|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.
Last beta update: May 19, 2018
« 1.1 Gaming
The miniatures used to play Invisible Enemy are the
Eylau MGV line of
science-fiction 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 -
amongst other things - imitates surrounding surfaces. Because of that and the
irregularities of many environmental surfaces, MGVs frequently operate without
« 1.2 Equipment
standard gaming equipment of tape measures and six-sided dice will be needed
for game play for Invisible Enemy 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 described. Players may actually use any
colors they wish so long as all participants in a game are using the same color
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 are the combat chart and the MGV hit logs (of which several will be
needed for each games). These can be printed out directly from chart links on
the main Invisible Enemy rules page.
also want to use markers to indicate the locations of various actions on the
playing area. These can range from golf tees to old Risk board gaming pieces
(wood cubes). 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 four of the main actions needed for game play:
- White spike (dart tip): Marker beacon
- Yellow spike (dart tip): Vehicle fired
- Red spike (dart tip): Barrage impact point
- White cube: Vehicle Half-speed
- Yellow cube: Vehicle immobilized
- Red cube: Vehicle paralyzed
- Black cube: Vehicle brain dead
« 1.3 MGV Bases and
Miniatures used for game play are part of the Eylau
Sequence line of MGV (Miniature Ground Vehicle) science fiction miniatures,
which are specially designed to depict the miniaturized combat described in
The Eylau Sequence stories. The only tactical formation used in
Invisible Enemy is the pairing of two MGV models, vaguely like a wing
leader/wingman relationship in combat aircraft. This pairing only matters in a
few situations and for most games MGVs operate in scattered groups. There are
no limits on distance between friendly bases.
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 interfere with 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.
||Trap Roll (1D6)
||Flat Moss, Difference
||4-6 Crossing, 6 within
light rock (<½" tall)
||1 (hugging vertical
(hugging vertical face)
|Small Insect, Dead
||Model insect (1")
Insect, Dead ³
tumbled stones, piled
||Fake plastic ice (small
blob, light blue
||Y on 1,2
| Chart Notes:
Y&N. Offers cover for an MGV immediately behind (base touching) a Y&N
feature, and such vehicles may fire through/over the cover and be fired upon.
Vehicles and prospective targets beyond a Y&N feature have blocked line of
² Fungus towers in Invisible Enemy all are
considered dead due to combat action or supression, they do not present the
same danger as described in The Eylau Sequence story.
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.
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.
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 take part, they should fill out the MGV
hit logs . Important: Once players have filled out data from the
vehicle stat sheet, they must choose which weapon type they will use for the
main armament and which payload (if any) will be used 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 (e.g. - One Mako may have a photon main
armament and another Mako may have a kinetic main armament). Here are a few
general pointers about each of the four available weapon systems:
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.
- Kinetic: Linear damage to hull and core
cells. Uses a cross reference table, which depends on the result of a 1D6 die
roll (most predictable). Pros: Relatively effective against average vehicles,
dangerous at close range. Cons: May lack ability to score those big strikes
against larger or better protected MGVs.
- Missile: Infects hull and core cells. Dice
competition requires player to predict how the opposing player might react
(marginally unpredictable), successful strikes infect target and attack brain
(AI). Pros: Effective way to put hits on many vehicle types. Cons: Slow acting,
can take several turns to have an effect.
- Photon: Scattered damage to hull and core
cells. Range estimation, requires some skill on the part of the firing player
(potentially 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 by smaller units. Cons: missing by too much can
degrade results, it is the least efficient cost/result ratio against lighter
- Thermal: Destroys hull cells. Uses a cross
reference table, which depends on the result of a 1D6 die roll (marginally
unpredictable). Pros: Can be a quick way to score heavy damage on a target.
