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MGV Stats and Purchase Points
The following MGV stats supply all of the information needed
to fill out an MGV log. The values in the Attack column are the attack ratings
for the main weapon of that vehicle model, followed by related Defense values
in the next column. The Payload column shows the number of points available for
choosing extra payload modules during set-up, along with a column outlining the
facing of the payload bays. Payload facing is important, because some payload
candidates have restricted fields of view (or arcs of fire). This is followed
by the vehicle's repair rating and any special notes about that particular MGV
model such as pre-installed marker beacons, the ability to split the payload
value into several types, etc. Finally is the MGV speed in inches.
Note
that a vehicle's defense capability can never go below a 1 (i.e. - damage hits
can never take it down to a zero value). All main weapons face forward unless
otherwise stated. |
Australian MGVs (named after lizards)
Name |
Attack |
Defense |
Payload |
Payload Facing |
Repair |
Special |
Speed |
Purchase Points |
|
|
|
|
|
|
|
|
|
Komodo¹ |
10 |
10 |
6 |
forward |
6 |
May split payload up to 2 |
10" |
35 |
Halo² |
8 |
8 |
6 |
forward |
5 |
- |
12" |
30 |
Whiptail
|
6 |
7 |
2 |
forward |
3 |
- |
12" |
21 |
Tegu
|
- |
4 |
6 |
port/starboard |
2 |
- |
10" |
14 |
Skink |
5 |
4 |
- |
n/a |
2 |
- |
10" |
13 |
Chameleon |
- |
9 |
14 |
port/starboard |
6 |
May split payload up to 2 |
10" |
31 |
Tokay |
9 |
9 |
6 |
forward |
2 |
|
8" |
27 |
Gila |
- |
5 |
12 |
forward |
4 |
May split payload up to 2 |
8" |
22 |
|
|
|
|
|
|
|
|
|
¹ - Previously named "Super Komodo". ² -
Previously named "Komodo", the Halos and Komodos are both species of
monitor lizard. |
Selangor MGVs (named after sharks)
Name |
Attack |
Defense |
Payload |
Payload Facing |
Repair |
Special |
Speed |
Purchase Points |
|
|
|
|
|
|
|
|
|
Hammerhead |
10 |
9 |
7 |
port/starboard |
5 |
|
8" |
32 |
Thresher |
9 |
8 |
6 |
forward |
5 |
|
8" |
29 |
Tiger
|
9 |
8 |
4 |
forward |
5 |
|
8" |
27 |
Mako
|
6 |
6 |
2 |
port/starboard |
3 |
|
12" |
20 |
Sharpnose |
4 |
4 |
- |
n/a |
2 |
|
12" |
13 |
Cat |
- |
2 |
3 |
forward |
- |
Payload must be beacons |
12" |
8 |
Californian MGVs (named after blades &
bludgeons)
Name |
Attack |
Defense |
Payload |
Payload Facing |
Repair |
Special |
Speed |
Purchase Points |
|
|
|
|
|
|
|
|
|
Pilum |
12 |
9 |
8 |
port/starboard |
6 |
|
12" |
38 |
Sarrisa |
8 |
8 |
4 |
port/starboard |
5 |
|
12" |
28 |
Mace |
8 |
10 |
6 |
forward |
4 |
Main weapon port/starboard |
12" |
31 |
Dagger
|
- |
6 |
6 |
- |
2 |
|
16" |
19 |
Japanese MGVs (named after snakes)
Name |
Attack |
Defense |
Payload |
Payload Facing |
Repair |
Special |
Speed |
Purchase Points |
|
|
|
|
|
|
|
|
|
Cobra |
30* |
15 |
8 |
forward |
8 |
Immune to Mj hits |
18" |
70 |
Copperhead |
15* |
10 |
4 |
forward |
4 |
Immune to Mj hits |
20" |
40 |
|
|
|
|
|
|
|
|
|
* - Japanese "ring ship" weapons are a type of thermal-kinetic
device which uses the thermal attack table in conjunction with optional rule
#303. |
Neutrals, Unidentified and Others (named in various
ways)
Name |
Attack |
Defense |
Payload |
Payload Facing |
Repair |
Special |
Speed |
Purchase Points |
Mantis (anon) |
6 |
16 |
6 |
port/starboard |
4 |
|
10" |
34 |
Scorpion
(anon) |
4 |
12 |
4 |
forward |
3 |
I |
12" |
26 |
Pentablock (anon) |
36* |
36 |
28 |
port/starboard |
- |
Immune to missiles and Mj hits. May split payload up to
4. Split attack up to 3. |
10" |
114 |
Pentascout
(anon) |
12 |
12 |
- |
- |
- |
Can be called into
position anywhere on board from offboard during any friendly move phase. Use
with Optional Rule #201. |
0" |
24 |
* - Pentablocks may split their attack points into three different
attacks, on up to three different targets. Scenario designers should only use
the Pentablock when participating players don't mind rolling lots of dice in
case the Pentablock players chooses missile or photon weapons. One way to avoid
heavy die rolls is to assign the Pentablock a Japanese stye thermal-kinetic
main weapon. |
Battlefield Features
Name |
Description |
Terrain Item |
Purchase Points |
Neutralizer
Blob (Smart) |
Standard
neutralizer terrain effects which affect enemy units only. Friendly units may
pass through without interference. |
Clear/Blue Glass "Gems" |
2
each |
Neutralizer
Blob (Dumb) |
Standard neutralizer
terrain effects which affect all units of both sides equally. Impassable and
may trap units that approach within 1". |
Clear/Blue Glass
"Gems" |
1 each |
Interference Surface |
Causes units passing
over it to move half speed. |
Foggy/Frosted plastic
sheet |
½ per square
inch |
Pre-Game
Range Registration (See optional rules) |
Allows one MGV with
photon weapon to pre-measure the range to one point on the battlefield from its
current location. May be recorded on the ship log but not marked on the board
in any way (the old fashioned method for this was called a range card). If
multple registrations are purchased they may go to one MGV to make numerous
registrations or multiple MGVs to make fewer (or one) egistrations each. |
None |
3 each |
Pre-Game
Engineering Actions |
Rock, Ice,
Residue. |
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