As usual, Aquarius, a good point.
Second, I managed to obtain a copy of Green Ronin's 'Future Player's Companion', and was planning to add some of it later (as soon as I trim down my ideas).
And third, well....
New Blox Zoids
Racerun-Roadrunner Zoid (PL 7)
This zoid is usually used by those that have a need for speed in their business or hobby. Other times it is used as a scout or hit and run unit.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 100
Superstructure: Cerametal
Hardness: 30
Armor: Belenus heat-diffusing
Bonus to Defense: +6
Armor Penalty: -5
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 40 ft., fly 40 ft. (average)
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (helmet and back), avian wings (replaces arm slots), Class IV sensor system (left wing), LX-20 antishock array (right wing), flares x2 (wings), chaff x2 (shoulders), energy shields (torso), speed booster (legs), zan blade (tail), comm system (no slots).
Mologore-Thorny Devil Zoid (PL 7)
Modelled after Australia's spiny desert lizard, the Mologore is popular among survivalists and desert fighters. One can shuffle into the desert and attack without warning from the sand dunes.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 100
Superstructure: Duralloy
Hardness: 15
Armor: Spiny
Bonus to Defense: +8
Armor Penalty: -6
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 20 ft.
Base Purchase DC: 40
Standard Equipment Package: Pilot's cockpit (torso), Class VI sensor system (helmet), A3X Dragon flame-thrower (back), strike laser claws x2 (arms), AZ assault rifle (shoulders), AZ ammo case (shoulders), medium fortification (legs equivalent), crushing tail (tail), comm system (no slots), desert camo paint job.
ZPD Dire Mologore-This special brand of Mologore created for the ZPD has advanced power. For a Dire Mologore, replace the camo paint job with the police paint job, the A3X Dragon with the A9X Demon, and replace the crushing tail and medium fortification for heavy fortification.
NEW GEAR:
Spiny Armor (PL 5)
Armor studded with spines, this is an armor that is quite the protection. A mech doing a slam attack with this armor deals piercing damage instead of the normal slam type of damage. Also, anything attempting to use an unarmed or body-using (such as bite fangs or crushing tail) melee attacks with a defense less than 14 immediately gets dealt the damage as if it had been spine slammed. Being heavy and slower is a small price to pay for this kind of protection.
Equipment Bonus: +8.
Armor Penalty: -6.
Speed Penalty: -10 feet.
Purchase DC: 10+one-half the mech's base purchase DC.
Non-Blox Zoid
Wyrmog-Dragon Zoid (PL 8)
This massive monstrosity of a quadrupedal mech will crash across the battlefield, burning or smashing anything in its way. It also tends to carry dangerous denizens in its stomach, opening up to reveal even more destructive power. One such zoid was the Burninator, a terror that blasted across battlefields piloted by the zoid ace Mala "Firetongue" Luicina. When she disappeared her prized zoid went with her-the whereabouts of them are still unknown.
Size: Colossal (-8 size)
Bonus Hit Points: 800
Superstructure: Megatanium
Hardness: 30
Armor: Reactive
Bonus to Defense: +8
Armor Penalty: -5
Reach: 15 ft.
Strength Bonus: +32
Dexterity Penalty: -4
Speed: 60 ft., fly 60 ft. (poor).
Base Purchase DC: 60
Standard Equipment Package: Pilot's cockpit (helmet, cranium), A9X Demon flame-thrower (helmet), Class VI sensor system (visor), Mythologos wings (replaces back slots), mass shields (arms), huge launch tube (shoulders), launch tube (torso), tangleweb array (tail), tangleweb ammo pack (tail), energy shields (legs).
NEW GEAR:
Mythologos wings (PL 7)
These wings are designed to resemble those of dragons, griffons, or other such creatures. Instead of replacing the arms, it adds two large back wings. The mech gains a fly speed of 60 feet (poor).
Equipment Slots: Replaces all back slots.
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 18+one-quarter the mech's base purchase DC.
Restriction: None.
Armordollo-Fairy Armadillo Zoid (PL 8)
Armordollos are quadrupedal zoids that resemble Patagonia's tiny fairy armadillos and are powerful armored warriors. Do not underestimate one because of its size, an Armordollo packs a punch. You'll also have a hard time blasting away at the hard shell of a body. It is the tiny juggernaut of the mech world, being able to take damage like a Huge mech and manevuer like the smaller mech it is.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 200
Superstructure: Megatanium
Hardness: 30
Armor: Megatanium
Bonus to Defense: +12
Armor Penalty: -10
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 30 ft., burrow 20 ft.
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (torso), Class IV sensor system (helmet), LX-10 antishock array (back), digger claws (arms), A3X Dragon flame-thrower (shoulders), T-95 Cavalcade chaingun (shoulders), advanced diagnostics (left leg), structural enhancement (right leg and tail equivalent), comm system (no slots), desert camo paint job (no slots).
