And with the Commitee above, this is the new stuff (or 'fecal matter', take your pick)...
Zoids
Organic lifeforms from the planet Zi, zoids are now popular among Post-23 hour Earth's mech pilots from beginning pilots all the way up to mech jockeys. There are even wild zoids that roam like Earth's animals. Zoids range in size from the Large blox zoids to the Colossal carriers and the titan of the battlefield, the Seismosaurus.
New Zoid Equipment
Strike Laser Claws (PL 7)
Strong weapons similar in shape to the claws of wild beasts, strike laser claws are designed to hit with burning force. The damage dealt by strike laser claws is always slashing damage + 1d6 fire damage. The slashing damage depends on the size of the mech: Medium 1d6, Large 2d6, Huge 4d6, Gargantuan 6d6, and Colossal 8d6.
Equipment Slot: 1, must be hand (or arm if Medium, Large, or quadrupedal).
Activation: Attack Action.
Range: Touch.
Target: Single target within reach.
Duration: Instantaneous.
Saving Throw: None.
Purchase DC: 7+one-quarter the base mech's purchase DC.
Restriction: Licensed (+1).
Transport Compartment (PL 7)
Designed when you want to carry other mechs or vehicles, a transport compartment is essential for any of the carrier zoids or similarly inclined mechs. Transport compartments are only suited for being built in Colossal mechs and can hold either 1 Gargantuan vehicle or mech, 2 Huge, 4 Large, or 6 Medium.
Equipment Slots: 4, must be torso or shoulders.
Activation: Free Action.
Range: Personal.
Target: You.
Duration: Persistent.
Purchase DC: 26.
Restriction: None.
Launch Tube (PL 7)
Connected to the transport compartment, a launch tube allows the contents to get out of the inside of the mech. A warning-if the tube is still open after removing the contents, things may attempt to access the inside of the mech.
Equipment Slots: 4 for Gargantuan mechs to pass through, 2 for Huge, or 1 for Large and Medium, must be shoulders, torso, or legs (only works if all equipment slots fit in a single leg).
Activation: Move Action.
Range: Personal.
Target: You.
Duration: Persistent until closed.
Purchase DC: 15.
Restriction: None.
Organoid Connection (PL 8)
Organoids, Medium-sized animal robots, provide power and increase the capabilities of a zoid they are connected to. A zoid with an organoid connected to it gains a +2 bonus to Strength, attacks, and Defense.
Equipment Slots: 2.
Activation: Free Action.
Range: Personal.
Target: You.
Duration: Persistent as long as the organoid remains in the zoid.
Purchase DC: 26.
Restriction: None.
Swimming Systems (PL 6)
Mounted on the zoid, these aid in swimming and give the zoid an actual swim speed. The speed depends on the SwSy make: Mark I 20 feet, Mark II 40 feet, and Mark III 60 feet. All of the Marks take up the same amount of slots, but the slot configuration depends on the mech's build.
Equipment Slots: 1, must be tail; 2, legs or arms; or 4, legs and arms.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 8+one-quarter the mech's base purchase DC for Mark I, 14 for Mark II, or 20 for Mark III.
Restriction: None.
Avian Wings (PL 6)
Reinforced metal transforms arms into wings that resemble that of flying animals. These wings give the mech a fly speed of 40 feet (average). Other attachments may increase the power of the wings. Each wing has 2 equipment slots on a Large mech (+1 more on each wing for each size higher).
Equipment Slots: Replaces all arm and hand slots.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 10+one-quarter the mech's base purchase DC.
Restriction: None.
Bite Fangs (PL 5)
Hardened metal teeth, bite fangs are tools that animalian mechs (usually zoids) use with great efficiency. The damage dealt by bite fangs is piercing and varies with mech size: Large 1d6, Huge 3d6, Gargantuan 6d6, Colossal 9d6. Also, after biting a target you can grapple and act as per improved grab.
Equipment Slots: 1, must be helmet.
Activation: Attack action.
Range: Touch.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 10+one-quarter the mech's base purchase DC.
Restriction: Licensed (+1).
Crushing Tail (PL 6)
A connection to the tail that produces enhanced power generation when hitting something. The attack deals bludgeoning damage; 2d6 for Large, 4d6 Huge, 6d6 Gargantuan, and 8d6 for Colossal.
Equipment Slots: 1, must be tail.
Activation: Attack action.
Range: Touch.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 10+one-quarter the mech's base purchase DC.
Restriction: Licensed (+1).
Zan Blade (PL 6)
A heated tail-mounted edge, the zan blade turns a tail into a fiery sword. Along with dealing 1d6 fire damage, along with slashing damage of 1d8 damage for Large, 2d8 Huge, 3d8 Gargantuan, or 4d8 Colossal.
Equipment Slots: 1, must be tail.
Activation: Attack action.
