|
|
|
Invisible Enemy Optional Rules
Last beta update: July 9, 2017. |
- 101 Random Barrages
- If both sides tie on the die roll result for the X-phase
initiative roll, the playing area will be hit by barrages. The barrages take
the following form:
If the tie results were between a 1 and 3, each side
gets a single a single red barrage marker and may place it anywhere in the
playing area. Once both side have placed their barrage markers, each MGV base
with a centerpost within a 4" radius of the barrage marker must roll one
six-sided die (1D6). A result of 5 causes one thermal attack type hull cell
destruction, a result of 6 causes two cell destructions. See optional rule 105
random damage location for guidance on assigning the destroyed cell
locations.
If the tie results were between a 4 and 6, each side gets two
barrage markers and may place them anywhere in the playing area. Barrage
markers do not interfere with each other's effects and may not be saved for
later use or used for other purposes.
The main result of this rule is to
discourage close MGV formations which are often used to concentrate firepower.
Random barrages makes the game more unpredictable, and also lengthens game
play.
- 103 Fungus Tower Infection
- Any MGV base which approaches with 1" of a fungus tower
must roll a six-sided die, on a 6 result the MGV becomes infected, stops and
holds its current position and attempts to change facing and fire upon the
closest MGV regardless of which side the target MGV belongs to (owning player
loses control of the MGV for rest of game). MGVs with Nano Defense may attempt
to repel the infection by rolling all of their available nano defense dice. If
the result includes any two 6 results (e.g. - "box cars") the infection is
considered repelled. Successfully repelling one fungus tower infection gives
the MGV no benefits against future fungus infections - and in fact depletion of
the nano defense effectively eliminates that payload, rendering the MGV unable
to repeat the defense.
- 105 Random Damage Location
- Using the standard damage selection methods outlined in
the Recording Damage portion of the rules, players only need to randomize hits
in the A, B, C or D sectors on the MGV graph. To do this, roll one six-sided
die (1D6):
1 = A sector hit 2,3 = B sector hit 4, 5 = C sector
hit 6 = D sector hit
|
|
|