable during the first second of it's firing, so opponents have to be wary. Ballistics take a turn to reload, but lock time is a snap- since they only aim at a general area, and not right on a zoid. Usually, the zoid is smart enough to run away anyway. Because of this, though, the Ballistic itself is rather inaccurate. It's the blast that usually claims it's victims.

Super Weapon
# of Uses per Battle

Charged Particle Gun
One (cannot be fired in first round)

Ballistic Missiles
Two (cannot be fired in first round, and CAN NOT BE FIRED TOGETHER.)

Megalo-Max Blast
Every Four Turns (cannot be fired first round)

High-Intensity Blade Attack
One (cannot be used first round)


Charged Particle Gun - More affectionately known as the CPG, the Charged Particle Gun is a powerful weapon, with enormous destructive capacity. Very few Zoids can withstand a hit from a CPG. Because of this fact, only a select few Zoids are able to use it: The Geno Saurer, Dark Spiner, Geno Breaker (Jet), Berserk Fuhrer, Death Stinger, Death Saurer, and Gunguyarados.

Most of the Zoids listed here must stand completely still while the CPG is in the process of charging and firing. Exceptions are the Geno Breaker (Jet), which can fire the weapon in midair (and thus, move while firing) due to its powerful boosters, and the Death Saurer and Death Stinger, which due to their massive girth, are capable of firing their version with no real restrictions.

The process of firing a CPG takes approximately 3 seconds, starting from putting the footlocks down until the weapon actually discharges. The most common variant of the CPG is the Super Charged Particle Gun, or SCPG, used by the Geno Breaker (Jet), Berserk Fuhrer, Death Stinger, and the Death Saurer. This version is 30% stronger than the normal version, with all that that implies; also, the SCPG takes bit less time than a CPG to charge, mainly due to a more efficient particle collector. In addition, the Berserk Fuhrer has a variant known as the Triple CPG, which fires a SCPG in conjunction with two normal CPGs for awesome destructive capacity. It takes a bit longer than a CPG to charge, however, so care should be taken care when firing it. The only other known variant is the Hyper Charged Particle Gun, or HCPG, which is four times as powerful as a normal CPG, making it the most powerful Charged Particle Gun available; however, it is only available to the Gunguyarados. It is the quickest version of the CPG to charge, surpassing even the SCPG in that regard.

A direct hit from a CPG is enough to take out all but the absolute toughest Zoids. Thus, the ZBC only authorizes its use once per battle. It is very important to note that a powerful air pressure shockwave follows in the wake of a CPG. This shockwave spreads out quite a distance from the actual beam, and carries enough force to send almost any Zoid tumbling, unless it is truly massive (for example, a Gojulas). This is due to the tremendous speed that a CPG discharges at, as well as the enormous amounts of kinetic energy it produces. Now, this is not just a breeze. This far exceeds the pressure shockwave created by a high-speed aerial Zoid, so don't think that a Zoid is going to get off lightly just because it avoided the actual beam. Also, pressure shockwaves cover a wide area. One won't avoid it just by taking a few steps to the side; they will have to make a real effort to get out of the way. Please note, the size of the pressure shockwave depends a lot on the version of the attack used, relative to its actual power. So, a HCPG's shockwave will be quite a bit larger than a CPG's shockwave.

Ballistic Missle - The Ballistic missle has only two zoids that currently use this weapon. The Iron Kong MKII and The Salamander.

For this simple reason the Ballistic missle has been limited to 2 shots per battle, The Ballistic missle while powerful does not compare to the CPG. Even so, it has enormous destructive potential, and thus should be kept in reserve unless truly needed. This weapon's explosion radius is 80 yards, so even if a Zoid dodges the actual missile, it will most likely get pulverized by the explosion. Only one ballistic missile can be fired at a time, and then it takes one more turn to reload it again. So, counting the first-turn restriction, it would take four turns to release both ballistic missiles. (Wait, fire, reload, fire)

Note: Do not, I repeat DO NOT fire at a ballistic missile while a Zoid is still holding one. Even though the missile will not explode unless armed, if the fuel tank is ruptured, there is a chance that the missile would misfire and explode upon launch. Such would be very damaging to the Zoid, as well as the surrounding area. A pilot who is found guilty of this will receive a punishment based on the severity of the offense, up to and including banning.

Megalo-Max Blast - The Megalo Max-Blast is the lesser of 3 evils. Well powerful is doesn't stand up to the Ballistic missle, and has no real chance of taking out a zoid in one hit, but it can cripple its target. The Megalo Max-Blast is 16 beams converged into one fired from either the Dibison or GunBluster.

Unless these two zoids take any damage to there cannons (up to 8 cannons disabled) the Megalo shot can still fire effectivly. The Megalo shot is restricted to the targets body only because its a weaker beam, this beam can be fired at point blank range without damaging the piloting zoid.

