Zoids: Chaotic Age Zero

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Organoid Talents

The Stock Organoid: A Stock Organoid provides marginal bonuses to a Zoid it is bonded to. A Stock Organoid, if included in a battle, sits in the back seat of the Zoid until instructed to bond to the Zoid (it may also begin bonded). Once instructed to bond, the Organoid instantly bonds to the Zoid, providing it with 5% bonuses to armor, performance (but not speed!), melee strength, and physical and energy weapons damage (superweapons not included). Bonuses granted by abilities override, not stack with, these existing bonuses (excepting bonding time).

The Organoid can remain bonded for one round. Though this provides the pilot with considerable temporary advantages, these bonuses can be further improved via the Talent System, outlined below.

A Stock Organoid can only bond once per battle, and only to Zoids Levels 1-5.

A Stock Organoid can additionally bail its pilot out of a Zoid by disintegrating him or her using it nanites and teleporting the pilot out of harm’s way. This ability prevents a pilot with an Organoid (either bonded to the Zoid or watching the battle) from receiving hospital time as part of damages.

Experience: An Organoid that participates in a battle gains experience equal to the rank points gained (it cannot lose experience due to a loss in battle), while an Organoid that watches a battle gains one experience point PROVIDED that it was a battle that you could have gained rank points from if won. This rule exists to prevent Organoid owners from battling much weaker pilots than themselves simply to gain experience for their Organoid.

Organoids also get significant bonus experience from their Archetypes, so be careful to choose your Archetype carefully. See the Archetype section and options below.

The maximum amount of useful experience an Organoid can gain is 150, after which you have exhausted the possibilities of your Organoid. In the unlikely event that you attain this, talk to me (Halen) about future advancement of your Organoid.

Archetype: You may initially choose an Archetype for your Organoid, which is detailed below. This is an intrinsic, and not a learned property of your Organoid. Though you may only chose one Archetype and the decision may never be changed, your Organoid’s Archetype costs no experience.

The Organoid Talent System: The Organoid Talent System is much like a mods system for Organoids, where abilities for the Organoid are purchased like mods for a Zoid. Similar to mods, you may designate which abilities you would like active on an Organoid prior to a battle during your standard information to the judge. You may not change the active abilities mid-battle or during a rearm. Instead of money, Organoid abilities are bought using experience, which is treated like a currency (like money or JP). Purchases of Organoid abilities should be treated like normal mod purchases and posted in the mods forum, subject to moderator (judge) approval, who must confirm that the appropriate prerequisites have been reached.

The talent system is separated into five trees: Defense, Performance, Physical, Energy, and Unity, each of which contains five talents and three ultimates. The talents each have a level (1, 2, 3, 4, or 5) and the previous level talent must be bought before the next level talent. The cost of each talent is equal to its level. Thus, the cost of a level 4 ability is 4 experience points, but it can only be bought if you have purchased a level 1, 2, and 3 ability in the same tree.

After you have bought one talent of each level in a given tree, you will have a choice between one of three ultimates for that tree, of which you may buy only one. If you later decide that you would like a different ultimate in any tree, you may purchase a new one but you will permanently lose the old ultimate.

The Talent System may eventually expand to incorporate multiple talents of the same level. These follow the same rules as ultimates: you may only have one ability of a given level at a time, and purchasing a new ability overrides your old choice of talent.

Archetypes:

Below is the list of Archetypes: the famous Zoids that your Organoid will choose as a historical role-model during its development. Above all else, remember that your Organoid will not become its Archetype: a Zeke Archetype Organoid might easily be a villian while an Ambient Archetype Organoid migh just as easily become a hero. An Archetype is a question of attitudes and not of ethics.

Name: Zeke Archetype
Tree: Archetype
In Brief: The Zeke Archetype gives a bonus to experience in battles in which you fight a more powerful Zoid.

Description: Organoids that follow in the footstep of Zeke, the legendary Van Flyheit’s Organoid, have a penchant for heroism and the defeat of more powerful Zoids -- in essence fighting a swarm battle as a swarmer. Organoids with the Zeke Archetype gains one point extra point of experience for fighting in or watching battles where the most powerful Zoid on your team (even if your team is only you) is a lower level than the most powerful Zoid on your opponent’s team. This bonus increases to two bonus experience points if the level gap is two levels or greater. Your Organoid gets this experience bonus win or lose.

Name: Shadow Archetype
Tree: Archetype
In Brief: The Shadow Archetype gives a bonus to experience in battles in which you fight many opponents at once.

Description: Organoids that walk the path of Shadow, the mysterious commando Raven’s Organoid, are lone wolves and hunter-killers who wish to defeat many enemies -- they would prefer to fight a swarm battle as the enemy of the swarm. Organoids with the Shadow Archetype gain one extra point of experience for fighting in or watching battles where your team is outnumbered. This bonus increases to two bonus experience points if you are the only Zoid on your team and there are at least three Zoids on the opposing team. Your Organoid gets this experience bonus win or lose.

Name: Ambient Archetype
Tree: Archetype
In Brief: The Ambient Archetype gives a bonus to experience in battles in which you fight on a team.

Description:
Organoids that seek to emulate Ambient, the villian Hiltz’s Organoid, are generals who seek to command great armies and divide and conquer -- they will seek allies, permanent or fickle. Organoids with the Ambient Archetype gain one point of experience for fighting in or watching battles where you have at least one teammate OR the battle has three or more teams. This bonus increases to two bonus experience points if both conditions are met. Your Organoid gets this experience bonus win or lose.

Name: Specular Archetype
Tree: Archetype
In Brief: The Specular Archetype gives bonuses for missions and unconventional battlemodes (battlemodes that aren't 0992 or 0982).

