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INVISIBLE ENEMY
MICROMACHINES AT WAR
This is a game of combat in the realm of miniaturized warfare, which re-creates battlefields fought over by tiny fighting vehicles called "MGVs" that operate like miniature tanks or ships. Combat takes place using kinetic weapons, chemicals (smart corrosives) and photon weapons. In relation to the size of the vehicles, combat takes place at fairly close range compared to larger weapons of war, mainly due to the effects and restrictions imposed by physics at smaller sizes. But make no mistake about it, as tiny as they are MGVs are dangerous to people if they are on the wrong side, and they must be stopped by friendly forces if a total rout is to be avoided. They are hard to spot, difficult to kill and are everywhere. The invisible enemy is the most feared...
« 1.1 Gaming Figures
The miniatures used to play Invisible Enemy are the Eylau MGV line of sci-fi 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 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. Beginning players should note that two dice are called "dice" and 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 – besides the miniatures of course – is the combat chart and the hit point log, both of which can be printed out directly from chart links on the Invisible Enemy rules page.

It will also help to have markers used to indicate locations of various actions on the playing area, the most common markers used to mark the centerpoint of arriving fire support barrages. Most any round marker can be used, ranging from coins or metal rim tags to golf tees or wooden blanks. 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 or black). These four colors white, yellow, red and black can be used for the four main actions needed to be marked on the board: white for automatic moves, yellow for Type 1 barrages, red for Type 2 barrages and black for deflection rolls. The Fire Support section below includes a close-up photo of plastic dart tips being used as barrage markers.

« 1.3 MGV Types
Miniatures used for game play are part of the Eylau MGV line of science fiction miniatures, which are specially designed to depict the miniaturized combat described in The Eylau Sequence stories. Each figure is mounted on a base which both holds up the miniatures and also delineates the area covered by the vehicle and the unit to which it belongs. Please note that within the stories and also within these rules, both MGV and MEK mean the same thing. "MGV" is the official terminology (Miniature Ground Vehicle) and "MEK" is commonly used slang.
MGV Base Types
Below is a list of the primary MGV types and their battlefield roles.
Combat – A majority of models on the battlefield are combat bases. They are designed to establish zone supremacy by neutralizing enemy MEKs as well as other systems and - by their mere presence - larger installations and equipment. Combat units may appear in a variety of size ranges depending on probably mission type. Common missions include assault, garrison and reconnaissance (Recce) to name a few.
Network – These units help to maintain the greater network that allows combat and engineer MGVs to receive power, communicate and maintain tactical cohesion. They are not common and currently used only by one nation (California).
Engineer – Engineering MGVs fill a very similar service for combat units as their larger engineer and sapper counterparts. They help to clear breaches in enemy defenses, which at miniature scale can include the stripping of encrypted enemy surfaces and clearing of battlefield debris. They might also conduct field repairs and other functions depending on the mission they have been tasked with.

At the start of a game, each engineering unit must be tasked with one of three mission types: Repair, Demolition or Strike. A repair assignment means that the engineer vehicle bases in that unit are dedicated to repairing hit points suffered by other friendly MGV bases, they may not conduct demolition or strike functions. A demolition assignment means that the engineer vehicle bases in that unit are all dedicated to general engineering actions such as clearing paths through minefields or blocked (encrypted) enemy surfaces or clearing terrain obstacles. Units or bases with general engineering assignments may not conduct repair or strike functions. A strike assignment means that the engineer vehicle bases in that unit are all dedicated to scenario dictated strike capabilities against enemy targets - which can range from humans to machines. They may not conduct repair or demolition functions. Strike payloads are often powerful chemical or biological agents, and often an entire MGV engagement takes place so that strike units can approach within delivery range. For some engineer bases or units, their mission type will be dictated by their place in the order of battle. For example, a repair squadron made up of three engineer MGV bases should always be tasked with repair missions. A single engineering base assigned to a combat formation will usually be assigned a general engineering mission.
« 1.4 Combat Units and Formations
There are three levels of organization used for game play: bases, units and formations. Typically each base will have a single MGV model mounted on it, and will be marked with an ID number to allow hits on that base to be tracked on the hit log. Bases can sustain numerous hull hits before being destroyed, see the MGV Stats page for specific hull point values for each MGV type.

