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Zoids: Chaotic Age Zero

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Land Battles

Introduction: "Land Battles" are the most common type of battles: battles that occur exclusively or in part with both feet on the ground. Terrestrial Zoids, which are really necessary for Land Battles, come in all shapes and sizes, and each type of Zoid has a set of tactics exclusive to its own family. The purpose of this section is to explain the rules, mechanics, and some of the simple strategy behind Land Battles between Zoids, and maybe throw in a bit about skirmishing while we're at it.

The Last Suit You'll Ever Wear: It's important to recognize that while you consider your own machine, you'll probably want to figure out what equipment you'll need inside the cockpit. Now, Factions obviously issue various uniforms and equipment, which is completely specific to their commanders' decisions. This section does not detail them. However, it's probably worthwhile to go through all of the standard stuff that a pilot would wear to a sanctioned Zoid Battle. Typically, pilots will be wearing a hardened crash helmet, tight-fighting racing clothing, and in some cases, additional shock protection or even ballistics vests. Aside from that, what the pilot has on his or her person is entirely up to him or her. Some carry first-aid kits, others carry assault rifles. Most Zoids are also equipped with six-point harnesses and a number of other safety features, the list of which may be large and miscellaneous-sounding. Other than that, inside the cockpit, pilots keep everything from air fresheners to live plants. It really doesn't matter inside sanctioned battles, because you can't die or be hurt too badly. During unsanctioned battles and skirmishes, though, the judge may ask you about this kind of thing. Why? 2 reasons. 1) After your Zoid is CSFed, assuming that you still want to fight, what kind of shape will you be in? 2) What guns will you be able to grab on the way out?

Who is Running This Circus?: Alright, so now we get to the heart of the issue. In sanctioned Zoid Battles, the honorable judge is refereeing the battle, and so could be considered to be running it. Also during sanctioned battles, you may have teammates and friends yelling advice at you from the team transport, or allies shouting orders from the next Zoid over. During unsanctioned battles, the friendly yelling will still be there, but the judge may not be. Alternatively, there may be a "dark" or reprogrammed judgebot present. In skirmishes, there is never a judge or a referee. There is no higher authority to appeal to. All you've got is your CO yelling in your ear. In the Coliseum or during events, there may be a commentator and live audience, conveniently protected by a powerful E-Shield barrier.

What Have I Got to Work With?: Well, to figure that out, I suggest that you consult your Zoid's bio. It will detail all of the specialized equipment, strengths, weaknesses, speed, durability... everything you need to know about your machine. However, there are a few things that all Zoids simply have, which may or may not be relevant in a battle. Aside from the six-point harness and the pine-shaped air freshener, you get a few basics. These include basic visual sensors (limited external cameras that improve visibility if the transparent cockpit is covered or somehow obscured) with limited "enhanced reality" features, a programmable IFF transponder, a long-ranged radio, an onboard computer with GPS, and environmental controls and thermostat. Also, be it noted that the cockpit and Zoid body are air-tight if not pierced, and that terrestrial Zoids also come with a 15 minute emergency supply of oxygen if they slip beneath the waves. In general, terrestrial Zoids can also operate at temperatures ranging from in excess of a hundred degrees farenheit to well below freezing. The only times where the external environment becomes a concern to the performance and operation of the Zoid is if its A) Not land, B) Nyx, or C) a desert or volcano.

Physics for 'Tards: On the ground, you're spared the physical complexities of advanced dogfighting and rocket science. In the world of terrestrial Zoid Battling, your Zoid can accelerate to full speed and stop from full speed almost instanteously. Only in extreme cases will you pulling more than 10 gs, and only in extreme cases will acceleration take longer than a second. In almost no case is a ground pilot at risk of blacking out from acceleration on the battlefield. Zoids tend to be more maneuverable at low speeds, but in some cases (such as that of the Lightning Saix), speed matters less. Just keep in mind that you're almost always moving quickly. Many terrestrial Zoids move as quickly or faster than Indy racing cars, and even the "slow" Dark Horn can top out at freeway speeds. The energy involved in running, ramming, and crashing is enormous, and can be very seriously damaging. Turning follows the same rules as the rest of the "performance" category: usually faster at low speeds.

The Enemy in Front of Me: Zoid Cockpits are often exposed, but even those that aren't can at least use basic visuals to see 360 degrees around them. However, this requires the pilot to actually look in that direction. Keep in mind that you can only be looking at one thing at once. Also be wary of that little chink if you're using sensors. For example, if one of your enemies is camouflaged and you plan to use IR to find him, but your other enemy is IR suppressed, when you through the IR sensors you will be able to see the first but not the second enemy. Also, no Zoid can underneath it, so beware burrowers. If you attempt to multitask, also be prepared to suffer the consequences. The more you split your attention, the more you miss.

