Post by Vidal910 on May 25, 2010 21:09:15 GMT -5
Make sure to read the notes at the bottom of this. Thank You.
Armor: Needed always.
-Neo Steel Plating: Neo Steel plating is the most basic alloy plating. It's kind of heavy so it slows down your Zoid. +100 armor and -10 speed. 900 credits (D-rank needed)
-Fibre Alumi Plating: A more advanced alloy with an increased effectiveness against solid rounds and blades. +100 armor and +20 armor when hit with solid rounds and baldes. 800 credits (C-rank needed)
-Refracta-BricPlating: Lighter and stronger then Fibre Alumi Plating. +150 armor and +20 armor when attacked with energy weapons. 800 credits. (B-rank needed)
-Electro Magnetic Armor Plating: Lightest and strongest armor on the market. +200 armor and +10 speed. 1000 credits. (A-rank needed)
-Changeable Armor Systems (CAS): Can switch your Zoids armor out, to do so it costs credits to remove and place back the armor. 5000 credits to have ability and 500 credits to switch it every time. Stands depends on the armor you choose. (S-rank needed)
With armors comes armor coatings.
-Enhancive coating 1: take 10% less damage. 500 credits (C-rank)
-Enhancive coating 2: take 20% less damage. 1000 credits (B-rank)
-Enhancive coating 3: take 35% less damage. 1500 credits (A-rank)
-Enhancive coating 4: take 50% less damage. 2000 credits (S-rank)
-Heat resistance coating: Take 50% less heat damage and 50% chance to not suffer a system freeze from overheating. 500 credits
-Energy resistance coating: take 50% less damage from energy based weapons. 500credits
(Heat and energy coatings can be bought at any rank.)
Rifles: Ideal for long range combat.
-Anti-Zoid rifle: Basic rifle able to used on all zoids. 200 credits (D-rank) (35 damage)
-Sniper rifle: Can be used for long range. 800 credits (C-rank) (40 damage)
-Pulse Rifle(energy based): 1000 credits (B-rank) (60 damage)
-Double 80 cal. rifle: Twice as strong as the pulse rifle. 1200 credits (A-rank) (70 damage)
-Mega Rifle: Uses magnetic technology to speed up the velocity of the ammo. 2000 credits (S-rank) (90 damage)
Cannons: Ideal for close to long range combat.
-Hybrid Cannon: 250 credits (D-rank) (30 damage)
-Duel small booster cannons: 320 credits (D-rank) (40 damage)
-Plasma Cannon(energy based): 1000 credits (C-rank) (70 damage)
-Flame cannon: Fires a super heated stream of gaseous liquid. Heats the internal components of a Zoid to force a system freeze. 1500 credits (C-rank) (70 damage)
-Rapid fire ion cannon(energy based): No charge time, minimal heat buildup, and the firing rate of a chain gun. 1700 credits (B-rank) (80 damage)
-Hyper cannon: A single barrel cannon than can be mounted on the back of a zoid. Because of its weight and size it can only be mounted on four-legged zoids of suitable size. 2300 credits (B-rank) (90 damage)
-Nitro cannon: A specialized heavy artillery cannon designed only for medium and heavy class zoids. 2400 credits (A-rank) (150 damage)
-Tachyon Particle Cannon: This weapon is the newest product of unknown alien technology. Its power is unmatched, but it is slow to recharge and Because of its weight and size it can only be mounted on four-legged zoids of suitable size. 2600 credits (A-rank) (200 damage)
-Buster cannon: A specialized heavy artillery cannon designed only for the Shadow Fox but able to be used by any other four legged, medium class zoid. The cost of the cannon is based on the need to modify the Zoid's back-mounted racks in order to install it. Shadow Fox does not require the modification. 1500 credits for Shadow fox and 2000 credits for all other zoids. (S-rank) (225 damage)
-Death wave cannon(Unknown Energy Type): Its small size allows it to be mounted on small zoids and Ariel types, with restrictions. This cannon emits a wave of energy that instantly dissolves a zoid's armor and external weapons. 5000 credits (S-rank) (300 damage)
Machine Guns: Ideal for melee combat.