Units - A group of bases which operates together is called a unit or maneuver unit. Units are the most important elements used for game play, as all bases within a unit move together as a single tactical entity. A unit may be made up of one or more MGV types.

Formations - Formations are any organizations made up of units or groups of maneuver units. Typically, several squadrons or companies (titles change with nationality) will be formed into a division or equivalent. See the MGV Ratings and Orders of Battle page link on the main Invisible Enemy rules page for more information by nationality.
Example:
#1 - The basic maneuver unit for Australian formations is the squadron. A standard Australian medium service squadron's pool of equipment is eight combat bases. Such squadrons will in turn be grouped into divisions (what Californians call "clips" and the Selangor call "regiments"). These divisions commonly operate their own pool of supporting bases .
#2 - The basic maneuver unit for the Californian MGV forces is the company. A normal Californian company's "pool" of bases will include six main combat bases (heavy or light) and two supporting combat MGV bases. These companies are then grouped into Clips made up of a combination of light and heavy combat companies as well as other support, engineering and network assets.


« 1.5 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 get in the way of the progress of a combat unit on the move. On the other hand, these same obstacles can sometimes 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 Movement Effects Weapon Effects
Move Cost Trap Roll (1D6) Barrage/Blast Sensitivity Blocks LOS? Weapon Block?
Blocked/Encrypted surface (enemy) Clear Plastic Sheet (thin) 3" 4+ Low - -
Minefield Tinted Plastic Sheet (thin) 1" - Low - -
MEK-Lok¹ Foam ball strings 3" 6 Low - 50%
Dust Thin Wire 1" - High - -
Hair Rope 1" - High - 50%
Mildew Light Green Felt 1" Low - -
Slime Dark Green Felt 2" 6 Low - -
Mold Flat Moss 2" 5+ Medium - -
Chemical residue Glass, Frosted Blue 3" 3+ Medium - -
Fungus Tower² Mahogany Pods n/a - Roll for defense value Y 100%
Salt Deposit Rough Crystal or Plastic n/a - Medium Y 100%
Ice Smooth Crystal or Plastic 3" 1 High Y 100%
Shrapnel Large Dark Rock n/a - Impervious Y 100%
Light Gravel Large Light Rock n/a - Low Y 100%
Heavy Sand Grain Small Light Rock n/a - Medium Y 100%
Fine Sand Grain Tiny Rock 2" - High - 50%
Insect, Live³ Model n/a - Medium Y 100%
Insect, Dead Model n/a - Medium - 50%
Water Condensation Glass, clear n/a - High - -
Oil Residue Glass, orange 2" 2+ Medium -
Chart Notes:
¹ — MEK-Lok is an artificial obstacle that can be built by engineering vehicles. It behaves simultaneously as cover against direct fire and as a obstacles to movement, as it can immobilize (entrap) bases attempting to move across it.

² — Fungus towers are non-native metal-ceramic structures which are often found infesting metal, concrete and other processed surfaces. Their origin is not well understood, but they are a known threat to MGVs, being able to "infect" MGV bases which approach them. Fungus towers are tracked on logs in the same way as MGVs. Each tower has a hit point rating of 6 or 9 and a defense rating of 4. Fungus towers may be live or dead. A live tower is able to infect nearby MGV bases (see below), a dead tower cannot and is merely a navigational obstacle. A fungus tower is "killed" if it sustains one-third damage and destroyed (removed from game play) when it sustains 100% damage. For weapon targeting purposes, fungus towers are treated the same as MGVs - a tower can be destroyed on an 11 or 12 area weapon roll, and they can sustain "hull" hits just like an MGV. As such, regular MGVs can kill fungus towers with direct fire, etc.

