Hasbro Zoids Liger Zero X
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Hasbro Zoids Liger Zero X, Part 01
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7:37am on Tuesday, September 21st, 2010 ![]() |
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2:09pm on Saturday, April 10th, 2010 ![]() |
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| James Clark |
12:52am on Tuesday, March 16th, 2010 ![]() |
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Documents
ZOID BATTLE 2
2003, 2005 Trevor Lemon INTRODUCTION Welcome to the second edition of Zoid Battle. This game is a simple and fast-paced table-top wargame based on the Zoids toys from TOMY (and more recently, Hasbro). The main purpose of this second edition is to clarify some of the rules from the previous edition, enhance a few of the zoid design rules, give some examples of the design and combat systems, and to fix a few errors. To play this game, you will need; - at least ten six-sided dice per player (more if you got 'em) - a hexmap with 1" or larger hexes - counters or marker chits to represent your zoids on the map - copies of the Zoid Control Sheet (on the last page of the rules) - pencils and some scratch paper Since this game uses a hex-based system for movement and combat, you do not actually need any zoids toys to play this game (although you will need counters or marker chits of some kind to represent your zoids' position on the hexmap). However, to keep within the spirit of the game, it is recommended that you keep a model (or at least a sketch) of the zoid that you are using next to the Zoid Control Sheet for that particular zoid. DESIGNING A ZOID The following sections will show you step-by-step how to design the stats for your own custom zoid using these rules. Size (SIZ) A zoid's size (SIZ) will determine several things, the first of which is the base cost of the zoid and the zoid's initial toughness (toughness will be explained later in the rules). Originally, the SIZ stat was based on the zoid's powersource (small wind-up, large wind-up, small battery motor, etc.), but since not all zoids actually have a powersource (like the smaller Diloforce and Demantis sized zoids, or any of the Blox type zoids), this had to be changed. The table below lists a zoid's size, its size as a numeric value (SIZ), its initial TN, and the base cost for a zoid of that size. Zoid Size Mini Small Medium Large Huge Mega SIZ Initial Toughness Base Cost 10pts 20pts 30pts 40pts 50pts 60pts SIZ 1 Zoids (Mini Zoids) Z-047 Maccurtis Z-048 Demantis Z-050 Diloforce Z-051 Grounchar SIZ 2 Zoids (Small Zoids) Z-002 Gaisack Z-003 Barigator Z-006 Molga Z-010 Pteras Z-013 Cannon Tortoise Z-014 Godos Z-017 Iguan Z-018 Saicurtis Z-019 Double Sworder Z-020 Stealth Viper Z-058 Megaleon Z-059 Glaive Quama Z-062 Saber Lion Z-063 Guntiger Z-022 Gator Z-023 Helcat Z-027 Rev Raptor Z-030 Gunsniper Z-032 Sinker Z-043 Spinosapper Z-056 Hammer Rock Z-057 Snipe Master Z-061 Killer Dome Z-068 Storch
SIZ 3 Zoids (Medium Zoids) Z-005 Redler Z-039 Raynos Z-009 Command Wolf Z-044 Zabat Z-011 Heldigunner Z-046 Shadow Fox Z-012 Brachios Z-066 Gorhecks Z-033 Hammer Head Z-067 Arosaurer SIZ 4 Zoids (Large Zoids) Z-004 Red Horn Z-007 Shield Liger Z-016 Saber Tiger Z-026 Geno Saurer Z-028 Blade Liger Z-029 Storm Sworder Z-031 Dibison Z-034 Geno Breaker Z-035 Lightning Saix Z-038 Elephander Z-041 Liger Zero Z-049 Berserk Fuhrer Z-052 Gunblaster Z-053 Koenig Wolf Z-060 Dark Spiner Z-065 Dimetrodon
SIZ 5 Zoids (Huge Zoids) Z-001 Gojulas Z-045 Salamander Z-008 Gordos Z-064 Gojulas Giga Z-015 Iron Kong Z-069 Seismosaurus Z-036 Death Stinger SIZ 6 Zoids (Mega Zoids) Z-021 Deathsaurer Z-055 Mad Thunder Z-037 Ultrasaurus Blox Zoids.if the zoid uses 1-3 blox in its design, it is SIZ 1.if the zoid uses 4-9 blox in its design, it is SIZ 2.if the zoid uses 10 or more blox in its design, it is SIZ 3 Blox Zoids cannot be larger than SIZ 3, and some exceptions should be made to the above rule if any actual blox are replaced by special body components in the zoid's design (i.e. parts that may add additional strength and/or structure).
