Zoids: Living Metal Organisms Zoids, what are they? Where do they come from? What purpose do they serve? Simply put, Zoids are living metal organisms native to the planet known as “Zi.” They come in a wide variety of shapes and sizes, but always in the form of some sort of animal - be that animal extinct, still living, or belonging to the realm of mythology. In a strange twist of evolution a Zoid is comprised up of two primary parts: the Zoidcore, and the Zoidshell. The Zoidcore is the heart and mind of the Zoid, consisting of the majority of its internal organs, and is able to act independently for a short period of time if and when it is forced from its shell. The Zoidshell is the body that surrounds the Zoidcore, protecting it from predators and the elements, and allows the core to move, eat, and fight. Where the Zoidcode provides the will to live, the Zoidshell provides the physical strength and protection to survive. Together, as a Zoid, the Zoidcore and Zoidshell are more powerful than they could ever be apart. Beyond this, Zoids come in two types – proto and domestic. While each type of Zoid shares common features, such as a Zoidcore, a Zoidshell, and an appearance resemble resembling Earth animals – past, present, future, and imaginary – but on a greater scale, they are completely separate creatures. Proto-zoids, most commonly referred to as ‘wild Zoids” by Zoidians are the result of natural evolution, and were one of the few species to have survived of the Age of Storms. The outermost part of their Zoidshell is an exoskeleton, consisting up of dense, electrically repulsive metal and silica, and only exposing softer tissue around the Proto-zoid’s joints. However, Proto-zoids are generally not bulky, robotic, or blocky; instead, they are usually sleek, streamlined, and – oddly enough – organic in appearance. Their eyes are much like the lens of a camera, with concentric focusing rings that focus light inward, and photon sensitive cells located at the back of the eye which links directly into the Proto-zoid’s central nervous system. When compared to the numerous creatures scattered across the stars, Proto-zoids lack most of the internal organs that would normally allow them to exist. This is because – like with domestic Zoids – Proto-zoids evolved to house the majority of their internal organs within a centralized sphere independent of the rest of their body. On the other hand, Domestic Zoids are a product of Zoidian hands, having been created at the beginning of the Age of Industry as a direct response to the demand of a more controllable Proto-zoid. As with Proto-zoids, domestic Zoids possess a Zoidcore and a Zoidshell, but unlike their wild kin domestic cores and shells are manufactured, not born. While the original domestic Zoidcores were nothing more than proto-cores installed into remanufactured bodies, the modern domestic core is genetically engineered clones grown in specialized laboratory-like facilities. The Zoidshell of a domestic Zoid is also artificial in nature, as they are constructed from thousands of fabricated parts pieced together to mimic the physiology of Proto-zoids. This artificiality shows in a domestic Zoid’s design, with many appearing more like bulky robotic animals than the true technoorganic creatures that they are. Domestic Zoids tend to be larger and more physically robust than Protozoids, having been designed almost explicitly for combat roles. It would be no far stretch of the imagination for one to extrapolate that Zoids – whether wild or domestic – are to Zoidians as mecha is to Humans. Page | 1 Zoidcores What is a zoidcore? A zoidcore is the living essence that drives a Zoid. Typically located within the chest cavity of a Zoid, these living techno-organic spheres are thinking, feeling creatures, and capable of rudimentary expression, reasoning, and understanding. One would not be far from the truth if one was to say that a Zoidcore is the true face of a Zoid. While zoidcores vary in size from each other – ranging from the size of a closes fist to larger than a Zoidian, they retain the same physical characteristics throughout their lives. In short, they are sphereshaped bodies made up of techno-organic matter with an outer exoskeleton-like Zoidshell. Their internal structure is totally alien to anything Humans can imagine, being a mass of pulsating tissue, muscle-like cords, intestine-like cavities, and fluids. Its external appearance is similar to the design of a soccer ball, with pitted recesses spread out uniformly over its surface. The lifecycle of a Zoidcore is tied directly into the lifecycle of its zoidshell. As a result, there is a distinct difference between Zoidcores grown in laboratories, and those born in the wild. Wild born Zoidcores, also known as proto-cores, are born through asexual reproduction from a parent proto-core that has shed it Zoidshell. After being born, the proto-core will immediately seek out a deep pool of warm, metal and reggel rich water in which to mature. Within this pool an embryonic proto-core will begin to develop the first semblances of its future body in the form of a primitive skeletal and muscular system typically within 3 to 6 months of being born. Once a stable body is grown, the Zoidcore will leave its incubation pool behind to start its new life as a proto-zoid, during which its body will continue to fill out until it had reached full adulthood. Laboratory born Zoidcores, also known as domestic cores, are born through a similar fashion as proto-cores with only a few differences. Domestic cores are not truly born of other cores; in fact, they are incapable of reproduction all together, and must be cloned from pre-existing Zoidcores. These cores are grown in tubes of warm, nutrient rich tubes found in specialized Zoid laboratories. Depending on the type of Zoidcore being grown, it may take anywhere between 2 months to 9 years for a domestic Zoidcore to fully mature. Due to extensive genetic engineering, domestic cores do not develop a body of their own as they mature. This inability to form its own body allows Zoid manufacturers to implant it into domestic