Description: Organoids that idolize Specular, the enigmatic Blue Devil's Organoid, are cunning lateral thinkers who thrive in unconventional circumstances -- they would prefer to win the battles less fought. Organoids with the Specular Archetype gain one point of experience for fighting in or watching a mission OR any battle that is not 0992 or 0982, which are the standard battlemodes. Some examples would be: Unsanctioned combat/0999, Wartime combat, Missions, Melee Only, Limited Arsenal, Free-For-Alls. (Check with the presiding judge for tournament battles.) Your Organoid gets this bonus win or lose.

Defense Tree:

Name: Hardened Armor
Tree: Defense
Level: 1
In Brief: Hardened Armor increases the armor of the bonded Zoid.

Description: Organoids are nanite constructs, capable of disassembling into miniscule particles and then transforming into energy, practically teleporting from one place to the next. Their micromachine makeup also allows them to build and assemble as they see fit. All Organoids have some ability to enhance the armor of a Zoid, but greater familiarity with the armor and defensive systems of a Zoid allows an Organoid to optimize the Zoid’s armor more and more effectively.

An Organoid with Hardened Armor gives a bonus to armor of 10% times the number of levels of Defense talents (not including the ultimate) an Organoid possesses (or any lesser percentage, if stated during basic information before the battle).

Name: Field Repairs
Tree: Defense
Level: 2
In Brief: An Organoid with Field Repairs repairs a Zoid slightly upon bonding.

Description: In addition to reworking existing components, Organoids can repair and rebuilding broken or even destroyed components using their nanite structures. Once an Organoid learns to analyze the Zoid completely prior to a battle and to absorb resources from the surrounding environment, the Organoid can perform minor repairs upon bonding. Because this ability is limited by raw materials and not the Organoid’s skill, it does not improve with level.

Upon bonding, an Organoid with Field Repairs instantly heals the Zoid it is bonding to by 20% of the Zoid’s total armor, structure, and internals. (This would be one full damage step in some judging lexicons, ie: heavy becomes medium, medium becomes moderate, moderate becomes light.) A Zoid cannot be healed beyond maximum in this fashion.

Name: Organoid ECM
Tree: Defense
Level: 3
In Brief: Organoid ECM jams enemy sensors and disrupts missiles.

Description: Though the slow-moving, heavier Zoids like the Dark Horn may be content with yet more armor, an Organoid armor boost to a Helcat the same boost may just mean the difference between two hits endured and three. Such Zoids need a better guarantee on their survival. Fortunately, Organoids are equipped with ancient Zoidian communications and electronic warefare equipment which modern engineering and science do not understand.

Organoid ECM causes sensor tracking the bonded Zoid to fluctuate wildly and cause numerous ghosts to appear on any sensor screen. Missiles may lock and fire as normal, but they suffer a 50% additional miss chance. This is useful for Stealth Zoids, particularly when combined with other evasions techniques.

Name: Ceasefire Effect
Tree: Defense
Level: 4
In Brief: Ceasefire Effect allows an Organoid to temporarily force all Zoids on the battlefield to stop firing any and all weapons.

Description: All Zoids are fundamentally based off of Zoid Core technology, and Organoids are meant to interface will all Zoid cores. This simple principle is the source for many Organoid powers, but some pilots fail to realize that an Organoid can interact with Zoids in other ways than direct bonding. Organoids who have mastered the Ceasefire Effect, a holdover from Organoid-regulated Zoid population control, can emit a set of rapid, shifting instructions to all nearby Zoid Cores, causing Zoids in a vast area around the Organoid to immediately become noncombative.

The Ceasefire Effect can be used once a battle and only while the Organoid is bonded to a Zoid. Once the Effect is triggered by the pilot, all Zoids become unable to attack using any weapon (melee, energy, bullets, superweapons, ect.) for three seconds, though weapons that are recharging continue to recharge as normal. The Ceasefire Effect affects all Zoids on the battle field -- enemies and allies alike. If a weapon that takes time to charge, such as a Charged Particle Gun, is interrupted during the Ceasefire Effect, it neither gains additional charge nor loses charge. Similarly, missile locks maintain their progress but make no gains throughout the Effect. In melee, Zoids will be unwilling to attack each other and will ignore commands to fight. Missiles in flight are unaffected. The Ceasefire Effect does not work against Banned Zoids, who are too powerful for Core commands to be input or overridden by an Organoid.

Name: Mirage Shield
Tree: Defense
Level: 5
In Brief: Mirage Shield allows an Organoid to create slightly displaced images of the Zoid it is bonded to, reducing opponents’ chance to hit.

Description: Organoids with a keen understanding of defense are apt to realize that hardening oneself from attacks is not as important as avoiding attacks. While agility, speed, and performance go a long way to enhancing evasion, sometimes these aren’t enough. An extremely proficient Organoid can use its nanites to create several mirages -- illusions -- of the host Zoid only about a meter away (such that the mirages overlap with the real Zoid), reducing the accuracy of all enemies shooting at it.

Specific targeting of body parts becomes essentially impossible while the Mirage Shield is active, even with advanced sensor equipment, and there is even a slight chance that an attacker will miss the bonded Zoid entirely! The mirage shield can be turned on and off by the pilot, but there is little reason to ever deactivate it. It can be active for as long as the Organoid is bonded.

Name: Command Override
Tree: Defense
Level: Ultimate
In Brief: The Organoid can bond to CSFed Zoids, reversing their CSF and repairing them marginally.

Description: Command System Freeze is a concept subject to much discussion and debate in Zoid battling circles. It is essentially when the Zoid goes into shock, having taken too much damage to maintain concentration or energy output necessary to keep the Zoid functioning. By becoming intensely familiar with the layouts of various Zoids and exceptionally skilled at field repair, an Organoid can repair necessary affected areas and bring a Zoid back from brink during a battle.