Please be aware that a zoid's overall movement will be reduced by the amount of armor it has, and possibly by the amount of weaponry it carries, so you may have to come back to this step and purchase more movement to offset these reductions after you purchase the zoid's armor and weapons. A few notes on purchasing movement: it is not impossible to think that something as large as a Gojulas might have the same movement value as something as small as a Gunsniper. While the Gunsniper would be able to move its body faster than the Gojulas, its stride is shorter. Conversely, while the Gojulas does have a larger stride, its overall body movement would be slow due to its immense size. This may not be the case in every instance, and of course you could always design the Hyper Gojulas with magnetic coating on its joints ( la Gundam), but size doesn't always determine speed. Also, if you aren't sure how much movement your zoid should start out with, you can use the "km/h" stat listed on the box of most zoids along with the following formula to determine a base MOV value: km/h x 0.0277777 = base MOV (round decimals of.6 down, and round decimals of.7 up)
From the following diagram, select the numbered arc (or arcs) that the shield will cover. If the shield covers more than a single arc, the arcs must be adjacent to each other (i.e. a shield may cover arcs 1 and 2, arcs 1 and 3, or arcs 1, 2 and 3, but not just arcs 2 and 3). If so desired, the shield may cover the entire zoid - there is no restriction as to how many shield arcs may be purchased.
If the Gunsniper had a FC level of 3, it would be able to fire all of its forward facing weapons in the same turn (again, at the same or at different targets), but it would not be able to attack with its tail gun (this is also because the tail gun faces another direction - more on that later). DESIGNING ZOID WEAPONS The next step is to design some weapons for your zoid. Range Like movement, weapon range is measured in hexes, and each level of range adds two (2) points to the weapon's cost. Short range is ten (10) hexes (and costs 2pts), medium range is twenty (20) hexes (and costs 4pts), and long range is thirty (30) hexes (and costs 6pts). Damage The weapon's damage is how many dice it rolls when an attack is made with it. Each die of damage adds two (2) points to the cost of the weapon. A note on weapon damage: the maximum suggested damaged that a single barreled weapon should be able to cause is nine (9) dice of damage per shot. The maximum damage per shot for a multi-barreled weapon is six (6) dice of damage per barrel (but this does not apply to weapons like rotary cannons or gatling guns, as only one barrel is actually being fired at any given time, so they count as single barreled weapons). In the case of rocket or missile launchers, no single rocket or missile should cause more than six (6) dice of damage - unless you are considering that the weapon is firing multiple rounds at the same time, in which case the maximum damage can be increased to nine (9) dice of damage per volley. Also, if the weapon only has one or two rockets or missiles, the maximum damage can be increased to nine (9) dice of damage per shot. If the players agree beforehand, the maximum damage limit of nine (9) dice can be increased to fifteen (15) dice, and the maximum damage limit of six (6) dice can be increased to ten (10) dice (but this will lead to very lethal games, and you will need a lot of dice). Scatter Weapon Effects A scatter weapon fires several shots instead of a single shot like most weapons, and includes weapons like machineguns and shotguns. In game terms, this means that each point of damage that exceeds the target's defense roll must roll separately for system damage (explained later). Adding the scatter effect to a weapon adds four (4) points to the weapon's overall cost. For example: a normal weapon causing 6 dice of damage will inflict all of that damage to a single randomly determined system on the target, but a scatter weapon causing 6 dice of damage will spread that damage to several randomly determined systems (again, each point of damage that exceeds the target's defense roll must roll separately for system damage). However, the damage is initially applied as a single attack for the purposes of beating the target's defense roll.