Zoidshell of their choice. The average natural lifespan of a Zoidcore is unknown; it has been demonstrated that, if properly cared for, and with a regular supply of reggel, a Zoidcore can live for hundreds of years in good health. Zoidcore Types Zoidscores, like their Zoidshells, possess different qualities depending on the family that they belong to. In an effort to organize the different types of Zoidcores, scientists began categorizing them according to their levels of intelligence, core energy production, and – in some cases – origins. The following list describes the roughly nineteen known types of Zoidcores. Each type has its own unique Page | 2 properties; however, one should keep it in mind that not all Zoidcores are alike, and may differ from each other even if they are in the same category. Alpha (AAA): An alpha Zoidcore is a Zoidcore that produces an extremely massive amount of core energy that could not normally be produced by a most other core types. Alpha Zoidcores are scarce, and are extremely difficult to obtain. Unlike other powerful cores, an alpha Zoidcore can be found in any standard, non-Blox Zoid regardless of said Zoid’s frame-type or size-class. As a result, any Zoid operating off an alpha core is automatically regarded as an “alpha Zoid.” Alpha cores give their Zoids full sapient intelligence; examples of Zoids with alpha cores are the prototype Energy Liger and R.D.’s Liger Zero. Ancient (DS): Ancient cores predate any known historical record. Legends hold that they were the first fully developed Zoidcores to have evolved during the Age of Storms. Only a handful of cores are believed to have survived through the ages, and are regarded as myths by most. Zoids equipped with an Ancient core are neigh-unstoppable engines of destruction. There is no telling what effects an Ancient Core will have on a Zoid once installed. Examples of a Zoid that possess such cores are Gunther Proitzen’s personal Death Saurer, and the Helic Republic’s Ultrasaurus super-carrier. Controlled (HC): Controlled cores are Zoidcores that have been developed in a Zoid laboratory and designed specifically for a certain Zoid model. While not as powerful as other cores – in fact, the controlled core serves as the basis to which all others are compared, it is extremely reliable and durable than other core types. A Zoid with a controlled core only produces a marginal level of energy, and exhibits only a heightened intelligence similar to modern dolphins. Dark (GR): Developed by the Dark Emperor Guylos himself, the dark core is a mark of pride of the Guylos Empire. While artificial in nature, they are extremely powerful. Glowing a fierce neon green, they are able to convert solar energy (sunlight) and oxygen into core energy. Any Zoid that has a dark core is automatically refereed to a “dark Zoid”, and has the ability to absorb light and air, and convert it into core energy. Zoids with a dark core have basic intelligence on par with Albion Wolves. An example of a Zoid with a dark core is the Heldigunner, the Dark Horn, and the Deadboarder. Dinosaur (RR): Dinosaur-type Zoidcores are unique in that they are not consistent with each other. Depending on the core itself, the production of core energy can rival that of an alpha core, or as weak as a hive core. Normally found in only dinosaur and lizard-type Zoids, dinosaur cores have been known to show up in non-saurian and non-reptilian Zoids from time to time. While granting sapient intelligence, Zoids equipped with a dinosaur Zoidcore exhibits levels of intelligence surpass that of any normal Zoidian. Examples of Zoids with dinosaur cores are the Psycho Geno Saurer, Godos, and the Gorhecks. Dual (ZG): While normally believed to be a rare event, Zoids with dual cores are nearly as common as Zoids that possess 1controlled cores. A dual core allows its Zoid to draw core energy from one core to power the main body while the second core is devoted to weapons, shields, and other modifications as the pilot sees fit. It should be noted that a Zoid with two cores would not survive long with only one core. Zoids with a dual core Page | 3 are extremely powerful, possessing both great physical strength, thicker than normal armor, and the capability to use more dangerous weapons. Dual core Zoids possess a semi-sapient intelligence. Examples of a dual core Zoid are the Iron Kong, Gojulas, and Deadly Kong. It is worth noting that any Zoid that is fused to another is considered to be a dual core type. Experimental (GH): Trials and prototypes, experimental cores are Zoidcores that are still being developed by Zoid researchers and scientists. These cores are extremely unpredictable, as they are still being investigated, and are not meant for mass-production. Being still in development, there is no telling how an experimental core will affect a Zoid’s body, or what level of intelligence it will have. Examples of such a Zoid are the Cyclops. Fused (FS): Similar to a dual core, a fused core is the result of three or more Zoidcores fusing together to form an entirely new core. Fused cores retain all the powers and energy production capabilities of those cores that went into its creation. Likewise, the level of a Zoid’s intelligence is comparable to the average of the Zoidcores that went into creating it. An example of a fused core Zoid is the Death Stinger. Flight (FL): An uncommon core type, the flight core is present in nearly all flight capable Zoids. Though unable to produce the massive amount of core energy required to support powerful weapons, it does produce enough energy to allow a Zoid to reach minimal speeds of Mach One and higher, as well as great maneuverability when compared to land-locked Zoids. Zoids with a flight core possess a semi-sapient level of intelligence. Examples of a flight core Zoid would be the Glidor, Pteras, and the Rainbow Jerk. Gold Blox (BLXG): The gold blox Zoid core serves as the heart for all Neo-Blox Zoids. Restricted to only Neo-Blox Zoids, they are stronger than their silver Blox predecessors, as they are able to take more damage and direct hits. Like all Blox parts, they are able