Any MGV that approaches within 3" of a live fungus tower (as measured from center of the tower to the MGV base/pedestal center) must roll 1D6. A die result equal to or greater than 4 results in that vehicle becoming contaminated. A contaminated MGV immediately stops and permanently loses all ability to fire weapons. At the start of the following turn, it becomes a contamination vector for the fungus towers and will seek to move within 1" of the closest base on the board, always moving at the end of the movement phase. Each contaminated base continues to attempt moving toward other bases until it is destroyed. It cannot be healed, recovered or repaired. Any MGV on the board that finds itself within 1" of a contaminated vehicle at any point in the movement phase must roll for contamination in the same manner as if within 3" of a fungus tower. These contaminated "Zombie MEKs" should be destroyed by both sides as quickly as possible.

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.


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 Cost = Indicates the movement cost per inch travelled across that terrain type. "n/a" means that terrain type is impassible.   Trap Rating = States the rating for an MGV becoming trapped (immobilized) in that terrain type while passing over it.  Barrage / Blast Sensitivity = Indicates how vulnerable that terrain obstacle is to fire support barrages. Also used as a key for how easily the terrain type can be cleared by engineering demolition vehicles.   Block LOS? : Indicates whether that terrain type will block the line of sight of a base on the same level.   Weapon Block: indicates whether that terrain obstacle will prevent direct fire from passing through it. 100% means it completed blocks all fire. 50% means that a base behind – but within 1" – of that terrain can be seen and fired upon but counts as "covered" for direct fire purposes. Bases more than 1" beyond the 50% blocked surface cannot be fired upon and may not fire through (IE - if neither target nor attacked are within 1" of the 50% blockage, the terrain acts as a 100% block to LOS.  Cleared by: = indicates what bases MGV can eliminate or "clear" that terrain obstacle off the game board.
« 1.6 Turn Sequence
TURN SEQUENCE
1) Network Command
2) Mark Support Fire 1
3) Movement (roll for initiative)
4) Mark Support Fire 2, Deflection
5) Direct Attacks (Type K/P, Type C)
6) Resolve Support Fire
7) Reset Network Status to 100%, Each side loses one network die.
We recommend using the Set-up Sheet to setup a game, although experienced players may also prefer to create their own scenarios without using the setup sheet. In either case, once all players have completed setup, placed their units and arranged their formations, game play is ready to begin. Each turn is split into phases, and some phases are split into steps. At right is an outline of the turn sequence and its basic phases and steps. Below are more detailed outlines of each phase and its steps (if any).
1. Network Command:
a) Roll for Network Combat. Each side rolls their assigned network dice and compares highest to lowest.
b) Purchase tactical actions (if able to).
c) Roll for Type 2 fire support requests
2. Mark Support Fire 1: Any players with available Type 1 or Type 2 barrages may place their markers on the game board.
3. Movement
Each side rolls 1D6. The side to score the highest value has initiative and will roll first to move one unit, followed by the other side rolling to move one unit. The two sides continue moving alternately until all units have been moved. If the initiative die roll round is a tie, each side conducts one immediate barrage at any point on the board, with all results also applied immediately. The players will then attempt to re-roll for the turn's initiative. Further ties will result in additional barrage rounds until one side wins the initiative roll.
4. Mark Support Fire 2: Any players with available Type 2 rated support fire markers may place them on the board. Type 1 barrages may not be placed after movement.
5. Direct Fire:
a) Conduct all Class K (kinetic weapon) and Class P (photon weapon) attacks. Hit points are recorded before the resolution of Class C attacks due to the faster reaction speed of these weapon systems. Targets do not need to be declared in advance, fire upon each base may be declared and resolved one at a time.
b) Conduct all Class C (chemical or "nano-corrosive" weapon) attacks after recording hit points from Class K and Class P attacks. Targets do not need to be declared in advance, fire upon each base may be declared and resolved one at a time.
6. Resolve Barrage Fire: Roll for all bases within a barrage radius using the Area Weapons table.
7. Reset Network Status: Reset the Network Status for both sides to 100%, even if status has been degraded during the current turn. Also, each side permanently loses one network die. This degradation of the network continues until all network dice are lost (use them while you've got them).
« 2.0 Network Command
The Network Command phase (also called the command phase for short) is used to set game conditions for the pending turn. Players first conduct a competitive die roll for network resources and then roll for supporting fire points for each side.

