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This is a game of combat in the realm of miniaturized warfare, which re-creates the struggle between hunter-killer groups of tiny fighting vehicles called MGVs. In MGV, the heavy fighting is over or far away. On this battlefield, there are only a few units and they must hunt each other down and clear the field; targets must be secured, gauntlets run or a final swipe at launching a surgical strike. No matter what the original mission was, things have surely changed and now the remaining units must finish things. Despite their microscopic size, it is the MGVs that always end up doing the heavy lifting.

Last beta update: June 21, 2020
« 1.1 Gaming Figures
The miniatures used to play Invisible Enemy are the Eylau MGV line of science-fiction figures sold at WTJ, which publishes The Eylau Sequence and these rules. In real life, a large formation of MGVs might be quite visible to the human eye were it not for their active camouflage which - amongst other things - imitates surrounding surfaces. Because of that and the irregularities of many environmental surfaces, MGVs frequently operate without being seen.


« 1.2 Equipment
The standard gaming equipment of tape measures and six-sided dice will be needed for game play – for Invisible Enemy it will be best to have two different colors of dice. For purposes of explaining game play, standard dice colors of black and white are described. Players may actually use any colors they wish so long as all participants in a game are using the same color standard.

Beginning players should note that two dice are called "dice" but that one of them is called a "die." A single six-sided die is commonly abbreviated to "1D6." Two six-sided dice are abbreviated to "2D6." Also needed for play are the combat chart and the MGV hit logs (of which several will be needed for each games). These can be printed out directly from chart links on the main Invisible Enemy rules page.

Players may also want to use markers to indicate the locations of various actions on the playing area. These can range from golf tees to old Risk board gaming pieces (wood cubes). We have found the best markers are made from plastic dart tips which have had their threads snipped off. The remaining portion of the cut-down markers can then be painted white or yellow (most dart tips are already colored red and/or black). These four colors; white, yellow, red and black can be used for four of the main actions needed for game play:
  • White spike (dart tip): Marker beacon
  • Yellow spike (dart tip): Spotter beacon
  • Red spike (dart tip): Vehicle fired
  • White cube: Vehicle Half-speed
  • Yellow cube: Vehicle immobilized
  • Red cube: Vehicle paralyzed
  • Black cube: Vehicle brain dead


« 1.3 MGV Bases and Units
Miniatures used for game play are part of the Eylau Sequence line of MGV (Miniature Ground Vehicle) science fiction miniatures, which are specially designed to depict the miniaturized combat described in The Eylau Sequence stories. The definition of "base" in the rules is the based miniature, including both base element and MGV element. If the maximum width is expressed by the outer edge of the MGV miniature itself, that is still considered part of the base (a common condition, most MGV models are wider than their bases). There are no limits on distance between friendly MGV bases, friendly bases may also pass through each other without constraint. MGVs may not pass through enemy bases.

The only tactical formation used in Invisible Enemy is the pairing of two MGV models, vaguely like a wing leader/wingman relationship in combat aircraft. This pairing rarely matters and in many games MGVs operate in scattered groups.
« 1.4 Game Board and Terrain
Combat at a miniature level is influenced by an unusual range of obstacles and threats. Everything from dust and debris to mold, ice and dead insects (not to mention live insects) can interfere with the progress of a combat unit on the move. On the other hand, these same obstacles can offer cover to units under fire. Below is a list of possible terrain features and their corresponding effects on game play.
General Terrain Effects
Terrain feature Recommended Material
Move Effect Cover Class Trap Roll (1D6) Blocks LOS?
Rough surface Flat Moss, Difference tiles ½ - - N
Slime Shiny black/green plastic - - - N
Oil Residue Glass blob, orange/red ¼ - 5, 6 Crossing N
Chemical residue Glass blob, white ¼ - 4 - 6 Crossing N
Fungus Tower ² Mahogany pods Impassable 1 (hugging, between) - Y (behind)
N (between)
Sand Small light rock (<½" tall) ½ 1 - Y&N ¹
Rock/Gravel Large/Medium light rock Impassable 1 (hugging vertical face) - Y
Shrapnel Large dark rock Impassable 2 (hugging vertical face) - Y
Small Insect, Dead ³ Model insect (1") ½ - - N
Large Insect, Dead ³ Model insect (2"+) ¼ 1 - Y&N ¹
Large Pollen Packing Foam "Puff" Displaceable - - Y
Small rocks Small tumbled stones, piled ½ 2 - Y
Ice crystals Fake plastic ice (small chunks) ½ 2 - N
Neutralizer Glass blob, light blue Impassable - 3-6 within 1" N
Smoke Firing through - 1 - Y on 1,2
Chart Notes:
¹ — Y&N. Offers cover for an MGV immediately behind (base touching) a Y&N feature, and such vehicles may fire through/over the cover and be fired upon. Vehicles and prospective targets beyond a Y&N feature have blocked line of sight (LOS).
² — Fungus towers in Invisible Enemy all are considered dead due to combat action or supression, they do not present the same danger as described in The Eylau Sequence story.