Weapon Link A weapon link allows two or more weapons to share a single fire control computer so they can fire together at the same target in the same turn. Any number of weapons may be linked - as long as they all cover at least one common firing arc (i.e. at least by 60). It costs two (2) points to link two weapons together, and another two (2) points for every additional weapon linked in the "chain" of weapons. Linked weapons that are fired together using a single targeting computer must fire at the same target - but it is not necessary for all linked weapons to fire together. The zoid may fire just one weapon in the "chain" if so desired (either to conserve ammo or in case the target is only within the firing arc of one of the weapons, etc.). Also, if the zoid has more than one fire control computer, it may fire the linked weapons at separate targets using the normal rules for targeting (again, just because the weapons are linked doesn't mean they have to be fired in linked mode). Final Weapon Cost & Weapon Weight After you have calculated the cost of the weapon based on its ammo, and added in the cost of any additional firing arcs, you have the final cost of that weapon. To determine the total weight of a zoid's weapon systems, add together the final cost of all of its weapons (including the cost of any weapon links), the cost of any increases to its CC stat (but not the base CC value), and the cost of the zoid's energy shields (if it has any). This new total is the total weapon system cost. Now apply the following formula: total weapon system cost 10 = weapon weight (round down) Please be aware that there are a few pieces of Advanced Optional Equipment that are described later in the rules that are considered to be weapon systems for the purposes of weapon weight and Load Allowance. Load Allowance The load allowance of a zoid is how much weapon weight it can carry before its movement is reduced by the weight of its armaments. A zoid's load allowance is equal to its SIZ (i.e. 16), so a SIZ 2 zoid could carry two points of weapon weight without any penalty to its movement. Each point of weapon weight that exceeds the zoid's load allowance is called "excess weapon weight", and the zoid's movement will be lowered based on this excess weight (this will be explained in more detail in the following section on Speed).
CALCULATED STATISTICS Speed (SPD) Speed (SPD) is a calculated statistic, and it is the actual number used in the game to represent how many hexes the zoid can move on the hexmap. A zoid's SPD is also used to determine its initiative each round (explained later). As mentioned previously, a zoid's movement is reduced by the amount or armor and weapons it carries. A zoid's SPD is stat calculated by taking the zoid's original movement value, and lowering it by the zoid's armor level and by the excess weight of its weapon systems. Here is the formula used to determine a zoid's Speed: MOV- (AR + excess weapon weight) = SPD At this point, you may want to go back and purchase a few more points of MOV to bring the zoid's SPD back up to the desired level. Evasion (EV) A zoid's Evasion value (EV) is also a calculated statistic, and it represents how well the zoid can dodge incoming attacks. A zoid's EV is calculated with the following formula: SPD 2 = EV (round down) Defense (DEF) Defense (DEF) is probably one of the most important calculated statistics; it is a combination of the zoid's armor level (AR) and its evasion value (EV), with its shield level (SH) added in when appropriate (how this is used will be explained later). Here is the formula for calculating a zoid's defense value: AR + EV (+ SH) = DEF Design Points & Cost Throughout this section, the words "points" and "cost" have been tossed around quite a bit. The main reason for a point system is to encourage some kind of balance in your games. When designing a zoid for any kind of competitive game (one where the opposing sides should be roughly equal), it is usually a good idea to set a limit on how many points can be spent on each zoid. Or, if playing a game where each side has a team of zoids, you could set a limit as to how many total points can be spent on the entire team (although it's also a good idea to limit the number of zoids on each team). You can set any limit you like for the number of points used in a battle (as long as your opponent is aware of the limit beforehand), but the recommended point limit is 200pts per zoid, or 600pts per team with a 3 zoid limit per team. Design Example No.1: Gunsniper Now as an example of the design system, we will design our trusty old Gunsniper and go through it step-by-step.
