https://fanmade-zoids-game-wiki.fandom.com/wiki/FanMade_Zoids_Game_Wiki
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This wiki is dedicated to the rules and profiles involved in playing a fan-made game based around the Marvel UK comic series Zoids. The game itself borrows from other tabletop systems, but the rules have been tailored to fit the subject.
This page offers a detailed breakdown of the turn sequence in Zoids. Note that this sequence is followed by each player, and that the first player must go through all stages of his turn for all of his units before the next player may take his.
Orders
1) Issue Orders
2) Reveal Orders
Movement
1) Retreat Moves
2) Assault Charges
3) Dash Moves
Shooting
1) Advance Shooting
2) Damage Resolution
3) Dash Shooting
4) Damage Resolution
Close Combat
1) Charge Combat
2) Damage Resolution
3) Ongoing Combat
4) Damage Resolution
Game Resolution
1) Force Determination
2) Cede Defeat
SHOOTING
There are two different types of Shooting in Zoids, Advance Shooting (performed by those Zoids under Advance Move Orders) and Dash Shooting (performed by those under Dash Move Orders). All Shooting by those units under Advance Orders must be undertaken before those under Dash Move Orders may shoot. For more information on Orders, see main article Orders.
Shooting
To check whether a unit is eligible to shoot at its enemies, check whether the two units are within range of each other by consulting the range statistic on the shooting Zoids profile, and whether the target is within the shooters fire arc, again found on the profile. If these to conditions are met, then the Zoid may shoot as normal.
When rolling to hit, the Zoid player must roll equal to or better than the To-Hit target stated on the weapon’s profile. This may also be modified by any of the modifiers listed below.
Modifiers
- Targets at over half of the weapon’s range suffer a -1 To Hit penalty.
- Certain Zoid Systems offer bonuses To Hit. These are listed on the individual Zoid’s profile.
- Units which made a Dash Move that turn may never hit on lower than 6+.