³ — Some live insects may present a threat to MGVs, although it is uncommon due to the nature of most miniature battlefields. This is decided by specific scenario requirements where the key threat will usually be vehicles becoming trapped and immobilized by clinging ants, etc.


Chart Key:
Terrain Feature = Gives name of the terrain feature in question.  Recommended Material = Suggested materials which may be used to re-create that terrain type on a scale gaming board.  Move Effect = Indicates the movement reduction when travelling across that terrain type (if allowed, some terrain is impassable).   Trap Roll = Indicates the die roll for an MGV to become trapped and immobilized in that terrain type while passing over it. Die roll check for entrapment is conducted during movement in the middle of transition through obstacles.  Cover Class = Indicates the cover class level for that terrain type.   Block LOS? : Indicates whether that terrain type will block the line of sight of a base on the same level, when not being used for cover (a base uses a terrain feature for cover by taking position immediately behind it in relation to the enemy).




« 1.5 Set-up
Game play represents mixed task forces of various MGVs from the same side, engaging similar elements on the opposing side. Once players have agreed upon the vehicles that will take part, they should fill out the MGV hit logs . Important: Once players have filled out data from the vehicle stat sheet, they must choose which weapon type they will use for the main armament and which payload (if any) will be used on each vehicle. This is entirely up to player discretion, who may assign different weapon types even to the different MGVs of the same model (e.g. - One Mako may have a photon main armament and another Mako may have a kinetic main armament). Here are a few general pointers about each of the four available weapon systems:
  • Kinetic: Linear damage to hull and core cells. Uses a cross reference table, which depends on the result of a 1D6 die roll (most predictable). Pros: Relatively effective against average vehicles, dangerous at close range. Cons: May lack ability to score those big strikes against larger or better protected MGVs.
  • Missile: Infects hull and core cells. Dice competition requires player to predict how the opposing player might react (unpredictable), successful strikes infect target and attack brain (AI). Pros: Effective way to put hits on many vehicle types. Cons: Slow acting, can take several turns to have a noticeable effect.
  • Photon: Scattered damage to hull and core cells. Range estimation, requires some skill on the part of the firing player (potentially unpredictable). Pros: players with good spatial skills can score hits regardless of enemy armor, sometimes offers only chance to score serious damage on more powerful MGVs by smaller units. Cons: missing by too much can degrade results, it is the least efficient cost/result ratio against lighter targets.
  • Thermal: Destroys hull cells. Uses a cross reference table, which depends on the result of a 1D6 die roll (marginally unpredictable). Pros: Can be a quick way to score heavy damage on a target. Cons: More unpredictable hit rate than other systems, can result in no damage inflicted.
The Applying Damage section at the bottom of the page includes a sample hit log entry which show how weapon system preference is entered on each vehicle's log.

Payloads – Some MGVs are allowed to carry secondary payload modules which should be chosen and assigned during set-up. Payload descriptions and capabilities vary, and offer numerous defensive or offensive possibilities. Some of the payloads include features which work against the abilities of other payload types. The table below is a list of all available payload types. Note that cases in which the description states "or" between action types, the player must choose which one action will be used during the course of any one full turn.