to combine with other Blox Zoidcores to aid in the production of core energy; however, such combinations do not count as the Blox Zoidcores becoming fused core primarily due to the nature of Blox components. Gold Blox cores possess a level of intelligence equivalent to domesticated cats. Examples of gold Blox equipped Zoids are the Savinga, Blitz Haken, and the Pterorayse. Hive (IS): Hive Zoidcores are a unique abnormality in the core series. While it cannot produce as much core energy as a controlled core, hive cores do possess a unique ability to “link” with other hive cores, thereby creating an effect similar to a “hive mind.” This hive-mind allows a Zoid with a hive core to increases in intelligence when around other hive cores. In short, the more that hive cores group together, the more they are able to plot and coordinate more and more complex and strategies, as well as abstract thought. Most if not all hive Zoidcores are found strictly in insect-type Zoids. Examples of such Zoids are the Demantis, the Deathpion, and the Guysack. Legendary (LGT): The rarest of the rare, legendary Zoidcores are thought to be nothing more than ancient myth. There is currently no known Zoid that possesses a legendary core. Because of this, it is unknown how much power such a core would put out, or how it affects the Zoid it is installed in. No known Zoid has ever been outfitted with a legendary Zoidcore. Page | 4 Natural (ZN): Natural Zoidcores are cores that are reproduced naturally without the Human or Zoidian intervention; they should not be confused with wild Zoidcores, which are only found in wild Zoids. These types of cores are uncommon due to the sterility affect during cloning, but not unheard of. Zoids with natural cores excel greatly at melee combat, but have an inherited disadvantage with ranged weapons. Zoids with a natural Zoidcore possess a level of intelligence just below that of Humans. Examples of Zoids with a natural core are the Blade Liger and the Slash Liger. Severed Core (SP): Severed cores are dead Zoidcores that, for some reason or another, are brought back to life. These “undead” cores are believed to be nothing more than urban legend, and are the subject of many horror vids on the Network, where they are depicted as possesses a decaying Zoidshell, unable to think beyond their basis instincts, and are extreme hostility to all living things. An analog to a severed core and its dead Zoidshell would be how zombies are depicted in modern Human culture. Silver Blox (BLXS): The silver Blox Zoidcore serves as the heart for all Blox Zoids. Restricted to only Blox Zoids, they are stronger than standard core, able to take more damage and direct hits. Like all Blox parts, they are able to combine with other Blox Zoidcores to aid in the production of core; however, such combinations do not count as a fused core due to the nature of Blox Zoids. Silver Blox cores possess a level of intelligence equivalent to domesticated dogs. An example of such a core equipped Zoid is the Leoblaze. Stealth (SF): A stealth core is designed specifically for stealth and ambush. Zoids installed with a stealth Zoidcore can generate power and fire weapons without elevating their electromagnetic signature. A stealth core gives its Zoid full sapience. Examples of Zoids with stealth cores are the Shadow Fox and Helcat. Ultimate X (UX): An ultimate x core is a Zoidcore that has been fused permanently with an organoid. These types of cores are extremely powerful, but not in the standard sense. An ultimate x Zoidcore grants a Zoid the full sapient intelligence with the specific ability of advanced learning, from which they are able to learn and “evolve” their combat strategies with every battle. A Zoid equipped with an ultimate x core is known as an “Ultimate X” Zoid; a Zoid with an integrated organoid system should be confused with a Zoid with an ultimate x core. Zoids that possess an ultimate x core are extremely intelligent, starting out on the same level as Zoidians, and only expanding their minds with the addition of new information. Examples of Zoids with ultimate x Zoidcores are the Hayate Liger, Mugen Liger, Geno Breaker Psychosis, and Liger Zero Ceaser the King Water (WT): Water-type Zoidcores are primarily found within aquatic Zoids. What they lack in core energy production, water Zoidcores makes up for with the ability to process water into breathable oxygen, allowing them to stay submerged for as long as they receive a regular supply of reggel. Water type cores give their Zoids an intelligence level on par with dolphins and whales. Examples of Zoids with a water-type Zoidcore are the Wardick, Helldiver, and Hammerhead. Wild (WS): Wild Zoidcores, also known as proto-cores, are Zoidcores found only in Proto-zoids. Zoids with this type of core are entirely feral, and are tend to be hostile towards those that are not part of their perceived family group. While Proto-zoids with wild cores may respond to Zoidians more readily, they will always perceive a Human as Page | 5 being a threat to them. Wild Zoidcores are fully sapient. Examples Proto-zoids with a wild core are the Wild Liger, Wild Kong, and the Wild Gojulas. Zoid Size Class Domestic Zoids come in a wide variety of shapes and sizes, ranging from the size of a small horse to the size of a skyscraper. For a long time governments struggled to accurately categorize the ever increasing amount of Zoids in their ownership. Some preferred to group them by animal species, while others grouped them together by function. This worked early on while there were only a handful of Zoid designs. However, each passing year brought more and more types of Zoids, and it quickly became apparent that a new, overruling system needed to be implemented. After much deliberation, and over two decades of research, a new, streamlined classification system was established in the form of the New International Zoido Standard. Most commonly referred to as the New Class Standard, it grouped Zoids together by dry-weight, and arranged them from lightest to heaviest. Originally starting out with just two classes, the New Class Standard grew