The first step is to determine its size. Based on the list from the SIZ section, it appears to be a Small zoid (SIZ 2), so its base cost is 20pts, and it has an initial toughness (TN) of 2. Since we're not making a custom Gunsniper, we'll leave its TN at 2, so there is no additional cost there. Next, we'll determine its movement value. According to the back of the Gunsniper's box, it travels at 200km/h. Using the conversion formula, we see it should have a base MOV of 5, and for a SIZ 2 zoid, that will cost 30pts. Now let's give it some armor. Since it's a relatively small zoid, it probably doesn't have much in the way of protection, so we'll just give it some Light armor (AR 1) for 5pts. Since a basic Gunsniper doesn't have any energy shields, we can skip that step. Even though the Gunsniper is primarily used for ranged combat, it is still a velociraptor, so we'll increase its basic close combat value by one level for 5pts (it's a SIZ 2 zoid, so it has a basic CC value of 2, which has now been increased to 3). Because the Gunsniper is so suited to ranged combat, we will give it a fire control level of 3 (FC 3) for 15pts. So far, we've spent 75pts. Now let's design the Gunsniper's weapons. Again, according to the box, it has a machinegun on each arm, a beam gun on its torso, two 8-shot missile pods on its back, and a sniper rifle in its tail. First, the machineguns (we'll focus on just one of them for the remainder of this example). The weapon seems relatively small, so let's make it short ranged (2pts), but since it's an automatic weapon, we'll have it cause 2 dice of damage (4pts), and we'll also make it a scatter weapon (4pts). For ammo, let's keep it simple and give it just 10 shots. So for just one machinegun we have: (2 + 4 + 4 = 10) x (10 x.1 = 1) = 10pts The cost for both of them together is 20pts. Due to their positioning on the Gunsniper's arms, we won't give them any additional firing arcs (and we'll assign the free firing arc to firing arc 1 to the unit's front). Also, let's link them both together for an additional 2pts. So the total for both machineguns is 22pts. Now for the beam gun. It also looks like a short ranged weapon (2pts), that causes about 2 dice of damage (4pts), but we'll have it put all of that damage in one place, so there are no additional costs for special effects. We'll also give it just 10 shots, so for the beam gun we have: (2 + 4 = 6) x (10 x.1 = 1) = 6pts Because it swivels left and right, we'll also give it two additional firing arcs (arcs 2 and 3) for 4pts, so the total comes out to be 10pts. Next are the missile pods (again, we're going to focus on just one of them for this example). First off, let's make the missile pod a medium ranged weapon (4pts). Since the missiles themselves seem to be fairly small, they probably don't cause too much damage individually, so we'll say that it takes two of them to cause 1 die of damage (2pts). This effectively makes the weapon a 4-shot missile pod (firing volleys of two missiles at a time). We'll also add the barrage weapon special effect (10pts), so one missile pod is: (4 + 2 + 10 = 16) x (4 x.1 =.4) = 6.4pts
The attacker can only "focus" on one area at a time, so if he chooses to attack a target to the front this round, he may not attack any targets to the rear in the same round (and this rule applies to attacks made in any direction). Close combat attacks (explained later) do not have firing arcs or "focus". LINE OF SIGHT (LOS) The line of sight (LOS) is an imaginary line drawn between the attacker and the target. A unit should have a clear LOS to the target in order to attack it (i.e. free of obstructions). If the target is obscured by some form of cover (if the LOS intersects a hex containing some type of cover), it can usually still be attacked, but there will be a modifier applied to the target unit's defense roll based on the specific type of cover. If the target is obscured by another unit (if the LOS intersects a hex containing another unit - either friend or foe), the LOS is only blocked if the intervening unit is larger than the target unit by two points of SIZ or more (in which case the original target unit may not be attacked, as the intervening unit is too large and will be hit by the attack instead). However, this does not apply to multiple units that are in the same hex, as it may be too difficult to determine which unit is actually in the line of fire. Instead, any ranged attack made into a hex containing multiple units has a random chance of hitting the various units based on their SIZ. Have each unit in the hex roll 1d6 and add that unit's SIZ to the roll; the unit with the highest total roll is the one that gets hit by the attack. As with initiative rolls, any units with tied rolls should have a tiebreaking roll among themselves using 2d6. COVER There are two types of cover; soft and hard. Soft cover is any cover that would only visually obscure an attack (like foliage and smoke), while hard cover is any cover that would actually stop an attack (like rocks or buildings). Soft cover adds a modifier of +1d to the target's DEF (i.e. the target gets to roll one additional die for its defense roll), while hard cover adds a +2d modifier to the target's DEF (so the target gets to roll two additional dice for its defense roll). As mentioned previously, when the LOS intersects a hex that contains a specific type of cover, the target unit receives protection from that cover. This also applies if the target unit is actually within a hex containing some form of cover. However, if the attacker is also in the same hex as the target, the target receives no protection from any cover in that hex (at that close range, there really is nowhere to hide). Also, while a unit does receive protection from any cover that is in the same hex as that unit, it may also make ranged attacks from that hex without any penalties due to that cover. In some cases, it will be up to the players and/or the referee to determine if a unit is "in cover" - just use your best judgment (and if all else fails, just roll a die). RANGED COMBAT (Shooting Attacks) All ranged weapons can be used to attack a target up to their maximum range without any penalties based on range. A weapon can attack a target that is beyond its maximum range, but there is a -1d attack modifier for each hex beyond the weapon's maximum range.