Command Override allows an Organoid to bond to a CSFed Zoid, restoring them to activity with 20% of their total armor’s worth of damage healed, as if they had been healed by Field Repair. The pilot is inserted into the cockpit of the Zoid and takes control of it. An Organoid can only bond to its own pilot’s Zoid in this manner unless it has Hostile Bonding or Group Unity, in which case it can bond to enemy Zoids or allied Zoids, respectively. In neither case can the Organoid bond to a Zoid it could not normally bond to. Battles still end as normal -- ie: battles are never prolonged because a pilot has an Organoid capable of Command Override. If a pilot chooses to use Command Override on a Zoid that is not his own while his own Zoid is still not CSFed in the battle, he may do so but his own Zoid instantly CSFs. Command Override counts as the Organoid’s bonding for the round, and the Zoid returns to CSF when the Organoid unbonds. You may not use Command Override on a non-CSFed Zoid. Command Override prioritizes essential repairs, such as control cabling in the neck.

Name: Inversion Shield
Tree: Defense
Level: Ultimate
In Brief: Inversion Shield allows the Organoid to create a shield that changes damage into healing.

Description: The Ligers can have their E-Shields. A new paradigm of shielding was created with the Gairyuki, whose panels allow it to absorb energy from incoming attacks outright. Some Organoids with exceptional command of their reassembly abilities are capable of projecting an even more powerful shield, which instantly breaks down oncoming projectiles and energy and converts them into raw materials for repair of the Zoid that it is bonded to.

While Inversion Shield is active, the Zoid the Organoid is bonded to projects an E-Shield like formation with unlimited strength. While the shield is active, instead of hurting the shielded Zoid, energy and physical ranged attacks repair it instead by half the amount they would have damaged it. Melee attacks are not affected (though charged melee attacks are robbed of their charge), and neither are superweapons. The Inversion Shield consumes bond time as long as it is active, at a rate of one second per round of bonding. It may only be activated once, though it can be deactivated before it consumes all remaining bond time. It is important to note that there is a damage limit to this talent. The shield can only absorb about as much damage as the shields would naturally take before going down before it too collapses.

Name: Distributive Damage
Tree: Defense
Level: Ultimate
In Brief: Distributive Damage allows the Organoid to cannibalize parts and pieces from the rest of the Zoid to repair regions of heavy damage.

Description: Organoids can use any raw material to make repairs, as long as that material is suitable. Zoids are typically forced into CSF not by their utter destruction (with a few, mostly CPG-related exceptions) but instead by damage concentrated at essential locations: leg joints, the neck, the face, etc. Organoids with a particularly sophisticated understanding of the design of a Zoid can select and dismantle less important bits and pieces and use them to reinforce more essential areas nearby, thereby distributing the damage over the entire face of the Zoid.

A Zoid with an Organoid with Distributive Damage bonded to it cannot suffer pinpoint damage. Damage is instead spread out over the entire face of the Zoid (general frontal region, right flank, left flank, underside, or back for most Zoids) as long as the Organoid is bonded to it. In general, this greatly increases the toughness of the Zoid against pinpoint and sniper weapons, and forces would-be precision killers to rethink their strategies. It even moderately reduces damage dealt by heavy, imprecise, fully automatic weapons like the Hybrid Vulcan, though the effect is less noticeable.

Performance Tree:

Name: Improved Performance
Tree: Performance
Level: 1
In Brief: Improved Performance increases the Performance (not speed!) of a Zoid.

Description: Not all Zoids are just guns and armor. The fast, agile, and stealthy Zoids of Zi are some of the most notable members of the Zoid battling world, and Organoids work to address their needs as much as any others. A greater understanding of the control systems, hydraulics, and internals of the Zoid allows the Organoid to reduce Zoid-pilot reaction time and improve the maneurability, agility, and general handling of a Zoid because hey -- even the Cannon Tortoise needs to move sometimes.

An Organoid with Improved Performance gives a bonus to performance of 10% times the number of levels of Performance talents (not including the ultimate) an Organoid possesses (or any lesser percentage, if stated during basic information before the battle).

Name: Improved Performance
Tree: Performance
Level: 1
In Brief: Improved Performance increases the Performance (not speed!) of a Zoid.

Description: Not all Zoids are just guns and armor. The fast, agile, and stealthy Zoids of Zi are some of the most notable members of the Zoid battling world, and Organoids work to address their needs as much as any others. A greater understanding of the control systems, hydraulics, and internals of the Zoid allows the Organoid to reduce Zoid-pilot reaction time and improve the maneurability, agility, and general handling of a Zoid because hey -- even the Cannon Tortoise needs to move sometimes.

An Organoid with Improved Performance gives a bonus to performance of 10% times the number of levels of Performance talents (not including the ultimate) an Organoid possesses (or any lesser percentage, if stated during basic information before the battle).

Name: Organoid Overdrive
Tree: Performance
Level: 2
In Brief: Organoid Overdrive increases the speed of the bonded Zoid.

Description: Speed. Of all the information that can be given about a Zoid, none is so utterly defining as the speed. The walking weapons platforms, like the Cannon Tortoise, are slow and deliberate while the skirmishers and the flankers, like the Lightning Saix, are quick. However, everyone from slowpoke to Saix wishes that they had more speed. Speed is always better, allowing any Zoid to get from point A to point B. Sadly, it’s not always easy to give. Organoids enhance the speed of Zoids by analysis and active upgrade to the Zoid’s design, rather than the crude brute force of the CSO. Once they have gained enough experience and familiarity with various Zoid designs, the bonus to speed can become quite significant.

Organoid Overdrive increases the speed of the bonded Zoid by 10% of base for every level of Performance talent, excluding ultimates, that the Organoid knows. This effect is additive with other speed-gaining effects and works in any terrain: sea, air, land, or burrowed.

Name: Instant Rearm
Tree: Performance
Level: 3
In Brief: Instant Rearm allows the Organoid to rearm a Zoid without returning to the transport.