as heavier and heavier domestic Zoids were introduced; currently there are seven classes employed by governments to categorize Zoids by. Small Special (SS-Class): The Small-Special class, commonly referred to as SS-class, of Zoids is the lightest category a Zoid can belong to. Encompassing a weight between 1 to 10 tons, SSclass Zoids typically stand no taller than the average Zoidian, and are capable of carrying up to 5 tons of additional weight without becoming overburdened. Examples of SS Zoids are the Gorem, Helldiver, Keynossa, Deathpion, and the Seabatoras. Small (S-Class): Small class Zoids, also known as S-Class Zoids, are larger and heavier than SSClass Zoids. They can weigh anywhere between 10 to 35 tons, and can carry up to 20 tons of additional weight without becoming overburdened. Examples of such Zoids are the Gun Tiger, Helcat, Leoblaze, Nightwise, and the Saber Lion. Medium (M-Class): Medium class Zoids, also known as M-Class Zoids, are larger and heavier than S-Class Zoids. They can weight anywhere between 35 to 75 tons, and are able to carry up to 30 additional tons without becoming overburdened. Examples of such Zoids are the Command Wolf, Buster Eagle, Black Rhimos, Stealth Viper, and the Lightning Saix. Large (L-Class): Large class Zoids, otherwise referred to as L-Class Zoids, are larger and heavier than M-Class Zoids. They can weigh anywhere between 75 to 110 tons, and carrying up to 45 tons of additional weight without becoming overburdened. Examples of such Zoids are the Blade Liger, Konig Wolf, Iron Kong, Sabre Tiger, and the Lanstag. Large-Limited (LL-Class): Large-Limited Zoids, also known as LL Zoids, are heavier than MClass Zoids despite the fact that some Zoids form both classes may be the same height. LL-class Zoids can weigh anywhere between 110 to 250 tons, and carry up to 60 tons of additional weight without becoming overburdened. Examples of such Zoids are the Liger Zero, Salamander, Gojulas, Gordos, and the Elephander Extra-Large (XL-Class): Extra-Large class Zoids, also called XL Zoids, are amongst the heaviest and largest Zoids in existence. Their weight between 250 and 330 tons, and are able to carry up to 130 additional tons without becoming overburdened. Due to the potential for mass destruction XL Zoids possess, governments hold tight restrictions on who can operate them, Page | 6 where they can be operated, and how they are to be used. Examples of such Zoids are the Death Stinger, Mad Thunder, King Gojulas, Ultrasaurus, and Death Saurer. Fortress (FT-Class): Fortress class Zoids are the heaviest and largest of all Zoids. They possess a weight of 330 tons or above, and the amount of weight they can carry without becoming overburdened only increases with their size. Zoids of this size class are extremely powerful, cable of wielding the most deadly of weapons known to Zi, possess the thickest armor imaginable, and are capable of launching their own compliment of Zoids at a moment’s notice. Because of the resources required for construction, fortress class Zoids are extremely uncommon, with only a handful having existed throughout recorded history. Example of a FT Zoid would be the Helic Republic’s Ultrasaurus Gravity Cannon Supercarrier, and the Guylos Empire’s Mystic Lord. Zoid Grades Beyond being categorized by weight, domestic Zoids are also divided up by grades. Similar to the various grades of modern weapons, the grade of a Zoid represents the level of availability it has to a certain group of individuals. Some Zoids are meant for the field of construction, designed specifically to dig ditches, cut trees, erect a build’s walls, or lay pavement. Some Zoids are meant for civilian usage, where they are used for transportation and non-lethal entertainment. Other Zoids are destined to be used by law enforcement and the military, where they will be employed as the nations’ primarily protection force. It is worth noting that most if not all domestic Zoid models originated as military grade Zoids regardless of their current grade. This is most evident by the fact that a single Zoid model – such as the Godos – can be found in all fields of employment, not just in the military. H1 H1 grade Zoids are Zoids outfitted for specific use in a government’s military and law enforcement agencies. H1 Zoids are equipped with stronger-than-normal armor, and come outfitted with a number of weapon systems for offensive and defensive purposes depending on their designated function within the military. Because of their offensive capabilities, military-grade Zoids are strictly controlled and regulated, and may only be operated by individuals with state-sponsorship and in the possession of a specific license type. Examples of H1 grade Zoids would be a Liger Zero Panzer, Mad Thunder, Victory Liger, and the Ice Blazer. H1-AZ: H1-AZ Zoids are Zoids designed and/or outfitted to counter other Zoids. While the level of their armor varies, their weapons are generally designed to inflict major damage upon an opponent’s Zoid. Examples of H1-AZ grade Zoids are the Snipe Master, Geno Saurer, Thunder Cannon, and the Descat. H1-ECM: H1-ECM Zoids are Zoids designed specifically for communications and electronic warfare. Most H1-ECM Zoids possess a low level of armor, and minimal weaponry. However, that is not to say that there not exceptions to the rule. Examples of ECM Zoids are the Gorgodos, Spark Liger, Dimtrodon, and the Dark Spiner. H1-ST: H1-ST Zoids are Zoids designed for reconnaissance. They are generally lightly armed and armored, allowing for swift movement over any terrain. Examples of H1-ST Zoids are the Shadow Fox, Shotgaroo Roadskipper, and the Double Sworder. Page | 7 H2 H2 grade Zoids, otherwise known as civilian Zoids, are Zoids meant specifically for civilian usage. Because they are primarily employed by civilians, H2 grade Zoids come deweaponized, meaning that they do not possess any weapon systems beyond their fangs, claws, talons, beaks, pincers, and – in some cases – tails. This is not to say that H2 Zoids cannot possess weapons, as many civilian pilots upgrade their Zoids with such systems for personal