Network Status Example
Side A Side B Result
6 6 Both Lost
6 5 A wins
5 5 Both Lost
4 5 B wins
4 3 A wins
3 2 A wins
1 2 B wins
1   A survives
A gets four dice B gets two dice
Network Combat – Each side rolls all of their available network dice. Compare the highest results for each side in sequence, disqualifying the losing die for each pair as well as all tied values. This continues until all dice have been compared or dice with no opposing numbers are reached. The surviving dice – if any – can be used to buy actions to be used immediately or during the rest of the turn, depending on their function. Each surviving die translates to one tactical action point, regardless of die roll value. Tactical action points may not be saved for later turns.
Example: The table at right shows two hypothetical teams and their die results for one turn. Side A began the turn with eight network dice and Side B began the turn with seven network dice. After rolling their available dice, each side compares their highest values in descending order. In this case the two highest values tie, and are both disqualified. The second highest for each side (actually another 6 for Side A) results in the die for Side B being disqualified. This continues until reaching the last 1 value for Side A, which is unopposed. The result is that Side A has four surviving dice, and therefore it has four network action points to use for purchases. Side B has two surviving dice and gets a corresponding two network action points to use for purchases. Note that disqualified network dice are not removed from their owning player's pool of dice, they will be available for use on the next turn unless lost as result of another action during the turn.
Tactical Action Points – The following actions are available for purchase by both sides, using the points they scored during the network combat step immediately preceding this. Players may use their existing points on any selection or combination of action options so long as the total purchased value does not exceed their available points for the turn. The side with the larger action point total always declare their tactical action purchases first. Unspent action points are lost at the end of the step, they may not be saved or otherwise held for later turns. The results of the first, third and fourth selections are executed immediately, only the second selection (Type 1 Barrage) is saved for use later in the turn:
Tactical Actions
Automatic Move: A player can buy an automatic move marker at a cost of 1 action point. This marker allows a single unit to move automatically without having to pass the control table test. The marker (usually colored white) must be assigned to a unit immediately upon purchase and may not be saved or accumulated from turn-to-turn.
1 extra Type 1 barrage for this turn: A player can buy one Type 1 barrage marker at a cost of 2 action points. Purchased barrages are set aside for placement during Phase 2. Type 1 barrages must be used on the turn they were purchased, they may not be saved for future turns and they may only be placed before movement. Type 1 barrages are usually colored yellow.
1 barrage deflection: A player can buy one barrage deflection action at a cost of 2 action points. Purchased deflections are set aside for use at the end of Phase 4. Barrage deflections must be used on the turn they were purchased, they may not be saved for future turns and they may only be placed at the end of Phase 4.
Enemy network level drops 25% this turn: A player can buy 25% of enemy network suppression at a cost of 3 action points. This will reduce the enemy's odds of successfully moving their units during the turn. If left unsuppressed on the next control phase, the enemy network status will return to 100%.
Enemy network level drops 50% this turn: A player can buy 50% of enemy network suppression at a cost of 5 action points. This will further reduce the enemy's odds of successfully moving their units during the turn. As with the 25% reduction, the suppression effect expires at the end of the turn.
Enemy network level drops 75% this turn: A player can buy 75% of enemy network suppression at a cost of 8 action points. This will substantially reduce the enemy's odds of successfully moving their units during the turn. As with the 25% and 50% reductions, the suppression effect expires at the end of the turn.
Enemy Loses Network Dice: At a cost of 3 action points, a player can immediately eliminate one enemy network die for the rest of the current game. This is a risky expenditure, as both sides already suffer a constant degradation of their network. But it does speed up the degradation of the enemy network. This does not affect action points available to the enemy player on the current turn.
 
Barrage Markers
Shown below is a formation of K817 "Blue" MGVs with three Type 1 barrage markers set down amongst them. These markers are made from plastic dart tips which have been trimmed down to remove their threads and then painted yellow.
 