Description: Everyone knows that Organoids can teleport, but they are most commonly portrayed teleporting two things: themselves and people. It rarely occurs to the regular pilot that an Organoid can easily transport many other things including but not limited to mods and heavy ordinance. Once an Organoid has matured enough and gained enough familiarity with its own teleportation powers, it can teleport mods and ordnance straight from the transport into the Zoid.

An Organoid with Instant Rearm can instantly rearm a Zoid it is bonded to, reloading missiles and swapping out specified mods. This counts the single permissible rearm during a sanctioned battle. The Instant Rearm can only be performed while the Organoid is bonded to the host Zoid. Group Bonding allows the Organoid to instantly rearm all team Zoids at the same time.

Name: Liger’s Leap
Tree: Performance
Level: 4
In Brief: Liger’s Leap gives the Organoid the power to give a Zoid the power to jump unusually high.

Description: The ability to move up and down isn’t restricted to aerials and aquatics. We so often forget that land-based Zoids can jump! There’s a problem with this tactic, though -- namely that what goes up must comes down. Well, Organoids can’t defeat gravity, but they can work against it and then with it -- in that order -- by an unknown mechanism of radical gravity modification.

A Zoid with Liger’s Leap can jump to a height equal to the distance it could travel in a second at its initial speed. It reaches the peak of its jump after a half-second and then reaches the ground another half-second later. An aquatic Zoid can jump out of the water with Liger’s Leap, and an aerial Zoid simply instantly ascends the relevant (and probably massive) distance.

Name: Deadeye Effect
Tree: Performance
Level: 5
In Brief: The Deadeye Effect greatly improves the accuracy or reaction time of the pilot for a single shot.

Description: Organoids do so much for the Zoids that they’re bonded to that people tend to forget all that they can do for their pilots. While an Organoid can’t interface with a pilot as it can with a Zoid, it can still use its unique abilities to give the pilot significant advantages. Nowhere is this more apparent than in the Deadeye Effect. The Organoid uses the Zoid Core of the bonded Zoid to distort space-time around the cockpit, making everything appear much slower, and allowing the pilot to perfectly place a single shot.

Once per battle, while the Organoid is bonded to the host Zoid, the pilot can designate a single shot (or second-duration burst from a single automatic weapon) to use with the Deadeye Effect. The Deadeye Effect makes the pilot’s accuracy infinitely good. This isn’t to say that the bullet hits - the target could move unpredictably while the bullet is in flight - but barring an impossibility, then the shot then hits. Conversely, the Deadeye Effect can be used to dodge a single shot or burst from an opponent that could be reasonably dodged.

Name: Teleport
Tree: Performance
Level: Ultimate
In Brief: Teleport allows an Organoid to teleport the entire bonded Zoid to any location on the battlefield once per battle.

Organoids are born knowing how to teleport smaller items, such as themselves as humans, and can slowly refine their skills to teleporting larger things, like mods and missiles. However, there is a major barrier in knowledge an Organoid must overcome before it can teleport entire Zoids: the Zoid Core. The disassembly and reassembly of this complex machinery is a secret that few Organoids ever learn, but those that do have gained the incredible skill of Zoid teleportation.

An Organoid with Teleport can move the bonded Zoid to any location on the battlefield. An Organoid with Group Unity can Teleport any friendly Zoids, but hostile Zoids can never be teleported. Teleport can be used only once per battle while the Organoid is bonded to the Zoid to be teleported.

Name: Quick Streamline
Tree: Performance
Level: Ultimate
In Brief: Increases speed and maneuverability.

Organoids and their mastery of the body and internals of the zoids they bond with can lead to the creation of truly epic moments. Quick Streamline allows the Organoid to instantly change the zoid in question inside and out, structurally even, rounding out the edges so to speak and instantly streamlining it. The zoid will then move 50% faster, an effect that can be stacked with the Organoid Overdrive. The moving parts of any zoid (legs or wheels, tracks, wings) are strengthened so as not to fall prey to the extreme demands of this modification. In addition, it instantly becomes as maneuverable as a stock Liger Zero, allowing even the heaviest of zoids to change from tanks or bricks into speed and maneuverability demons for six whole seconds.

Name: Battle Drafting
Tree: Performance
Level: Ultimate
In Brief: Battle Drafting teammates to experience enormous gains to performance and speed by drafting behind the bonded Zoid.

Drafting is the practice of improving speed and conserving energy by moving behind another vehicle. Drafting is made possible by certain types of drag and friction by the vehicle one is drafting behind -- its own aerodynamic properties create a low-pressure pocket with less air resistance behind itself. If a vehicle enters into that pocket, it can move much faster. Most Zoids are optimized for aerodynamiticity such that no drafting is possible because little drag exists on the Zoid. However, Organoids have other plans. An Organoid unusually familiar with the ins and outs of a Zoid can structurally modify the bonded Zoid to allow drafting behind it without affecting its own speed or performance, thereby allowing teammates to draft behind it and improve their own speed and agility.

A Zoid drafting behind a Zoid with Battle Drafting -- that is to say, at most 25 meters behind a Zoid with battle drafting -- gains bonuses to performance and speed as if the Organoid were bonded to itself. This effect lasts only as long as the Organoid is bonded.

Physical Tree:

Name: Enhanced Strength
Tree: Physical
Level: 1
In Brief: Enhanced Strength increases melee damage dealt by a Zoid.

Description: Sometimes there’s nothing like brute force to finish a battle, and Organoids can certainly provide that. By examining and tweaking a Zoid’s hydraulics, motors, and mechanical components involved in melee combat, the Organoid can increase damage dealt by hardened allow weaponry in melee.