* (1d6) 1 = target chooses weapon, 2-5 = nearest weapon (relative to the weapon making the attack), 6 = attacker chooses weapon
Note: any system hit location roll of a system that can no longer take any damage will automatically default to the target unit's Toughness (TN).
Ranged Weapon Damage: when a unit takes a system damage hit to one of its ranged weapons, that weapon is automatically disabled and/or destroyed. Please note that only one ranged weapon is disabled or destroyed each time the ranged weapon system is rolled on the system hit location table, and not one weapon for each point of damage that exceeded the target's defense roll. Also please note that certain special systems (including energy shields) are treated as if they were a ranged weapon for damage purposes. So in the case of a unit's energy shields, if the shield generator is disabled or destroyed, the unit's shieldstat (SH) is instantly reduced to zero. KNOCKBACK If a unit takes enough damage from a single attack, it may take "knockback". In this case, a single attack refers to the damage coming from a single weapon (including all of the damage from a scatter or barrage weapon) or from a group of linked weapons. Knockback is what we call the effect of receiving so much damage that it causes a unit to be knocked off balance and placed in a vulnerable position - and knockback effects only occur after all other normal damage effects have been applied (so if a unit has a command system freeze, there really is no point in applying any knockback effects, as that unit is already out of the game). To determine if the unit takes any knockback, you must first determine the actual amount of damage that was inflicted by the attack (the total number of "hits" that exceeded the target's defense roll); if the total damage is three times (3x) or more than the target unit's current TN stat, that unit takes knockback. If the weapon used to make the attack was a "concussion" weapon, knockback is caused if the total damage inflicted is only two times (2x) or more than the target unit's current TN. If the concussion weapon is part of a group of linked weapons, the entire attack benefit's from the concussion weapon's effects. For example, if a unit with a TN of 2 took 6 points of damage or more from a single attack, that unit takes knockback, and if the weapon was a concussion weapon, knockback would be caused if the total damage inflicted was only 4 points or more. When a unit takes knockback, it is considered to be toppled over or knocked off balance. The unit must then spend all of its available movement to get back up or to re-orient itself assuming that it hasn't already moved in the same round that it took the knockback. If it has already moved, it must wait until its next turn to be able to shake off the knockback effect (again, at the cost of all of its available movement). While under the effects of knockback, a unit may not make any attacks (either ranged or melee). After the unit uses all of its available movement to remove the knockback effects, it may then make attacks normally during that same round. A unit under the effects of knockback also has less DEF to protect itself, and it may only use its armor (AR) and shields (SH) for any defense rolls - but it may not use its evasion (EV), since an immobile unit cannot dodge (but its other defenses like armor and shields will still work normally).
Optional Rules: Ramming Attacks & Collisions If a unit wants to ram into another unit, the attacker must first move into the same hex as the target of the ram and then make a close combat attack roll; the target may then make a defense roll as normal. The base damage for a ram is the attacking unit's normal close combat damage (CC) plus an additional +1d of damage for each hex traveled in the current round (note that this is the actual distance traveled, and not from the amount of SPD spent on that movement). Damage from a ram affects many of the target unit's systems, so the attack should be treated just like a hit from a scatter weapon. The unit performing the ram also takes damage from the attack (again, as if it were from a scatter weapon), but the damage is only that of the actual distance traveled (i.e. one die of damage per hex traveled). The unit's own CC damage is not added in, as it can't actually hurt itself with its own weapons. The attacking unit also gets to make a defense roll against this self-inflicted damage, but it may not use its evasion (EV) for the defense roll - however, it does get to use its armor (AR) and shields (SH) if it has any. This is also the exact same method used to determine the damage from a collision (explained below). If the ramming unit misses the target altogether (if all of the damage dice roll a "miss"), the attacker overshoots the target of the distance that it previously moved (round down), and in a straight line based on its current facing. This may cause the unit to collide with something else, but the additional movement for overshooting the target should not be used in determining the damage for the collision (as it is assumed that the unit will be trying to slow down at this point after missing the initial target of the ram). Advanced Optional Equipment: Smoke Dischargers When a unit uses a smoke discharger (also called a smoke generator), the hex it occupies immediately fills with thick opaque smoke, blocking the LOS into and through that hex. If the unit moves, every hex that the unit moves into or moves through is also filled with smoke (when a smoke discharger is activated, it must be "on" until the end of the current round, so the unit cannot choose which hexes are filled with smoke and which hexes are not; they are all filled with smoke). If more than one smoke discharger is used at the same time, or if a smoke discharger is used in a hex that is already filled with smoke, the six adjacent hexes are also filled with smoke. However, no more than seven hexes total can be filled with smoke from a single central hex, regardless of the number smoke dischargers in use or how long they are used. Smoke lasts for the remainder of the current round (the round in which it was generated) and all of the following round, but at the end of the following round it dissipates (unless more smoke is generated in that hex). A unit may attempt to see through the smoke by making a "scanning" roll, but the result of the scan is only good for the remainder of the current round, and only for the scanning unit. Roll 1d6 for the scanning unit; on a roll of "1-3" the LOS is completely obscured and no attacks can be made, on a "4-5" the LOS is partially obscured and any attacks will have a -1d modifier, and on a roll of "6" the LOS is completely clear.
