Zoids: The Western Continent War
Airborne Zoids and Combat
Shooting — Airborne Zoids must keep track of their altitude, because it affects how far from their targets they are. If they are outside a weapons range, then the weapon cannot affect the Zoid, as normal. Airborne Zoids subtract 6" to their range for every 12" above or below them their target is. This also applies to Zoids shooting at them.
Example: A Raynos is at an altitude of 16". When engaging a Shield Liger, both Zoids subtract 6" from their weapons ranges.
Movement — Dedicated Airborne Zoids have vastly higher speeds than land-based Zoids. As a result they have special rules for tactical movement during a battle. Airborne Zoids make a series of passes over the battlefield. During these passes, the Zoid may fire its weapons as normal, taking distance above the ground into measurements. The Zoid halts its pass, fires its weapons, and then waits there until the beginning of its next turn, when it proceeds off of the field. If the battlefield is smaller than 10′×10′, than Airborne Zoids can make one pass every 1d6 rounds. If the battlefield is between 10′×10′ and 20′×20′, the Zoid can make a pass once every 1d4 rounds. If the battlefield is larger than 20′×20′, the Zoid may make a pass every other round. If the battlefield is larger than the Zoids movement, then they follow the normal movement rules.
Minimum Movement: Flight type Zoids that do not use magnesser technology to fly must maintain a certain amount of forward movement in order not to stall and crash. The Zoid’s minimum forward movement is equal to 1/10 of its maximum speed each round. Attacks against Zoids moving at this reduced speed are at +1 to hit, due to the Zoid’s reduced maneuverability.
Ground Movement: Unless otherwise specified in the Zoid’s entry, the land speed of a dedicated airborne Zoid is equal to its 1/3 of its airborne speed in inches.
Example: A Raynos has a flight speed of 51’, so its land speed would be 17".
Special Systems — Special systems function as normal on Airborne Zoids, unless noted otherwise in the descriptions.
Melee Attacks — Airborne Zoids follow the normal rules for melee attacks, except that they do not stop moving. Also, when attacking a ground-based opponent with a melee weapon, airborne Zoids count as being at an altitude of 0".
Ramming — Airborne Zoids follow the normal ramming rules, except that they automatically suffer a Command System Freeze if they connect.
Fusing With an Organoid — Zoids capable of flight follow the normal rules for fusing with an Organoid.
Crashes – If an airborne Zoid is shot down, be it from suffering a Command System Freeze, losing a wing or anything else, it will take a lot of damage. When it hits the ground, the Zoid suffers 1 ZHP of damage for every 1’ it can move. Pilots can make a Zoid Pilot skill roll against a TR of 8+Zoid Class to halve the damage.
Example: The Pteras can move up to 34’ in a round. When it is shot down it suffers 34 ZHP of damage out of its maximum of 54. Yeow!