An Organoid with Enhanced Strength gives a bonus to strength of 10% times the number of levels of Physical talents (not including the ultimate) an Organoid possesses (or any lesser percentage, if stated during basic information before the battle). Remember that some damage in melee, particularly passes with blades, are heavily based on speed and not strength, but stationary melee is almost completely strength.

Name: Conflict Escalation
Tree: Physical
Level: 2
In Brief: Conflict Escalation increases the damage of all physical ranged weapons.

Description: Sometimes there’s nothing quite like the reassuring heft of heavy ordnance to end a battle, and since Organoids seem to be as old as Zoids themselves, they know this as well as we do. By structural modification of the ammunition stocks and weapons barrels of the Zoid, Organoids can improve the loading times for physical ranged weapons, thus increasing their damage.

An Organoid with Conflict Escalation gives a bonus to physical weapon damage of 10% times the number of levels of Physical talents (not including the ultimate) an Organoid possesses (or any lesser percentage, if stated during basic information before the battle). Missiles and rockets do not count as physical weapons for this purpose.

Name: Snap Reload
Tree: Physical
Level: 3
In Brief: Snap Reload allows the instantaneous reload of one weapons system once per battle.

Description: Reloading is simply the act of moving shells from storage into the barrel of a weapon and priming the weapon to fire. Delays in repeated fire of a weapon are inevitably based around the process of moving a shell into the chamber. An experienced Organoid can, by the process of teleportation, transport a shell directly from the ammunition stocks to the chamber of a weapon and reset the firing mechanism, thus bypassing any reloading times.

An Organoid with Snap Reload can, once per battle, reload a single physical weapon or a pair of physical weapons of the same type instantly while bonded to a Zoid. If a weapons system contains more than two individual weapons, such as in the Dibison’s mortar array, then it can only reload two.

Name: Heavyweight Effect
Tree: Physical
Level: 4
In Brief: The Heavyweight Effect increases a Zoid’s effective weight, increasing its staying power in close combat.

Description: Heavier fighters are universally recognized as being more effective in melee combat. They can use their mass to create more powerful charges and attacks and are more difficult to knock over or out on the defensive. This is every bit as true in Zoids as it is in human boxers -- after all, a hundred-twenty-four ton Liger can pin you more easily than a twenty-four ton Rev Raptor! While just making a Zoid heavier outright by say, loading lead into the chassis, would stress the structure and decrease the speed, it would give it an advantage in close combat. Organoids experienced in close melee combat have discovered a way to increase the effective weight of a Zoid without the unpleasant side-effects of speed and performance reductions. By carefully manipulating local gravitational fields using unknown ancient Zoidian technology, Organoids can increase the mass of the bonded Zoids at key moments, making it seem heavier without the side effects.

An Organoid with the Heavyweight Effect makes the bonded Zoid effectively 50% heavier, increasing damages from charge attacks and benefitting the bonded Zoid in close melee combat.

Name: Missile Storm
Tree: Physical
Level: 5
In Brief: Missile Storm removes the need for missile lock.

Description: Organoids possess advanced sensors -- the most notable of which is core tracking -- far beyond anything currently built or in use by human engineers. By interfacing their own sensor systems with those of the Zoid’s missiles, the Organoid can cause the missiles to instantly track a target, removing the necessity of the IR-Radar lock that they currently seek.

An Organoid with Missile Storm causes the bonded Zoid to not require a lock for its missiles, instead locking instantly without interference from jamming effects.

Name: Go For The Throat
Tree: Physical
Level: Ultimate
In Brief: Go For The Throat allows an Organoid to locate and destroy essential cabling in the neck of another Zoid with surgical precision.

Description: A classic tactic melee Zoid tactic is to sever cabling, the so-called Zoid Control Conduit or ZCC, in the neck that connects the cockpit to the Zoid Core and the rest of the Zoid. By cutting this bundle of wires, an attacking melee Zoid can send a defender into CSF within mere seconds. Naturally, this makes melee Zoids that employ this tactic extremely dangerous. Over time, Zoid engineers adapted to this tactic by heavily armoring the neck area and shielding the ZCC from damage as best they could. An Organoid with an uncanny knack for melee offense will eventually learn its way around these adaptations: knowing the exact location of cabling in the neck and the structural weaknesses that can be exploited to expose it.

An Organoid with Go For The Throat gets a 50% increase in effectiveness against neck armor, though not structure (even in Zoids in which no ZCC is present in the neck) as long as it is bonded to a Zoid.

Name: Superior Firepower
Tree: Physical
Level: Ultimate
In Brief: Superior Firepower temporarily increases the rate of fire of all physical weapons for all Zoids on your team.

Description: Enhancing the barrels and tweaking the ammunition isn’t the only way to improve damage dealt. Shell throughput -- the number of bullets you can put out the barrel in a single second -- also determines the damage dealt by a single weapon.

A highly experienced Organoid can learn to emit a signal effecting both the bonded Zoid and all of the bonded Zoids’ teammates, allowing them to double the rate of fire of all physical weapons for up to six seconds. Every second that passes costs one round of bonding time for the Organoid. It can only be turned on once in a battle, but can also be turned off at any time. While Superior Firepower is active, weapons take half as long to reload and the passage of time counts double towards their reloading time even if they don’t finish while Superior Firepower is active.

Name: Keep The Range
Tree: Physical
Level: Ultimate
In Brief: Keep The Range allows the bonded Zoid to move back as quickly as it moves forward and allows it to force an opponent back.

Description: There’s no better summary of the principles of Zoid battling than “play to your strengths.” As strong and as powerful as an Organoid can make a Zoid in melee combat, there are many Zoids and tactics which simply do not allow for prolonged melee combat. If such a Zoid encounters melee, it may need to disengage quickly, and this is where Keep The Range comes into play. An Organoid can, by manipulation of a few motors, hydraulics, and structural elements, allow a Zoid to move backwards as quickly as it can move forwards and further, once per battle, force a melee attacker back.

