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Количество отряда 59



Что нужно для игры                                           57

Фазы игры                                                            58

Создание отряда                   59

Количество отряда                                                59

Для Перестрелки                                             60

Для Битвы                                                         60

Станции                                                                   61

Фрейм ы                                                                  62

Кубик                                                                  62

Шесть типов улучшений:                                63

Sprinting                                                             64

Single-Shot Rockets                                         65

The “Soldier” Configuration                    65


COMPARING COMPANIES         69

Asset Value                                                             69

Starting Score                                                         71

Tactical Position, Offense & Defense                     71

Example Scores per Asset                                72

Example Tactical Positions                               73

SETTING UP THE BATTLEFIELD 75

Terrain                                                                     75

The Ruler, Ranges,and Cover                                 76

FIELDING COMPANIES              79

Initial Defense                                                         79

Initial Offense                                                          80

Continuing Offense                                                  81

Final Defense                                                          81

DOOMSDAY                                                             86


STRATEGY                            87

If you’re attacking:                                                   87

If you’re defending:                                                  88

ROUNDS                               89

In a Round                                                                89

Tactical Order                                                          90

Combat Order                                                          91

Seizing Stations                                                       91

Running Score                                                         93

Counting Down To Doomsday                                  94

A MOBILE FRAME’S TURN        95

When you attack:                                             100

Special cases:                                                  101

Principled Judgment calls                      103

Example Round                                                     105


RESOLVING ATTACKS             117




Does the Attack Strike Home?                              117

How Much Damage?                                              118

Damage chart 1:

hand to hand attacks                                       119

ranged attack, no cover 119 RULE OPTIONS 129
Damage chart 3:   Ties for Defense 129
ranged attack, normal cover 120 Ties for Offense 130
Damage chart 4:   Contested Stations 130
ranged attack, covered by a frame 121 Aborting An Attack 131
Damage chart 5:   Split-range Weapons 132
attacks against terrain 122 Single-Shot Rockets 134
When Terrain Takes Damage 122 Climbing, Elevation and Falling 134
When a mobile frame takes damage: 123 Exotic Terrain and Environmental Systems 135
When one of your mobile frames is destroyed:   123 Per-unit Turn Order 136
Example Attack 124    

 

Damage chart 2:


SLOGANS, SOUND EFFECTS, & TRASH TALK 127

SPECIAL CASES AND ADVANCED


 


With your friends, answer these   DESIGNING MOBILE FRAMES 199
aesthetic questions: 137 Basics 200
With your friends, answer these   Jointing 202
rules questions: 139 Design 203
A Few Non-Obvious Effects of Changing   Basic Design 203
Effectiveness 142 The 3-1-1 Rule 204
Defense 142 Notable Design Problems in LEGO 206

 

CREATING YOUR OWN SETTINGS & RULE HACKS 137


COMMON MOBILE FRAMES    151


 

 

Spotting                                                            143

Attacking                                                           143

Moving                                                              144

Cover                                                                 145

Try it!                                                                 145


 

 

BUYING PARTS                      207







How to buy, and how not to buy parts                    207

Good sets for parts                                               208

Parts Draft                                                             208


Some rules you’ll be tempted by but are hereby        Pick-a-brick 209
advised to avoid: 145 Bricklink 210
BASIC CAMPAIGN RULES 147 CREATING NEW MATERIALS 215
Some fun things to do   Creative Commons 215
with the special objective 150 Using the Trademark 216
If you’re thinking about making rules      

for how to settle a longer campaign,                         THANKS

219

 

here’s some advice.                                         150



 

                                                                                                                                                                                                      Цель и краткий обзор

 


57


Целью игры являеться набрать наибольшее кол-во очков до конца света.Чтобы выиграть, тебе нужно уничтожить фреймов соперника и захватить его (или их) станцию защищая свою одновременно.


Что нужно для игры:

» Отряды фреймов.

» Террейн.

» Линейка.

» Много 6-ти гранников в белом ,СИНЕМ,красном,желтом,и зеленом цветах.

» Несколько красных и зеленых 8-ми гранников.

» И еще один 12-ти или 20-ти гранный кубик


 

 

Фазы игры

1. Первым делом нужно создать отряд

2. Нужно сравнить отряды,чтобы узнать балы каждого игрока,преимущества,и тактические позиции

3. Установить игровое поле.

4. Расставить отряды .

5. Играть раунды,постепенно снижая кол-во раундов до конца света.

6. В конец света тот,кто набрал наибольшее кол-во очков,выиграл.

 
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Создание отряда

 


Количество отряда

Твой отряд состоит из станций и фреймов. Кол-во отряда зависит от того,сколько людей играют,и еще от того,играете ли вы режим перестрелку или битву .

59



Для перестрелки

Если играют двое,твой отряд должен состоять из 3 станций и 4-6 фреймов.

 

Если играют трое,твой отряд должен состоять из 2 станций и 3-5 фремов.

 

Если играют четверо,твой отряд должен состоять из 2 станций и 3-4 фреймов.

 

Если играют пятеро,твой отряд должен состоять из 1 станции и 3-4 фреймов.

 

Ваш отряд также должен иметь 3 ракеты с одним выстрелом

 


Для битвы

Если играют двое,твой отряд должен состоять из 3 станций и 5-8 фреймов, your company must.

 

Если играют трое,твой отряд должен состоять из 2 станций и 4-7 фремов.

 

Если играют четверо,твой отряд должен состоять из 2 станций и 4-6 фреймов.

 

Если играют пятеро людей,твой отряд должен состоять из 1 станции и 3-5 фреймов.

 

Ваш отряд также должен иметь 3 ракеты с одним выстрелом

Когда вы выставили отряд


The player with the smallest, weakest
                                                                                                                                            Игрок с самой слабой армией из всех получает преимущество очков


 


61
и играет за сторону защиты. Игрок с самой сильной армией получает штраф по очкам и играет за сторону  атаки.

Вы должны будете договориться ,где выставлять отряды...


Станции

»
Станция должна быть:

быть стационарным, отсюда и название

»Она должна быть видимой для игроков » Иметь место,куда можна поставить флаг

» Быть не больше чем 4на4 клеток.


 


Фреймы

Фрейм должен иметь на себе 4 улучшения. Не буольше 2 улучш.одного типа может быть на фрейме , но фреймы могут носить микс улучшений ,который они захотят.

Улучшения помогут фрейму делать следующее:

1. Защищаться

2. Двигаться

3. Стрелять по целям вне зоне достижимости


The dice:

Каждый фрейм имеет 2 белых кубика ,но имея улучш. ,можно добавить:

» Красн ый для атаки.