A smoke discharger costs ten (10) points, has a weapon weight of one (1) point, counts as a ranged weapon for system damage purposes, and can be used only six (6) times (either for six rounds individually, or for six consecutive rounds). Using a smoke discharger counts as an action, so a unit must sacrifice either its movement or its attacks for the current round. However, multiple smoke dischargers may be used for this one action, as they are automatically considered to be linked. Advanced Optional Equipment: Stealth (cloaking) System A stealth or "cloaking" system allows the equipped unit to become virtually "invisible" to most scanning equipment (including visual scanning). Activating or deactivating the stealth system is free does not count as an action, and it may only be done at the start of a unit's turn. Any actions that the cloaked unit takes during its turn will then determine its "stealth level" for the remainder of the round, which will then determine the scanning roll needed by other units to spot it. It is assumed that any unit currently on the map will be able to determine the general location of a cloaked unit, but they may not be able to pinpoint it precisely enough to attack it. Also, because the stealth system is constantly scanning the area around the cloaked unit when it is active (to try and match the unit's signature to that of its surroundings it ties up one of that ), unit's fire control computers - so while the stealth system is operating, the unit's FC is lowered by 1 point. stat When a unit activates its stealth system, the unit's base stealth level is 6. Also, at the beginning of each consecutive round that the stealth system is still operational, it "refreshes" or "resets" itself back to a stealth level of 6. If a cloaked unit moves during its turn (including making a free facing change), or if it makes a close combat attack, its stealth level is lowered by 1 point for the remainder of the round (and these two modifiers are cumulative, so a unit that moved and made a melee attack would have its stealth level lowered by 2 points). If a cloaked unit makes any kind of ranged attack, its stealth level is lowered by 2 points for the remainder of the round. A unit may attempt to scan for cloaked units at the beginning of its turn, and it may make a single scan roll for each cloaked unit that is currently on the map at no action cost. To scan for a cloaked unit, the scanning unit must roll equal to or higher than the cloaked unit's current stealth level on 1d6 to be able to spot it. Various situational modifiers can be applied to the scan roll that will alter the scanning unit's chances of spotting the cloaked unit. If the scanning unit is in the same hex as the cloaked unit, a +2 is added to the scan roll. If the cloaked unit is at short range (1-10 hexes from the scanning unit), a +1 is added to the roll, and if the cloaked unit is at long range (21-30 hexes from the scanning unit), a -1 is applied to the scan roll - there is no modifier if the cloaked unit is at medium range (11-20 hexes from the scanning unit). If the LOS to the cloaked unit is clear, there is no modifier to the scanning roll, but if the LOS is partially obscured (i.e. if the cloaked unit is in cover), a -1 is applied to the scan roll, and if the LOS to the cloaked unit is completely obscured, it may not be scanned.
