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Table of Contents
Mutants and Masterminds Zoids Conversion
This is a playtest version of a conversion for using Zoids as Mecha in the Mutants and Masterminds 3rd Edition ruleset without needing to have statted characters as pilots. The stats for Zoids are based on the stats in Official Fanbook 4 (with the known error of Berserk Fury not having an e-Shield resolved) as that is the most complete known list of stats available for Zoids.
Attributes
Strength
Strength is the determiner of melee damage and lifting power. The next iteration will see zoids with dedicated melee weapons having their strength lowered to account for the weapons giving a damage bonus (the current implementation results in some zoids having far too much lifting power).
Agility
Agility is balance, grace, speed and overall gross physical coordination. It determines things like how well a Zoid dodges ranged attacks or moves through tight terrain
Dexterity
Dexterity covers precision physical coordination, for things like the ranged attacks and the zoid picking up small objects without breaking them
Fighting
Skill in melee combat. Your attack bonus with melee weapons and the primary determiner of your parry defense
Awareness
The quality of your sensors. This is used to counter the stealth of enemy zoids.
Defenses
Dodge
Your ability to avoid incoming fire. This can vary from smaller zoids dodging fire completely to larger zoids angling themselves so that shots skip off their armor without dealing damage.
Parry
Your ability to avoid melee attacks. In smaller, more agile zoids this will generally look like ducking and dodging while larger zoids will be more likely to block attacks outright.
Toughness
Your ability to take damage when an enemy does land a direct hit.
Energy Shield
The energy shield is a special form of defense that only certain zoids have. While Active, it provides an extra toughness save against damage but prevents weapon attacks from being made (though you can use the shield itself as a melee weapon with no damage bonus).
Combat Rules
The goal of these rules is to make for fights that are more fun to play than the fights featured in the anime and (to a lesser extent) in the battle story where there's a constant escalation of “this zoid gets a one-hit kill against everything that came before it”. The ultimate aim is that in a one-on-one battle, three rounds of active engagement between Zoids of a similar power level and cost will determine a fight.
Ranges
Not all zoids have the weaponry to attack at all ranges (in particular, very few can engage at an actual long range).
^ Melee | Physically engaging your enemy | ^ Close | 0 - 500 meters | ^ Mid-Range| 501 - 1000 meters | ^ Long | 1001-2000 meters |
Rounds
Each round lasts six seconds during which you can move up to your applicable speed (ground if you're walking, water if swimming, air if flying), activate special systems (currently only shields are implemented), and attack (unless you're prevented due to a status or active system).
Attacks
Each Zoid has a set of powers that are a subset of “Melee”, “Close Range”, “Mid-Range”, and Long Range which correspond to the ranges above. The Rank of these powers determines the maximum amount of damage your Zoid can do at that range.
- Melee: 1d20 + your Fighting ( + your Zoid's ranks in Melee Combat if it has it) vs 10 + your Opponent's Parry
- Ranged: 1d20 + your Dexterity ( + your Zoid's ranks in Ranged Combat vs 10 + your Opponent's Dodge
Stats for the existing zoids are available here: Zoids RPG Stats Index