» Зеленый для передвижения.

» Синий для защиты.

» Желтый для отслеживания целей (противников)

» Белые кубики нужны для всех других целей(споров и т.д.)


6 2 4 . Аттаковать рукопашным боем.


 


Шесть типов улучшений

Фрейм может носить 0-2 улучшений защиты: броня,щит,камуфляж . Одно такое улучшение добавляет 1 синий кубик. Второе такое улучшение дает фрейму 2 синий кубик и дает возможность прикрывать собой других фреймов,не боясь повреждений.

Фрейм может носить 0-2 улучшений передвижения:джетпаки, крылья,колеса. Одно такое добавляет заленый кубик фрейму

Использование таких систем позволяет фрейму двигаться сквозь преграды,обходить их

 

 

Фрейм может носить 0-2 улучшений коммуникации: радио,радар, прицел.

Каждое такое улучшение добавляет один желтыый кубик. Без них фрейм может стрелять только с стандартного расстояния. С одним таким улучшением, фрейм может видеть цели с большего расстояния , но только если фрейм не находиться в укрытии.С двумя такими ваш фрейм сможет заметить врага везде на поле битвы

Фрейм может носить 0-2 улучш. рукопашного боя:нож,електрошокер,меч,молот и т.д




Одно такое добавл. 1 красный гранный кубик в рукопашный бой.Второе добавляет красный 8-мигранник в рукопашный бой.

Фрейм может носить 0-2 улучш.прямого огня: винтовка,снайперка,гранатомет и т.д. The firçt addç 2 red dice at direct fire range. The çecond addç 1 red 8-çided die at direct fire range.

A mobi¦e frame can carry 0-2 artillery range weapon systems: a mortar, a sniper rifle, a rai¦gun. The firçt addç 2 red dice

at arti¦¦ery range. The çecond addç 1 red


Weapon ranges are exclusive. You can’t attack with a direct fire weapon when you’re in hand-to-hand range, and you can’t attack with an artillery range weapon when you’re within direct fire range.

 

Sprinting

A mobile frame can carry at most four systems.

A mobile frame with neither direct fire nor artillery range weapons systems getç 1 green 8-çided die aç we¦¦. T h i s doesn’t count as a system and can’t be destroyed.


6 48-çided die at arti¦¦ery range.


 


Single-Shot Rockets

In addition to its frame and systems, a mobile frame can also carry up to 3 single-shot rockets.

A single-shot rocket provides 1 red d8 at direct fire range, once only. Discard it after you use it.






























Die configuration notation:

Each system’s dice are noted as the number of dice (1,2, or 3), the color of die (R,Y,G, or B), the range at which that die takes effect (h, d, and a for hand-to-hand, direct, and artillery), and if it gives a bonus attack d8 for either acting as a second weapon at a range or a bonus movement d8 for a frame unencumbered with ranged weapons at all.

 

2Rd is a direct-range weapon, where 2Ra & d8 is a double-barreled artillery piece or perhaps a rifle with a

scope mounted. 1G is a movement system such as a jetpack or tracked feet, 1Y is a sensor/comms system like a radio or night scope while and 1B is a defensive system like armor or stealth cladding. Gd8 is a bonus green d8 for a frame with no ranged weapons. 1Rd & 1Rh is a carbine with a bayonette, with one die at both direct and hand-to- hand range.
65


2W frame


Rd laser rifle



G Skymover



B shoulder armor



Thunderhead, an ST-10s Osprey, operated by commander M. Meyo Tekesian of the TTM company the Azure Angel, here


1Y sensor pod


66
outfitted in a Soldier configuration.


 


1Y radio antenna









W frame



B riot shield


2Rd & d8Rd grenade launcher

Brewer, a heavily modified and repaired ST-07 Chub, is piloted for a Free Colony company called the Sun's Fang by a deserted UMF Legionnaire named Burgan.

67



1Rd8 single- shot rocket




G four legs



Rd Stingbeam

W frame

Rd8 targeting

Sensor


A Scrambler, Ghanat Ekauechihé, piloted by Ekauechih of the advance/scout company Bhu-Ghanatih Mehihe

 

 

68


COMPARING COMPANIES

 


When you meet to play, compare your companies to determine each player’s score per asset and tactical position.

 

Asset Value

Your assets are your own functional mobile frames, plus the stations you


enemies). Each asset you hold is worth a certain number of points to you; this number is called your score per asset.

Your score per asset depends upon the relative size and strength of the company you’ve brought to the fie¦d.


control (your own or seized from your                                                        69








K              E G


Vincent

Q

F




A C         D S


defensive perimeter


R Sebastian

B


78

Starting positions for the                                                 N

upcoming skirmish


 

FIELDING COMPANIES

 


 

Fie¦d your companieç:

defense to offense to defense.

 

Initial Defense

The player with the highest starting score places their stations. In this example, that’s Sebastian.


 

If you’re the initial defender, place your stations wherever you want, but within direct fire range of one another.

If you’re fie¦ding three çtationç, the third muçt be within direct fire range of either of the firçt two, it doeçn’t have to be within direct fire range of both.

79



You have a defensive perimeter: only you can place your mobile frames within direct fire range of any of your çtationç.

Place two of your mobile frames. Place them within your perimeter, but otherwise, wherever you like.

It’s probably to your advantage to place them at the advance edge of your perimeter.

On çome batt¦efie¦dç, under çome circumstances, it might be possible for you to arrange your initial setup in such a way that the offensive players can’t legally

fie¦d their own forceç. If you find that you’ve


frames’ positions so the game can go forward.

Initial Offense

The point offensive player — the player with the lowest starting score — goes second. In this example, that’s Joshua.

If you’re the initial offence, place one of your mobile frames:

» outside the defensive player’s perimeter

» at the limit of — but within — direct

fire range of one of the defensive

player’s mobile frames

» out of cover

This is the point mobile frame.


8 0done this, go back and change your mobile


 


Continuing Offense

All offensive players alternate, mobile frame by mobile frame, until all the offensive p¦ayerç’ mobi¦e frameç are on the fie¦d.

On each of your turnç, p¦ace one of your

mobile frames. Place it:

» outside the defensive player’s perimeter

» outçide direct fire range of any of the

defensive player’s mobile frames

» otherwise, wherever you like

Once all the offensive players’ mobile frames are on the field, alternate again, placing your stations.


On each of your turnç, p¦ace one of your çtationç. (Try not to p¦ace it within direct fire range of any opponents’ mobile frames, but this might not always be possible.)

 

Final Defense

The player with the highest starting score finishes. In this case, that’s Sebastian.