protection, to participate in Zoid Battles, or to accomplish a specific task; however, civilian pilots that equip their Zoids with weapons must possess the required Zoid pilot license and obey the various laws and regulations concerning Zoid weapons. Examples of a H2 grade Zoid would be a standard issue Leo Blaze and the Kamakira. H2-FR: H2-FR Zoids – known as formula Zoids – are civilian-grade Zoids designed and/or outfitted specifically for sponsored competitive racing. Their airframes are generally lighter, and their propulsion engines are finely tuned to allow for much greater speeds than their base model; H2-FR Zoids may or may not have additional thrusters and booster engines mounted on them. H2-M: H2-M Zoids are civilian-grade Zoids designed and/or outfitted specifically for the recording of, collating, and broadcasting media. They are outfitted with cameras, microphones, projection lighting, and broadcast arrays designed to capture sound and images – both stills and video, and broadcast it to a designated distributor. H3 H3 grade Zoids, otherwise known as utility Zoids, are Zoids outfitted for and employed in the field of construction, transporting, and any other commercial industry. Utility Zoids do not possess any weapons beyond the equipment such as jackhammers, drills, welding lasers, magnetic grapplers, hitches, and other such features required for the jobs they undertake. H3-C/D: H3-C/D Zoids are utility Zoids designed and/or outfitted specifically for construction and demolition. They possess dense armor that is typically on par with H1 grade Zoids if not greater, and are equipped with a wide variety of tools required for construction, such as backhoes, shovels, cranes, drills/augers, and powerlifts. An example of an H3-C/D Zoid would be a Sea Panther Quad Drill. H3-S: H3-S Zoids are utility Zoids designed specifically for operating in Outer Space. Due to the lack of pressure in outer space, a H3-S Zoid requires extensive refitting and reengineering. Its internal structure must be redesigned to withstand the outward pressure exerted by its internal fluids and gasses. Its hull must be reinvented to withstand both the intense radiation of Space, and the extreme temperatures of planetary reentry. Moreover, such Zoids must be equipped with numerous Vanier rocket thrusters, and additional propellant tanks to fuel them. They also require special facilities to be launched from, as well as external rocket boosters to propel them into orbit. H3-TP: H3-TP Zoids are utility Zoids designed and/or outfitted specifically for transporting large amounts of cargo. Their armor is typically dense, but not as dense as the armor found on military Zoids, and are generally lightly armed to detour hijackers. An example of a H3-TP Zoid would be a standard issue Gustav or Hover Cargo. Page | 8 Zoid Evolution Evolution is the primary driving force behind all life. It allows organisms to adapt to their environments, and improve upon the species as a whole to the point of transforming it into an entirely new kind of life altogether. Evolution originates from both within and without of a species, taking the form of competition, adopted behavior, and/or environmental factors. There are many things that can cause this metamorphosis. Environments can change rapidly, forcing species to change with it. A simple diversion in behavior can be reflected in the physical characteristics of creatures. A sudden plague that spreads out of control can lead to rampant mutations. Regardless of the cause, it is evolution that allows life to grow and expand beyond its original boundaries. For Zoids, evolution goes one step beyond survival. Each Zoid – regardless of being wild or domesticated - holds the potential to change into a higher, more advanced life-form. For some it is a matter of gained experiences. For others it is a matter of surroundings. Others require a partner to fuse with, while still more need the skill and abilities only a pilot or an organoid can provide. Sometimes a Zoid requires a direct combination of these methods before it can move onto the next stage of its development. Though commonplace, little is known about the exact processes involved in a Zoid’s evolution. What is known has been gathered by laboratory experiments and observations in the field. Because of this limited research, scientists have only been able to detect five different types of evolution a Zoid may undertake – Controlled, Logical, Linear, Alternate, and Evolt. However, this is not to say that a Zoid is limited to just five evolutions during its lifetime. It is rather the opposite. A Zoid can theoretically undergo hundreds or even thousands of evolutions before dying, each time becoming a stronger, more advanced version of its previous self. When the time comes for a Zoid to evolve, it will generally begin to consume twenty to thirty percent more than its normal weekly reggel intake. Afterwards, it will seek out a safe, secure, and secluded location such as a hard to reach cave, a long abandoned ancient ruin, or an out of the way box canyon; many times – if the Zoid is domesticated – the pilot will provide the safe haven for the Zoid in the form of a fortified hanger, bunker, or specialized facility. Upon settling on a preferred location a Zoid will its metamorphosis. During this phase a Zoid’s core will begin to accelerate its consumption of its reggel stores, and produce massive amounts of core energy. In turn, this unleashing of energy causes the Zoid to be engulfed by a localized, polyhedral-shaped electromagnetic storm. This storm, commonly known as a chrysalis, which glows brilliantly with a pulsing light that can vary in colouration, is all bull impenetrable through conventional means, affording the Zoid the protection it needs during such weakened state. Inside the chrysalis the Zoid continues to overcharge its core, generating even more energy to fuel its transformation. It’s unclear as to how a Zoid actually reshapes itself during the chrysalis Page | 9 stage. What is clear, however, is that the process generates massive amounts of heat and light, enough so that an individual