Parts
| Upgrades and Enhancements | ||||
| Armor | Defensive | CockpitSystem Upgrades | Rifles | Cannons |
| Machine Guns | Blades | Missile Pods | Organoids | Misc Components |
Missile Pods
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Duel Missile Pods Two missiles pods that can be mounted on each side of your zoid; each pod holds four missiles. Use: Once per round, up to 4 rounds 1200 credits DP: 30 per missile External Hardpoints: 2 (1 per pod) |
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. Use: Four times per round, up to 4 rounds 1500 credits DP: 40 per missile External Hardpoints: 1 |
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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. Use: Three times per round, up to 3 rounds 2000 credits DP: 20 per missile Heat Rating: 10 per missile External Hardpoints: 1 |
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. Use: Once per round, up to 3 rounds 2200 credits External Hardpoints: 1 |
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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. Use: Once per round, up to 4 rounds 1000 credits DP: 30 per Torpedo External Hardpoints: 2 (1 per pod) |
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