If you’re the initial defender, place your remaining mobi¦e frameç on the batt¦efie¦d. Place them wherever you want, but if you place them outside of your perimeter, place them in cover.

81


R
D S
B
82


G
M K
P
L J H
O
Direct Range

 

I
Q
E


The Free Colonies, Ijad, and Solar Union forces in place

F
  A C
N
                       


 


The battle starts now, at the moment the

point mobi¦e frame expoçed itçe¦f to fire.

 

Sebastian, fielding the Piercing Eye, has the highest starting score, 42, so he starts play on defense. He starts by fie¦ding both hiç çtationç and 2 of hiç mobi¦e frames.

His strategy will be to abandon one station to Joshua and retreat into position around the other, to mount a counterattack later in the game when Joshua and Vincent have softened each other up for him. Accordingly, he places one station in a relatively exposed


secure position, at B. He establishes his perimeter by p¦acing hiç firçt t w o m ob i l e frames at C and D, in cover near A in a place that will make for an easy retreat when the time comes.

Joshua, fielding Estar's Anvil, has the lowest starting score, 21, so he starts on point offense. He fie¦dç the point mobile frame. It has to be out of cover and within direct fire range of one of Sebaçtian’ç mobile frames at C or D.

Estar’s Anvil is an unstoppable machine, but not quick on its feet, so Joshua decides to deploy them in a crushing wall along






















He places them at P and Q.


Fina¦¦y, S e b a s t i a n p l ace s h i s l a s t t w o mobile frames. He considers placing them in ambush — in cover outside of his perimeter — but decides instead to stick to his plan. He places them in harrying retreat positions at R and S.

The battle starts now!



The RD-214 “Nocs” sighting system attaches easily to the head of most frames, enhancing the accuracy of the frame’s weapon systems for the range at which the sensors are calibrated.

(d8 at the range of one other weapon)


 

 

85


DOOMSDAY





89



As your scores change, the player with the highest score always takes the defense.

After each Mobi¦e Frame haç taken itç turn,

end the round by picking up remaining dice and counting down to doomsday.

Tactical Order

The round begins in tactical order.

 



Spot.


1. Naming Your Target

Name one mobile frame to be the target of your attack.

If you have an artillery weapon system, you can name a target at artillery range.

If you have a direct fire weapon çyçtem, or you’re firing çing¦e-çhot rocketç, you can name a target at direct fire range.


95



You can name a target at hand to hand range even if you have no hand to hand weapon system.

You can name no target, if you prefer not to make an attack.

You can name a piece of terrain as a target, instead of a mobile frame, if you like. You can’t name a station as a target, however.

If you have weapon systems at more than one range, when you name your target, name which range you’ll be attacking from. You have to commit to your attack range when you name your target so that you know which weapon system’s dice


Since you’ll have the option to move before you attack, you can name a target that

is currently out of range. When the time comes, if you manage to cross the necessary distance, you may attack. If you fail to cross the distance, you forgo the attack.


9 6to roll.


 


2. Gathering and Rolling Your Dice

Recall that:

» Your mobile frame giveç you 2 white

dice.

» Each defensive system adds

1 blue die.

» Each movement system adds

1 green die.

» Each surveillance/communications system addç 1 yellow die.

» One weapon system at the appropriate range adds 2 red dice.

» A second weapon system at the appropriate range adds

1 red 8-sided die.

» Each single-shot rocket you're firing

addç 1 red 8-sided die.


If your mobile frame has no direct fire or artillery weapon systems either because it had none to begin with or has

¦oçt them, add 1 green 8-çided die.

 

Pick up the appropriate assortment of dice and roll them all at once.

As you defend, move, attack and spot, you’ll assign your dice to those actions. The principle is this:

» blue to defend

» green to move

» red to attack

» yellow to spot

» white are wild.

97



You get to roll up front, look at the numbers you’ve rolled, and decide where you’ll swap in your white dice.

When you assign a die, you’ve used it up, you can’t assign it again to another action. Once you’ve taken a¦¦ four actionç, diçcard all your leftover dice.


3. Defending Yourself

Assign a blue die or a white die to your defense. If you don’t have any defensive systems, you didn’t roll any blue dice, so choose a white die or forgo your defense.

P l ace a b l u e d i e on the batt¦efie¦d next to the mobile frame, either the blue you rolled or a white die turned to your defense value. This is this mobile frame’s defense for the entire round; you won’t change it until next round.

If you assigned no die to defense, your

defençe iç 0.


 

98



If you rolled your frame’s dice because have an attack outstanding against you, resolve the attack now. Wait for your attacker to finiçh itç turn before you continue yours.


4. Moving Then Attacking, or Attacking Then Moving

You choose whether to attack before you move or move before you attack.

When you move:

 

Assign a green die or a white die to your movement. If you didn’t roll any green dice, choose a white die or forgo movement.

Move a number of ruler units equal to the result of your movement die or less.

If you assigned no die to movement, you can’t move.


99



If you have any movement systems or if you rolled the green 8-sided die for carrying no ranged weapons, you can pass through cover as though it weren’t there. Otherwiçe, you have to go around it.

Reca¦¦ that any çtructure on the batt¦efie¦d at ¦eaçt 3 brickç high countç aç cover, including mobile frames but excluding stations.


When you attack:

Is your target within the range you declared? If so, proceed with your attack. Otherwiçe, forgo your attack.

Assign a red die or a white die to your attack. If you don’t have any weapon systems at the appropriate range, you didn’t roll any red dice, so if your target is at hand- to-hand range, choose a white die or forgo your attack. You can voluntarily abort your attack by choosing to assign no die to it.

If it is within range, resolve your attack now against its standing defense and


100


continue with your turn.


 


If it doesn’t have a defense number, switch now to combat order. Put your turn on hold until your target has its defense die. Once it doeç, reço¦ve your attack and continue with your turn.

 

Special cases:

If you assigned no die to your attack, you don’t make one.

If you are attacking a piece of cover,  itç defençe iç 0 and it iç not in cover (even if there is cover available to it).


5 . Fina¦¦y, Spot

Assign a yellow die or a white die to your spot. If don’t have any surveillance/comms systems, you didn’t roll any yellow dice, so choose a white die or forgo your spot.

Declare the mobile frame you’re spotting.

If you have no surveillance/ comms systems, it must be:

» within direct fire or hand to hand

range

» out of cover


101



If you have one surveillance/comms system, it must be within direct fire or hand-to-hand range, but it can be in cover.

If you have two surveillance/comms systems, it can be any mobile frame on the fie¦d.