would think it a hot summer day if they got within ten meters of the chrysalis. The exact amount of time a Zoid will spend in its chrysalis greatly depends on the Zoid within. Evolution has been known to last anywhere from just a few hours to over three months. Controlled Evolution Controlled evolution is an evolution that has been forced upon a Zoid by outside means. It is one of the easiest pathways a Zoid can take to reach a higher level of being. Controlled evolution is a very common occurrence throughout Zi. Most of the time this type of evolution involves the permanent attachment of new equipment and/or weapons, a change of colouration, or the manipulation of the Zoid’s core to achieve a desired result while within a controlled environment. Many Zoid owners and pilots unknowingly employ a type of controlled evolution each time they permanently upgrade their Zoid’s performance. It is also used by laboratories that are seeking a way to create and establish a new, naturally generated Zoid that does not require much external effort to produce. Because of the minor alterations involved, a Zoid undergoing a controlled evolution rarely leaves its biological subspecies. Moreover, the Zoid does not gain any additional abilities beyond what has been installed onto its shell. Examples of Zoids that has undergone a controlled evolution would be a Command Wolf upgraded to a Command Wolf Juggernaut, A Gojulas being upgraded into a Gojulas Mariner, and a Blade Liger into a Blade Liger AB. Logical Evolution Logical evolution is the next logical step in a Zoid’s development. This kind of evolution takes place in small steps, causing a Zoid to improve upon itself little by little until it has reached its full evolutionary development. In short, logical evolution allows a Zoid to take the shortest route in the next stage in its advancement. It requires only that a Zoid to gain a certain – yet unspecified – amount of general experience during the course of its lifetime. This experience translates into an upgraded form upon completion of a Zoid’s metamorphosis. In generally this kind of evolution does not leave a specific biological genus. In fact, there are some Zoid genus’s that are made up exclusively of Zoids that have taken this evolutionary pathway. In practical terms, logical evolution is established when one Zoid evolved from a Zoid that it was designed to replace. Let us use a Godos for example. Upon learning an unspecific amount of life experience it undergoes an evolution. This evolution results in an upgraded form, the Dos Godos. This new Dos Godos would retain its previous life experience, and would eventually become a Gojulas if allowed to continue its linear development. In turn this Gojulas would achieve the end of its linear evolution pathway upon developing into a King Gojulas. Linear Evolution This form of Zoid evolution is much like the logical evolutionary path that a Zoid may take in the sense that it requires a Zoid to gain a certain level of experience before developing into a stronger Page | 10 creature. However, unlike logical evolution, the linear evolutionary pathway requires a moderate influence in a specific field. The best way to explain this is to use a Blade Liger as an example. Normally, under logical evolution, it would take the form of a Liger Zero. However, if it focuses primarily on its melee attacks it gains experience in using its claws, fangs, and laser blades. At the same time its melee combat proficiency increases alongside its combat experience. When both experience and proficiency reaches a certain point, linear evolution occurs. It is at this point that the Zoid evolves into a Zoid that specializes in the area that its former self operated in. In our case, through linear evolution our Blade Liger, whom has focused on nothing but close-range combat, evolves into a Slash Liger. Likewise, the opposite is true as well. If our Blade Liger had employed its ranged weaponry for the majority of its lifetime it would evolve into a Snipe Liger, whom specializes in long-range assaults. As many Zoid operators have discovered there are some drawbacks to this kind of evolution. Zoids that have evolved through the linear pathway lack the capacity they would have gained through other forms of evolution due to their specialized nature. This means that our recently evolved Slash Liger would lack any natural ranged armaments due to its melee specialization. If our Blade liger had evolved into a Snipe Liger, then it would have gained stronger ranged weapons at the expense of losing all natural close-range fighting capabilities. It is worth nothing that linear evolution tends to cross Zoid size classes. A LL-Class Zoid, such as our Blade Liger, could find itself in a lower size class upon completing its evolution. However, despite the downgrade, this newer Zoid would be more advanced than other Zoids of the same size class, having retained the experiences it had gained as its former self. Moreover, a Zoid undergoing linear evolution does not leave its biological genus – our Blade Liger would still be a liger. An example of linear evolution would be a Command Wolf evolving into a Konig Wolf DSC after having used its ranged weaponry for the majority of its life. Alternate Evolution Alternate evolution is the third most common type of Zoid development found within the species. The requirements for this kind of advancement can be extensive, and may occur only once or twice in a Zoid’s overall lifetime. Simply put, it requires a Zoid to gain a certain amount of general experience and weapon proficiencies, while at the same time requiring an external stimulus. This outside force can take on many forms, ranging from environmental stimuli, the fusion of an organoid, or even the introduction of another Zoidcore into the Zoid’s body. A Zoid that has undergone an alternate evolution is generally more powerful than its previous form could ever be if it went through a controlled, logical, and/or linear evolution. Such Zoids tend to be faster, smarter, more maneuverable, and possess deadlier weapons than its prior self. Let us use a Death