An Organoid with Keep The Range allows a Zoid to move backwards at full speed (even an aerial Zoid!). Additionally, once per battle, the Organoid can use its mastery of physical laws to allow the bonded Zoid to bodily fling a single opposing Zoid from melee with one good shove. This opposing Zoid is sent flying for one second, being knocked back a distance equal to the maximum distance the target zoid could achieve at one second's full speed movement. Masterful use of Keep The Range can essentially make melee combat an impossibility when faced with a slower Zoid.

Energy Tree:

Name: Augmented Shield
Tree: Energy
Level: 1
In Brief: Augmented Shield increases a Zoid’s shield strength.

Description: Not all Zoids have shields to begin with, but virtually all can be outfitted with them, and those that do have them find them absolutely invaluable. The downside of a shield is that damage to the shield saps the Zoid’s capacitor banks and when the capacitors run out, then shield is overcome and the Zoid itself is exposed. By coaxing the Zoid Core into producing yet more energy and redirecting it to shield systems, the Organoid can better defend the Zoid.

An Organoid with Augmented Shield gives a bonus to shield strength of 10% times the number of levels of Energy talents (not including the ultimate) an Organoid possesses (or any lesser percentage, if stated during basic information before the battle). The Augmented Shield talent is useless for Organoids that do not possess shields, but works on all variety of shields.

Name: Beam Boost
Tree: Energy
Level: 2
In Brief: Beam Boost increases energy damage dealt by a Zoid.

Description: Sometimes there’s nothing like brute force to finish a battle, and Organoids can certainly provide that. By increasing the energy output of the Zoid Core, the Organoid can boost energy available to energy-based weapons systems.

An Organoid with Beam Boost gives a bonus to energy weapon damage equal to 10% times the number of levels of Energy talents (not including the ultimate) an Organoid possesses (or any lesser percentage, if stated during basic information before the battle). Some attacks that are not beams, such as the Strike Laser Claw, are enhanced by the Beam Boost.

Name: Weapons Hybridization
Tree: Energy
Level: 3
In Brief: Weapons Hybridization converts a single energy weapon on the bonded Zoid into a physical weapon, with all associated bonuses or vice-versa.

Description: Physics tells us that energy and mass are interchangeable. Not so in Zoid battles! Some armors and weapons systems deal more effectively with energy weapons and some deal better with physical weapons. Unfortunately for a pilot with a Zoid with abundant energy weapons, most Zoids that have a preference are better defended against energy weapons. Never fear, though -- an experienced Organoid can rebuild an energy weapon into a physical weapon with the same properties (or, if necessary, vice-versa).

When an Organoid with Weapons Hybridization bonds to your Zoid, specify a weapon system. That weapon system switches types from physical to energy or energy to physical. If a weapon system consists of more that two physical weapons, only two are converted. This effect only remains in effect as long as the Organoid is bonded to the Zoid.

Name: Rapid Recharge
Tree: Energy
Level: 4
In Brief: Rapid Recharge instantly recharges one energy attack, excluding superweapons.

Description: The rate of fire of an energy weapon is limited by the Zoid’s ability to recharge the weapon’s hypercapacitors. For large and powerful energy-based weapons, this recharging process can take several seconds that a Zoid can ill afford in the middle of frantic combat. Fortunately, the friendly Organoids have a solution: by performing a quick nanite transfer to a set of a hypercapacitors, they can instantly recharge the banks and allow the weapon to fire again.

An Organoid with Rapid Recharge can, once per battle, reload a single weapon or a pair of energy weapons of the same type instantly while bonded to a Zoid. If a weapons system contains more than two individual energy weapons, then it can only reload two.

Name: Delta Shield
Tree: Energy
Level: 5
In Brief: The Delta Shield allows your Zoid and all Zoids on your team to project their shields offensively, presenting a physical barrier to an enemy Zoid’s movement.

Description: During the Chaotic Century, Guardian Force Zoids were faced with the daunting task of defeating a Death Stinger enhanced by the Organoid Ambient. Scientists working with the Guardian Force invented the Delta Shield as a deadly solution to the Death Stinger problem: by coordinating the shields of the Delta Force Zoids through the Organoid Zeke, they could create a triangular wall around the Death Stinger while they shelled it from afar. This tactic allowed them to cripple and all but destroy Hiltz’s Death Stinger. A sufficiently experienced Organoid can learn the same awesome powers that Zeke employed in this fight.

While you can’t call a gravity cannon into combat, the Delta Shield allows you and your teammates to create a shield-sized wall (not a dome) 50m meters wide up to 250m directly in front of themselves (perpendicular to your direction of motion) using their pre-existing shield emitters. The shield has its regular strength, which your opponent can break through with sufficient damage. The Delta shield is your shield -- you can’t raise your shield elsewhere at the same time, and it drains power from your regular defensive shield when damaged.

Name: Stun Shot
Tree: Energy
Level: Ultimate
In Brief: Stun Shot allows your energy attacks to cause local lagging and temporary unresponsiveness.

Description: Directed energy weapons found on Zoids are not the peak of beam weaponry’s potential. By radically altering the wavelength of the radiation that the weapons fire, an Organoid highly experienced with energy manipulation can cause the bonded Zoid’s energy weapons to cause internal damage, lagging, and stun in addition to their regular damage. However, this process is very taxing on the Organoid as it requires an enormous amount of energy to maintain.

As long as Stun Shot is active, all shots from the bonded Zoid’s energy weapons act like the Dark Spiner’s defensive cannons, causing internal damage and even stunning as they hit critical areas. This is in addition to regular damage. However, Stun Shot consumes a round of bond time for every second that it is active. Stun Shot can be activated and deactivated any number of times, but each time it is activated it must stay active for at least a second.