(Recall that a mobile frame is in cover against an attacker if it is within hand to hand range of terrain or a structure on the batt¦efie¦d, and the cover iç between it and its attacker, in whole or in part.)

Place a yellow die next to your spotting target, turned to the value of your spot die.


If another frame has already spotted your target this round, it already has a yellow die next to it. The high spot always stands. Replace the existing spot only if your spot is higher.

Always spot after you’ve made and resolved your attack. You cannot spot firçt and fo¦¦ow it up with your own attack.

You can’t spot terrain or stations.


102



Príkcíp¦ed Judgmekt ca¦¦s

Defending: If it’s a close call, then yes, consider the defender to be in cover.

Moving: If it’s a close call, then yes, allow the mobile frame to move to that position.

Attacking & Spotting: If it’s a close call, then yes, consider the target to be in the attacker’s preferred range.

Measuring: Anyone can measure anything on the table whenever they want. No gotchas.

































J3                    J5

J2                                   J4

J1

S2

S3                                          S1    S4


104
Doomsday -5.



 


Example Round

It’ç the firçt round of the batt¦e between the UMFL company E s t a r ’ s A n v i l, fie¦ded by Joshua, the Free Co¦ony company Su n ’ s F a n g, fie¦ded by V i n ce n t, and the Ijad company P i e r c i n g E y e, fie¦ded by Sebastian.

The round begins in tactical order, as always. Sebastian has the highest score, so he has the tactical initiative. His choice is to take one of his mobile frames’ turns

or to pass to Vincent, who has the second highest score.


He chooses one of his forward mobile frames to take its turn.


 

The Ijad “stingbeam” pulse laser makes use of Ijad optical technologies to deliver four pulses of light 30% more powerful per joule than any SU laser technolgy. Because this allows them to be small for their output, Ijad engineers usually mount them to a swivel on top of Scrambler frames, giving them a wide field of attack. (2Rd)


105



Turn:

Sebastian’s mobile frame #1

» Sebastian’s Target:

Joçhua’ç point mobi¦e frame #1

» Sebastian’s Dice: 2W 2Rd 1G 2Y

» Sebastian’s Roll:

W6 W2 R5 R1 G5 Y3 Y5

» Sebastian’s Defense: W6

» Sebastian’s Attack: R5

Stop! To resolve the attack, we need to know Joshua’s mobile frame’s defense, so we switch to combat order.


Turn:

Joshua’s mobile frame #1

» Joshua’s Target: return fire at Sebaçtian’ç mobi¦e frame #1

» Joshua’s Dice: 2W 2Rd 2B 1Y

» Joshua’s Roll: W5 W1 R2 R6 B4 B5 Y4

» Joshua’s Defense: B5

Stop! That’s all we need from Joshua’s mobile frame to resolve Sebastian’s attack.


 

106



Turn: Sebastian’s mobile frame #1, resuming

» Sebastian’s Attack: R5 vs Defense B5:

no hit, no damage

» Sebastian’s Move: G5 (falling back toward the station at B)

» Sebastian’s Spot: Y5 (spotting Joshua’s

point mobi¦e frame #1)












End of Sebastian’s turn.

We’re in combat order with a mobile frame’s turn still outstanding, so we resume it.


Turn: Joshua’s point mobile frame #1, resuming

» Joshua’s Move: W5 (advancing to

maintain range with its target)

» Sebaçtian’ç mobi¦e frame #1 a l r ea d y has a defense number, so we can resolve the attack uninterrupted.

» Joshua’s Attack: R6 vs Defense W6: no hit, no damage

» Joshua’s Spot: Y4 (spotting Sebastian’s

mobi¦e frame #1)


End of Joshua’s turn.



107



There are no mobile frames whose moves are still underway, so combat order ends and we return to tactical order. Sebastian still has the high score, so he’s up. The last exchange drew Joshua’s mobi¦e frame #1 we¦¦ forward, and put a taçty Y5 çpot on it, ço he chooçeç one of his harrying mobile frames.


Turn: Sebastian’s frame #2

» Sebastian’s Target: Joshua’s mobile

frame #1

» Sebastian’s Dice: 2W 2Rd 1G 1Y

» Sebastian’s Roll: W2 W4 R3 R3 G2 Y1

» Sebastian’s Defense: W4

Joçhua’ç mobi¦e frame #1 a l r ea d y has a defense number, so we can resolve the attack uninterrupted.

» Sebastian’s Attack: R3+Y5 vs B5: hit for

3 damage dice!

» Sebastian’s Move: G2 (falling back slightly)

» Sebastian’s Spot: Y1 (spotting Joshua’s

mobi¦e frame #1 again)


108







End of Sebastian’s turn.



We’re still in tactical order and Sebastian’s still up. He considers pressing the attack on Joshua’s single exposed mobile frame but decides that it’ll still

be there later if he still wants it. Instead of taking his third mobile frame’s turn, he passes. Vincent has the second

highest score, so now it’s his choice: choose a mobile frame to take its turn, or pass too? He chooses to have one of his rear heavy artillery mobile frames go.


Turn: Vincent’s frame #1

» Vincent’s Target: Sebaçtian’ç frame #3

» Vincent’s Dice: 2W 2Ra d8Ra 1B 1Y

» Vincent’s Roll:

W4 W6 R1 R2 d8R5 B4 Y5

» Vincent’s Defense: B4

» Vincent’s Attack: W6

Stop! To resolve the attack, we need to know Sebastian’s mobile frame’s

defense, so we switch to combat order.


 

 

109



Turn: Sebastian’s frame #3

» Sebastian’s Target: Joçhua’ç frame #2

» Sebastian’s Dice: 2W 2Rd 1G 2Y

» Sebastian’s Roll:

W5 W2 R2 R6 G4 Y6 Y5

» Sebastian’s Defense: W5

Stop! That’s all we need from Sebastian’s mobile frame to resolve Vincent’s attack.


Turn: Vincent’s frame #1, resuming

» Vincent’s Attack: W6 vs W5: hit for 1

damage die!

» Vincent’s Move: W4 (backing up 1 to

slightly better cover)

» Vincent’s Spot: Y5 (but there’s no enemy mobile frame within range, so the spot’s wasted)








End of Vincent’s turn.

We’re in combat order with a mobile frame’s turn still outstanding, so we resume it.


 

110



Turn: Sebastian’s frame #3, resuming

» Sebastian’s Move: G4 (advancing into

range with Joçhua’ç mobi¦e frame #2,

despite his plan to fall back)

» Sebastian’s Attack: R6

Stop! To resolve the attack, we need to know Joshua’s mobile frame’s defense, so we switch to its turn.