-Small Machine gun: 100 credits (D-rank) (35 damage)
-50 cal. assault GATTling gun: 200 credits (D-rank) (45 damage)
-Pulse machine gun(energy based): High Output energy based Machine Gun. 500 credits (C-rank) (55 damage)
-Infinite Repeaters(energy based): A large energy weapon with three barrels, the weapon itself fires a particle stream that when the particles impact on matter create small-scale explosions, a single burst roughly equivalent to an exploding popcorn kernel. However due to the nature of the weapon a constant stream is fired, saturating the target with the high-energy particles. 600 credits (C-rank) (60 damage)
-Duel zoid machine guns: 500 credits (B-rank) (65 damage)
-Tri-barrel mini gun: 600 credits (A-rank) (70 damage)
-Radar Guided Chain Gun: Locks on to its target and fires away; its only weakness is it can't see objects obstructing its view. 800 credits (S-rank) (80 damage)
Blades: The name says it, great for up close combat.
-Viking lance: 200 credits (D-rank) (30 damage)
-Duel cyber blades: 500 credits (D-rank) (50 damage)
-Wing blades(aerial zoid compatible): 600 credits (C-rank) (70 damage)
-Double vipers: 700 credits (B-rank) (100 damage)
-Heat blades(energy based and heat based): 800 credits (A-rank) (110 damage)
-Resonance blades: Vibrates at the proper frequency to do maximum damage to specific armor. Mounted on each side of a zoid. Use the upgrades below to enhance the blades. 1000 credits (S-rank) (130 damage)
Blades upgrades:
-Level 1 chip: adds +5 hit points to blades. 700 credits
-Level 2 chip: adds +10 hit points to blades. 1000 credits
-Level 3 chip: adds +15 hit points to blades. 1200 credits
-Level 4 chip: adds +20 hit points to blades. 1400 credits
Missile pods: Because we all want to blow something up.
-Torpedo Pods: Two Torpedo pods that can be mounted anywhere on your zoid; each pod holds two Torpedos. For use only with aquatic capable zoid's. Can not function out of the water. (Any rank) (30 damage per torpedo)
-Anti Missile System: A pod of hundreds of tiny projectiles. When an opponent fires a barrage of missiles at your zoid this system kicks in and automatically counters the missiles. 2200 credits (Any rank)
-Duel missile pods: Two missiles pods that can be mounted on each side of your zoid; each pod holds four missiles. 1200 credits (C-rank) (30 damage per missile)
-Mega Missile Launcher: A large missile container that can be mounted to the top of your zoid; holds twenty missiles. May fire a total of two missiles in one feat. 1500 credits (B-rank) (40 damage per missile)
-Napalm Missile Pod: When these warheads explode they release a fiery napalm like substance. This substance sticks to a zoids armor and heats it up. Due to the excessive heat from this substance, a zoid's internal systems may suffer a system freeze. Holds ten missiles. May fire two missiles per feat. 2000 credits (A-rank) (40 damage per missile; added 15 damage per minute due to heat rate)
Defensive Components: When good armor just isn't enough any more.
-Basic shield system: The name says it, can be used on most Zoids. 1500 credits (250 credits for a new core) (Adds +125 armor)
-Hex Shield: Shield that works on near any Zoid out there.
3000 credits (500 credits for a new core after almost every battle) (C-rank) (Adds +250 armor)
-Electromagnetic Force Field: Increases the armors stability itself reducing all types of damage.
10000 credits (1000 credits for new energy core after 3 battles; 50% less damage from energy based weapons and 70% less damage taken from solid matter weapons.) (B-rank) (Adds +500 armor)
Note for shields: Shields stay the same amount after a battle; say your shield went down to 150 health, you can keep it like that to save credits or change the core to get the full 250 back. You decide.
Note for weapons: You most reload your weapons after every match.(only exception are the weapons u didn't use) To reload or fix your weapons will cost u 10% of what the full price was. I will try my best to keep track of the amount of credits every one has and spends to keep it fair.
Note for credits: Make sure to post what you buy to keep credit scores accurate.
Zoids:(I'm mainly putting which ones i know, if you have one that is not in the list, tell me and I'll give you a price for it.)
Liger Zero: 15000
Blade Liger: 15000
Shield Liger: 11000
Trinity Liger BA: 15000
Energy Liger: 15000
Shadow Fox: 15000
Gun Sniper (LS): 12000
Gun Sniper (NS): 13000
Storm Sworder F: 16000
Iron Kong SS: 15000
GenoSaurer: 17000
Elephander AG: 17000
Berserk Fury: 18000
Command Wolf AC: 12000
Dibison: 10000
Raynos: 14000
Zaber Fang: 13000
Dark Horn HS: 14000
Lighting Saix: 16000
Gun Sniper: 10000
König Wolf (Bare): 11000
König Wolf DSR: 16000
Special Zoids (Also known as carriers or mobile bases):
Gustav: 15000
Hover Cargo: 18000
Whale King: 20000
King Gojulas: 22000
Ultra Saurus: 25000
King Phalanx: 30000
Armor: Needed always.