A successful scan lasts until the end of the current round, or until the scanning unit takes damage from any attack. If a cloaked unit is successfully spotted, it may be attacked by the spotting unit, but there will be a -1d modifier applied to the attack roll; if the scan roll fails, the cloaked unit may not be attacked by the scanning unit. The cost of a stealth system is based on the size of the zoid to be cloaked. The stealth system itself is treated as if it were a ranged weapon for the purposes of weapon weight and system damage. Use the following formula to determine the cost of the stealth system: SIZ x 10 = stealth system cost Stealth Level Summary; When a unit's stealth system is activated or if it is still acti ve at the start of a new round, the unit's stealth level is 6. Stealth Level Modifiers Stealth Level
-1 -1 -2
the cloaked unit has moved this round the cloaked unit has made a close combat attack this round the cloaked unit has made a ranged attack this round
Scan Roll Modifiers
the target is in the same hex the target is at short range (1-10 hexes) the target is at medium range (11-20 hexes) the target is at long range (21-30 hexes) the LOS to the target is clear the LOS to the target is partially obscured the LOS to the target is completely obscured
Scanning Roll
+2 +1 +0 -1 +0 -1 may not scan!
Advanced Optional Equipment: Advanced Scanners Advanced scanners (infrared, ultraviolet, thermal imaging, starlight night vision, etc.) allow a unit to "see" through smoke and most types of cover without having to make a scanning roll. A unit with advanced scanners can also attack a target through smoke (either partially or completely obscuring smoke) with no negative attack modifier due to the smoke. If a unit with advanced scanners attacks a unit that is behind any kind of cover (either soft or hard), a +1d modifier is added to the attack roll to partially offset the target's increase in defense due to the cover, but this only applies if the target is in cover, and not to targets in the open. Advanced scanners also aid in the detection of cloaked units; a +1 modifier is added to the scan roll when attempting to spot a cloaked unit, and if the scan is successful, the scanning unit receives no negative modifier for any attacks made against the cloaked unit for the remainder of the round. The cost for adding advanced scanners to a zoid is twenty (20) points, they also have no weight, and they cannot be destroyed. Advanced Optional Rules: Flying Zoids The movement rules for flying units are a bit different than those for normal ground units. First off, the speed at which most flying zoids travel is usually listed on the zoid's box as a "Mach number" - we will have to convert this into hexes.
Damage For Flying Zoids Damage for a flying unit is determined as per the normal rules for system damage, but the effects of that damage may differ a bit from those of ground units. If a flying unit has a command system freeze while in flight, it will immediately crash to the ground (explained below). When a flying unit's movement system is damaged, only the type of movement that is currently in use at the time of the attack is lowered (either flight or ground movement, but not both). If a flying unit's MOV is reduced to the point that its SPD falls below stall speed (as mentioned previously) while it is still in the air, the unit must "crash land" (this is the same as a "crash" but without the damage, explained below). If the flying unit's MOV is reduced to zero, it will automatically "crash" (again, explained below). If a flying unit takes any knockback while in flight, it will immediately drop 1d6 hex levels of altitude, and this may cause the unit to crash into the ground. To determine where a crash will take place, first roll 2d6; this number determines how many hexes along the flying unit's current facing that the crash will occur (i.e. between 2 and 12 hexes). Now roll 1d6 to determine any possible course deviation; 1-2 = no deviation, 3 = one hex to the left, 4 = one hex to the right, 5 = two hexes to the left, 6 = two hexes to the right). The final result is where the flying unit will crash. If a flying unit crashes into an occupied hex, any unit already in the hex must make a dodge roll to avoid a direct collision with the crashing unit. Roll the dodging unit's EV dice and get at least one "hit" to make a successful dodge roll. If the dodge roll fails, the unit on the ground is hit by the crashing unit and takes damage as if it were a ram (see the section on Ramming Attacks & Collisions earlier in the rules for more details). The crashing unit also takes damage exactly as if it were a collision (which technically it is - a collision with the ground!). Finally, please remember to add the distance in hex levels fallen to the distance in hexes traveled when determining the damage for all units involved in the crash.