Saurer for this example. Normally a Death Saurer would be the pinnacle of its evolutionary pathway. However, because of the requirements of an alternate evolution, the Death Saurer is able to continue evolving into a more advanced Zoid, such as the Bloody Demon. To become a Bloody Demon, a Death Saurer first needs to meet the criteria of the linear pathway in the field of range weaponry. This means that the Death Saurer, as part of its alternate pathway, would need to gain a great Page | 11 deal of experience solely in the fields of ranged combat. Secondly, the Death Saurer would have to have its Zoidcore fused with that of a Geno Breaker, whom had focused primarily on close-quarters combat tactics. The end result would be a Bloody Demon skilled in both melee and ranged combat, with weapons of such power that they eclipse its former selves. Evolt Evolt is a unique, impermanent evolutionary development that a Zoid can take to temporarily transform into a more powerful form. It is the rarest of evolutionary pathways a Zoid can take, and can only be found in one out of ten thousand Zoids. Unlike other pathways, this type of evolution is not permanent, and only lasts a maximum of ten minutes; as such it is the least studies form of Zoid evolution. Simply put, Evolt allows a Zoid to adapt to changing circumstances on the fly. It can only be activated when a Zoid’s core becomes overcharged through the establishment of a mental link between the Zoid and its operator. When achieved, a Zoid undergoing Evolt does not construct a protect chrysalis around itself. Instead, the overcharging of its core causes the Zoid to generate massive amounts of core energy. This energy, in turn, takes on the appearance white flames that engulf the Zoid, molding it into its new form. When Evolt in complete, the excessive core energy dissipates to reveal the newly evolved Zoid. The opposite is true when a Zoid undergoes a reverse-Evolt in which its regresses back to its weaker self. Upon the end of evolt, the Zoid’s core overcharges once more, generating massive amounts of core energy, and reforms itself into its previous self. As previously stated, there is a time limit on how long a Zoid can undergo Evolt. The reasons behind this are not entirely clear, but many believe that any time over ten minutes would render the pilot with sensory overload, and cause him or her to become mentally unbalanced. Currently there is only one known Zoid capable of undergoing evolt – the Murasame Liger. While not unique amongst the United Kingdoms, it was under the pilotage of Ruugi Familon, General of the Kira Patriarchy, that Evolt was achieved on numerous occasions. In his hands the Murasame is capable of temporarily evolving into two separate forms depending on the current needs of the battlefield, and Ruuji’s emotional state – the Hayate Liger and the Mugen Liger. Zoid Cockpit Types The origin of the modern Zoid cockpit lies with the invention of the modern domestic Zoid. For centuries Zoidians had been taming Proto-zoids to be used as food sources, beasts of burden, and even companionship. Likewise, it had been a long standing practice for Zoidians to modify Proto-zoids to suit their own purposes, either through selective breeding or extensive body modification. For a man named Frederick Vealhelm the idea of modifying the appearance and functionality of a Proto-zoid to fit the needs of its owner was taken one step further. Where one would normally outfit a Proto-zoid with a Page | 12 saddle and harness, Vealhelm envisioned a more direct means of control. The process he invented was very time consuming, taking months of hard and bloody work to produce a single Zoid. Many Zoidians found this type of modification appalling, and considered it too cruel to be enacted upon any living creature. It would take the efforts of an engineer by the name Joie Boyd to make the dream of mass producing modern “domestic” Zoids a reality. To her the answer laid in the creation of an artificial body, and not the painful body modification that ended the lives of so many Proto-zoids. The idea of implanting a newly budded Zoidcore into a prefabricated body was a radical departure from tradition. However, the process quickly caught on when it was realized that such a method was more Humane, and allowed for the production of more domestic Zoids than that Vealhelm’s body modification. While primitive for their time, these first domesticated Zoids – or “Joie Rides” as they were known at the time – proved to be extremely popular and easy to control thanks to the introduction of a two steering levers and motion foot pedals. Modern Zoid cockpits are an evolution of these simple mechanisms. The modern Zoid cockpit serves many functions depending on how the Zoid is outfitted, the pilot’s needs, the cockpit style, and even the Zoid itself. In its base form a cockpit allows a pilot to directly control a Zoid through the use of a steering mechanism – usually in the form of a yolk, joysticks, or crossbar - along with momentum pedals. Its canopy acts like a wraparound H.U.D. (an acronym for Heads Up Display), relaying information about the environment and the Zoid’s status visually to its pilot; this information can range from, but not limited to core energy output, to combat system status, to armor integrity, to topographical maps, to even the outside temperature. Likewise, all cockpits possess onboard environmental controls, high-efficiency air scrubbers for filter out most harmful fumes and irritating odors, and antitheft locking mechanisms to ensure that the Zoid remains in its pilot’s ownership. Additionally, Zoid cockpits can become environmentally sealed for a short period of time, generally anywhere up to four hours depending on the size of the cockpit and the oxygen needs of its pilot. Because of the large amounts of time a pilot spends in their Zoid, many install additional features into the cockpit, including such things as Network uplinks, data readers, heated and cooled seats, and beverage holders. Bridge The bridge-style cockpit is as its name suggests – a bridge. This style of cockpit the pilot sits