Type Description Action Type
Weapon Each payload point is a weapon attack point. Weapon options are the same as for main weapons; missile, kinetic, photon or thermal. These (usually) secondary weapons may be assigned at the start of the game as facing any direction, although it is still affected by arc-of-fire for the weapons type chosen. Each payload damage hit reduces the payload secondary weapon attack value by one (e.g. - Payload weapons are not affected by Mj or Mk hits unless there is no main weapon to start with). Fire
Beacons Each payload point equals three consumable long range beacons, each with a maximum range of 30". Up to six beacons may be launched per turn by any one MGV. A beacon being used as a position marker gives all friendly units firing on the beacon-marked target base a +1 on attack as long as the assigned target vehicle remains next to that beacon (use white beacon marker). Marker beacons do not act as beacons for bases other than the declared target base.

Beacons can also serve as general spotters for indirect fire of all friendly units (use yellow beacon marker). Spotter beacons render all enemy bases within beacon line-of-sight as spotted for purposes of weapon fire.

Beacons have no post-deployment movement ability and may not be destroyed by enemy action. Their placement point must be in line-of-sight of the firing MGV and firing a beacon does count as "firing" for purposes of target modifiers for attacking. Note beacon placement on the turn cycle or MGV log to help track correct expiration when used across two turns. Each beacon lasts for four move/fire phases (equivalent of one full turn).
Fire
Defense Module Each payload point increases defense rating by ½ point. Marked as a "+X" value in the defense box on the MGV log. Note that "D" hits do not apply to Defense Module values, only to that vehicle's original Defense value. Payload hits do affect the extra defense value by reducing the base payload level. Fire
MGV Jammer Interferes with target MGV's power distribution which can slow, immobilize or paralyze the target vehicle and also cause permanent brain damage (B hit). May be activated during controlling player's move or fire phase. Only one base may be jammed at any one time by any one jammer module (split payloads of two jammers may each engage one MGV). Detailed effects of jamming are:

Half Speed (Hs) – Jammed base is reduced to half speed while affected.
Immobilized (Im) – Jammed base may not move or change facing while affected.
Paralyzed (Pz) – Same as immobilized, plus jammed base may not spot enemy bases for its side, may not fire beacons, may not fire missile, photon or thermal weapons and kinetic weapons may only be fired at point blank range.

Each payload point equals one jammer point. Jamming base must have line-of-sight to the target and may not leave line-of-sight while maintaining the jamming action. Arc-of-fire of a jammer module is 90° off each side of the MGV base. Jamming lasts until the end of the current turn. See Jamming table on the combat chart.
Move or Fire
Power Module The power module acts as simultaneously as a backup and booster for the MGV's existing power system.

Each payload point may increase MGV speed by 1" or; may counter two points of MGV jamming. Or, the entire power module (all available points) may be used to prevent recurring die roll critical hit check as a result of a power system (Po) hit.
Move
Engineering Module One payload point equals one engineering action point. All engineering actions can be executed at ranges up to 2" from the center of the acting MGV base. See the Engineering table on the combat chart, below are the basic functions.
Clear path through obstacles: Combat chart will show how many engineering points are required to clear one square inch of obstacle. Common obstacles are oil, blast or chemical residue, encrypted surfaces and neutralizer blobs (immobilizer traps).
Drag friendly MGV free of trap/residue: Combat chart shows number of engineering points needed to drag a friendly MGV base clear of a trap. To execute, position friendly base at edge of (but just outside of) entrapment zone. Acting bases may not move on the same phase that it conducts this function.
Push friendly MGV and push enemy MGV: Combat chart indicates the number of engineering points needed to push another MGV base a distance of one inch. The acting base may not conduct movement other than the pushing action during the phase, and must move parallel to the target base while is conducts the move. Total pushing distance may not exceed the acting base's available movement.
Lay bridging strand: Requirement states how many engineering points are needed to lay one inch of bridging strand (for bridging otherwise impassable gaps). Bridging strand is just wide enough to allow passage of MGV bases in single file.
Launch mission strike: Occurs automatically, needed for execution of any scenario requirement for mission strikes.
Move

