Universal Rules

A Universal Rule is a rule which is common to two or more Zoids. To prevent repetition on individual Zoid profiles, these rules are listed here.

Fly

 * Flying Zoids ignore all types of terrain. However, they may not end their movement within terrain of any type. In addition, a Zoid must choose to either make a land movement or a flying one, it may not make both in the same turn.

Poor Cross-Country Performance

 * The Zoid fails a difficult terrain test on a 5 or 6 on a D6, rather than just on a 6.

Solid Shot

 * Solid Shot weapons may be used to attack buildings.

Missile

 * A Missile weapon may not be fired if the Zoid is performing a Dash Move, but may be used to attack buildings if fired during an Advance Move.

Barrage

 * Barrage weapons may be fired at targets outside of the Zoid's Line-of Sight as long as an unengaged friendly Zoid has a Line-of-Sight from one of its weapon arcs to the target. In addition, Barrage weapons may be used to attack buildings.

Dedicated Anti-Aircraft

 * Weapons with this rule ignore the normal penalty for ground-based Zoids shooting at Flying Zoids.

Light Armour

 * The Zoid's saving throw is 6+ on a D6, rather than 5+.

Heavy Armour

 * The Zoid's saving throw is 4+ on a D6, rather than 5+.

Infiltrate

 * During Deployment, Zoids with this rule may deploy anywhere on their side of the table, as long as they are more than 6" from an enemy Zoid. In addition, they count as being in Cover until the first time they move.