Range: Touch.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 12+one-quarter the mech's base purchase DC.
Restriction: Restricted (+2).
AZ Assault Rifle (PL 5)
The AZ (Anti-Zoid) assault rifle is a powerful mech weapon that is designed to aid in battles. While, like any other mech weapon, it can target vehicles, organics, etc., AZ assault rifles gain a +4 bonus to attack when specifically targeting another mech. An AZ deals 2d10 points of ballistic damage.
Equipment Slots: 1 for gun, 1 for each 10-bullet case.
Activation: Attack action.
Range Increment: 50 feet.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: None.
Purchase DC: 24, 8 for each case.
Restriction: Military (+3).
Headache Claw (PL 7)
Using advanced sonic technology, headache claws earn their name. Along with a powerful burst of icy cold, the headache claw releases a heavy boom. A headache claw deals 1d10 points of sonic damage as well as 2d8 points of cold damage. While usually replacing the hand, some are positioned to create a whole new arm on the shoulders, two of these when coupled with a quadrupal mech with spider legs produces an octoped creature somewhat resembling the decapedal crabs and lobsters.
Equipment Slots: 1, must either replace a hand slot or be on an arm (for quadrupedal or Large) or shoulders.
Activation: Attack action.
Range Increment: 10 feet.
Target: Single Target within reach.
Duration: Insantaneous.
Saving Throw: Will DC 18 (applies only to the sonic damage).
Purchase DC: 27.
Restriction: Restricted (+2).
Camo Paint Job (PL 5)
Painted a certain color, the camo paint job gives the mech a +6 bonus to Hide checks when in the correct environment. The camo types are urban, desert (works for other sand environments like sandy beaches as well), swamp, jungle, forest, alpine, arctic (works in other snowy environments as well), sky, oceanic, and barren rock (such as volcanic terrain or a rocky island). You may only have one paint job (camo or otherwise) at a time, another paint job covers up and negates the first. Paint jobs can be used in conjunction with chameleonic coating or an invisibilty-producing equipment piece.
Equipment Slots: 0.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 22.
Restriction: None.
Police Paint Job (PL 5)
Bright blue and white, a police paint job gives a +2 bonus to Intimidate and Bluff checks against criminals. Some more unscrupulous individuals may steal some paint and give their mech this paint job themselves to masquerade it as a police force mech, often along with a disguise and fake ID for themselves.
Equipment Slots: 0.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 27.
Restriction: Military (+3).
WILD ZOIDS
These zoids may have lost their pilots or have been activated and then released. They act as if they are animals and have no need for a pilot to control them. A wild zoid is treated as having Str 13, Dex 12, Con --, Int 10, Wis 15, and Cha 12. It is also considered to have ranks in skills as follows-Spot 4, Listen 4, Search 4, Survival 4, and Intimidate 4.
Large Blox Zoid
While most mechs have the option of having a tail slot instead of a belt, Large mechs don't have that option. This may be a hinderance with certain smaller animalian mechs such as some of the blox zoids. For instance, the tail slot required for something like a zan blade, which is popular among certain zoid mechanics, wouldn't be possible without a tail. Blox zoids started in the PL 7 fiction world of Zoids, and might be hard to manufacture without knowledge of Zoidian technology and techniques.
Combat Statistics: A Large blox zoid has combat statistics as per Large, Large heavy assault, and Large scout walker mechs with a base speed of 30 feet.
Base Purchase DC: 44.
Equipment Slots: A Large blox zoid has more equipment slots available than the other Large mechs due to their unusual construction and shape patterns. These slots are located as follows.
Helmet: 1 slot.
Back: 1 slot.
Left Arm: 1 slot.
Right Arm: 1 slot.
Shoulders: 2 slots.
Torso: 2 slots.
Left leg: 1 slot.
Right Leg: 1 slot.
Tail: 1 slot.
New Zoids
The following are all blox zoids of Large or Huge size. All are home creations and are in no way connected to Hasbro's zoids.
Chillclaw-Pistol Shrimp Zoid (PL 7)
Powerful despite its size, the Chillclaw is popular among pilots who want a powerful amphibious zoid that can hold its own in combat. It is a quadrupedal build mech that has been designed into an octopedal battler.
Size: Large (Blox zoid, -1 size)
Bonus Hit Points: 150
Superstructure: Duralloy
Hardness: 15
Armor: Crystal Carbon
Bonus to Defense: +10
Armor Penalty: -8
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 20 ft., swim 40 ft.
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (torso), Class III sensor system (helmet), structural enhancement (right arm equivalent), life support system (left arm equivalent), headache claw x2 (shoulders), spider legs (replaces leg slots), energy shields (spider legs), chaff (spider legs), flares (spider legs), swimming system Mark II (tail), comm system (no slots), oceanic camo paint job (no slots).