« 1.7 Turn Sequence
TURN SEQUENCE
1) X Roll - Winner moves or fires.
2) Y Roll - Winner moves or fires.
3) Z Roll - Winner moves or fires.
4) F Action - Conduct final move or fire not yet executed.
5) Reset - Final turn phase:
5a: Roll for recurring damage effects.
5b: Attempt repairs.
5c: Roll for brain death.
5d: Remove markers.
Once all players have completed setup, placed their units and arranged their formations, game play is ready to begin. Each turn is made up of five phases , the first four phases are various combinations of moving and firing. The final phase is for resolving recurring damage, repairs, removing game markers and more. Players begin game play with the X Roll:
1. X Roll: Each side rolls 1D6. The side with the highest roll (ties roll over) may either move or fire all of their bases. Actions taken must be all of one type, the player may not fire some units and move others, nor may they cede actions to the opposing side. Action is not mandatory, and the winner of the die roll may choose to take no actions for the step, at which point the game automatically proceeds to the next phase (die roll winners who take no action on a particular phase are still considered to have used one of their two allowed phases for the turn - they cannot "save" it for another part of the turn).
2. Y Roll: Each side rolls 1D6. The side with the highest roll (ties roll over) may either move or fire all of their bases, with the exception that the player who moved or fired in Phase 1 (X Roll) may not conduct that same action again on this phase. For example, a player who wins the X Roll and moves all of his MGVs, must then conduct direct fire if he also wins the Y Roll, he may not move a second time.
3. Z Roll: Each side rolls 1D6. The side with the highest roll (ties roll over) may either move or fire all of their bases, with the exception that a player who moved or fired in phases one or two may not conduct those same actions again on this phase. If the same side won both the X and Y rolls, there is no need to conduct a Z roll because the only remaining candidate for moving or firing is the other side. That side must then decide which of those two actions they will carry out first.
4. F Action: There will now be only one side that has not conducted one basic action type (move or fire). That side now conducts that action or passes the game turn over to the fifth phase.
5. Reset: This is the last phase of the game. Start by rolling for recurring damage effects due to infestation and power hits, then conduct all repair attempts. After all repair attempts are completed roll for sudden death on any vehicles which have B hits. Finally, remove all markers except black cubes, which indicate brain dead units.


Figure 1.
The Whiptail in the example below has moved two inches forward and then turned right equal to or less than 45º at an extra cost of one-half inch. It then moved four inches forward and turned right equal or less than 90º (but more than 45º) at an extra cost of one inch. At the end of this move sequence, it has one-half inch of movement remaining.
« 4.0 Movement
Once a player has designated a phase as being for movement, he may then move all of his MGV bases up to their movement allowance (as indicated in their MGV stat lists). All movement is automatic, there is no need to check, roll or generate orders before moving; each base may expend its entire movement allowance. Bases with S hits suffer reduced movement allowances up to and including complete immobilization which will be reflected on the MGV log (temporary immobilization or speed loss may also happen due to jamming).

All base movement is conducted in straight lines, no "drifting" to the right or left is allowed. Turning is done by clearly changing a base's facing and reducing movement allowance accordingly. Each 45° of facing change made by an MGV base (and each increment thereafter) costs ½" of movement. Friendly bases may temporarily overlap during movement, which may happen when closely adjoining MGVs turn in relation to each other.
  • Facing change of 1° to 45° costs ½" of movement.
  • Facing change of 46° to 90° costs 1" of movement
  • Facing change of 91° to 135° cost 1 ½" of movement
  • Facing change of 136° to 180° costs 2" of movement
« 5.0 Firing
Once a player has designated a phase as being for firing, he may then fire all friendly MGV bases that are able to bear on targets. When dividing attack/defense values always round down the result; for example if a player has 11 attack points rounding in half to gain their missile attack dice, the number of dice they receive is five, not six. If a player has a defense module on a five point payload capacity, the amount added to the base defense value is two, not three.

Arcs of fire – Each kinetic weapon is limited to firing on targets within a 60° combined arc-of-fire anchored on the unit's centerline (within 30° of centerline). Each photon weapon is limited to firing forward on targets within a 180° combined arc-of-fire anchored on the unit's centerline (within 90° of centerline). Each missile or thermal weapon may fire on targets within a 360° arc-of-fire (all round fire).

Line of sight – Each kinetic and photon weapon is limited to firing on targets that are in direct line-of-sight of the firing base (cannot be blocked by other MGV bases or terrain obstacles). Each missile weapon may conduct indirect fire at all spotted units on the board. Thermal weapons may conduct semi-indirect fire; they may fire at all units on the board which are in direct line-of-sight and indirect fire at units that are on the other side of other MGV bases. They may not conduct indirect fire over terrain features that are line-of-sight obstacles.