Type 2 Barrage Acquisition – During this step, players roll to see if they gain any Type 2 support fire missions. Each side rolls 1D6, the result is the number of six sided dice they are allowed to roll. Each 6 result rolled on those dice will supply a single Type 2 barrage marker. A player who has vector superiority (see setup rules, vector superiority is an optional setup feature) receives a support fire marker for each 5 or 6 result on the fire support dice. Unlike the Type 1 barrages purchased as a result of network actions, Type 2 barrages may be saved for future turns.

« 3.0 Barrages
Barrages represent fire support missions fired from large off board vehicles and platforms. Both types of support fire; Type 1 and Type 2 have the same combat effect using the Area Weapons table on the combat chart, and both types are subject to the same limits. Any small, round object can be used as a marker, the most common items being golf tees and plastic dart tips (Type 1 can be marked yellow, Type 2 can be marked red). Throughout the rules text, the terms barrage marker and fire support marker are used interchangeably to describe the same thing. Ultimately what gets used on the board are the markers. Below is an outline of each turn phase which features barrages as their primary subject:

Phase 2: Place Type 1 Markers
During Phase 2, each side must place all of their available Type 1 opportunity markers on the game board. Players may also place Type 2 markers during this phase, although it is not advised, doing so is a waste of valuable resources (Type 2 fire support is more damaging to the enemy because it is placed after movement when the target cannot get out of the way). Any Type 1 markers not placed as of the moment both sides roll their movement initiative dice are lost and removed from the owning player's barrage pool. Players may not pre-measure the playing area as part of barrage marker placement, the markers must be placed "by hand" only, and once placed may not be moved again even if the player changes their mind. Prospective target bases which move entirely out of the effective radius of a Type 1 marker during their movement do not have to roll on the Area Weapons table as a result of that marker.

Phase 4: Place Type 2 Markers
During Phase 4, each side may place any or all of their available Type 2 barrage markers on the game board. Type 1 barrage markers may never be placed during this phase. Players may not pre-measure the playing area as part of barrage marker placement, markers must be placed "by hand" only, and once placed may not be moved again even if the player changes their mind. Because they are placed after movement, targeted bases cannot move out of the way of Type 2 barrage markers.

Phase 6: Resolve Strikes
Once all direct fire has been resolved, players will roll two six sided dice (2D6) on the Area Weapons table for each MGV base that is within 3" of any barrage marker (the base being rolled for at any one time is called the Target Base). If the sum of the two dice is equal to or higher than the value shown on the Area Weapons table for the target base's defense rating, the target base is destroyed and immediately removed from play. As with all other combat, the barrage radius is measured to the center of a target MGV's mounting base/pedestal. The blast radius for any barrage is blocked by impervious terrain obstacles such as large pieces of shrapnel.

Example: An MGV base with a defense rating of 3 is 2" from a barrage marker. The attacking player (the player who placed the barrage) rolls two dice, with results of 4 and 6 for a total of 10. This results in the destruction of the target base. If the attacking player had rolled a total of 9 or less, there would have been no effect on the base in question. Each base within range of a barrage marker must roll separately.
Area Weapon Die Roll Modifiers
Target MGV has no flank support – Add one point to an area weapon attack die roll if the target base does not have at least one friendly MGV base within 1" to either flank.
Barrage deflection – Subtract one point from an area weapon attack die roll if the barrage in question has been tagged with a deflection marker (the incoming barrage is being partially deflected by the enemy).

Terrain Effects – Barrages may destroy nearby obstacles and terrain features such a dust, water, sand, chemical residue and other related features. All terrain features identified as having low, medium or high barrage sensitivity will be destroyed and cleared from the board if they are within 2", 3" or 4" (respectively) from the barrage centerpoint.

 
Miniature Gaming Movement
Units are moved using standard miniature gaming methods, without the use of grids. Each unit has a movement allowance for the turn, and the player simply picks up the base(s) in question and moves them up to the limit of their allowance. There are often movement modifiers which increase the rate at which the allowance is used up. This can have the effect of halving (or more) the final movement distance of the MGV base.
 
