Outline Last
beta update: August 8, 2020 This setup page allows players to quickly
and randomly decide some of the basic features of a typical game scenario. All
of the steps below can be decided by players on their own if they wish, but for
those players who don't feel like taking the time to lay it all out, the tables
below can speed things up. Those subjects shown in bold are somewhat more
necessary for game play than the others. The specific order of the listing is
fairly important though. If players are going to use the whole setup sequence,
it will be best to do it in order, since some features rely on previously
decided steps.
1) Terrain layout 2) Establish each
side's strength 3) Purchase MGVs 4) Select and record MGV
attack types 5) Purchase combat actions (optional) 6) Select and
record MGV payload types 7) Roll for set-up proximity
(optional)
Terrain
Layout Players typically set-up terrain by randomly and quickly
laying out terrain pieces, however some thought should be given whether a
battlefield will be open or whether it will have some degree of clutter and
cover. Open battlefields with long lines of sight will usually favor weapons
with good long range performance (photon, missiles, thermal) and very cluttered
battlefields favor weapons with good close range performance (kinetic,
jamming). Ultimately it is up to player preference and available terrain types
how they want to lay out the terrain, but it is best to consider terrain when
choosing main weapons and payloads latter in the set-up.
Establish each side's
strength Players may either use their own knowledge of the game to
choose forces for both sides, or use purchase points outlined below to buy a
combat force. The MGV stat page includes purchase point values for each MGV,
and players may either make up their own point levels for each side or use the
tables below to randomly assign purchase point blocks. There are two tables;
the first is for establishing sides with a more balanced difference between
them. The second table allows more extreme differences between force strengths
to occur. Note that the point blocks shown are centered on a base purchase of
100 points. Players may increase the size of the battle by multiplying the
point block for each side.
Moderate Differences Table |
Roll Two Dice: |
Combatant Type |
2 |
3 -
5 |
6 -
8 |
9 -
11 |
12 |
Meeting Engagement (each
side roll once) |
90 |
95 |
100 |
105 |
110 |
Attacker (one side roll once) |
115 |
120 |
120 |
125 |
130 |
Defender (one side roll
once) |
75 |
80 |
80 |
85 |
90 |
Major Differences Table |
Roll Two Dice: |
Combatant Type |
2 |
3 -
5 |
6 -
8 |
9 -
11 |
12 |
Meeting Engagement (each
side roll once) |
50 |
75 |
100 |
125 |
150 |
Attacker (one side roll once) |
100 |
110 |
120 |
135 |
150 |
Defender (one side roll
once) |
60 |
70 |
80 |
90 |
100 |
Purchase
MGVs Each side refer to the purchase point values on the MGV stats
page to select a force of MGVs whose total value does not exceed the purchase
point block rolled for above.
Record main weapon
types Each side prints out MGV logs for the MGV types they have
chosen for their force (or use logs already printed out, filling in sections as
needed). Then choose and record one main weapon type for each MGV (kinetic,
missile, photon or thermal). An MGV may only have one main weapon type.
Different main weapon types may be chosen for individual MGVs, a side does not
have to use the same main weapon for their entire force . Example; a player
with three Makos may choose a photon main weapon for two of them and a kinetic
weapon for the remaining one - it is the player's choice.
Purchases and actions
(optional) Players may conduct the following optional actions
during set-up which affects game play. Some cost extra purchase points, others
are free and typically affect both sides. Optional setup rules should only be
used if all players are in favor of using them.
- Optional Purchase intelligence
actions
- Players can spend some of their MGV purchase points to
collect post MGV/main weapon selection intelligence information about the enemy
formation (this is done before payload selection). After purchasing MGVs and
actions, consult the following table and roll two six-sided dice (2D6): the
Spending Ratio column is the percentage of friendly intelligence points
compared against the enemy point total (minus enemy intelligence spending). If
both sides spend on intelligence, record respective spending on a hidden form
and reveal spending levels simultaneously. Players may only conduct multiple
intelligence action rounds if both sides unanimously agree to
it.
Example: Game allotment for each side is 200 points. Player A puts
20 points into intelligence, which equals 10% and therefore a die roll on the
9% line. If the enemy also put 30 points into intelligence, the spending ratio
becomes 12% (the enemy now has fewer point in MGVs) and a die roll on the 12%
line.
Intelligence Gathering |
Spending
Ratio |
25% Success |
50% Success |
75% success |
100% Success |
3% |
7-9 |
10,11 |
12 |
- |
6% |
6,7 |
8-10 |
11,12 |
- |
9% |
4-6 |
7-9 |
10,11 |
12 |
12% |
3-5 |
6-8 |
9,10 |
11,12 |
15%+ |
3 |
4,5 |
6-9 |
10,12 |
- Success at intelligence allows a player to know some or
all of the enemy's main weapon selections before choosing their own MGV
payloads. Spent intelligence points are not refundable and players may not
change their main weapon choice after this set-up step is begun. For partial
intelligence successes (25%, 50% and 75%) players whose weapon load-outs will
be seen place their MGV logs face down, the intelligence gathering player then
starts by drawing and examining full sheets. If viewing a final sheet only
allows looking at one of two MGVs logged, the owning player can cover that half
and reveal the other half to the spying player.
- Optional Network
Status
- Each side rolls one six sided die. The side with the
highest modified result is considered to have the least jammed network
conditions throughout the game and receives a plus or minus one on every
initiative roll (up to player's discretion whether they apply the modifer as a
plus or a minus each time they roll). This network status competition must be
done after players select payloads.
Competition Die Roll
Modifiers: Japan = +3 California = +1 Australia =
0 Selangor = -1 Neutrals = -2
Record payload
types Each side chooses and records payload type(s) for each MGV, see
the combat chart and rule sections about payloads for lists of the available
types. Many MGV may only have one payload type, some are allowed to split their
available payload points into more than one type. Players splitting payload
selection must record how many payload points are assigned to each type they
choose. Different payload types may be chosen for individual MGVs, a side does
not have to choose one payload type for their entire force . For example; a
player with three Chameleons may choose a jammer module payload for one, a
repair module payload for another and a camouflage module for the third one -
it is the player's choice.
Proximity The
battlefield should have an imaginary line drawn down its center, running
between the two enemy sides. This frontline is used to decide how close the two
sides may set-up in relation to each other. Each player then rolls one
six-sided die and consults the table below. The cross indexed field indicates
how far from the frontline that each side's MGVs must be setup, expressed as a
total depth in inches for that side of the field.
Example: If the
battlefield is 60" deep, each "side" is 30" deep. A player with a 50% setup
depth may not start any MGVs closer than 15" to the imaginary battlefield
frontline. A player with 25% setup depth may not start game play with any of
their MGVs close than 22.5" to the frontline, a player with a 75% setup depth
may not start game play with any of their MGVs closer than 7.5" to the
frontline.
Set-up Depth Table |
Die Roll |
Battlefield Frontage |
1 |
2,3 |
4,5 |
6 |
Narrow |
25% |
25% |
50% |
50% |
Normal |
25% |
50% |
50% |
75% |
Wide |
50% |
50% |
75% |
75% |
|