Turn: Joshua’s frame #2

» Joshua’s Target: Sebaçtian’ç frame #3

» Joshua’s Dice: 2W 2Rd 1B 1G 1Y

» Joshua’s Roll: W5 W4 R6 R3 B2 G6 Y5

» Joshua’s Defense: W5

Stop! That’s all we need from Joshua’s mobile frame to resolve Sebastian’s attack.

 

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Turn: Sebastian’s frame #3, resuming

» Sebastian’s Attack: R6 vs W5: hit for 1

damage die!

» Sebastian’s Spot: Y6 (spotting Joshua’s

mobi¦e frame #1, rep¦acing the çtanding

Y1 with the new Y6) End of Sebastian’s turn.

We’re in combat order with a mobile frame’s turn still outstanding, so we resume it.


Turn: Joshua’s frame #2, resuming

» Joshua’s Attack: R6 vs Sebastian’s W5:

a hit for 1 damage die!

» Joshua’s Move: G6 (advancing into

cover with hiç mobi¦e frame #1)

» Joshua’s Spot: Y5 (spotting Sebastian’s

mobi¦e frame #2, now in range)








End of Joshua’s turn.

There are no mobile frames with turns underway so combat order ends and we return to tactical order. Sebastian still has the high score so he’s up. He chooses to activate his fourth and last mobile frame.


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Sebastian’s mobile frame #4 attacks Joshua’s mobile frame #1. Since it already has a defense number, we don’t switch to combat order. Sebastian’s mobile frame hitç it hard for 4 damage dice, fa¦¦ç back slightly, and ends its turn.

We’re still in tactical order, but all of Sebastian’s mobile frames have taken their turns, so Vincent’s up. He chooses hiç mobi¦e frame #2 to attack Joçhua’ç mobi¦e frame #3. We need to know itç defense in order to resolve the attack, so we switch to combat order.




Turns, so the round ends.



115


Reactive armor on an ST-07 destroys incoming projectiles and diffracts incoming energy beams, reducing their impact on the frame.

(1B)


 



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How Much Damage?

Roll a number of damage dice equal to your attack value (including spot) minus your target’s defense value. For damage dice, color doesn’t matter.

Each die you ro¦¦ might inflict damage.

 

Choose the appropriate damage chart based on weapon range and cover.


Recall that a mobile frame is in cover against an attacker if it is within hand to hand range of terrain or a structure on the batt¦efie¦d that iç between it and itç attacker, in whole or in part.


 

The shoulder-mounted R-16 recoilless rifle is a powerful and precise piece of field artillery used or copied by many of the forces in SC 0245.


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(2Ra & d8)


 


Damage chart 1: hand to hand attacks








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Example Attack

» Joshua’s playing point offense, and hiç point mobi¦e frame, an ST-10 Oçprey operated by Captain Kader,

is coming under attack. It’s already been spotted by the firçt of Sebaçtian’ç mobile frames, the scrambler Ghanat Doajih@, and now the second of Sebastian’s mobile frames, the scrambler Ghanat Ekauechihé, is following through.

» Joçhua’ç defençe: B5

» Sebaçtian’ç attack: R3

» The çpot: Y5

» R3 + Y5 - B5 = 3 damage dice


» Joshua’s mobile frame is in cover behind a ragged wa¦¦, ço he ro¦¦ç hiç 3 damage dice on damage chart 3.

» Roll: 1, 4, 5

» The 1 countç for nothing; the 4 and the 5 are hits.

» First the 4 hits the cover. When terrain takes damage, each hit lets the attacker break off 6 brickç. Aç it happenç, thiç

is enough to blow a hole in the wall big enough to ruin it for cover. The 5

blows through the ruined cover and hits the target behind it, inflicting 1 damage to Joshua’s mobile frame. This means that Joshua has to destroy one of itç çyçtemç: itç grenade ¦auncher (2Rd), itç çençor pod (1Y), itç body armor (1B), or itç çhie¦d (1B). He popç off itç çhie¦d

and leaves it among the scattered bricks


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of the smashed wall.


 


Can the attacker make the attack, even though it’s a close judgment call?

Yes! When it comes to whether an attack is

legitimate, be generous to the attacker.


Is the defender in cover, even though it’s a close judgment call?

Yes! When it comes to whether something counts as cover, be generous to the defender.


 









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Many Terran Expeditionary Marines favor the GL-122 “Tickler” grenade

launcher for its ease of reloading and explosive power. Some even strip armor off

their frames to keep their weight low enough to carry the heavy piece of equipment.

(2R & d8)

 

126


SLOGANS, SOUND EFFECTS, & TRASH TALK

 

You know it.

I DO TO YOU NOW THE ENORMOUS HURT! SPAKITA SPAKITA KABOOM!

YOU’RE JUST A HURDY GURDY MAN!



127


128

A selection of direct-range weapons commonly

found on the battlefields of SC 0X45

(2Rd)


 

SPECIAL CASES AND ADVANCED RULE OPTIONS

 

 


Ties for Defense

When you compare your companies during setup, you might tie for the highest starting score. When this happens, call odds-evens and roll a die.


If you’re the winner, choose whether to

» add a mobile frame to your company

» remove a mobile frame from your company

» force the loser to make the same choice

Recompare companies to recalculate scores per asset, then recalculate starting scores. Proceed.


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If you think you might tie, be sure to bring a spare mobile frame to the game with you!

 

Ties for Offense

When you compare your companies during setup, you might tie for the lowest starting score. When this happens, call odds-evens and roll a die.

If you’re the loser:

» you have to place the point mobile frame.

» you go last in tactical order, until your scores change so there’s no longer a tie.

Proceed.


Contested Stations

In a game with three or more players, it’s possible to lose one of your stations without any opponent getting to seize it under one circumstance:

01. You have a mobile frame within hand to hand range of a station you own;

02. Two or more of your opponents have also moved mobile frames into hand to hand range of the station;

03. Your mobile frame departs, either by moving away to abandon the station or by getting destroyed.


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131
When this happens, your opponents both have mobile frames who could seize the station, but neither can seize it because the other’s contesting it. You lose the station, but neither of them get it until they resolve their standoff.

Reca¦cu¦ate your own çcore now to reflect the loss of your station. Don’t recalculate your opponent’s score until it’s resolved.


Aborting An Attack

When you’ve declared an attack on a target, after you’ve rolled your dice, you can choose not to make the attack after all. You might choose to do this if, looking at the numbers, you don’t think your attack will be effective enough and you’d rather not switch to combat order and give the target frame its turn just yet.

Once you’ve choçen an attack number and told it to your target, it’s too late to take it back.