Cons: More unpredictable hit rate than other systems, can result in no damage
Payloads Some MGVs are
allowed to carry secondary payload modules which should be chosen and assigned
during set-up. Payload descriptions and capabilities vary, and offer numerous
defensive or offensive possibilities. Some of the payloads include features
which work against the abilities of other payload types. The table below is a
list of all available payload types. Note that cases in which the description
states "or" between action types, the player must choose which one action will
be used during the course of any one full turn.
point is a secondary weapon attack point. Secondary weapon options are the same
as for main weapons; missile, kinetic, photon or thermal. Secondary weapons may
be assigned at the start of the game as facing any direction, although it is
still affected by arc-of-fire for the weapons type chosen. Each payload damage
hit reduces the payload secondary weapon attack value by one (e.g. - secondary
weapons are not affected by Mj or Mk hits).
||Each payload point equals two consumable long range beacons
for marking enemy positions. A maximum of four beacons may be launched per
turn. A beacon gives all friendly units firing on the beacon-marked target base
a +1 on attack for four turn steps or so long as the assigned target vehicle
remains next to that beacon. Marker beacons have no post-deployment movement
ability and do not act as beacons for bases other than the assigned target
base. Note their placement on the turn cycle or MGV log to help track correct
"expiration" when used across two turns.
point increases defense rating by ½ point. Marked as a "+X" value in the
defense box on the MGV log. Note that "D" hits do not apply to Defense Module
values, only to that vehicle's original Defense value. Payload hits do affect
the extra defense value by reducing the base payload level.
||Each payload point equals four jammer points, interferes with
target power distribution which can slow, immobilize or paralyze the target
vehicle. Must have line-of-sight to the jamming target. See Jamming table on
the combat chart.
||Move or Fire
point equals one engineering speed or action point. See the Engineering table
on the combat chart, below are the basic functions.
Clear path through
trap/residue field: Is executed automatically without speed loss for
the vehicle, requirement states the width of the cleared path.
free of trap/residue, Tow friendly MGV and Tow
enemy MGV: Requirement states the amount of speed the vehicle will lose
while conducting the stated engineering action.
strand: Requirement states how much bridging strand (for bridging
impassible gaps) is put in position per payload point.
strike: Occurs automatically, needed for execution of any scenario
requirement for mission strikes.
« 1.7 Turn
Once all players have completed setup, placed their
units and arranged their formations, game play is ready to begin. Each turn is
made up of five phases , the first four phases are various combinations of
moving and firing. The final phase is for resolving recurring damage, repairs,
removing game markers and more. Players begin game play with the X
- 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
- 5) Reset - Final turn phase:
- 5a: Roll for recurring damage
- 5b: Attempt repairs.
- 5c: Roll for brain death.
- 5d: Remove markers.
- 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. Actions taken must be all of one type, the player may not fire
some units and move others, nor may they cede actions to the opposing side.
Action is not mandatory, and the winner of the die roll may choose to take no
actions for the step, at which point the game automatically proceeds to the
next phase (die roll winners who take no action on a particular phase are still
considered to have used one of their two allowed phases for the turn - they
cannot "save" it for another part of the turn).
- 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 a second time.
- 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 a player who moved or fired in phases one or two 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 not conducted one basic action type (move or fire). That side now
conducts that action or passes the game turn over to the fifth phase.
- 5. Reset: This is the last phase of the game.
Start by rolling for recurring damage effects due to infection and power hits,
then conduct all repair attempts. After all repair attempts are completed roll
for sudden death on any vehicles which have B hits. Finally, remove all markers
except black cubes, which indicate brain dead units.
« 4.0 Movement
The 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
player has designated a phase as being for movement, he may then move all of
his MGV bases up to their movement allowance (as indicated in their MGV stat
lists). All movement is automatic, there is no need to check, roll or generate
orders before moving; each base may expend its entire movement allowance. Bases
with S hits suffer reduced movement allowances up to and including complete
immobilization which will be reflected on the MGV log (immobilization may also
happen due to network jamming).
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. Friendly bases may
temporarily overlap during movement, which may happen when closely adjoining
MGVs turn in relation to each other.