Note: There are two types of Megalo Max-Blast, the Standard Dispersed fire which fires off a beam that slams a barrage of blasts onto and around the opponent,and the Concentrated Blast, which has the holding power of the CPG but can only fire for a few seconds at most. This weapon cannot be fired in the first round

High-Intensity Blade Attack - Also known as the Hi-Blade or HIBA, this is a potent ability for the Blade/Slash Liger. It is executed by putting the blades forward from the normal blade attack position, then channeling the shield energy into them. This creates an energy field aroudn each blade, roughly twice the sharpness of a normal blade attack, which extends in front of the Blade/Slash Liger, which has both a blade aspect and a shield aspect. The entire process, from the blades going into position to the actual execution, takes a second-and-a-half, and will last three seconds after that. In essence, the "blade" starts the cut, and the "shield" continues it, scraping away whatever is in the path of the Hi-Blade. Similarly, the attack will also shear through charged particles quite easily, although the more powerful CPG will tax the Hi-Blade, reducing its offensive strength. The most that a Hi-Blade can deal with is the SCPG, which will reduce it to roughly the strength of a normal blade attack.

The Hi-Blade is only effective against charged particles and massive objects such as Zoids, however; most projectile weapons will pass through it as if it weren't even there. Because a loss of speed will drastically reduce the effectiveness of the Hi-Blade, it is important for the Blade/Slash Liger to not attempt any sudden turns, although turning while moving forward is alright. The Blade/Slash Liger can use boosters with the Hi-Blade; however, this will limit how much it can effectively turn. Thus, the Hi-Blade is best used against large targets that can't manuever out of the way of the attack well. Once the attack is completed, the blades and shield will require two rounds to recover. In addition, the Blade/Slash Liger will suffer a 15% decrease to its speed in order to recover the blades and shield faster.
Leena
Leena
Webmaster/Zoid Master/Best Zoid Pilot/leader of blitz
Webmaster/Zoid Master/Best Zoid Pilot/leader of blitz

Female
Number of posts : 166
Age : 32
Dating/Married to: : Single Rite Now
Zoid : Liger Zero
Location : trainin in my zoid
Registration date : 2008-05-30

Character sheet
Health:
Weapon Info Left_bar_bleue9223372036854775807/9223372036854775807Weapon Info Empty_bar_bleue  (9223372036854775807/9223372036854775807)
Points:
Weapon Info Left_bar_bleue9223372036854775807/9223372036854775807Weapon Info Empty_bar_bleue  (9223372036854775807/9223372036854775807)
Bits:
Weapon Info Left_bar_bleue9223372036854775807/9223372036854775807Weapon Info Empty_bar_bleue  (9223372036854775807/9223372036854775807)

https://zoid-rpg.darkbb.com

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Weapon Info Empty Re: Weapon Info

Post by Leena Sat May 31, 2008 2:37 pm

Short Range and Misc. Weapons
Alloy Claws/Teeth - Featured on most Zoids. Used primarily for biting and scratching. Damage depends on amount of force applied by the pilot.

Pincer Arms - Used primarily to grab opponents and can either cut or crush depending on the amount of pressure applied.

Gripper Claws - Not much of a weapon, can only be used for grabbing tools or other objects.

Pincer Jaws - Work in the same manner as pincer arms. Can be used to bite or crush.

Laser Blades - Cutting weapons that can be used with or without being charged with energy. Either or, can cut cleanly through most any material.

Wing Cutters - Work primarily the same manner as Laser Blades.

Wing Claws - Can be used for cutting and scratching, or for daring pilots, to grab small objects.

Crasher Horns - Powerful horns which can bore completely through another Zoid with only a limited amount of pressure applied. Use caution.

Strike Laser Claw - Short range energy weapon for use on only a few Zoids. Very powerful and can rip most Zoids apart with only a few slashes.

Dischargers - Small booster type exhaust ports which release a small amount of smoke as well as giving a Zoid a temporary speed boost.

Smoke Dischargers - Vents or stacks which pour thick smoke around a Zoid; used primarily as a cover manuever or to blind an enemy temporarily.
Leena
Leena
Webmaster/Zoid Master/Best Zoid Pilot/leader of blitz
Webmaster/Zoid Master/Best Zoid Pilot/leader of blitz

Female
Number of posts : 166
Age : 32
Dating/Married to: : Single Rite Now
Zoid : Liger Zero
Location : trainin in my zoid
Registration date : 2008-05-30

Character sheet
Health:
Weapon Info Left_bar_bleue9223372036854775807/9223372036854775807Weapon Info Empty_bar_bleue  (9223372036854775807/9223372036854775807)
Points:
Weapon Info Left_bar_bleue9223372036854775807/9223372036854775807Weapon Info Empty_bar_bleue  (9223372036854775807/9223372036854775807)
Bits:
Weapon Info Left_bar_bleue9223372036854775807/9223372036854775807Weapon Info Empty_bar_bleue  (9223372036854775807/9223372036854775807)

https://zoid-rpg.darkbb.com

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