« 4.0 Movement
At the beginning of each movement phase, each player should take note of the Control table on the combat chart and the corresponding move die roll require for units based on their current network status. This status level will have been established during the network command phase and will be 100%, 75%, 50%, or 25%.

A player wishing to move any bases within a unit must first roll a six sided die (1D6). It's modified result must be equal to or higher than the corresponding move roll value identified above.
Example 1: A unit belonging to a player with 100% network status, may move any of its bases on a die roll result of 2 through 6, meaning that at 100% with network support, a unit has an 83% chance of moving.

Example 2: Bases belonging to a unit in a force with a 50% network status may move on a die roll result of 4 through 6. If the player manages to put a network MGV within range, the successful die roll range would be 3 through 6. If the player placed an Automatic Move marker on the unit during the Network Command phase, it does not matter how low the network status falls, bases belonging to that unit may still move automatically without having to conduct a move roll.
Bases belonging to units which fail their movement die roll may not move or change facing (changing facing counts as movement) but they may still fire normally. Movement is not mandatory, and a player may pass on making any further moves for the turn. At that point the other side may continued attempting to move their units until all have been rolled for. Once a player passes on making a move attempt during any one movement phase, they may not make any further movement attempts during the current turn. A player may move one or all of the bases belonging to a unit, so long as their allowable base interval is not exceeded.



 
Facing Changes
Turn Range Cost
<45° 0
45° – 90° 1"
91° – 180° 2"
 

« 4.2 Changing Facing
Each facing change made by an MGV base from 45° through 90° (and each increment thereafter) costs 1" of movement. This means that facing change of 90° cost 1" of movement, and a full "about face" costs 2" of movement. Friendly bases may "bump" each other (temporary overlap) up to 45°. This occurs most commonly when closely adjoining MEKs turn away from each other during movement.

« 4.4 Movement Modifiers
Certain actions or movement conditions will affect the rate at which a unit can move, usually slowing the unit in question. Below is a list of existing movement modifiers and their specific meanings. Note that movement rates listed in the game are according to each inch travelled. So movement on a normal, flat surface costs one inch of that base's movement allowance for each inch moved. More difficult terrain may effectively halve movement by costing two inches of movement for each inch moved. Maximum movement cost in the game is three inches for each inch moved, which effectively reduces a base's movement to one-third. Players may use increments of an inch in order to use up their entire movement allowance, and some obstacles less than an inch in depth will cost proportionately less movement for that reduction type.

Movement Rates: Note that only the most commonly used movement modifiers are listed on the combat chart. The following is a full list of all modifiers.
Normal — Normal forward movement on a smooth surface costs a base 1" of its movement allowance for each inch moved.
2/3 Damaged — A base with two-thirds (2/3) or more of its hull boxes marked off will pay 2" of its movement allowance for each inch moved (effectively half speed).
Change facing 45°- 90° — A base changing facing between 45° and 90° will lose 1" from its movement allowance. Bases changing facing less than 45° do not lose speed.
Change facing 91°- 180° — A base changing facing between 91° and 180° will lose 2" from its movement allowance.
Diagonal — A base moving forward between 30° and 60° forward in the diagonal will pay 2" of its movement allowance for each inch moved. MGVs may not move backward in the diagonal.
Reverse — A base moving backwards (in reverse) will pay 2" of its movement allowance for each inch moved.
Sideways — A base moving sideways will pay 3" of its movement allowance for each inch moved. (MGVs do not move sideways very easily).
Steep Hold — If a surface is considered to be at an angle between 30° and 60° from horizontal, it is a steep surface. MGV bases moving on it are considered to be moving with a "steep hold" using their lev-drives, which slows their movement rate as the system works to hold the vehicle in position during movement. Moving in steep hold conditions costs 2" of that unit's movement allowance for each inch moved under those conditions.
Vertical Hold — If a surface is considered to be at an angle between 61° and 90° from horizontal, it is a vertical surface. MGV bases moving on it are considered to be moving with a "vertical hold" using their lev-drives. Moving in vertical conditions costs 3" of movement allowance for each inch moved under those conditions.
Crossing Gap — A base crossing a gap up to 1" across will pay 2" of its movement allowance. MGVs may not cross gaps larger than 1".
Clear High Sensitive — An engineer base pays 1" of movement for each 1" it moves through high barrage sensitive obstacles. The base will clear a 1" wide path in the process of moving.
Clear Medium Sensitive — An engineer base pays 2" of movement for each 1" it moves through medium barrage sensitive obstacles. The base will clear a 1" wide path in the process of moving. For larger solids such as dead insects, the MGV must move down the length of the obstacle to clear it entirely rather than attempting to chop it in half (unless players have convenient insect segments to depict partially cleared insect carcasses).
Clear Low Sensitive — An engineer base pays 3" of movement for each 1" it moves through medium barrage sensitive obstacles. The base will clear a 1" wide path in the process of moving.
Tow — An engineer base pays 2" of movement for each 1" it tows another MGV. No die roll is required to attach to the tow subject unless the subject base is (a) immobilized or (b) an enemy base. In those two cases an Engineering Action must be successfully executed before towing can begin.