« 5.0 Firing
- Facing change of 1° to 45° costs ½" of
- Facing change of 46° to 90° costs 1" of
- Facing change of 91° to 135° cost 1 ½" of
- Facing change of 136° to 180° costs 2" of
Once a player
has designated a phase as being for Firing, he may then fire all of his MGV
bases that are able to bear on targets. All weapon ranges in Invisible
Enemy are unlimited and line of sight is measured from the center post of
each MGV base. All weapons must have a direct line-of-sight to their targets;
they may not fire through or over rocks, fungus towers, other MGV bases, and
other such obstacles.
Arcs of fire Each kinetic and photon
weapon is limited to firing straight forward on targets within a 60°
combined arc-of-fire anchored on the unit's centerline (within 30° of
centerline). Each missile or thermal weapon is limited to firing forward on
targets within a 90° combined arc-of-fire anchored on the unit's centerline
(within 45° of centerline).
« 5.1 Kinetic
Kinetic weapons fire penetrators that damage targets with the
resulting impact. Kinetic fire is resolved using the combat chart's
Kinetic table by comparing the firing MGV's attack rating against
the target vehicle's defense rating to establish the hit ratio (percentage
difference between the two) and then rolling one six-sided dice (1D6). The
resulting cross-referenced value indicates the number of cells marked off
in-line (e.g. - the marked cells must be contiguous and trending in the same
direction) in the direction of the focus triangle on the target vehicle's hull
diagram. See the Applying Damage section below for guidelines on marking
Example: An MGV with an attack value of 11 is
firing at a target with a defense value of 6. The target moved more than 2" on
the last phase, so the attacker's value rises to 12. As a result, the attacker
uses the 200 percent column on the Kinetic fire table and rolls 1D6. A die roll
of "4" will cause two cells to be marked off as damaged, starting from the
outside surface of the MGV diagram. If the defender had not moved more than 2",
the attacker would have used the 150 column for damage
« 5.2 Missile
Missile weapons are guided munitions that deploy nano-assault
compounds which infect a target. Resolving missile fire relies on a player's
ability to guess how his opponent might attempt to defend his vehicle. Each
side is allotted dice based on attack and defense ratings, and each side then
secretly divides their available dice total into a mix of two colors that
correspond to hull or core targeting. Once both players declare their
readiness, all dice are thrown at the same time with no further changes to the
selection allowed; the die roll values for each side are competed against each
other starting with high values - ties cancel each other. This leaves the
possibility that a defender might completely block infections against one cell
type while failing to block infections in the other. Each successful infection
attack is marked as a small circle in a corresponding cell on that MGV's log.
Different MGVs may not combine their missile attack dice into a single
Example: An MGV with an attack value of 8 is firing
at a target with a defense value of 5. The attacking MGV receives four attack
dice per the combat chart's Missile table outline. The target vehicle
fired on the previous phase, which ads one attack die for a total of five dice
(5D6). The target MGV already has several core infections, so the worried
defender applies everything to core defense with five black dice. The attacking
player is going for a mixed attack, and chooses three black dice for core
attack and two white dice for hull attack. All dice are rolled with the
following total results:
As a result of the die roll, the target
unit suffers one core infection hit because the "5" which was second in line
for the competitive black dice line-up beat the "4" which opposed it. The rest
of the defender's results were either victorious or were deployed in areas
which had no attackers. The target unit also suffers two hull infection hits,
because the defender made no attempt to defend the hull. Total defender hits
for this attack: one core infection and two hull
Dice Results (core)
Dice Results (hull)
||5, 5, 2
||6, 4, 3, 3, 1
« 5.3 Photon
Photon weapons use a stream of dynamically tuned subatomic
particles to generate resonant disruption within a target structure, causing
mechanical damage. Photon attacks rely on a player's ability to accurately
estimate the physical range between the firing base and target base on the
playing area. The distance 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, ruler, tape measure or other aid. Photon weapon
ranging (the estimated range to target) is recorded on that MGV's log
before the start of target declaration/resolution for that turn
step. As normal firing is resolved, the modifier for the range
estimation is included with other modifiers.
