Combat Rules

Zoid combat is divided up into rounds. Each round is comprised of three Actions: Movement, Shooting, and Special Systems. There is no set order in which each of these steps happen. Each takes up an equal relative amount of time, but players cannot substitute one for another (to have two Shooting Actions, for example.), except in the case of Movement.

Movement — For the Movement Action, the Zoid moves up to its move Speed in inches as indicated in its entry. Zoids move in a straight line, but may turn at the beginning or end of their move based on their Reflex score. If a Zoid and Pilot have an average Reflex score of 5 or higher, the Zoid may instead make a turn during its movement. If the average Reflex score is 7 or higher, the Zoid may make two turns, totaling the maximum turning allowed. If the average is a 9 or higher, the Zoid may make up to three turns, totaling the maximum allowed.

1-2 30° 3-4 45° 5-6 90° 7-8 180° 9-10 270° 11-12+ 360°

Zoids can gain proxy turn rates as their averaged Reflexes goes up. While the maximum turn rate never exceeds 360°, these proxy rates can help counteract the penalties to turning from high speed and boosters.
For example: A Lightning Saix moving flat out with its Booster active would suffer a -3 penalty to its turn rate, normally dropping its turn rate to 45°. However, if the averaged Reflexes were 14, the turn rate would only drop to 180°.
Airborne Zoids have special movement rules (see Airborne Zoids below). If a Zoid does not move in a round, then it loses its Reflex Bonus to its Armor Deflection, because it can’t dodge as well. It regains its Reflex bonus as soon as it moves again. If a Zoid simply turns in place, it only retains half its Reflex bonus to its Armor Deflection.
Due to the difficulties of making turns at high speeds, a Zoid moving quickly reduces its turning rate. If a Zoid moves 50-75% of its maximum base movement, it reduces its turn rate by one increment, and if it moves 76% or more, turning is reduced by two increments. These penalties stack with those of using a Booster.
Movement is the only action which can be made more than once in a turn. At the cost of the Shooting action, the Zoid can make an additional move, though the maximum number of turns in a round and maximum turning rate remain the same.

Shooting — In this Action the Pilot can fire the Zoids ranged weapons. See Special Actions below for melee weapons. The pilot can fire each of the Zoids weapons once, getting off a number of shots from each up to the number noted in the Weapons Databank. However the Pilot is limited in how many weapons he can fire in each round by the type of Weapons he uses and his reaction time. For every 5 points in the Pilots Reaction Time, they can fire one additional weapon.
Pilots with multiple attacks can target multiple Zoids, however each target beyond the first incurs a cumulative -1 penalty. This does not apply to weapons with an area effect.
Point Blank Range – Some shots are made so close that it is nearly impossible to miss. Any weapon that is fired with the muzzle less than 3" from the target gains a +3 bonus on the attack roll.
If the Pilot fires a Heavy weapon, than they may not fire any other weapons in that round, nor may they make any melee attacks. In addition, Class 3 or smaller Zoids may not move and fire a heavy weapon in the same turn, and Class 1 Zoids may not move and fire Medium weapons in the same turn. Super Heavy weapons cannot be fired if the Zoid moved in the same turn. The firing weapons distances are measured from the weapon to the main body of the target, unless the shot is called (see Advanced Rules section).

Special Systems — The pilot may activate or deactivate one of the Zoids Special Systems, such as a Shield or Booster.

Combat Rules

Zoids: The Western Continent War Phred_and_Big_Stick