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Optional Rules
These advanced rules add variety and "realism" to existing
games. Players should make sure to agree in advance on any optional rules use,
preferably making a list of optional rule numbers being used for the current
game.
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- Set-up & Game
Play
- 101 - Faster Game
- To speed game play, players can try some or all of the
following:
a) Eliminate weapons as a payload option. Prevents more
combat calculations that are sometimes very small anyway. b) Eliminate
repairs. Speeds up MGV loss. c) Eliminate engineering operations, which may
not be needed for some games in any case. d) Don't roll for randomized cell
hit locations. Just manually (and randomly) record them on the log graph and
move on. For this last item players need to trust that others are not always
conveniently placing hits in less dangerous parts of the graph.
- 102 - Pre-Game Fire Registration
- Allows one MGV with photon weapon to pre-measure the
range to one point on the battlefield from its current location. May be
recorded on the ship log but not marked on the board in any way (the old
fashioned method for this was called a range card). If multple registrations
are purchased they may go to one MGV to make numerous registrations or multiple
MGVs to make fewer (or one) registrations each.
- Movement
- 201 - MGV Zone of Control
- MGV bases exert a one inch (1") zone of control through
which enemy bases may not pass.
- 202 - Self Destruct
- To prevent capture or act as an obstacle, etc., an MGV
may self-destruct. This must be declared during movement by units which are not
already dead. Self-destruction renders the unit valueless for purposes of
scenario requirements for capture.
- 203 - Pursuit
- Available during "X" phase move, unit may declare pursuit
on an enemy MGV immediately to its front, facing away (pursuer must be in enemy
MGV's rear "D" sector). If that enemy base moves directly away during its next
move phase, the pursuer can use its remaining movement to follow, minus one
inch (lose one inch to reaction). Pursuit can only be executed by units with
kinetic or photon main weapons.
- 204 - ZOC Power Lock
- Units with a power module may attempt to lock onto and
hold in place (immobilize) a single enemy MGV base that is within once inch
range. In order to lock the enemy base, the current payload of the attacking
MGV must be equal to or greater than one point less than the defense rating of
the targeted enemy base. Enemy bases with engineering or power modules are
immune to locking attacks. A locking attack ends as of the end of the current
turn's reset phase, or with the death of either MGV.
- Fire
- 301 - Disinfection by fire
- MGVs with a thermal main weapon can fire on a friendly
unit and destroy up to two hull cells (not core cells) that are infected. The
resulting destroyed cell(s) also destroys all infestations present in those
cells. The disinfected MGV must roll on the critical hit table for damage
complications in the same manner as in regular combat.
- 302 - Thermal Blue on Blue
- If a friendly MGV is within 1" of an enemy unit targeted
by thermal weapons, the friendly MGV suffers one hull cell destroyed if the
firing unit rolls a "1" (miss) on the thermal hit die roll.
- 303 - Thermal Overkill
- For thermal weapons, the attacking player gains a plus
one (+1) on the attack die roll for each 200% that the hit ratio exceeds 300%
on the combat table. Example: If a thermal attack happens at 800% (32 modified
attack points versus 4 defense points), the attacking player would gain a plus
two (+2) modifier on the attack die roll.
Note: Included HERE is a
combat chart that contains the extra die result row needed for this optional
rule.
- Damage &
Death
- 401 - The Infested Dead
- Knocked out MGVs that had more than 20 infestation hits
at time of death may infect friendly MGVs that approach within one inch (1") of
the dead unit. This happens on a die roll of 6 (or automatically if players
want a faster, more brutal game) and is applied randomly as a single hull or
core infestation hit.
- 402 - Power Hit Cascade
- A unit that suffers five P (power) hits converts those
five hits into a single B (brain) hit. The converted power hits are crossed out
of the MGV log and the B hit added.
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