« 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.
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| 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.
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| L63 "Whiptails" moving past oil residue droplets as they rush
around the left flank of some K817 "Blue" MGVs visible in the
background. |
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|
| |
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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