 
Maximum Base Interval
National Tech Level
1 to 4 5 to 8 9+
5" 7" 9"
 
« 4.5 Base Intervals
All member bases of each unit must remain within a certain range of each other during game play. This range is known as the base interval. The maximum allowable base interval is decided by the technology level of the country to which the MGV unit belongs. The Base Intervals table at left shows the maximum base interval by tech level. There is no minimum allowable base interval. Component bases of a unit may operate as closely or "packed" together as the controlling player wishes.

Individual bases which find themselves separated from the rest of their parent unit/formation (usually due to casualties) and all supporting network bases are considered stranded. Stranded bases remain immobile until bases from their unit or formation re-establish contact by moving within the proper base interval, or until a network base comes within its respective network support range. If a large unit is split in half in this manner, the larger half will become "in network" and the smaller half is considered stranded. Out of network bases may still fire their weapons but may not change facing.

« 4.6 Movement Phase Sequence
At the start of every turn's movement phase, each side rolls 2D6. The side to score the highest value has the initiative and will roll first to move one unit (actually the bases belonging to that unit), followed by the other side rolling to move one unit. The two sides continue moving alternately until all units have been moved. If the turn's first die roll round results in a tie, each side conducts for free an immediate barrage at any point on the board. Once both barrage strikes are resolved including resolution of hits and removal of casualties, the players will then attempt to re-roll for the turn's initiative. Further ties will result in additional area weapon strikes until one side wins the initiative roll.



« 5.0 Direct Fire
Direct fire in this game represents units of MGVs firing directly upon other MGV units within range. All damage inflicted within each direct fire step is considered simultaneous, with the damage going into effect at the end of that step. This means that bases with Class C weapons which suffer hit points during Step A will already be suffering the effects of those hits when they fire during Step B. Within each direct fire step, players may declare targets in any order they wish, keeping in mind that each unit may only fire once and that a unit using a Class C weapon may not fire during step (a). Each MGV base fires individually and may execute one direct fire die roll per direct fire phase. Direct fire range is measured from center to center of the attacking and defending vehicle's mounting base/pedestal. Targets do not need to be declared in advance, fire by each base may be declared and resolved one at a time.

To resolve direct fire, the firing base must cross reference its own attack rating against the target's defense rating (see MEK Stats page). Once the cross referenced point is established, drop straight down to one of the Attack Modifier lines at the base of the corresponding point field. For Type K weapons use the top "K" row of attack modifiers. For Type C and Type P weapons, use the bottom "C P" row of attack modifiers. All numbers to the left of each zero are positive modifiers to be added to the attack roll. All numbers to the right of each zero are negatives modifiers to be subtracted from the attack roll. Once the main attack modifier is established, roll one six-sided die (1D6) and apply the attack modifier. If applicable, further adjust the modified die result from the modifier field immediately beneath the cross reference table. If the final modified result is a positive number, apply that number of hits to the hull of the target base. If the final modified attack value is zero or less than zero, no hull hits are scored.