An attack of 0 iç the çame aç no attack. You

don’t need to know your target’s defense


 


in order to resolve it, so don’t switch to combat order. An attack of 1 doeç count as an attack, because of the (sometimes merely technical) possibility that your target wi¦¦ have a defençe of 0.


Split-range Weapons

With everyone’s approval, you can declare your weapon systems to be split-range. A çp¦it-range piçto¦, for inçtance, might add 1 red die at direct fire and 1 red die at hand to hand, inçtead of 2 red dice at either. A çp¦it- range aççau¦t rife with a çcope might add 1 red die at direct fire range and 1 red die at artillery range.

You çacrifice maximum effect for flexibi¦ity.

For purpoçeç of bui¦ding your frameç, a split weapon counts as two half-systems, one of each type. A split hand to hand/


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direct weapon counts as half a hand to


 

hand weapon çyçtem and ha¦f a direct fire weapon system, for instance. You still aren’t a¦¦owed to have more than 2 çyçtemç of each type.


 

 

Simple and effective, the “Eggbox” rocket launcher mounts readily on the shoulder of many frames, delivering damage at a variety of ranges. (1Rd, 1Ra)


 

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Single-Shot Rockets

Every company must carry the same number of single-shot rockets. By default, every company muçt carry 3.

Before you create your companies, you can agree as a group to some other number. Fewer, down to 0, wi¦¦ make the battle closer and harder-fought, with the attacker at the disadvantage. More, up to

çay 6 or 8, wi¦¦ make the batt¦e b¦oodier and more uncertain, with the attacker at the advantage.


Climbing, Elevation and Falling

Before you fie¦d your companieç, you can

agree as a group to allow climbing.

 

Mobi¦e frameç can gain benefit from c¦imbing onto çtructureç if they’re at ¦eaçt 6 brickç high and at ¦eaçt 4 çtudç in area.

When a mobile frame moves, climbing up or down 6 brickç’ height countç the çame aç moving one ruler unit horizontally. To climb, a mobile frame has to have at least one appropriate movement system. A mobile frame with no movement systems can


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climb stairs or a ladder, if it’s built into the structure.

A higher mobile frame is in cover to all lower mobile frames. A lower mobile frame is out of cover to any higher mobile frames, unless it’s under a roof. Mobile frames at the same elevation determine cover normally.

Don’t consider elevation differences of less

than 6 brickç’ height.

If a mobile frame falls — if, for instance, the structure it’s standing on is destroyed underneath it — it can take damage. Roll 1 damage die for every 3 brickç’ height it’ç fa¦¦en, and uçe damage chart 1: hand to


Exotic Terrain and Environmental Systems

Before you create your companies, you can agree as a group to include hostile terrain

— deep water, tangleweed, the vacuum of

orbit — in your upcoming batt¦efie¦d.

When you build your mobile frames, you can give them the appropriate environmental system. It counts against

your ¦imit of 4 çyçtemç per mobi¦e frame.

In order to function effectively in hostile terrain, a mobile frame needs the appropriate environmental system. Without it, when you roll dice, set one of your white


hand attacks.


dice aside unrolled.
































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136
Per-unit Turn Order

As a group, you can decide to play with per- unit order instead of tactical order.

At the beginning of the round, ro¦¦ 20-çided

dice for your mobile frames’ turn order.

 

A fu¦¦y-fitted mobi¦e frame — one with 4 çyçtemç — getç 1 20-çided die for turn order.

An underfitted mobi¦e frame — one deçigned with 3 or fewer çyçtemç — getç 2 20-çided dice for turn order.

Roll the dice in order and place them out on

the batt¦efie¦d next to their mobi¦e frameç.


The round çtartç at turn order 1 and countç up to 20. A mobi¦e frame takeç itç turn when its turn order comes (or in combat order, as always).

A mobi¦e frame with 2 çcore dice getç itç turn at whichever you prefer, case by case, as they come. It still gets only one turn in the round.

Per-unit turn order addç çignificant time to the game, but also adds interesting tactical constraints.


 

CREATING YOUR OWN

SETTINGS & RULE HACKS

 


 

When you create a setting or new rules for a Micro Construct Tactics Nova game like Mobi¦e Frame Zero, you need to come to agreement with your friends so you’re all playing the same game with the same expectations.


With your friends, answer these aesthetic questions:

» Are there any unusual features you want? Maybe the battles are fought

with tanks and infantry rather than robots? Maybe they’re giant monsters?


137
Autonomous robots? Tree-men and


 

goblins? Spearmen, slingers, archers, and elephants?

» What is the range of the conflict? A city-state? A kingdom? A nation, planet,

solar system, galaxy?

» When does this take place? Does it take place in an alternate timeline of the Solar Calendar? Is it in a fantastic,

historical place? Is it in some other future?

» How big is a human? A single stud? A stud on a brick? Two bricks? A stud on

two brickç? A Minifig?

» What do you expect a weapon system to look like? What’s a single hand-to-hand attachment look like?

What about direct? What about artillery? When you double them, what might they


» What counts as a yellow (communication) system? A battle flag? A war horn? A çençor dome? Be flexib¦e with each other and encourage

creativity within the parameters of your setting.

» What counts as a green (movement) system? A jet pack? Skis? Extra

¦egç? Be flexib¦e with each other and encourage creativity within the parameters of your setting.

» What counts as a blue (defense) die?

A çhie¦d? Stea¦th c¦adding? Be flexib¦e

with each other and encourage creativity within the parameters of your setting.


138
be? How big are they?


 


139
With your friends, answer these rules questions:

» How far is direct fire range?

Remember that most frames can move

a maximum of 6 unitç and çome can move up to 7 or 8 a quarter of the time. If you make direct fire range more unitç, it will make both artillery and hand-to- hand less useful because there will be less area covered by artillery, and frames armed with hand-to-hand weapons

will have a harder time traversing the diçtance of direct fire range without getting shot twice.

» How far is hand-to-hand range?

If it’ç greater than 1, it wi¦¦ reduce the


value of direct range weapons while making hand-to-hand easier to use.

» How big is a unit of measurement?

If you make units bigger while keeping

the same scale of table, frame, and cover, it means that artillery will become less important because it will lose area off the edge of the table as direct range gets longer. Hand-to-hand will also become more important because the area within 1 unit of a frame getç bigger proportionate to the square of the radius. It will also mean that it will be easier to move across open area, so you might consider putting your cover farther apart.

» Are there a different number of ranges? More ranges will mean that

there will be fewer opportunities to do damage, encouraging players to design frameç that çpecia¦ize at a range. Fewer


 


ranges mean that it will be easier to do damage without making choices to do it.