at a massive control center similar to in configuration to a pilot cockpit, save that the instrument panels are more wide spread, and allow for displaying a massive amount of information. Alongside the pilot’s control center, the bridge is also equipped with several other stations that include, but are not limited to communications, navigation, weapons, and crew status. A pilot requires specialized training to operate this kind of cockpit properly. Bridge cockpits, depending on the Zoid they are installed in, can comfortably sit up to fifteen people. Bridge-styled cockpits are only found on L to LL Class transport Zoids. Chopper The chopper-style cockpit is a mixture of the pilot-style and rider-style cockpits. The pilot straddles a motorcycle-like command center, similar to that found on touring and chopper motorbikes, surrounded by a bay of information panels. From this cockpit the Zoid is controlled through two foot pedals, one located on each side of the control mechanism, and an extended steering yolk. This style of cockpit allows for multitasking of the pilot-style cockpit along with adding the mobility of the rider-style cockpit. No additional training is required to operate this style of cockpit. A chopper-styled cockpit can seat only one occupant comfortably. Chopper cockpits can be found on S to L Class Zoids. Page | 13 Coach A coach-styled cockpit can be found on many transport Zoids. It is comprised up of a cab-like interior with a driver’s and a side passenger seat. A bank of control panels surrounds a central steering yolk, and reaches off to the side in a dashboard similar to those found in cars and trucks. Directly under the steering yolk is a series of foot pedals used to control the speed of the Zoid. A coach-styled cockpit can seat up to two occupants comfortably. These styles of cockpits are generally found on M to L Class transport Zoids. Diver A diver-style cockpit is the least used of cockpit designs. It is comprised of a bed-like structure onto which the pilot lays down on. At the head of the cockpit are a series of information panels, along with two joysticks used in controlling the Zoid; at the foot of the cockpit are two foot pedals for each foot that is also used in controlling the Zoid. The pilot is held in place by the cockpit canopy; if the canopy is lacking then the pilot is held in place by a series of straps and harnesses. A diver-style cockpit can only hold up to one occupant comfortably, and may only be found on S Class Zoids. Extended Coach An extended coach cockpit can be found on many transport Zoids. It is comprised of a cab-like interior with a driver’s seat, a side passenger seat, and a series of benched seats behind the driver’s. A bank of control panels surrounds a central steering yolk, and reaches off to the side in a dashboard similar to those found in cars and trucks. These styles of cockpits are generally found on M to L Class transport Zoids. An Extended Coach cockpit can comfortably sit up to five occupants. Immersion An immersion Zoid cockpit is an experimental cockpit where the pilot is immersed in the Zoid’s perception. The cockpit itself is spartan in appearance, with a single support chair, and little lighting. There are no joysticks, steering yolks, handlebars, foot pedals, or information bays. Instead the Zoid is controlled through a direct neural link created when a pilot equips a specially constructed plug-suit, and “plugs” into the Zoid’s own neural network. This type of control system literally allows the pilot to take over the Zoid to the point where the Zoid becomes an extension of the pilot’s body and will. However, during immersion the connection between a Zoid’s consciousness and that of its pilot is not perfect. If linked to a Zoid for too long a pilot starts to suffer from neural feedback and sensory overload. This manifests itself as prolonged muscle spasms, tremors, severe fatigue, and in some rare cases psychosis. Currently this type of cockpit is still in the Research & Development stage. No known Zoid is currently equipped with this type of cockpit. Pilot The pilot-type cockpit is the standard cockpit that most Zoids, custom and mass produced alike, are originally equipped with. It is configured similar to the cab of a car or truck. The pilot sits reclined in a centralized chair surrounded by interment panels. The pilot controls the Zoid through the use of foot pedals, and joysticks located on the left and right side of the chair. This layout allows for easy customization of the overall control layout, as well as the ability to use multiple weapons and equipment at the same time. The only drawback is that the pilot is forced to multitask while piloting a Zoid with a pilot-type cockpit. This can affect the pilot’s ability to react to certain situations. Up to two occupants can ride in a Pilot cockpit comfortably. Pilot cockpits can be found on S to LL Class Zoids. Page | 14 Rider The rider-type cockpit is the second most popular Zoid cockpit design. In this configuration the pilot straddles a centralized mount characteristic of a sports motorcycle. Directly in front of the pilot is the primary control mechanism, fashioned similar to the handlebars of a sports motorcycle, along with a several monitors that display key information such as targeting, ammo consumption, and overall Zoid performance. Unlike the pilot-style cockpit in which the pilot is held in place by a series of harnesses, the Rider-type cockpit holds the pilot in place with a padded resistance clamp that presses against the back to ensure the pilot is not thrown from the controls while operating a Zoid. This type of cockpit is popular amongst professional racers, and pilots that prefer the superior mobility it provides. However, there is a tradeoff for this mobility. A Rider cockpit does not offer much in the way of customization of its control systems, and has only limited amount of things a pilot can do at any given time. Rider cockpits only allow one occupant to ride in it comfortably. Rider cockpits can be found on S to L Class Zoids. Page | 15
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