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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.
NOTE: These rules are currently in development, users should
have some miniature gaming experience. Some sections of the rules are still in
notation/outline form. |
« 1.1 Gaming
Figures The miniatures used to play MGV 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 for MGV it will be best to have three different
colors of dice. For purposes of explaining game play, standard dice colors of
black, white and red are used. Players may actually use any colors they wish so
long as all participants in a game are using the same 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 is
the combat chart and the MGV hit log (of which several will be needed for each
games). These can be printed out directly from chart links on the main
MGV rules page. E
Players may also want to use
markers to indicate the locations of various actions on the playing area. Most
any round marker can be used, such as coins, metal rim tags or golf tees. 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 the
four main actions needed to be marked on the board:
- White: Marker beacons (range of 5" from marking MGV)
- Yellow: Vehicle fired
- Red: Ranged fire target point
- Black: Vehicle immobilized
« 1.3 MGV Bases and
Units Miniatures used for game play are part of the Eylau
Sequence line of MGV science fiction miniatures, which are specially
designed to depict the miniaturized combat described in The Eylau
Sequence stories. 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.
The only
formation used in MGV is the pairing of two identical MGV models,
somewhat like a wing leader/wingman relationship in combat aircraft. This
pairing only matters in a handful of situations and for many games MGVs operate
in scattered groups. There are no limits on distance between friendly
bases.
« 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 get in the way of 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 |
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| Terrain feature |
Recommended Material |
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| Move Effect |
Cover Class |
Trap Roll (2D6) |
Blocks LOS? |
Rough surface (mold,
ice, CO²) |
Small plastic
crystal Flat Moss |
½ |
- |
12 |
N |
| Slime |
Shiny
black/green plastic |
- |
- |
11,12 |
N |
| Oil Residue |
Glass, orange/red |
¼ |
- |
9 -12 |
N |
| Chemical residue |
Glass, Frosted Blue |
¼ |
- |
7
-12 |
N |
| Fungus Tower
² |
Mahogany pods |
Impassable |
x1
(hugging,between) |
- |
Y (behind) N
(between) |
| Sand |
Small
light rock (<½" tall) |
½ |
x1 |
- |
Y&N ¹ |
| Rock/Gravel |
Large/Medium light
rock |
Impassable |
x1 (hugging vertical
face) |
- |
Y |
| Shrapnel |
Large
dark rock |
Impassable |
x2
(hugging vertical face) |
- |
Y |
| Small Insect, Dead
³ |
Model insect (1") |
½ |
- |
- |
N |
| Large
Insect, Dead ³ |
Model
insect (2"+) |
¼ |
x1 |
- |
Y&N ¹ |
Chart Notes: ¹
Y&N. Offers cover for an MGV immediately behind (base touching) a Y&N
feature, and such vehicles may fire through the cover and be fired upon.
Vehicles and prospective targets beyond a Y&N feature have blocked line of
sight (LOS). ² Fungus towers in MGV all are considered dead due
to combat action, bombardment and iChem application (intelligent chemicals).
They do not present the same danger as in the assault/combat rules Invisible
Enemy.
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 where the key threat will usually
be vehicles becoming trapped and immobilized by clinging ants, etc.
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 middle of transition through
obstacles. Cover Class = Indicates the cover class level for that
terrain type. Block LOS? : Indicates whether that terrain type
will block the line of sight of a base on the same level. |
« 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 fight on each side, they will fill out
the MGV hit logs . Important: Once players have filled out data
from the vehicle stats sheet, they must choose which weapon type they will use
for the main and secondary armament (if they have any secondary) 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 (IE - One L35 may
have a photon main armament and its L35 wingman may have a kinetic main
armament). Here are a few general pointers about each of the three available
weapon systems:
- Kinetic: Cross reference table, entirely dependent on
results of two dice (most predictable). Pros: Relatively effective against
average vehicles, excellent at close range. Cons: Lacks ability to score those
big strikes against larger or better protected MGVs.
- Missile: Dice competition, requires player to predict how
the opposing player will react (marginally unpredictable). Pros: devastating
against already damaged vehicles. Cons: Near useless against larger, more
undamaged vehicles.
- Photon: Range estimation, requires specific physical
skills on the part of the player (potentially very 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.
Cons: missing by too much is disastrous, least efficient cost/result ratio
against light targets.
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.
« 1.6 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 - Remove all board markers
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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. 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. X Roll: Each side rolls 1D6. The side with
the highest roll (ties roll over) may either move or fire all of their bases.
- 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 again.
- 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 player who moved or fired in phases 1 or 2 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 no conduct one basic action type (move or fire). That side now conduct
that action.
- 5. Reset: Remove all white, red and yellow
markers from the playing area. Black markers remain.
General turn actions Any base
with one or more B hits must roll for sudden death at the end of that phase if
it suffered any fire hits or damage during the course of that phase. This
includes damage unrelated to the original B hit in cases where such a hit came
from previous phases or turns. Units with B hits are vulnerable to
complications and sudden death as a result of any ensuing damage.
