Basic Rules


Most of the rules are based on dice pools composed of D6's to resolve actions. No roll may be composed of more than 10 dice, unless otherwise noted. The resolution is based on "Success Counting", how many of the dice show up as a 4, 5 or 6. When ever a die comes up as a 6, re-roll it while noting the previous success.

For example, you roll 6d6 for the check. Let's say you rolled 1, 2, 2, 4, 6, 6. You have 2 successes right there: 4, 6, 6. Since two of the dice came up as 6's, you re-roll these two dice. Assuming that they come up as 3 and a 4. That means you have a total of four successes.

Character Creation

Characters start at Level One with 13 Skill Points and 2 Perks. Skill Points are used to raise Skills and Perks are used to obtain special abilities or skills that are not covered by Skills themselves.

Pilots have 3 Stats and 3 Attributes. Stats are used for Zoid piloting, while Attributes are for the Pilots, their skills and maybe necessary to gain certain Perks. Attributes are derived from the number of skill points invested in an Attributes Skill.

The three Stats are Accuracy, Resilience and and Reflexes.

  • Accuracy - governs Attack Pool, and consequently damage. It increases a Weapons Accuracy Pool by an equal amount of dice as it is in the positives, and reversely reduces it if the Accuracy score is a negative.
  • Reflexes - govern Speed, Initiative and Evasion. Speed is the amount of squares your Zoid moves extra, initiative clarifies who acts first and who last, and Evasion is for dodging attacks. Speed and Initiative are increased by an amount equal to your Reflex Score, or lowered by the same. Evasion is increased or lowered by an amount of dice equal to the Reflex Score.
  • Resilience - governs Armor and Durability as well as the Zoid HP, and also sets the Pilots Life. Each Point in Resilience increases Armor and Durability by an equal amount of dice. Zoid Hp is increased by an amount equal to the Zoid level per point of Resilience.

The stats each starts at 0 at Creation, and has 4 points to divide amongst the three stats, and may lower stats to obtain additional point to add to the stats. No single stat may be lowered below -2, while no stat may be raised above 5.

The three Attributes are Body, Dexterity and Intellect.

These are calculated by the amount of skill levels that were spent in the corresponding skills attribute, all Attributes start at 0. 13 Skill points may be assigned among them. No Skill may be raised above 4 at character creation. All skills begin at rank 1 and may not be raised above 10. For each rank in a skill, the character rolls an additional D6 for the check. To succeed a skill check, the character must equal or surpass a number of successes according to it's difficulty.

Attributes are necessary for static contests and checks, as well as prerequisites for Perks, they do not factor into skill checks, unless otherwise noted.

This is not an extensive list of Skills, if you need more or more specific skills, add them accordingly, but make sure the GM agrees with the decision


  • Athletics - Jumping, Climbing, Lifting, amongst others.
  • Constitution - Life force of the Character, survive harsh conditions.
  • Defense - Lower damage.
  • Melee - Perform close combat attacks and maneuvers with or without weapons, in and out of Zoids.
  • Perception - Sight, Sound, Tactile, Smell and Taste
  • Strong-Arm - Force people to aid you temporarily with intimidation.


  • Acrobatics - Tumble, Balance, Juggle and other fine manipulation activities.
  • Dodge - Evade attacks outside of the Zoid against Melee and Ranged Attacks.
  • Driving - There are other vehicles besides Zoids, this skill improves their maneuverability.
  • Marksman - Perform ranged attacks with archaic and modern weapons, in and out of Zoids.
  • Pickpocket - Picking Pockets, Picking Locks, or swiping items.
  • Stealth - Hiding and being silent, controlled breathing.


  • Charm - The right words at the right time can make friends. Or enemies if you don't like them.
  • History - Knowledge of the past, like wars, battles, cultures and the like.
  • Knowledge - General Knowledge about all things, rumors and stories are in here too.
  • Language - There are many languages, alive and dead ones, young and old ones.
  • Medicine - Anatomy, Ph.D. and general healing related subjects.
  • Repair - Keep Zoids and and machines in working condition. Also includes systematic destruction or disabling of machines.
  • Tactics - Positioning of troops and units, military maneuvers and other battle relevant knowledge.
  • Technology - Knowledge about Zoids, Machines and Technology, Information Systems.

Derived Statistics.

  • Character HP = Constitution + ((Resilience + Level) x 2) = HP
  • Character Movement = 4 + (Dexterity/2)
  • Character Initiative (while outside of Zoid) = 10 + Dexterity
  • Unarmed Base Weapon Power = Body/2


Perks are Abilities, Skills and Talents not covered by the other character aspects, like Skills, Attributes and Stats. They represent a more specific trait of the character and can more deeply differentiate a character from another.
A character starts play with 2 Perks. He gains another perk at second level and each even Level thereafter.

List of Perks


In a turn a pilot may use a variety of actions, from moving to attacking and of course anything in between. To discuss actions it is required to discuss turns and the amount of time available to the pilot. A turn has 10 seconds during combat, at all other times it is up to the GM to decide how long a turn has available to the pilot outside of combat. This is advised to limit the amount of actions occurring at once.

A Character has a single Move, a single Minor, a single Major, and Misc Actions

A Move action is spent moving in some way.