Weapon ranges – Maximum kinetic weapon range is two inches (2") per attack point of the MGV using it. Missile and thermal weapon ranges are three inches (3") per attack point of the MGV using it. Photo weapons have unlimited range. Weapon ranges are set by the basic (unmodified) attack value only.

« 5.1 Kinetic Fire
Kinetic weapons fire penetrators that damage targets with the resulting impact. Kinetic fire is resolved using the combat chart's Kinetic table by comparing the firing MGV's attack rating against the target vehicle's defense rating to establish the hit ratio (percentage difference ratio between the two) and rolling two six-sided dice (2D6). Use the one most favorable die result and cross-reference its value against the corresponding ratio column. The cross-referenced number indicates the number of hull diagram cells to mark off in a straight line (e.g. - the marked cells must be contiguous and trending in the same direction) in the direction of the focus triangle on the target vehicle's hull diagram. See the Applying Damage section below for guidelines on marking cells.
Example: An MGV with an attack value of 11 is firing at a target with a defense value of 6. The target moved more than 2" on the last phase, so the attacker's value rises to 12. As a result, the attacker uses the 200 percent column on the Kinetic fire table and rolls 2D6. A die roll of "2" and "5" will cause three cells to be marked off as damaged, starting from the outside surface of the MGV diagram. If the defender had not moved more than 2", the attacker would have used the 150 column for damage resolution, resulting in two cells marked as damaged.

« 5.2 Missile Fire
Missile weapons are guided munitions that deploy nano-assault compounds which infect a target. Resolving missile fire relies on a player's ability to guess how his opponent might attempt to defend his vehicle. Each side is allotted dice based on attack and defense ratings, and each side then secretly divides their available dice total into a mix of two colors that correspond to hull or core targeting. Once both players declare their readiness, all dice are thrown at the same time with no further changes to the selection allowed; the die roll values for each side are competed against each other starting with high values - ties cancel each other. This leaves the possibility that a defender might completely block infestations against one cell type while failing to block infestations in the other. Each successful infestation attack is marked as a small circle in a corresponding cell on that MGV's log. Different MGVs may not combine their missile attack dice into a single attack.


Example: An MGV with an attack value of 8 is firing at a target with a defense value of 5. The attacking MGV receives four attack dice per the combat chart's Missile table outline. The target vehicle fired on the previous phase, which ads one attack die for a total of five dice (5D6). The target MGV already has several core infestations, so the worried defender applies everything to core defense with five black dice. The attacking player is going for a mixed attack, and chooses three black dice for core attack and two white dice for hull attack. All dice are rolled with the following total results:
  Black Dice Results (core) White Dice Results (hull)
Attacker 5, 5, 2 4, 1
Defender 6, 4, 3, 3, 1 None
As a result of the die roll, the target unit suffers one core infestation hit because the "5" which was second in line for the competitive black dice line-up beat the "4" which opposed it. The rest of the defender's results were either victorious or were deployed in areas which had no attackers. The target unit also suffers two hull infestation hits, because the defender made no attempt to defend the hull. Total defender hits for this attack: one core infestation and two hull infestation.


« 5.3 Photon Fire
Photon weapons use a stream of dynamically tuned subatomic particles to generate resonant disruption within a target structure, causing mechanical damage. Photon attacks rely on a player's ability to accurately estimate the physical range between the firing base and target base on the playing area. The distance may not be pre-measured and the attacking player may not examine a tape measure off to one side - the range guess must be made "on the spot" and without scale, ruler, tape measure or other aid. Photon weapon ranging (the estimated range to target) is recorded on that MGV's log before the start of target declaration/resolution for that turn step. As normal firing is resolved, the modifier for the range estimation is included with other modifiers.

The modified attack value equals the number of attack dice to roll. Each die roll result of 5 causes a hull cell damage hit, each die roll result of 6 causes a core cell damage hit.