-Neo Steel Plating: Neo Steel plating is the most basic alloy plating. It's kind of heavy so it slows down your Zoid. +100 armor and -10 speed. 900 credits (D-rank needed)
-Fibre Alumi Plating: A more advanced alloy with an increased effectiveness against solid rounds and blades. +100 armor and +20 armor when hit with solid rounds and baldes. 800 credits (C-rank needed)
-Refracta-BricPlating: Lighter and stronger then Fibre Alumi Plating. +150 armor and +20 armor when attacked with energy weapons. 800 credits. (B-rank needed)
-Electro Magnetic Armor Plating: Lightest and strongest armor on the market. +200 armor and +10 speed. 1000 credits. (A-rank needed)
-Changeable Armor Systems (CAS): Can switch your Zoids armor out, to do so it costs credits to remove and place back the armor. 5000 credits to have ability and 500 credits to switch it every time. Stands depends on the armor you choose. (S-rank needed)
With armors comes armor coatings.
-Enhancive coating 1: take 10% less damage. 500 credits (C-rank)
-Enhancive coating 2: take 20% less damage. 1000 credits (B-rank)
-Enhancive coating 3: take 35% less damage. 1500 credits (A-rank)
-Enhancive coating 4: take 50% less damage. 2000 credits (S-rank)
-Heat resistance coating: Take 50% less heat damage and 50% chance to not suffer a system freeze from overheating. 500 credits
-Energy resistance coating: take 50% less damage from energy based weapons. 500credits
(Heat and energy coatings can be bought at any rank.)
Rifles: Ideal for long range combat.
-Anti-Zoid rifle: Basic rifle able to used on all zoids. 200 credits (D-rank) (35 damage)
-Sniper rifle: Can be used for long range. 800 credits (C-rank) (40 damage)
-Pulse Rifle(energy based): 1000 credits (B-rank) (60 damage)
-Double 80 cal. rifle: Twice as strong as the pulse rifle. 1200 credits (A-rank) (70 damage)
-Mega Rifle: Uses magnetic technology to speed up the velocity of the ammo. 2000 credits (S-rank) (90 damage)
Cannons: Ideal for close to long range combat.
-Hybrid Cannon: 250 credits (D-rank) (30 damage)
-Duel small booster cannons: 320 credits (D-rank) (40 damage)
-Plasma Cannon(energy based): 1000 credits (C-rank) (70 damage)
-Flame cannon: Fires a super heated stream of gaseous liquid. Heats the internal components of a Zoid to force a system freeze. 1500 credits (C-rank) (70 damage)
-Rapid fire ion cannon(energy based): No charge time, minimal heat buildup, and the firing rate of a chain gun. 1700 credits (B-rank) (80 damage)
-Hyper cannon: A single barrel cannon than can be mounted on the back of a zoid. Because of its weight and size it can only be mounted on four-legged zoids of suitable size. 2300 credits (B-rank) (90 damage)
-Nitro cannon: A specialized heavy artillery cannon designed only for medium and heavy class zoids. 2400 credits (A-rank) (150 damage)
-Tachyon Particle Cannon: This weapon is the newest product of unknown alien technology. Its power is unmatched, but it is slow to recharge and Because of its weight and size it can only be mounted on four-legged zoids of suitable size. 2600 credits (A-rank) (200 damage)
-Buster cannon: A specialized heavy artillery cannon designed only for the Shadow Fox but able to be used by any other four legged, medium class zoid. The cost of the cannon is based on the need to modify the Zoid's back-mounted racks in order to install it. Shadow Fox does not require the modification. 1500 credits for Shadow fox and 2000 credits for all other zoids. (S-rank) (225 damage)
-Death wave cannon(Unknown Energy Type): Its small size allows it to be mounted on small zoids and Ariel types, with restrictions. This cannon emits a wave of energy that instantly dissolves a zoid's armor and external weapons. 5000 credits (S-rank) (300 damage)
Machine Guns: Ideal for melee combat.
-Small Machine gun: 100 credits (D-rank) (35 damage)
-50 cal. assault GATTling gun: 200 credits (D-rank) (45 damage)
-Pulse machine gun(energy based): High Output energy based Machine Gun. 500 credits (C-rank) (55 damage)
-Infinite Repeaters(energy based): A large energy weapon with three barrels, the weapon itself fires a particle stream that when the particles impact on matter create small-scale explosions, a single burst roughly equivalent to an exploding popcorn kernel. However due to the nature of the weapon a constant stream is fired, saturating the target with the high-energy particles. 600 credits (C-rank) (60 damage)
-Duel zoid machine guns: 500 credits (B-rank) (65 damage)
-Tri-barrel mini gun: 600 credits (A-rank) (70 damage)
-Radar Guided Chain Gun: Locks on to its target and fires away; its only weakness is it can't see objects obstructing its view. 800 credits (S-rank) (80 damage)
Blades: The name says it, great for up close combat.