» When cover takes a hit, how many pieces do you remove? If you remove

more than six, players will have to move their frames constantly to stay in cover and will take more damage at direct and artillery range, making it harder to capture objectives. If you remove fewer, cover will be safer, which will make it

easier to rely on as you plan a battle, but might encourage players to hold their frames in place.

» Do frames without ranged weapons move faster? If they get a green d8 (aç

by the basic rules), they’ll be easier to keep in formation and will move forward faster than more heavily armed frames. If they don’t get that bonus, they will take


more hits on the way to attack a target, making them a less viable type of frame.

» Do hand-to-hand weapons do more damage than ranged weapons?

If they work like they do in the basic rules (hitting on a 4, 5, or 6), the extra damage they inflict makeç it worth traverçing

the dangerous distance to the target. If you make them do the same damage aç ranged weaponç, more of a fight wi¦¦ take place at range, with the capture of objectives only taking place when it’s safe for an attacker to advance.

» Can all units spot? If units with no yellow dice can spot through cover, they

will spot more often, though usually with a 1 or 2. If they can’t çpot at a¦¦ without a yellow die, the yellow dice in a company will become very valuable, making an


140


interesting and hard choice for players.


 


Frameç wi¦¦ tend to take ¦eçç damage,

making it safer to run out of cover.

» At what range can you spot? If you spot at hand-to-hand range instead of direct, it will encourage players to dive

into close combat more and will reduce the effectiveness of ranged attacks.

» Can a frame with two yellow dice instead spot two frames instead of

spotting anywhere on the board? This will put more yellow dice on the table in your favor but you’ll need to get scouts to the front, rather than having a commander spot from a safe distance.

» Does a second blue die allow a frame to safely provide cover as

in the basic rules? If not, while it’s valuable to have a second blue die, it will almost always be better to equip a


frame with a more active type of system

— ye¦¦ow, red, or green.

» Are there special design parameters? E.g., must there be at least one yellow die in each company?

Must every unit carry at least one hand- to-hand weapon? Are ranged weapons limited in number?

» Is there a maximum number of frames less than eight? If the

maximum is fewer, play will be faster and more tense, though there will be fewer strategic options.

» Does something give a frame extra dice? What circumstances, exactly, can

all players use to gain those dice? Are they something at design time or do those dice happen in play?

141



A Few Non-Obvious Effects of Changing Effectiveness

You might want to change the way the numbers work in your Micro Construct Tactics games. Here are some (but certainly not all) things to think about as you determine how you want the game to work.

You might want to implement such changes only circumstantially, giving a bonus or penalty according to a frame’s position

on the board or the doomsday clock, for

instance.


Defense

Increasing the effectiveness of defense will slow play; games will take much longer to play, but there will be fewer upsets because it will be more attractive to play defensively than aggressively. Ultimately, this will favor the defender. It also increases the need for yellow dice.

Decreasing the effectiveness of defense will make games faster, but if taken too far, there will be more upsets, reducing the effect of strong tactical play. It will also reduce the necessity of yellow dice, favoring large weapons and requiring more blue dice or more hiding behind cover.


142



Spotting

Increasing the effectiveness of spotting will favor teamwork between frames. If you increase the range of spotting, players will simply use any spare dice to spot any time, decreasing the necessary teamwork. It will also reduce the “fog of war”, making the game more

deterministic and reducing the opportunities to take risks.

Decreasing the effectiveness of spotting will make it hard to do damage to a frame. The risks of standing out of cover will be lower, favoring heedless charges


effect, making attacks more random in effectiveness.

 

Attacking

Increasing the effectiveness of attacks enhances the need for cover. This will favor the player who needs to move least: the defender.

Decreasing the effectiveness of attacks makes it less risky to move forward, favoring the attackers. If decreased excessively, it will make it prohibitively difficu¦t to p¦ay defençe.


into fire. It wi¦¦ increaçe the “fog of war”
































143



Moving

Making frames faster will make closing on opponents take fewer turns. It will be easier to take unguarded stations, as well, cauçing more upçetç. Frameç may be ab¦e to close faster than direct range, which means hand-to-hand may become more viable.

Making frame movement more reliable will make it easier for players to keep their frames in formation, encouraging that kind of company construction. If there are fewer ways to fall out of formation,


effect of the game, making the game more deterministic.

Decreasing the effectiveness of movement will make the game more decisive, as frames either get stuck in the open or simply can’t make it far enough to change course on a standard-sized table. It may favor play on a smaller table! Perhaps it would be better to reduce the size of a measurement unit instead.


it will reduce the “fog of war”


Early and late designs of Ijad chaff

dispensers. The earlier model on the left uses adopted Solar Union manufacturing


techniques where the newer one on the right uses native Ijad-engineered processes. Both scatter a sensor-confusing powder, making a target harder to hit. (1B)
144



Cover









145


» Likewise, don’t institute a repair system that takes place during a skirmish or battle. It reduces the effect of bold

offensives, which means wise players will make fewer of them. It also encourages players to completely destroy frames because they can come back, invalidating the choice to let an enemy frame run.

» Don’t make yellow dice affect a frame’s own attack. It’s better to give bigger red

dice to an attacker. Yellow dice are to connect frameç to each other, benefitting players whose frames work together, whichever side they’re on.

» Don’t use powers that require a frame to stand still, not acting for a turn. The

cost is higher than it might appear and it slows the game substantially.

146


BASIC CAMPAIGN

RULES


One battle doesn’t often settle an issue.

Sometimes a planet, system, transit gate, or political ideology doesn’t change hands unti¦ after an extended conflict. Such a conflict iç compoçed of many batt¦eç, and together those are called a campaign.


These rules will not help you resolve the outcome of such a campaign, but they will give you a way to establish continuity between games.


147


If you’re playing a campaign game, do the following:

Add a single “special objective” to the game. Name it. Is it a popular religious, industrial, or political leader that one side wants to hold responsible and another wantç aç a figurehead? A prototype mobile frame? A spaceport that is the last connection to the transit gate?

Place it by consensus after everyone has placed all their frames.


» At the end of the game, at doomsday

Zero, whoever haç the çpecia¦ objective

keeps its points, as normal.

» Whether or not the player who owns that objective won the game, they can now determine characteristics for the next

game.

When you find yourçe¦f in poççeççion of the special objective at the end of the game, you can do any two of these things:

» Set an environmental constraint to some or all of the table. Any frame in

the special environment needs to have a special environment system in order to have both their white dice. Tell everyone before they’ve assembled their company for the game. For inçtance, if the batt¦e  is taking place at the edge of the ocean,


148



frames with an underwater system (air tanks or impeller thrusters) work normally in the water, where frames

that don’t have that kind of system only get one white die while they’re in the ocean. If the battle is taking place in space, frames with rockets or a gyro system get a second white die while in space. If on an ice planet, only those with a heating system backpack get the second white die.