The modified attack value
equals the number of attack dice to roll. Each die roll result of 5 causes a
hull cell damage hit, each die roll result of 6 causes a core cell damage hit.
Example: An MGV with a photon attack value of 8
estimates the range to the target as 25". This is recorded under the "Ranging"
line on that MGV's log. Once it comes time to resolve that attack, the distance
to the target is measured and found to be 21¾", which reduces the
attacker to a 7. The player rolls seven six-sided dice with results of 6, 5, 5,
3, 2, 1 and 1; the resulting damage is one core cell and two hull cells. Note
that all damage happened regardless of the target defense rating, which makes
photon attacks particularly valuable against heavily defended
« 5.4 Thermal
Thermal weapons fire a microscopic equivalent of white
phosphorous munitions which can totally destroy sections of an MGV hull (but
not the core). Photon attacks can be very destructive, but also have a
"hit/miss" element due to the dispersion and spattering effect of the munition
that effect can give variable results. To conduct thermal fire, employ
the same method as for kinetic fire by comparing attacker's attack value
against the defender's defense value to arrive at a percentage ratio. Roll one
six-sided die and refer to the Thermal attack table on the combat chart.
Note that a die roll result of 1 or 2 always results in a miss.
« 5.5 Modifiers
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
- Each enemy activity Add the indicated
bonus to basic attack value if the targeted base conducted one of the following
actions on the immediately preceding turn phase:
- · Target moved 2" or more while within firing
- · Fired any weapons (main or secondary).
- · Used jamming payload module.
- · Fire any beacons.
- · Fire any defense interceptors.
- Note that this means "target fired" and "target moved"
can never be applied together (opposing player will have either moved or fired
on the preceding step, but never both).
- Position marked Add indicated bonus if
the targeted base's position is illuminated with one or more marker beacons
(multiple beacons have no cumulative effect).
- Each target cover class Subtract
indicated modifier for each cover class currently applying to the targeted
- Each 2" of ranging error Subtract
indicated modifier from basic photon attack value for each full two inches 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 correctly estimated within ½" receives no
penalty. Changing facing while remaining in position does not count as
- Each defense interceptor point Subtract
indicated modifier from the modified attack value for each payload interceptor
point used in defense of a friendly MGV base. The "screening" unit (the base
firing interceptors) must not have previously fired the interceptors in
question this turn.
Logging Damage - Damage to an MGV is
represented in the abstract "pentawing" graph on an MGVs vehicle log. The left
side of the graph represents the front of the MGV, and the right side
represents the rear. The unshaded pentagon cells represent the hull and
the shaded cells represent the core. There are four vertex points marked
A through D which are used to randomly locate surface damage as needed. The A
vertex is used to locate surface cells for attacks originating within 30
degrees from the bow centerline of the MGV (a 60 degree included angle when
considering both sides of the model), the B vertex is used to locate surface
cells for attacks originating between 30 and 90 degrees from the bow, the C
vertex is used to locate surface cells for attacks originating between 90 and
150 degrees from the bow centerline and the D vertex is used to locate surface
cells for attacks originating between 150 and 180 degrees from the bow
centerline (also a 60 degree included angle when considering both sides of the
model). This means that attacks originating from either the right or left side
of an MGV model will be marked off in the same sector of the graph. The angle
figure at right shows how the vertex points relate to the attacker bearings.
Damage to cells will be marked off in one of several possible ways, the
main types of marks will be:
- Damage: A small "X" is drawn within the cell. These are
most often temporary features which can be scribbled out at the end of the
particular turn phase in which they were marked, this is because once the
associated critical hit has been rolled for and marked down, there is no
further need to track status of the X.
- Destruction: An entire cell is blacked out by scribbling
its interior. If the destruction happens to a cell which is infected, all
present infections are destroyed with it. A destroyed cell leaves cells to its
interior exposed, which creates new surfaces to be damaged.