  • Run: Move the maximum Speed value without penalties.
  • Sprint: Give up your Major Action to move up to 2.5X Max Speed.
  • Jaunt: Move 1 unit to disengage a foe. When engaged in Melee, a zoid may not safely move away, provoking a triggered melee attack (this attack is done at ½ BWP and suffer-2 Accuracy). Jaunt does not provoke a Triggered Melee Attack (TMA). You may not move more than 1 unit in the turn you jaunt unless otherwise noted.

Minor actions take little effort, and are usually supportive in nature.

  • Item: Using an Item is considered a Minor Action. The effect is dependent on the choice of Item.
  • Perks: Certain perks require a Minor Action to activate, examples are Multi Fire and similar perks.
  • Maintain Pin: If an enemy is pinned it will need to be maintained to keep him that way. The check is the same as the engaging of the pin, Attack vs. Evasion.
  • Stand Up: If knocked down, you’ll need to stand up again, else suffering tremendous penalties (Limited to 1 action a turn, -2 to Accuracy, -4 BWP, only being able to crawl 1 unit)
  • Exiting Vehicle/Zoid: When Piloting or riding a zoid, you'll might need to exit to do some fine manipulation tasks (After all, a Zoid isn't real good at typing a pass code into a door lock)

Major Actions are the bulk of the turn, are usually the important part of the turn.

  • Attacking: A simple attack can be anything from shooting a gun, to striking with a melee weapon, or launching a series of rockets.
  • Aiming: Instead of attacking, one may also aim his next “Gun” type attack. To do so the marksman needs to be left undisturbed (read as: Not being attacked, pinned, etc) in his turn. On the following turn, you may reroll 2 dice, adhering to the new results.
  • CAS: If the zoid is able to equip Changing Armor Systems, it may do so once a turn if adjacent to the storing vessel.

Misc actions are anything that requires more than 1 action in and of it self.

  • Strafing: To strafe one must be equipped with a ballistic weapon with BWP of 3 or more. Move up to max Speed value, you may attack from any point during your move. The BWP is reduced by 2 and further suffer -1 Accuracy. The range of the attack is set to Cone X, where X is the original Range of the weapon divided by 3, rounded down. After the attack, one may continue the movement.
  • Pin: When attacking with a melee weapon, and hitting a foe of a size category smaller than the attacker, they may try to engage a Pin. To do so the attacker must exceed the defenders Evasion by 3 successes and deal damage in excess of 5. The Opponent is knocked down and unable to crawl away for as long as you maintain the pin. Further the pinned opponent suffers an additional -2 to all actions.
  • Complete Guard: Instead of using any action, one may decide that defense is more important, focusing all energy into guarding. The guarding person receives a -1 Evasion due to his lack of movement. The person receives a number of dice to his armor roll equal to ½ his Body Attribute or his Resilience Score, whichever is higher.
  • Mobile Guard: A mobile Guard requires less focusing on defense as a complete Guard. The user may still move, retaining his Move Action, but gives up his Minor and his Major action in exchange for having + 2 dice to his armor roll.
  • Charge: To use this action, you must use all actions available to you, Move, Minor and Major. Move within melee range of the target, up to a number of squares equal to 1.5 times your max speed, rounded down. Then make a grapple attack roll, double BWP for this attack but reduce accuracy by -1. Until the end of your next turn, you suffer a minus -3 Evasion, and are unable to use a minor actions.
  • Entering Vehicle/Zoid: Entering a Vehicle to drive/pilot it is a Move and Minor Actions worth for the turn. Entering a Vehicle or Zoid as a Passenger is worth A Move action, if adjacent to the Vehicle/Zoid. Entering a Zoid to Pilot it is worth A Move and Major Action.
  • Waiting: Instead of using any action at all for the round, one may instead wait. One may still use a Jaunt move action to gain the full benefit of waiting. When waiting, a character does not take any additional penalties than it already has, nor gain any additional bonuses it wouldn't otherwise gain. On a turn waited, a Zoid regains twice it's GEP in that turn.

Attacking and Damage

To launch an attack, the character has to roll the "Melee" or "Marksman" skill, according to the weapon he is using to perform the attack. Unarmed always counts as Melee. He adds or subtracts a number of dice to his attack pool equal to his Accuracy Stat. The defender rolls his/her Evasion (Zoid)/Dodge (Character) skill adding or subtracting the Reflexes Stat.

So Melee/Marksman +/- Accuracy vs. Evasion/Dodge + Reflexes.

If the attacker achieve more successes than the defender, then the Attacker has hit.
If the Attacker does not surpass, or only equal the defenders successes, it's a miss, and nothing happens.

If the attacker has hit, he deals damage equal to the Attack's noted "Base Weapon Power". In addition, the attacker adds +1 equal to the difference of his Attack Roll against the Evasion Roll.

For example you have just attacked with a pool of five against a dodge of five, you rolled a 6, 4, 4, 2, 5, with the re-roll of the six being a 5, so five successes. The defender rolled 2, 3, 4, 5, 6, the re-roll being a 3, for a total of three successes.

So Attacker (5) - Defender (3) = 2.

Which means the attacker adds +2 to his BWP's and totals that up for his damage. The defender substracts from that Value an amount equal to his Armor value.

So BWP + 2 = Final damage. The defenders HP is lowered by that much in this scenario.

To Finalize these:

  • Attack Stat +/- Accuracy vs. Evade Stat +/- Reflexes = Hit or Miss.
    • Attack Successes - Evade Successes = Amount of Extra Damage
      • (Base Weapon Power + Extra Damage) - (Armor Value) = Damage.
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