Orders

Orders are given at the beginning of each turn to determine what type of movement and attacks the player's units may make for that turn.

Issuing Orders
At the beginning of each turn, each player assigns an Orders token to each of his active Zoids. These tokens are placed upside down, meaning that players will have to guess how best to respond to their opponent's actions.

Revealing Orders
Once all Order tokens have been placed, both players reveal their Orders before the game proceeds to the next step.

Advance Orders

 * Allows the Zoid to move at its Advance rate and shoot its weapons as normal, but it may not move to engage another Zoid in Close Combat.

Charge Orders

 * Allows the Zoid to move at its maximum speed and either engage an enemy in Close Combat or shoot a single weapon at reduced accuracy.

Retreat Orders

 * Allows a Zoid involved in an ongoing Close Combat to disengage from the combat and move its maximum movement away from the fight, but it may not shoot its weapons.

Repair Orders

 * Allows the Zoid to attempt to Repair previously-sustained damage at the expense of moving or shooting.