- Infection: A small "O" is drawn within the cell.
Infections can spread due to recurring critical hit die rolls. If that happens,
roll one six-sided die to randomly locate the new location; this is done by
assigning adjoining cells across the flats (not across vertex points) as one
through five, and the home cell as a six.
|The figure at right shows how the six surface cells
adjoining the A vertex are numbered and used for randomly locating incoming
damage hits. For example; an attacker firing from a bearing of 20 degrees off
the bow of an MGV (either from left forward or right forward) would use the A
vertex as a guide. If the damage needed to be randomly assigned, one six sided
die would be rolled and the hit point assigned according to numbered cells,
which correspond to the numbers rolled on the die.
|The figure at left shows how the six surface cells
adjoining the B vertex are numbered and used for randomly locating incoming
damage hits. For example; an attacker firing from a bearing of 60 degrees off
the bow of an MGV (either from left forward or right forward) would use the B
vertex as a guide. If the damage needed to be randomly assigned, one six sided
die would be rolled and the hit point assigned according to the numbered cells
shown at left. Note that this overlaps with the A (and also C) vertexes; so for
example the A5 cell is the same as the B2 cell - this does not matter for game
play, since the system is only used to randomly locate hits. The C vertex works
in the same way, except the numbers are shifted three surface cells to the
| The figure at right shows how the six
surface cells adjoining the D vertex are numbered and used for randomly
locating incoming damage hits. For example; an attacker firing from a bearing
directly to the rear of an MGV (170 degrees off the bow for example) would use
the D vertex as a guide. If the damage needed to be randomly assigned, one six
sided die would be rolled and the hit point assigned according to the
Note that some damage types are less likely than others to need
random location assignment. Photon hits are least likely to need die rolls to
decide hit location, because the hits are already established as hull or core
hits during the strike roll and the resulting critical hits are resolved by end
of that phase (at which point the damage "X" marks will likely be scribbled
out). Their marking on the MGV graph is only to make sure they are not
forgotten by end of phase. Kinetic and thermal hits are more likely to need
location die rolls, because the location they strike can affect whether or not
they damage hull versus core cells, or in the case of thermal attacks whether
existing infected cells are destroyed. Missile attack infections do not really
need random locations decided for them, although players may wish to use this
system for deciding infection locations anyway, especially for core locations.
Note that the shaded core cells can also be randomly assigned using a six-sided
die roll by counting them off in two cells blocks (hence the dotted lines in
four of the core cell divisions). For purposes of standard cell damage
assignment, the dotted division lines should be treated as solid. Only if a
player wishes to roll 1D6 to locate core damage are the dotted lines used to be
temporarily ignored for purposes of deciding a six point location roll, which
counts off left to right in a manner similar to surface hits (note the numbered
key at right which shows these optional reference zones).
Recording Critical Hits
At the end of each phase, players must roll for critical hits against
the damage that has occurred during the course of the phase. Use the
corresponding "Hull cell, damage", "Hull cell, destroyed" and "Core cell,
damage" lines on the combat chart's Critical Hits table, roll once for each
damage occurrence and apply the results. In some cases the results will
directly affect the existing combat values such as Attack, Defense, Payload,
etc. In other cases, the critical hit will be recorded under the MGV log's
Critical Hit section as the standard hit abbreviation (most common with power
hits, sensor hits, brain hits, etc.). In the case of speed hits, use the small
dots around the main speed circles at the bottom of the log to help track speed
hits. The dots allow marking off of speed hits and then repairing and
re-damaging the various speed levels without having to scribble out the actual
speed numbers. Except in the case of infections, once a damage event on the
diagram is resolved it should be scribbled out in order to avoid confusing it
with future damage events.
| Below is shown
a sample MGV log, filled out and depicting how various hits would be written.
- Attack and Payload are both entered before game
- The payload type resulted in a "+2" entered in
the Defense box, also note that the MGV has suffered a D hit which affected the
base defense value, not the defense payload module bonus (which would only be
affected by a Py hit).