Digger Claws (PL 6)
Hardened power claws, digger claws are used to burrow into the ground. It gives the mech a burrow speed of 20 feet and can burrow through substances up to being as hard as (or being) rock.
Equipment Slots: 2, must be both hands (or arms if Large or quadrupedal).
Activation: Free action.
Range: Personal.
Target: You.
Duration: Persistent.
Saving Throw: None.
Purchase DC: 8+one-quarter the mech's base purchase DC.
Restriction: None.
Coveyr-Bobwhite Quail Zoid (PL 7)
Whether walking or flying, Coveyr are popular zoids among flyers and those who wish for a quick strike. It may not be the best-armored zoid, but it is prepared. It is also a blox fuzor, being able to convert its shape into a larger weapon that can link onto the right shoulder of the zoid Bunkerbust. The odd way of connecting means that two link spots are needed.
Size: Large (blox zoid, -1 size)
Bonus Hit Points: 100
Superstructure: Neovulcanium
Hardness: 20
Armor: Resilium
Bonus to Defense: +6
Armor Penalty: -5
Reach: 10 ft.
Strength Bonus: +8
Dexterity Penalty: -
Speed: 30 ft., fly 40 ft. (good).
Base Purchase DC: 44
Standard Equipment Package: Pilot's cockpit (helmet and back), avian wings (replaces arm slots), chaff x2 (wings), flares x2 (avian wings), Typhoon 240 laser cannon (shoulders), metabot link x2 (torso and tail), maneuvering thrusters (legs), comm system (no slots).
Bunkerbust-Therizinosaurus Zoid (PL 7)
Possessing the longest strike laser claws on any zoid, making its hands massive slashing weapons, Bunkerbust models its organic counterpart therizinosaurus closely. It's name is fitting and makes a lot of sense when you see one bashing into your base. Bunkerbusts are usually military assault zoids but are sometimes modified to function in zoid battle constests, something that they excel in. These bipedal monsters are common sights in the Chinese military, who see the zoid's design as a proud representation of the ancient past. Any seasoned zoid battler will tell you than when a Bunkerbust opens its mouth you know to run.
Size: Gargantuan (-4)
Bonus Hit Points: 400
Superstructure: Neutronite
Hardness: 25
Armor: Duralloy
Bonus to Defense: +8
Armor Penalty: -8
Reach: 15 ft.
Strength Bonus: +24
Dexterity Penalty: -2
Speed: 40 feet.
Base Purchase DC: 52
Standard Equipment Package: Pilot's cockpit (back), Corona microwave beam (helmet), Oracle targeting system (visor), Class IV sensor system (cranium), mass shields (arms), strike laser claw x2 (hands), metabot link x2 (shoulders), SatCom array (torso), flares (torso), sensor baffler (tail), energy shields (legs), LX-20 antishock array (boots), comm system (no slots).
When fused with the fuzor blox zoid Coveyr, replace the metabot links with the Typhoon 240 laser cannon.
New Feat: Mighty Roar
You can get your mech to unleash a powerful roar that damages opponents.
Prerequisites: Mecha Operation, Intimidate 4 ranks.
Benefit: As a full round action, you may make a Gargantuan or Colossal creature mech with an openable mouth unleash a mighty roar. Any things within 10 feet of the front of the mech must make a Reflex save (DC 19) or be insantly dealt 1d8 points of sonic damage.
ZPD
Agenda: Take down crime with zoids.
Structure: Police departments worldwide that use zoids to do their work.
Symbol: A handprint representing print IDing.
Most Common Allegiances: ZPD, law.
Requisition Limit: 53 (military).
The ZPD (Zoid Police Department) are not the only police forces to utilize mechs, but they are the only one to use nothing else but zoid mechs. When the criminals are extremely dangerous, they are the ones to call. The ZPD has branches in nearly every country with cities and will take jobs from apprehending criminals in mechs robbing the bank to stopping a half-fiend from taking over the local city hall. All zoids used by the ZPD have the police paint job.
Zoid Merc Guild
Agenda: Support zoid mercenaries and give them contact information and supplies.
Structure: Freelance zoid pilots-for hire that join teams with the right paycheck.
Symbol: A sniper rifle crosshairs.
Most Common Allegiances: Zoid Mercenary Guild, money, current team.
Requisition Limit: 49 (military).
These mercenaries work for any zoid team willing to pay them the amount they want, usually joining whatever team comes to them with the highest offer if there are more than one at a time. Heroes that are good enough with a zoid can join up with the Guild if they wish to.
Merc Guild Card: This license of sorts is a card given to every member of the Zoid Merc Guild upon joining. This card allows them to use mechs with equipment with a military restriction despite not being in the military.