Example: An MGV with a photon attack value of 8 estimates the range to the target as 25". This is recorded under the "Ranging" line on that MGV's log. Once it comes time to resolve that attack, the distance to the target is measured and found to be 21¾", which reduces the attacker to a 7. The player rolls seven six-sided dice with results of 6, 5, 5, 3, 2, 1 and 1; the resulting damage is one core cell and two hull cells. Note that all damage happened regardless of the target defense rating, which makes photon attacks particularly valuable against heavily defended targets.


« 5.4 Thermal Fire
Thermal weapons fire a minute equivalent of white phosphorous munitions which can totally destroy sections of an MGV hull (but not the core). Photon attacks can be very destructive, but also have a "hit/miss" element due to the dispersion and spattering effect of the munition. To conduct thermal fire, employ a similar method as kinetic fire by comparing attacker's attack value against the defender's defense value to arrive at a percentage ratio. Roll one six-sided die and refer to the Thermal attack table on the combat chart. Note that a die roll result of 1 or 2 always results in a miss.


« 5.5 Modifiers
The direct fire table contains a list of die roll modifiers. As indicated, each of these modifiers will change the direct fire die roll to which they apply, by the amount indicated for the corresponding effect. Modifier effects which to not apply to the direct fire case being rolled, are ignored.
Attack Modifier Definitions
For missile weapons, the indicated values modify the number of attack dice used. For all other weapons the indicated values modify the basic attack value.
Each enemy activity – Add the indicated bonus if the targeted base conducted one of the following actions on the preceding turn phase:
· Target moved 2" or more while within firing base line-of-sight. Changing facing while remaining in position does not count as moving.
· Fired any weapons (main or secondary).
· Conduct MGV jamming (photon only).
· Fire any beacons.
Note that this means "target fired" and "target moved" can never be applied together (opposing player will have either moved or fired on the preceding step, but never both).
Beacon marked – Add indicated bonus if the targeted base's position is tagged with one or more marker beacons (multiple beacons have no cumulative effect).
Each Hx hit (missile)– Add one attack die for each hull cell on the target unit that has been destroyed.
Each enemy support (missile/thermal) – Subtract one attack die or attack value point for each enemy MGV within two inches (2") of the target base.
Rear shot (kinetic) – Add one attack point if firing from a target unit's rear "D" arc (60 degree arc on centerline).
Target jammer active (photon) – Add one attack point if the target MGV is actively jamming.
Each target cover class – Subtract indicated modifier for each cover class point currently applying to the targeted base.
Each Se hit – Subtract indicated modifier for each active (unrepaired) sensor hit.
Each 1" of ranging error (photon)– Subtract indicated modifier from attack value for each full inch of error in the guessed range to the targeted base. Partial increments of a half-inch do not count (E.G. - Missing by 1¾" results in a -1, not a -2). This means that any range correctly estimated within ½" receives no penalty.
Target under full camouflage – Apply indicated modifier if the target base is actively under full camouflage; defined as being immobile, not firing and conducting no payload actions during the entirety of its last turn (the entire turn). The base must be against a major terrain feature such as a rock wall (taller than the MGV), fungus tower, very large insect or other substantial feature (MGVs may begin game under full camouflage) and be declared as being under full camouflage. Full camouflage is more commonly a status achieved at start of game (players may declare bases full camouflage before game play begins).
« 5.6 Recording Damage
Logging Damage - Damage to an MGV is represented in the abstract "pentawing" graph on an MGV's vehicle log. The left side of the graph represents the front of the MGV, and the right side represents the rear. The unshaded pentagon cells represent the hull and the shaded cells represent the core. There are four vertex points marked A through D which are used to randomly locate surface damage as needed. The A vertex is used to locate surface cells for attacks originating within 30 degrees from the bow centerline of the MGV (a 60 degree included angle when considering both sides of the model), the B vertex is used to locate surface cells for attacks originating between 30 and 90 degrees from the bow, the C vertex is used to locate surface cells for attacks originating between 90 and 150 degrees from the bow centerline and the D vertex is used to locate surface cells for attacks originating between 150 and 180 degrees from the bow centerline (also a 60 degree included angle when considering both sides of the model). This means that attacks originating from either the right or left side of an MGV model will be marked off in the same sector of the graph. The MGV sector diagram at upper right shows how the vertex sectors relate to the MGV base heading.

