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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 28, 2021 |
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« 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
|
Model insect (1") |
½ |
- |
- |
N |
Large
Insect, Dead |
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 (Smart or Dumb) ³ |
Glass
blob, light blue |
Impassable |
- |
3-6
within 1" |
N |
Smoke |
Firing through |
- |
1 |
- |
Y on 1,2 |
Hill |
Foam
terrain feature |
- |
- |
- |
Blocks LOS for lower level units when more than one inch from
upper edge of hill. |
Chart Notes: ¹
Y&N. Offers cover for an MGV immediately behind (base touching) a Y&N
feature, such vehicles may fire over the cover and may be fired upon (with
corresponding modifier(s)). For other firing units and prospective targets a
Y&N feature blocks line of sight (LOS). ² Fungus towers in
Invisible Enemy all are considered dead due to combat action or
suppression, they act only as impassable obstacles.
³ Smart
neutralizer markers allow friendly units to pass through without interference.
Dumb neutralizer markers block and/or trap all units of both sides.
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. A unit is hugging terrain if it has moved into base contact with
its longest axis parallel (or as parallel as possible) to the terrain feature.
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 setup. 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. Payload facings vary by MGV
type and may affect payload line-of-sight (where applicable), see the vehicle
stat page for more information.
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
should be assigned at the start of the game as facing in a specific direction
in cases where the weapon has a limited arc-of-fire. Secondary weapons are
treated as separate from an MGV's main weapon. Weapons without 360° arcs of
fire may be affected by payload bay facing (see vehicle stat
page).
Payload Matching - When payload and main weapons are identical,
they may fire jointly with one die roll, applies to missile and thermal weapons
only.
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. Also, see the Dominant Weapon
Payloads rule in Recording Damage).
|
Fire |
Beacons |
Each payload point equals three consumable long range
beacons, each with a maximum range of 30" and a 360° arc of fire. 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 |
Repair
Module |
Each payload
point equals one repair point. Allows MGV to remotely repair friendly units
within two inches (2"). Receives a +1 die roll modifier on all repair rolls.
The repair module has a 360° field of effectiveness. |
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
must maintain line-of-sight in order to maintain the jamming action. Arc of
fire of a jammer module is 90°. 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 a backup and booster for the MGV's existing power
system.
Each payload point increases the MGV defense rating by ½
point. Each point may also 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
(P) hits. Each payload point suppresses recurring hit checks for one P
hit.
Because its functions are purely internal, facing direction of the
payload bay does not matter for the power module.
Example: An MGV with a
4 point payload power module may suppress critical hit checks for up to four
power hits. If the MGV suffers five power hits, the fifth hit is unsuppressed
and will trigger a recurring critical hit check each Reset phase. |
Move |
Engineering Module |
One payload point equals one engineering action point. All
engineering actions have a 360° field of effectiveness and can be executed
at ranges up to two inches from the center of the acting MGV base. The presence
of the engineering module reduces host vehicle speed by two inches.
See
the Engineering table on the combat chart for specific point requirements,
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. Clearing means the obstacle in
question is removed from the board, without disruption to adjoining obstacle
pieces. Common obstacles are oil, blast or chemical residue and small rocks and
ice. Leftover engineering points may be applied to an adjoining obstacle
feature toward clearing next turn. Bulldoze path through
obstacles: Combat chart will show how many engineering points are
required to bulldoze one square inch of obstacle. Bulldozing means the obstacle
in question is pushed to either side, either piling or otherwise disrupting
adjoining pieces. The bulldozed pieces may only be pushed aside enough to clear
a one inch path and no farther.
Common obstacles are oil, blast or
chemical residue and small ice. Leftover engineering points may be applied to
an adjoining feature to apply toward bulldozing next turn. Clear path
through jamming surface: Combat chart will show how many engineering
points are required to clear one square inch of encrypted jamming or
interference surface (see terrain types). After "clearing", the surface remains
but its jamming/interference properties are voided in the areas cleared. Marked
cleared segments to help keep track of surface status. Tow friendly
MGV free of trap/residue: Combat chart shows number of engineering
points needed to drag/tow a friendly MGV base clear of a trap. To execute,
position friendly base at edge of (but just outside of) entrapment zone and
announce the movement action. Move the formerly trapped base free of the
entrapment zone to a position immediately adjoining the rescuing base. Freed
bases may not move (or not move any further) on the same movement they were
freed. Push/tow friendly MGV and push/tow enemy
MGV: Combat chart indicates the number of engineering points needed to
push/tow another MGV base a distance of one inch. The acting base must move
parallel to the target base while it conducts the move. Total pushing distance
may not exceed the acting base's available movement. Lay bridging
strand: The combat chart's Engineering table shows 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
standard MGV bases in single file. Launch mission strike:
Occurs automatically, needed for execution of any scenario requirement for
mission strikes (this function is scenario dependent, ignore if not
required). Point Blank Weapon: An engineering module may be
used as a point blank range (2") kinetic weapon. It may not be used for any
other engineering functions that turn. |
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. |
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« 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, they cannot be
blocked by other MGV bases or terrain obstacles as measured from the center of
the firing base (for the full breadth of the blocking obstacle). 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 and low terrain obstacles such as small rocks,
ice, etc. 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. Photon 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. Different MGVs may not combine their
kinetic attack points into a single attack, this includes MGVs with kinetic for
both main and secondary (payload) weapons.
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, this includes MGVs with missiles for both main and
secondary (payload) weapons.
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. Different MGVs may not combine
their photon attacks into a single event (each MGV must guess range for its own
attack).
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. Different MGVs may not combine their thermal attack points into a single
attack, this includes MGVs with thermal for both main and secondary (payload)
weapons..
« 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 (missile, kinetic) 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, thermal) Add one
attack die for each hull cell on the target unit that has been destroyed.
- Enemy support (missile/thermal) Add or
subtract one attack die or attack value point if an enemy MGV has a friendly
MGV within two inches (2") of the target base (thermal adds, missile
subtracts).
- 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 on the firing unit.
- 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). MGVs may also begin the game
declared as being under full camouflage. The base must be against a prominent
terrain feature such as a rock wall, fungus tower, ice/rock pile or other
substantial feature and be declared as being under full camouflage. A second
MGV base may "stack" against the primary camouflaged base and benefit from
being under full camouflage (contact must be base-to-base, all other
requirements must apply to the second base).
« 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). |
Dominant Weapon Payloads
When payload weapon value is greater than base attack value, it becomes
the main weapon for purposes of assigning damage hits (Mj and Mx
hits).
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. |
Speed
(S) |
Player may roll
up to two dice (2D6) to attempt repair of each speed hit, with a successful
repair happening on any one die roll result of 4 through 6. Successful repair
consumes 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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