Figure 1. The L63 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. All undamaged vehicles in MGV
have the same movement allowance of 8" and there is no need to check, roll or
generate orders before moving; each base is automatically able to expend its
entire movement allowance. Bases with P hits suffer reduced movement allowances
up to and including complete immobilization (immobilized bases should be
marked).
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. This means that facing change of 90° cost 1" of
movement, and a full 180° reversal of facing costs 2" of movement. Friendly
bases may temporarily overlap during movement, which may happen when closely
adjoining MGVs turn away from each other.
Marker Beacons
An MGV able to fire marker beacons may mark the position of an enemy MGV within
a 5" range at any time during its movement. The beacon gives all friendly
missile units firing on that base a +1 on attack during the rest of the turn
(This does mean that if you have already fired this turn, marker beacons are a
waste of time)
Movement Modifiers For each P hit an MGV
has suffered, it loses one inch from its available movement. Once the "1" is
marked off the Speed box sequence on the MGV log, that base become immobile
(Exceptions are the Japanese J90 "Pythons" which are more resistant to hits).
« 5.0 Direct Fire Once a
player has designated a phase as being for direct fire, he may then fire all of
his MGV bases that are able. All weapon ranges in MGV are unlimited and line of
sight is measured from the center post of each MGV base. Kinetic and Photon
weapons must have a direct line-of-sight to their targets, Missile weapons may
fire up to 30° off the line of fire, including around blind corners and
obstacles.
Arcs of fire Each Type K and Type P weapon is
limited to firing forward on targets within a 60° combined arc-of-fire
anchored on the unit's centerline (within 30° of centerline). Each Type C
weapon is limited to firing forward on targets within a 120° combined
arc-of-fire anchored on the unit's centerline (within 30° of centerline and
then up to 30° off-line). Note that a missile unit using the extra
arc-of-fire capability will always suffer the corresponding minus modifier even
if line-of-sight to the target is not blocked.
«
5.1 Kinetic Fire Kinetic weapons have the most
predictable results and employ a basic cross-reference table that compares the
attack and defense ratings of the MGVs involved. A die roll of two six-sided
dice decides the results, which may vary somewhat but not often dramatically.
See the combat chart's "Kinetic_" table for more
information.
« 5.2 Missile Fire Missile
weapons rely on a player's ability to predict (or guess) how his opponent will
attempt to defend his vehicle. Each side is allotted a total number of dice
based on attack and defense ratings, and each side then divides their available
die total into a mix of three colors that correspond to different hull depths.
All dice are thrown; the attacker totals indicate the number of circle hits
scored on the target for each of the respective circle types. The defender
totals indicate the number of attacker points blocked to the respective die
color. This leave the possibility that a defender may completely block attacks
against two hull layers but fail to block some other layer attack, resulting in
the vehicle's partial gutting.
Combining Fire Missile
armed MGV pairs (wing leader and wingman) maybe combine their missile attack
dice into a single group (double firepower).
« 5.3
Photon Fire Photo weapons rely on a player's ability to accurately
estimate the physical range between the firing base and target base on the
playing area. The distances 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, rulers, tape measured or other aids. Photon
weapon ranging (guessing the range to target) is recorded on that MGV's log
before general target declaration.
«
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 Target fired last phase Add one point to
basic attack value if the targeted base fired on the phase immediately
preceding the current phase. Target move 2" or move last phase
Add one point to basic attack value if the targeted base moved 2" or more on
the phase immediately preceding the current phase. Position marked
Add one point to basic attack value if the targeted base's position is
illuminated with a marker beacon. Each target cover class
Subtract one point from basic attack value for each cover class currently
applying to the targeted base. Each ½" of ranging error
Subtract one point from basic attack value for each full half-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 -3, not a -4). This means
that any range guessed with ½" receives no penalty. Each 3
Interception (blocking) points Subtract one point from basic attack
value for every three missile attack points used in defense of a friendly MGV
base. The screening unit (including units protecting themselves) must not have
fired the missile weapon in question this turn. A screening action counts as
that weapon's fire for the turn and it may not fire until the next
turn.
« 5.2 Applying
Damage
CURRENT NOTES: Hits are applied to circles on
the corresponding MGV's log. Multiple hits do not need to be
contiguous. Interior circles not adjoining any outer circles with hits may
not be marked off. Photon and Kinetic hits may not be marked off on side of
MGV facing away from attacker. Outside-in: Surface hits may not begin at or
"bump down" to interior circles until the target base has six or fewer unmarked
surface circles. X+1 means applied damage must taper inward (3 surface, 2
core, 1 heart, etc.) per group of hits. A vehicle's defense rating can never
go below 1. All S hits scored from the rear vehicle arc are counted as P
hits instead (flanking matters).
Hit log sample at right shows how
damage can be applied to a vehicle. Also note how weapon types (Missile &
Kinetic) have been manually entered before start of game. These are player
selections before play starts.
Before game, players with missile
firing MGVs must decide whether a) multiple hits on just the core layer must
balance surface losses as they are removed, or b) multiple core layer hits may
"eat" their way around the inside of the vessel beneath the intact surface
circles.
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