Damage to cells will be marked off in one of several possible ways, the main types of marks will be:
  • Damage: A small "X" is drawn within the cell. These are most often temporary features which can be scribbled out at the end of the particular turn phase in which they were marked, this is because once the associated critical hit has been rolled for and marked down, there is no further need to track status of the X.
  • Destruction: An entire cell is blacked out by scribbling its interior. If the destruction happens to a cell which is infested, all present infestations are destroyed with it. A destroyed cell leaves cells to its interior exposed, which creates new surfaces to be damaged. If a destroyed cell results in an explosion that destroys more cells, those newly destroyed cells should adjoin the previously destroyed cell.
  • Infestation: A small "O" is drawn within the cell. infestations can spread due to recurring critical hit die rolls. If that happens, roll one six-sided die to randomly locate the new location; this is done by assigning adjoining cells across the flats (not across vertex points) as one through five, and the home cell as a six.
The figure at right shows how the six surface cells adjoining the A vertex are numbered and used for randomly locating incoming damage hits. For example; an attacker firing from a bearing of 20 degrees off the bow of an MGV (either from left forward or right forward) would use the A vertex as a guide. If the damage needed to be randomly assigned, one six sided die would be rolled and the hit point assigned according to numbered cells, which correspond to the numbers rolled on the die.

The figure at left shows how the six surface cells adjoining the B vertex are numbered and used for randomly locating incoming damage hits. For example; an attacker firing from a bearing of 60 degrees off the bow of an MGV (either from left forward or right forward) would use the B vertex as a guide. If the damage needed to be randomly assigned, one six sided die would be rolled and the hit point assigned according to the numbered cells shown at left. Note that this overlaps with the A (and also C) vertexes; so for example the A5 cell is the same as the B2 cell - this does not matter for game play, since the system is only used to randomly locate hits. The C vertex works in the same way, except the numbers are shifted three surface cells to the right.

The figure at right shows how the six surface cells adjoining the D vertex are numbered and used for randomly locating incoming damage hits. For example; an attacker firing from a bearing directly to the rear of an MGV (170 degrees off the bow for example) would use the D vertex as a guide. If the damage needed to be randomly assigned, one six sided die would be rolled and the hit point assigned according to the key.

Note that some damage types are less likely than others to need random location assignment. Photon hits are least likely to need die rolls to decide hit location, because the hits are already established as hull or core hits during the strike roll and the resulting critical hits are resolved by end of that phase (at which point the damage "X" marks will likely be scribbled out). Their marking on the MGV graph is only to make sure they are not forgotten by end of phase. Kinetic and thermal hits are more likely to need location die rolls, because the location they strike can affect whether or not they damage hull versus core cells, or in the case of thermal attacks whether existing infected cells are destroyed. Missile attack infestations do not really need random locations decided for them, although players may wish to use this system for deciding infestation locations anyway, especially for core locations. Note that the shaded core cells can also be randomly assigned using a six-sided die roll by counting them off in two cells blocks (hence the dotted lines in four of the core cell divisions). For purposes of standard cell damage assignment, the dotted division lines should be treated as solid. Only if a player wishes to roll 1D6 to locate core damage are the dotted lines used to be temporarily ignored for purposes of deciding a six point location roll, which counts off left to right in a manner similar to surface hits (note the numbered key at right which shows these optional reference zones).



Recording Critical Hits – At the end of each phase, players must roll for critical hits against the damage that has occurred during the course of the phase. Use the corresponding "Hull cell, damage", "Hull cell, destroyed" and "Core cell, damage" lines on the combat chart's Critical Hits table, roll once for each damage occurrence and apply the results. In some cases the results will directly affect the existing combat values such as Attack, Defense, Payload, etc. In other cases, the critical hit will be recorded under the MGV log's Critical Hit section as the standard hit abbreviation (most common with power hits, sensor hits, brain hits, etc.). In the case of speed hits, use the small dots around the main speed circles at the bottom of the log to help track speed hits. The dots allow marking off of speed hits and then repairing and re-damaging the various speed levels without having to scribble out the actual speed numbers. Except in the case of infestations, once a damage event on the diagram is resolved it should be scribbled out in order to avoid confusing it with future damage events.


