Movement

There are three basic types of movement in Zoids, Advance, Charge and Retreat. Which one you use will be determined by the Order selected for the unit (see main article Orders).

When the player whose turn it is to move flips his orders, he must move his units with Charge Orders first, followed by those with Advance Orders (see main article Turn Sequence). There may be exceptions to this rule, but they will be noted in the individual Zoid profiles, or stated in their Special Rules.

Advance Moves
Units who are under Advance orders may move up to their Advance Move rate as shown on their profile. During this movement, they may make as many turns of up to 90 degrees as they wish, as long as each turn is separated by at least 1" inch of movement. During this move, the unit may also fire any and all eligible weapons at no penalty (see main article Shooting).

Units using an Advance Move may not end their movement closer than 1" from another unit.

Charge Moves
Charge Moves fall under two types: Dash Moves and Assault Charges.

Dash Moves
Units under Charge orders may move up to their Charge Move rate as shown on their profile. Those units who wish to simply use a Charge Move to travel faster may turn once up to 90 degrees during their move, and may fire a single non-missile weapon from their frontal arc (see main article Shooting). This weapon will never be able to hit its target on anything lower than a 6+, and this number may be modified higher by any other modifiers.

Units using a Dash Move may not end their movement closer than 1" inch from another unit.

Assault Charges
Units under Charge orders may move up to their Charge Move rate as shown on their profile. This type of move must be used to get the unit into base-to-base contact with at least one model from an enemy unit, and units using an Assault Charge must have the target of their movement in their frontal 90-degree arc. Units which connect in this manner count as Charging for combat purposes (see main article Close Combat). In addition, using this move type may not fire any of their weapons.

Retreat Moves
Zoids which are involved in an ongoing Close Combat may elect to Retreat. They will move their maximum movement rate (modified as normal by any damage or other effects) directly away from their opponent, and take any Difficult Terrain tests applicable. If its opponent has not also been given Retreat Orders, they are automatically assigned Advance Orders.

Terrain
Terrain can also affect movement in a variety of different ways. For full details, see main article Terrain.