Name: Laser-Alloy Transformation
Tree: Energy
Level: Ultimate
In Brief: Laser-Alloy Transformation changes all uncharged melee weapons on a Zoid into Strike Laser Weapons, making the Zoid much more dangerous in close-quarters.

Description: Strike Laser Weaponry has long been considered a pinnacle of Zoid melee engineering, but was long restricted to rare and powerful Zoids, like the Liger Zero. Only recent innovations in engineering have allowed its mass distribution to the Shadow Fox and other production Zoids. Organoids, however, are apparently a step ahead of the humans once again. A highly experienced Organoid can rebuild hardened alloy weapons with Strike Laser components and power them, making the bonded Zoid positively lethal in close quarters.

A Zoid bonded to an Organoid with Laser-Alloy Transformation gains Strike Laser Weaponry in place of Hardened Alloy weaponry and all other uncharged melee weapons. Charged melee weapons can be replaced with Strike Laser Weaponry if the pilot states that he wishes the change at the time of the Organoid’s bonding. The new Strike Laser Weaponry is lost when the Organoid unbonds, and the melee weapons revert to their previous states.

Name: Flyheit’s Dagger
Tree: Energy
Level: Ultimate
In Brief: Flyheit’s Dagger allows a team of Zoids, led by the bonded Zoid, to unleash an extremely powerful energy attack on a Zoid they have trapped with the Delta Shields.

Description: Van Flyheit, Guardian-General of Zi, is one of the single most legendary figures in Zian history. Though historians continue to the debate many of the specifics of his life, we know one thing for sure. He owned an Organoid. After the Kaiser’s Rebellion and the Hiltzian Wars, the last chapter of the Chaotic Century before the Pax Guylos, Flyheit continued to operate as a Guardian Force Fighter in close cooperation with the Organoid Zeke. Moreover, the Guardian Force continued to make frequent use of the Delta Shield, but did so without employing the destructive and overwhelming firepower of the Ultrasaurus to bombard the target. How then, did the Delta formation subdue a target? Flyheit’s Dagger.

Flyheit’s Dagger can be used only if the Organoid’s Delta Shield talent is currently active and there are at least two other Zoids on the bonded Zoid’s team. If an enemy Zoid is trapped in the Delta Formation (each Zoid is projecting its shield such that an enemy Zoid is boxed in), then the bonded Zoid’s pilot can activate Flyheit’s Dagger. The Delta Shields of all Zoids in the Delta Formation is instantly converted into an energy strike (similar in nature to a Blade Liger’s Hyper Blade Attack, but not as powerful from any single Zoid), simultaneously dealing massive damage to a Zoid’s entire body. The attack is very much a finishing move -- if all three shields are standard E-Shield strength, the power of the attack overall is similar to an HBA. The morale for Zoids fighting Organoids? Don’t get caught. Zoids that move in three dimensions (aerials and aquatics) must be caught in a tetrahedron rather than a Delta.

Unity Tree:

Name: Basic Unity
Tree: Unity
Level: 1
In Brief: Basic Unity extends the length of time your Organoid can remain bonded to a Zoid.

Description: Though all Organoids possess the ability to bond to a Zoid and enhance its abilities, familiarity with the Zoid and more importantly the Organoid’s relationship with the pilot determine how long an Organoid can remain bonded. As the Organoid gains experience in the Unity tree, it learns how to remain bonded for longer and longer periods by close observation of a variety of different Zoids and greater familiarity with the demands placed upon it by its pilot.

An Organoid with Basic Unity can remain bonded to a Zoid for a number of additional turns equal to the number of levels of Unity talents an Organoid possesses (or any lesser number of turns, if stated during basic information before the battle or ordered to unbond mid-battle).

Name: Corecraft
Tree: Unity
Level: 2
In Brief: Corecraft grants a bonded Zoid coretracking and coresuppression, extraordinary sensory and stealth capabilities.

Organoids are meant to lay dormant beneath the Zian surface for aeons at a time, tracking the Zoid population in solemn silence before finally emerging once in an age to regulate and manipulate the planet-wide Zoid population. To facilitate their task, the ancient Zoidians gave the Organoids coretracking, the unique ability to track a Zoid by its core by unknown methods. Similarly, to prevent collisions with others of their own kind, Organoids were given the power to suppress the core radiation outputs of the Zoids they were bound to, a practice called Coresuppression. Organoids must practice and sync with their Zoids and human counterparts to integrate these abilities with the cockpit control system, but once the Organoid does it gives the pilot a pair of valuable tools.

Corecraft gives a Zoid that has an Organoid bonded to it Coresuppression and Coretracking stealth and sensor systems, allowing the Zoid to find all other Zoids by their core radiation and protected the bonded Zoid from detection by the same.

Name: Remote Unity
Tree: Unity
Level: 3
In Brief: Remote Unity allows a bonded Zoid to continue to function even when its pilot is not in the cockpit or its Zoid Control Conduit has been severed.

Description: Organoids can exert control over a Zoid, but lack the piloting skills of an experienced member of the Zoid battling circuit. Thus, an Organoid will rarely attempt to pilot a Zoid by itself (with a few notable exceptions throughout history). However, if the bond between pilot and Organoid develops to the point that the Organoid can begin to understand its partner’s mind, strategy, and intention, it may assume the piloting function of the Zoid.

Remote Unity allows the Organoid to directly control the Zoid by reading the pilot’s mind and giving the pilot’s intentions directly to the Zoid Core. Thus, even if the cockpit is destroyed or the control conduit in the neck is severed, the Zoid will continue to receive commands from the pilot and operate. The Zoid in such a state suffers a large penalty to performance (~25%) and CSFs when the Organoid unbonds. It is possible for an Organoid to bail the pilot from the cockpit while retaining Remote Unity control of the Zoid.