Below is shown a sample MGV log, filled out and depicting how various hits would be written. Highlights include:
  • Attack and Payload are both entered before game play.
  • The payload type resulted in a "+2" entered in the Defense box, also note that the MGV has suffered a D hit which affected the base defense value, not the defense payload module bonus (which would only be affected by a Py hit).
  • The MGV suffered an S hit which was repaired, and it then suffered two more S hits (see reference dots adjoining the speed circles).
  • Because of having repaired an S hit, the MGV has lost one repair point.
  • Two hull cells have been destroyed by thermal attack.
  • The MGV is suffering from three core infestations and one hull infestation caused by missile attacks.
  • On an earlier phase, the MGV was struck by a kinetic hit from the bow, which impacted at the A2 location and penetrated four cells in-line toward the focus triangle (the solid triangle icon at bottom center of the graph). Note that the linear pattern of the damage travels only across the "flats" of the pentagons, not across the vertex points.
  • On the current phase, the MGV suffered another kinetic hit which impacted at the B2 location (or possibly also the A5 location) and penetrated four cells in-line, again toward the focus triangle. There are also two other damaged cells; one hull and one core, probably from photon hits, as those require no particular location tracking.
  • The MGV has suffered Se (sensor) and Mj (jammed main weapon) hits. The Mj hit has been repaired at some point.

« 6.0 Death, Damage, Repair, Removals
During the last phase of each turn, players must check for possible complications caused certain types of existing damage states (infestations and power supply hits) and may attempt repairs.

Sudden Death – Before attempting repairs, consult the Death table on the combat chart and roll one six-sided die for each MGV that has one or more B hits. The die roll results that result in sudden death of the base are listed beneath the Death header, corresponding to the number of hits. An MGV that experiences sudden death immediately ceases all activities, it may not conduct any further moves, combat actions or payload functions of any type. If the dead MGV has any available movement points at the time of death, it may be pushed away by either side.

Recurring Damage Check – For each active infestation circle present on each MGV log, the owner of the infected MGV rolls one six-sided die corresponding to the type of infestation (core or hull). Consult the "Infestation, core" and "Infestation, hull" lines on the combat chart's Critical Hits table to see if the die roll results in spread of the infestation or a B hit. Follow the same process to check each Po critical hit for possible complications using the "Power system (recurring)" line on the same critical hits table. Note that when a power hit first happens, the immediate critical hit effect is rolled for on the "Po Power System (first hit)" line of the critical hit table, which will result in an immediate critical hit (or hits) of some type. It will only be when rolling for possible recurring damage on later turns (if the Po hit is not repaired) that the "Power system (recurring)" line is used.

Repair – After conducting all recurring damage checks, players may attempt to repair certain damage and critical hit types. Consult the Repair table on the combat chart to see the types of critical hits or damage that can be repaired, what die roll is needed to successfully repair the targeted damage, and whether the repair results in loss of a repair point. The table also states the maximum number of repair dice that can attempt to repair each of that damage/hit type per turn. Note that many critical hit types are not repairable, including brain hits and payload hits. Players must declare assignment of all repair points before starting the die roll resolution of the repairs, although they may roll for the repair in any sequence.


Repair Type Description
Main weapon jam (Mj) Player may roll up to one die (1D6) to attempt repair of each main weapon jam, with a successful repair happening on a die roll result of 3 through 6. Successful repair does not result in consumption/loss of one repair point, and MGVs with multiple repair points available may assign up to one point each per Mj hit (e.g. - multiple Mj hits can be treated by up to one internal repair attempt each).

Infestation (Nh or Nc) Players may roll any number of available repair dice against any combination of hull or core infestation hits. Each infestation hit is eliminated on a die roll result of 4 through 6. The player must declare in advance which dice are for hull decontamination and which dice are for core decontamination. Successful decontamination of an infestation mark does not consume any repair points.

Remote Repair: Additional Nh decontamination attempts may be made by friendly MGVs who are within 1" of the contaminated base. The friendly repair points can not have been used at any time in the current turn (if used they are unavailable).
Speed (S) Player may roll up to two dice (2D6) to attempt repair of each speed hit, with a successful repair happening on a die roll result of 4 through 6. Successful repair comsumes one repair point.
Marker Removal – At the end of the turn, remove all turn-related markers such as jammed effects, fired markers, etc. Beacon markers are not removed at this time.




 
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