CONSTRUCTION TABLES AND FORMULAS ZOID STATS Size (SIZ):
Zoid Size Mini Small Medium Large Huge Mega SIZ Initial Toughness Base Cost 10pts 20pts 30pts 40pts 50pts 60pts
WEAPON STATS Range:
Short (10 hexes) = 2pts Medium (20 hexes) = 4pts Long (30 hexes) = 6pts
Damage:
2pts for 1die of damage maximum of 9 dice for a single barreled weapon maximum of 6 dice per barrel for a multi-barreled weapon
Toughness (TN):
Weapon Effects:
Scatter = 4pts Concussion = 6pts Barrage = 10pts
base TN value = SIZ (8 - size) x 3 per additional point of TN
Movement (MOV):
Size 5 6
Cost per Point of MOV 3pts 6pts 9pts 12pts 15pts 18pts
(# of shots x.1) x current total = weapon cost (do not round)
Firing Arcs:
first 60 arc is free 2pts per additional 60 arc covered (no maximum)
Weapon Link:
km/h x 0.0277777 = base MOV (round decimals of.6 down, and round decimals of.7 up) for flying units: Mach 1 = MOV 10, Mach 2 = MOV 20, etc. a flying unit's base ground MOV is 1/6 of its flying MOV (for free)
2pts to link two weapons together +2pts to add another weapon to the "chain"
Smoke Discharger:
10pts each (6 uses; counts as a ranged weapon)
Armor (AR):
Stealth (Cloaking) System: Advanced Scanners: Weapon Weight:
size x 10 = stealth system cost (counts as a ranged weapon)
5pts per level; maximum armor level = 4
Shields (SH):
20pts (no weapon weight, cannot be destroyed)
10pts per level; maximum shield level = 6 +5pts per 60 arc covered (no maximum)
Speed (SPD):
total weapon system cost 10 = weapon weight (round down)
MOV- (AR + weapon weight) = SPD
Shield Arc/Firing Arc Diagram:
Evasion (EV):
SPD 2 = EV (round down)
Defense (DEF):
AR + EV (+ SH) = DEF
Close Combat Value (CC):
base value = size +5pts per additional level
Fire Control (FC):
5pts per level (i.e. per targeting computer)
QUICK REFERENCE SECTION Sequence of Play
-all units roll for initiative. -the unit with the highest initiative roll acts first. -(the initiative winner resolves all movement and combat) -the unit with the second highest initiative roll acts. -the unit with the third highest initiative roll acts. -etc. (this continues until all units have acted) -a new round begins.
System Damage
Toughness: -1 point of TN per hit to this system Movement: -1 point of MOV per point of damage to this system Fire Control: -1 point of FC per hit to this system Close Combat: -1 point of CC per hit to this system Ranged Weapons: lose one ranged weapon per hit to this system
Knockback
Initiative
-if the total damage is 3x the unit's current TN stat, it takes knockback -knockback can only be removed by spending all of that unit's movement -a unit may not attack until knockback is removed -a unit may not use its EV until knockback is removed
-roll as many dice as the unit's current SPD stat
Ramming & Collisions
Movement
-moving forward costs 1 point of SPD -moving backward costs 2 points of SPD -changing facing by one hex side is free -there must be at least one hex of movement between any free facing changes -changing facing by two or three hex sides costs 1 point of SPD -entering a hex with difficult terrain costs double the SPD cost for that hex
-move into the target unit's hex and roll the attacker's CC +1d per hex traveled -if successful, the attacker also takes damage equal to the distance traveled -the attacker may not use its EV for its defense roll against this damage -if all dice "miss", the attacker overshoots the target the distance traveled
Scanning Through Smoke (1d6)
Hex Capacity
-on a roll of 1-3, the LOS is completely obscured -on a roll of 4-5, the LOS is partially obscured (-1d for attacks) -on a roll of 6, the LOS is completely clear
-a hex may only hold up to 18 points of SIZ -moving through an occupied hex costs +1 point of SPD per unit in the hex
Stealth Level Summary;
-when the stealth system is activated (or still active), the stealth level is 6
-a unit may only attack targets within a 180 arc in a single round
Line of Sight (LOS)
-LOS is only blocked by another unit if it is larger by 2 points of SIZ or more -if multiple units are in the same hex, randomly determine which unit is hit -roll 1d6+SIZ for each unit in the hex; the highest roll is hit by the attack
Stealth Level Modifiers Stealth Level the cloaked unit has moved this round -1 the cloaked unit has made a close combat attack this round -1 the cloaked unit has made a ranged attack this round -2 Scan Roll Modifiers the target is in the same hex the target is at short range (1-10 hexes) the target is at medium range (11-20 hexes) the target is at long range (21-30 hexes) the LOS to the target is clear the LOS to the target is partially obscured the LOS to the target is completely obscured Scanning Roll +2 +1 +0 -1 +0 -1 may not scan!
Die Rolls (Attack & Defense Rolls)
-a roll of 1-2 = "miss" -a roll of 3-5 = "hit" -a roll of 6 = "critical hit" (two hits)
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