Zoids: The Western Continent War
Combat Rules Part 2
Melee Attacks — Melee attacks are made as part of Movement. If a Zoid uses some type of blades or similar weapon, than it only needs to charge past an opponent close enough for the blades to connect. If the Zoid uses its teeth or claws, than it needs to move in close and connect. Some Zoids either don’t have a Melee attack or can only stomp on things to cause damage. These Zoids make their stomp attacks as they would for a bite or claw attack. If a Zoid makes a melee attack, it counts as one of the attacks for the round. Zoids add half their Power value to most melee attack damage.
Grappling or Pinning — As a melee attack, your Zoid may attempt to make either a Grapple or a Pin attack. To Grapple, you first must succeed on a melee attack roll. Next you must make an opposed Power roll, each Zoid adding its Class number to its roll. If you win, your Zoid has established a hold on the enemy Zoid. If not, not. Grappled Zoids lose their Reflexes stat to their Armor Deflection, but may make opposed Power rolls to break free each round.
Pinning works the same way, but may only be used on a Zoid that has been knocked down.
Ramming — A Zoid can ram, if it runs out of ammunition, or if it suffers a Combat System Freeze. To ram, a Zoid must charge the target, as making a melee attack above. It deals a single, AP 0 hit, that deals 1d6 points of damage per 6" traveled, plus half the Zoid’s Power stat. If the Zoid moves more than 18", it may add its full Power stat instead. The drawback is that if a Zoid would deal more than 10 points of damage from the ram, it must save against a Combat System Freeze. If it already has a Combat System Freeze, it must save against a Command System Freeze.
Overrun — If a Zoid successfully executes a ram, and the target is Destroyed, the ramming Zoid may continue to move until it has reached its maximum movement. A single additional ram may be made if the Zoid can connect with another target in its remaining movement.
Pounce — A pounce attack is executed in the same way as a ram, but it deals no damage. Instead the Pounce is used to knock down a Zoid. The Zoid performing the Pounce attack makes a Melee attack roll. If it hits, the Zoids make opposed Power rolls. The attacking Zoid gains a +1 bonus on the roll for every full 6" it has moved that turn. If the attacking Zoid wins, the target is knocked down. If the target of the pounce wins, the attacking Zoid is knocked down instead.
Multiple Copies of Weapons
If a Zoid has two or more copies of the same weapon installed, do not roll for each one. Instead, make one attack roll for all of the weapons in the same weapon bank. If this attack misses, you may re-roll the attack once. If it misses the second time, you do not roll again, regardless of how many weapons are in the same bank. If you hit, roll damage as normal for the first one, then add +50% damage for each weapon installed.
Example A: A Raynos has three 30mm Cannons mounted on its chest. You could re-roll your attack roll once, and if you hit, it would deal double the normal damage (full + half + half = double) of a single 30mm Cannon.
Example B: A Gordos has three twin 20mm Machine Guns. Two are mounted on the main tail, and the other is mounted on the Gunner’s pod in the tail. The two not on the Gunner’s pod are fired as one, but the one on the pod is fired separately.
Many Zoids carry missiles in pods or other groupings. If a Zoid carries multiple missiles on one mounting, they may be fired in a salvo. Declare how many missiles you are firing, then make one attack roll for the whole salvo. If the attack misses you may re-roll, as above. If you hit, as many missiles as you beat the Armor Deflection by hit the target, up to the number of missiles fired. Each missile then deals individual damage to the target. Any additional missiles impact into the ground, kicking up a cinematic dust screen that clears as the attack is resolved.
If the missiles have a blast radius, like on the GZ-013 Bamburian, scatter the center of the blast as for Ordinance weapons, and for each missile fired, increase the blast radius by 1".
Combat and Endurance
There may be times when either Zoids or pilots are called on to make an Endurance check. When doing so, Zoids roll 1d12+Endurance+Class vs the TR. Pilots roll 1d12+Endurance+1/2 Pilot level for their checks.
If a Zoid takes a serious hit that batters it about, the Pilot might also lose consciousness from the impact. If a Zoid takes 40 or more points of damage in a round, then the pilot must succeed on a TR 16 Endurance check or lose consciousness. When this happens, if the Zoid moved in its last turn, it will trip and fall and must save against a Combat System Freeze. If the Zoid is a flying type, it will simply continue flying in the direction it was heading, until the pilot regains consciousness.