Know Everything: Know the rules that you have to abide by, if you're fighting in a sanctioned Zoid Battle. Know the strengthes and weaknesses of your own Zoid, and those of your enemy's. Know your judge, too. Know the terrain, and be aware of your surroundings. Essentially, know as much as you can, and figure out as much as you can. Not knowing some limitation or extra advantage of your opponent's obscure modification could mean the difference between victory and defeat. If you don't know your Zoid upside-down, inside-out, and backwards, then I've already given up on you. If you haven't figured out how to use the terrain, then think about it some more. The difference between day and night can also be crucial. These are the things that every pilot really ought to know.

Tricks of the Trade: Below is a very brief list of common and general maneuvers that you could use (or your opponent could use) during a Zoid Battle. This section does not encompass everything. If you want to learn more about such "tricks" you might want to consult various guides specific to the type of Zoid you are using.

Liger Pawplant: The Liger Pawplant is a staple maneuver of the quadrupeds, allowing the user to rapidly slow down from high speed and turn 180 degrees quickly, and do both at the same time. Essentially, the quadrupedal Zoid plants one front leg (hence the name) which it pivots on, kicks its back legs and shifts its weight to allow it to spin 180 degrees. Then, the Zoid simply plants its other legs and allows itself to skid backwards to a stop. This gives the added advantage of allowing the quadruped to fire its weapons at a target previously behind it while skidding. Deploying footlocks on the originally planted leg may help this process, but footlocks on the other legs may hinder it. This maneuver is difficult or impossible among non-quadrupeds. Note that while the maneuver can be stressful on the Zoid's legs, it will not cause damage under normal circumstances. If legs are damaged severely or have been distorted structurally, it's up to the pilot to decide whether or not to risk the tactic.

Shield Ram: The Shield Ram is one of the common tactics seen amongst those Zoids with shields, which, thanks to EP Parts, could be almost any of them. Plain and simply, it is any Zoid with a shield raising its shield and ramming another at full speed, inflicting damage to itself and to the other Zoid. However, the damage inflicted on the ramming Zoid is absorbed by the shield. The ramee may find him or herself with severe damage and/or structural distortion; remember that many Zoids top out at far beyond freeway speeds.

The Lingo: Below is a brief list of the various phrases, abbreviations, terms, and other words that pilots or judges might use in the course of a land battle.

Alpha Strike: Alpha Strike is the act by which a Zoid fires all of its weapons at once in an attempt to gain fire superiority. Many Zoids lock down during an Alpha Strike. Also note that Alpha Striking does not necessarily include expendables, such as rockets and missiles, but may be interpretted to do so if the pilot does not specify otherwise.

Armor: Armor has two meanings in the world of Zoid Battling. The first is the obvious one: the actual toughness of the Zoid in question, the thickness of its armor plates, ect. The second refers to the "armor" that certain Zoid Xs "wear", such as the different armors used by the Berserk Führer and the Liger Zero. The latter kind of armor can be swapped out using the CAS system. (See below.)

CAS: CAS stands for "Changing Armor System" or "Conversion Armor System" (depending on who you talk to). It is a part that is featured not in the standard Zoid, but rather in the transport. It helps to switch modifications in and out.

CSF: CSF stands for "Command System Freeze", a state that a Zoid reaches when it has absorbed too much damage. The CSF of a Zoid means that it is no longer participating in a battle. (SEE: What is a Zoid?)

Illegal Maneuver: As the name suggests, any action that is illegal constitutes the "illegal maneuver" foul in Zoid Battling and is grounds for disqualification. This includes attack the opposing teams' transport, attacking the judge, intentionally or unintentionally shooting or hitting the cockpit, or putting the opposing pilot's life in undue danger. Needless to say, this phrase has no meaning during a skirmish.

Organoid Enhanced: A Zoid that has been temporarily bonded with an Organoid is considered to be Organoid Enhanced. (SEE: Organoids)

Rearm: Rearming is the act by which a pilot returns his or her Zoid to the transport to reload weapons. During the rearming phase, pilots have the option to swap non-permanent modifications in and out of their Zoids if and only if they have a CAS device. This can only done once per battle by each Zoid (in sanctioned battles), and requires the Zoid to physically return to the transport to execute.