-Viking lance: 200 credits (D-rank) (30 damage)
-Duel cyber blades: 500 credits (D-rank) (50 damage)
-Wing blades(aerial zoid compatible): 600 credits (C-rank) (70 damage)
-Double vipers: 700 credits (B-rank) (100 damage)
-Heat blades(energy based and heat based): 800 credits (A-rank) (110 damage)
-Resonance blades: Vibrates at the proper frequency to do maximum damage to specific armor. Mounted on each side of a zoid. Use the upgrades below to enhance the blades. 1000 credits (S-rank) (130 damage)
Blades upgrades:
-Level 1 chip: adds +5 hit points to blades. 700 credits
-Level 2 chip: adds +10 hit points to blades. 1000 credits
-Level 3 chip: adds +15 hit points to blades. 1200 credits
-Level 4 chip: adds +20 hit points to blades. 1400 credits
Missile pods: Because we all want to blow something up.
-Torpedo Pods: Two Torpedo pods that can be mounted anywhere on your zoid; each pod holds two Torpedos. For use only with aquatic capable zoid's. Can not function out of the water. (Any rank) (30 damage per torpedo)
-Anti Missile System: A pod of hundreds of tiny projectiles. When an opponent fires a barrage of missiles at your zoid this system kicks in and automatically counters the missiles. 2200 credits (Any rank)
-Duel missile pods: Two missiles pods that can be mounted on each side of your zoid; each pod holds four missiles. 1200 credits (C-rank) (30 damage per missile)
-Mega Missile Launcher: A large missile container that can be mounted to the top of your zoid; holds twenty missiles. May fire a total of two missiles in one feat. 1500 credits (B-rank) (40 damage per missile)
-Napalm Missile Pod: When these warheads explode they release a fiery napalm like substance. This substance sticks to a zoids armor and heats it up. Due to the excessive heat from this substance, a zoid's internal systems may suffer a system freeze. Holds ten missiles. May fire two missiles per feat. 2000 credits (A-rank) (40 damage per missile; added 15 damage per minute due to heat rate)
Defensive Components: When good armor just isn't enough any more.
-Basic shield system: The name says it, can be used on most Zoids. 1500 credits (250 credits for a new core) (Adds +125 armor)
-Hex Shield: Shield that works on near any Zoid out there.
3000 credits (500 credits for a new core after almost every battle) (C-rank) (Adds +250 armor)
-Electromagnetic Force Field: Increases the armors stability itself reducing all types of damage.
10000 credits (1000 credits for new energy core after 3 battles; 50% less damage from energy based weapons and 70% less damage taken from solid matter weapons.) (B-rank) (Adds +500 armor)
Note for shields: Shields stay the same amount after a battle; say your shield went down to 150 health, you can keep it like that to save credits or change the core to get the full 250 back. You decide.
Note for weapons: You most reload your weapons after every match.(only exception are the weapons u didn't use) To reload or fix your weapons will cost u 10% of what the full price was. I will try my best to keep track of the amount of credits every one has and spends to keep it fair.
Note for credits: Make sure to post what you buy to keep credit scores accurate.
Zoids:(I'm mainly putting which ones i know, if you have one that is not in the list, tell me and I'll give you a price for it.)
Liger Zero: 15000
Blade Liger: 15000
Shield Liger: 11000
Trinity Liger BA: 15000
Energy Liger: 15000
Shadow Fox: 15000
Gun Sniper (LS): 12000
Gun Sniper (NS): 13000
Storm Sworder F: 16000
Iron Kong SS: 15000
GenoSaurer: 17000
Elephander AG: 17000
Berserk Fury: 18000
Command Wolf AC: 12000
Dibison: 10000
Raynos: 14000
Zaber Fang: 13000
Dark Horn HS: 14000
Lighting Saix: 16000
Gun Sniper: 10000
König Wolf (Bare): 11000
König Wolf DSR: 16000
Special Zoids (Also known as carriers or mobile bases):
Gustav: 15000
Hover Cargo: 18000
Whale King: 20000
King Gojulas: 22000
Ultra Saurus: 25000
King Phalanx: 30000