- The MGV suffered an S hit which was repaired, and
it then suffered two more S hits (see reference dots adjoining the speed
- Because of having repaired an S hit, the MGV has
lost one repair point.
- Two hull cells have been destroyed by thermal
- The MGV is suffering from three core infections
and one hull infection caused by missile attacks.
- On an earlier phase, the MGV was struck by a
kinetic hit from the bow, which impacted at the A2 location and penetrated four
cells in-line toward the focus triangle (the solid triangle icon at bottom
center of the graph). Note that the linear pattern of the damage travels only
across the "flats" of the pentagons, not across the vertex points.
- On the current phase, the MGV suffered another
kinetic hit which impacted at the B2 location (or possibly also the A5
location) and penetrated four cells in-line, again toward the focus triangle.
There are also two other damaged cells; one hull and one core, probably from
photon hits, as those require no particular location tracking.
- The MGV has suffered Se (sensor) and Mj (jammed
main weapon) hits. The Mj hit has been repaired at some point.
« 6.0 Damage,
Repair & Sudden Death
During the last phase of each turn, players
must check for possible complications caused certain types of existing damage
states (infections and power supply hits) and may attempt repairs.
Sudden Death Before attempting repairs, consult the
Death table on the combat chart and roll one six-sided die for each
vehicle that has one or more B hits. The die roll results that result in sudden
death of the vehicle are listed beneath the Death header, corresponding to the
number of hits shown at left. A vehicle that experiences sudden death
immediately ceases all activities, it may not conduct any further moves, combat
actions or payload functions of any type. If the dead MGV has any available
movement points at the time of death, it may be towed away by either
Recurring Damage Check For each active infection
circle present on each MGV log, the owner of the infected MGV rolls one
six-sided die corresponding to the type of infection (core or hull). Consult
the "Infection, core" and "Infection, hull" lines on the combat chart's
Critical Hits table to see if the die roll results in spread of the infection
or a B hit. Follow the same process to check each Po critical hit for possible
spread or explosion using the "Power system (recurring)" line on the same
critical hits table. Note that when a power hit first happens, the immediate
critical hit effect is rolled for on the "Po Power System (first hit)" line of
the critical hit table, which will result in an immediate critical hit (or
hits) of some type. It will only be when rolling for possible recurring damage
on later turns (if the Po hit is not repaired) that the "Power system
(recurring)" line is used.
Repair After conducting all
recurring damage checks, players may attempt to repair certain damage and
critical hit types. Consult the Repair table on the combat chart to see the
types of critical hits or damage that can be repaired, what die roll is needed
to successfully repair the targeted damage, and whether the repair results in
loss of a repair point. The table also states the maximum number of repair dice
that can attempt to repair each of that damage/hit type per turn. Note that
many critical hit types are not repairable, including brain hits and payload
hits. Players must declare assignment of all repair points before starting the
die roll resolution of the repairs, although they may roll for the repair in
||Player may roll
up to one die (1D6) to attempt repair of each main weapon jam, with a
successful repair happening on a die roll result of 3 through 6. Successful
repair does not result in consumption/loss of one repair point, and MGVs with
multiple repair points may assign up to one point each per Mj hit (e.g. -
multiple Mj hits can be treated by up to one internal repair attempt
Remote Repair: A second main weapon jam repair attempt may
be made per Mj hit by MGVs with remote repair capabilities, even on MGVs which
have already attempted their own internal repair(s).
|Infection (Nh or Nc)
||Players may roll any number of available repair dice against
any combination of hull or core infection hits. Each infection hit is
eliminated on a die roll result of 4 through 6.
Additional Nh or Nc repair attempts may be made by MGVs with remote repair
capabilities in the same manner as with internal repairs (no maximum limit of
repair points per infection hit). As with other remote repairs, this applies to
MGVs which have already attempted their own internal repair(s).