Line of Fire – Units conducting Class K and P weapons must have a direct line of sight to their targets, and they may not fire through other units – friendly or enemy . Class C weapons may fire through another unit if the unit in question has base intervals exceeding 1" for all of the bases in the unit. Class C weapons may also be able to pass around certain terrain features which normally interfere with the passage of the other weapon types. See the Terrain Effects table at the beginning of the rules for more about terrain effects.

 
L63 "Whiptails" moving past oil residue droplets as they rush around the left flank of some K817 "Blue" MGVs visible in the background.
Invisible Enemy Game Photo
 
Arcs of fire – Each Type K and Type P weapon is limited to firing on targets within a 45° combined arc-of-fire anchored on the unit's centerline (within 22.5° of centerline). Each Type C weapon is limited to firing on targets within a 60° combined arc-of-fire anchored on the unit's centerline (within 30° of centerline).


« 5.1 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 Number Modifier Definitions
1/3 Damaged – Subtract 2 points from the die roll if the firing base is 1/3 or more damaged.
Target Covered – Subtract 3 points from the die roll if the target base is behind 50% coverage terrain.
2/3 Damaged – Subtract 4 points from the die roll if the firing base is 2/3 or more damaged.
« 5.2 Applying Damage
Each time a base suffers a hit point, mark a short vertical line in the hull box for that MGV base in the Hit Point Log. Once a base sustains hits equal to its hit point value, it is considered destroyed and is removed from the board. If the destroyed base has already fired or cannot fire during the remainder of the step, the controlling player may go ahead and remove it. If the base has not fired yet and is able to fire during the current step, leave the base in position so that it can resolve its fire opportunity.


« 5.3 Special Rules
The following special rules apply to bases which possess the weapon types in question.
Kinetic Penetration – Extra hit points beyond that needed to kill its first target are applied to any bases immediately behind the target base and within attacking weapon range. These secondary targets must have defense values equal to or less than the original target base. Bases with defense values greater than the original target are unaffected by kinetic penetration.

Kinetic Raking Fire – A base which has not moved on this turn may change facing or "sweep its nose" during the fire phase, effectively raking kinetic weapon fire across its front. Any extra hits points above that needed to kill its first target may be applied to the next base (called the secondary target) in the line of fire of the sweep, but only if the secondary target has a defense value equal to or less than the original target base and is within 1" of the first target. This continues until no more hit points are available to apply to the target bases within the swept area. Raking fire requires a successful move die roll on the Control table at the time the rake is attempted. Non K-armed bases belonging to the same unit as K-armed bases holding their position in preparation for raking fire must also remain stationary during movement.

Type C Massed Battery – Three or more Class C bases all firing on the same target may use the "K" line instead of the "CP" line.

« 6.0 MGV Self Destruct
In order to avoid capture or to damage nearby enemy bases, an MGV may attempt to purposefully overheat its transducers. This is conducted as a direct fire attack at any time during the movement phase. It may be declared during friendly or enemy movement, or after all movement is completed and before the next phase.

Self-destruct attacks are conducted in the same manner as direct fire, using the attack and range ratings indicated in the Self Destruct table on the combat chart. Cross index the self-destructing base's speed rating and defense value to establish the attack value with which it will "attack" all units (friendly and enemy) within the range shown. The self-destructing unit is immediately removed form play whether or not it inflicted any damage on other bases.


« 7.0 Engineering
Engineering actions are an important part of the game, they include repair, demolition (clearing of obstacles) and strike missions. Allowable mission actions are listed on the Engineering table of the combat chart. On the left side of the table are short descriptions of an action and on the right side of the table is shown the die roll required to achieve that action. Note that some actions occur automatically, as indicated by the "auto" result. There is an R, E or S at the end of each description to indicate their mission type for repair, general engineering and strike respectively. An engineering base assigned one type of mission at the start of the game may not conduct other mission types during the same game.


 
 
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