Name: Group Unity
Tree: Unity
Level: 4
In Brief: Group Unity allows the Organoid to bond to another Zoid on its owners’ team, not belonging to its owner. The Zoid remains in its pilot’s control.

Description: Organoids are fundamentally capable of bonding to the Zoid of any pilot, but in the few historical counts of their use in battle, they have only bonded to the Zoids of their owners. Needless to say, from the tactical standpoint this is not always optimal. As it happens, Organoid bonding is based on a strong bond of trust with its pilot, but once they have become familiar with a wider variety of Zoids and become confident in any environment, an experienced Organoid can begin to bond with willing teammates.

Group Unity alows the Organoid to bond to allied Zoids as it would bond to its own pilots’ Zoids, with the allied pilot retaining control of his own Zoid and enjoying the benefits of the Organoid. This counts as the Organoid’s bonding for the match. However, the Organoid will not bail out a friendly pilot as it would bail out its own -- it will still bail out its own pilot and not the host pilot. Group Unity does not allow an Organoid to bind to a Zoid it could not normally bind to.

Name: Evo Unity
Tree: Unity
Level: 5
In Brief: Evo Unity allows Zoids to initiate Zoid Evolution, excepting Ultimate X’s.

Description: Little is known about the ancient Organoids, but leading Zoid researchers hypothesize that Organoids were created by the Zoidian race as caretakers of the Zoid and regulators of their population. To achieve this goal, Organoids were given a number of fantastic abilities, the most startling of which is Evolution. Zoid Evolution, the process by which new types of Zoids are created on Planet Zi, is still shrowded in mystery. Evidence suggests that this legendary process becomes possible only after an Organoids’ familiarity with the many types of Zoids has become great enough for it to formulate new possibilities for future Zoids and understand secrets of the Zoid core still unknown to man.

A Zoid with Evo Unity can engage in evolution (see Evolution section).

Name: Ultimate Unity
Tree: Unity
Level: Ultimate
In Brief: Ultimate Unity allows the creation of an Ultimate X.

Description: The Ultimate X’s are the pinnacle of strength and power in the Zian world, capable of learning and understanding in a way that no other Zoids have ever been capable of doing. Extensive research into Organoids have revealed that Ultimate X’s are created by the Ultimate act of Unity: an Organoid permanently bonds itself with a compatible Zoid, evolving it into an Ultimate X.

A Zoid with Ultimate Unity can evolve a Zoid into an Ultimate X, permanently sacrificing the Organoid to do so (see Evolution section).

Name: Foresight
Tree: Unity
Level: Ultimate
In Brief: Foresight allows the bonded Zoid to always go last in the battle order.

Description: While not all have the talent, some Organoids possess an uncanny ability to see into the future. The mysterious Blue Devil was most infamous for this power: the Kaiser’s men whispered that she was psychic and never dared to speak out against Prozen or Hiltz for fear that she would read their minds and detect their treachery. Some Organoids do have the power to see into the close future, true, but the trick is transferring that knowledge to the pilot. Only Organoids and pilots in perfect sync can share visions of the future.

An Organoid with Foresight allows its pilot to go last in the battle order. This effect is useless in blind battles, but lasts for the entire battle and not just while the Organoid is bonded. If more than one Organoid-bonded Zoid with Foresight is in a battle, they as a group are last but reverse order internally.

Name: Fuzor Unity
Tree: Unity
Level: Ultimate
In Brief: Fuzor Unity allows the Organoid to act as a copilot (or multiple) to its pilot. Allowing one pilot to control any blox fusion no matter how many pilots it should require.

Description: With a now well formed connection between pilot and organoid, they can work in synch allowing the organoid to pick up the slack where a single pilot might fail. In this particular instance this means that even if a blox fusion required more than one pilot, the pilot would be able to handle it himself, with the help of his handy, dandy organoid. When the organoid is forced to unbind, the pilot will be forced to chose one piece of the fuzor to pilot as they separate, the rest of the blox involved will land on the field inoperable. However, this leaves you open to potentially costly repair bills....

Ultimate Ultimate: After you have purchased an ultimate from each other tree (an expenditure of 125 experience points and total exhaustion of all trees) you may purchase the so-called “Ultimate Ultimate”, an ability of incredible power, for 25 experience points. It is detailed below.

Name: Battle Evo
Tree: Ultimate
Level: Ultimate
In Brief: Battle Evo allows you to evolve a Zoid during battle.

Description: An Organoid that has attained absolute mastery of its abilities may unlock the final secret of the Organoid: Battle Evo. Through intimate knowledge of every aspect of Zoid physiology, an Organoid can perform a rapid evolution on a Zoid in the field, instantly evolving it into the next Zoid down the tree. This evolution must take place when the Organoid bonds to the Zoid or not at all. The Zoid reverts to its non-evolved form when the Organoid unbonds. Battle Evo can be used with a friendly Zoid with Group Unity. It is worth noting that if the battle-evolved zoid is a UX, it is without armor or the organoid core and can gain no knowledge. If evolved into a Brastle or a Rayse, they too are stuck with normal cores. Last but not least, all other Organoid Talents become null and void and cannot be recovered at all for the remainder of the match.

Ultimate Ultimate: After you have purchased an ultimate from each other tree (an expenditure of 125 experience points and total exhaustion of all trees) you may purchase the so-called “Ultimate Ultimate”, an ability of incredible power, for 25 experience points. It is detailed below.

Name: Ultimate Bonding
Tree: Ultimate
Level: Ultimate
In Brief: Ultimate Bonding allows the Organoid to double the amount of time it can remain bonded.

Description: Quite simply as an Organoid gets stronger it can learn how to channel its powers. If an organoid so wishes it can choose to sacrifice the potential for battle evolution and in exchange focus its energy on maintaining the bond. This talent allows the organoid to remain bonded twice as long as normal, so at its cap, 12 rounds. This is by far a large advantage in a drawn out battle.