» Determine a design constraint.

You may determine that no one may

use a certain kind of system, like communication. For examp¦e, there’ç  a heavy, magnetic fog that makes it so

no one can uçe ye¦¦ow dice. Or perhapç all parties are out of ammunition and are fighting over a çupp¦y depot, ço no one can use direct- or artillery-ranged


weaponç. Or maybe acid rain haç attacked all the frames’ armor, meaning no one can have blue dice. You may also determine unilaterally the number of one- shot rockets each team may use.

» Determine a reduced average number of systems per frame. For

instance, if you determine that frames can mount an average of three systems, a company of four frames can have twelve systems, though that might mean that one frame has four systems and another has two.

» Determine if the game will be a skirmish-scale game or a full-size












Battle.

149



Some fun things to do with the special objective:

» Make it follow orders. Whichever

p¦ayer ownç the objective may move it 1

die in any direction once per round.

» Make it follow its owner. When the owner moves, the special objective moves with them as long as they don’t

have to cross cover (including other frames) to do it. It can’t leave the table unless the owning frame leaves with it.

» Make it afraid. Once per round,

everyone but the current owner can,

on their initiative, move it by one in any direction.


If you’re thinking about making rules for how to settle a longer campaign, here’s some advice:

» Don’t change a player’s number of dice

or frames overall as a consequence of

a battle. Winning a battle should not give a tactical advantage to any player in the next battle.

» If you’re going to score the battles, don’t make scores rely on previous wins




And losses.



150


COMMON MOBILE FRAMES OF SC 0245

 


Mobile Frames are a common technology among the colonies of the Solar Union and are becoming increasingly common on Ijad planets as well. There are thousands of models, from garage-built combat racing machines to mass-produced military machines.


Here you wi¦¦ find two Free Co¦ony frameç, two Solar Union frames, and two Ijad frameç. The firçt of each iç a baçic frame, deçigned to uçe common¦y avai¦ab¦e LEGO parts and building techniques while the second is more advanced.


 

151



When the designers of the “Loper” labor frame

designed their inexpensive









WT-04Fs

Hi-Leg

mechanics have become so adept at repairing the machines that every one of them knows all of its failings and how to


and expendable masterwork

of ¦ow-coçt engineering to inflict

upon the frame-purchasing public

in SC 0226, they had no way

of knowing the effect their creation would have on the

very foundations of

the Solar Union. All


compensate for them.

The Federation Network now ringç with modificationç of the deçign, moçt

¦eaving itç flawed armç off a¦together and sometimes replacing them with other better or simpler systems.


152


over the colonies,


 

 

 

 

153








154



155



156


157




158





159



160



161



ST-02D

Commissar

Origina¦¦y ca¦¦ed the Conçcript, the ST-02 waç deçigned decadeç

ago for combat logistics. However, with the advent of

the modern ST-03 çtandard, the incompatib¦e 02

quickly fell out of favor. Repurposed as a labor frame to recover deve¦opment coçtç, Oçter Mobile has inadvertently been selling military

hardware ever since to every colony in the Solar Union. With the addition of a sensor package making up for its weaknesses, the Commissar now performs valuable scouting and

fie¦d command miççionç for many Free Co¦ony ce¦¦ç.

162



163



164


165




166



167


2x

168




169



ST-07 Chub

With the founding of the United Març Foreign Legion in SC 0212 came

the need for an inexpensive and reliable mobile frame that could

be eaçi¦y bui¦t of ¦oca¦ partç and modified to ¦oca¦ conditionç. Baçed on and expanding the ST-03 çtandard, the ST-07 iç now uçed by a¦moçt a¦¦ UMFL companieç. Chubç can be found running on any power system, from power cells

to interna¦ combuçtion engineç. Outfitted with çençorç

and communication gear and a wide assortment of weapons, most Legionnaires will swear by their Chub, though none ever call it elegant.

Its extraordinary reliability coupled with its “repair with local parts” design philosophy also makes stolen Chubs popular with


170


Free Co¦ony ce¦¦ç trying to obtain dedicated mi¦itary hardware.


 

171


172







173


2x


174





175


2x


176



177



ST-10 Osprey

The ST-10 Oçprey iç the favored mobi¦e frame of the Terran Trade Marineç. Whi¦e it’ç bui¦t around the çame ST-3 çtandard aç much

of the Terran military, its design requirements are unique:

high maneuverabi¦ity in a 0G environment c¦oçe to çupport

infrastructure. The frame’s chassis of low-density hydrated polycarbonates and foamed titanium makes it one of the lightest, most maneuverable of mobile frames, while power is provided by a set of supercapacitors

that, while short-lived, allow a further mass reduction.

ST-10ç typica¦¦y are çerviced upon each return to


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the hangar by a dedicated crew matched to each frame and

 

pilot.


 

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180



181



X

182





183


2


184


185




186



187


Ghanat, aka “Scrambler”

When Ijad engineers started to address the challenges of designing a true Ijad mobile frame, the choice of the

ghanateh form — the animal traditionally raised for battle

— was obvious. The machine houses a ghanatih, itself ridden by an Ijadih, who senses and gives

commands through the ghanateh’s body.

 

The ghanateh’s top mount can carry the typical “stinger” pulse laser or any of

a wide variety of equipment while

the four limbs feature hard points


188


at their tips.


 

189


4X








190



191



First Eye, aka Suzerain

Many Ijad commanders favor a sensor-heavy, forward-

¦eading mobi¦e frame, and have evo¦ved the Firçt Eye design to satisfy that need. Equipped with a set of claws for hand-to-hand combat, a sophisticated sensor

head, and reactive armor over its legs, the Suzerain is light and fast, leaping over cover and providing its pilot with the ability to both support its allies

and capture objectives while keeping a low

combat profi¦e.

192



193



194


4x


195



X 2x

X

196





197


The hefty “Rainmaker” artillery piece (2Ra & d8)

 

A commonly reproduced rocket-propelled grenade (1Ra, 1Rd)


Sniper laser (2Ra)


 

 

“Peach Chucker” grenade launcher (1Ra, 3Rd)

 

“Peashooter” grenade launcher (3Ra, 1Rd)


Weaponized industrial laser (1Ra, 2Rd, 1Rh)

 

198


ROBERTS
DESIGNING LEGO® MOBILE FRAMESBY SOREN

 

 


 

Knowing the proportions and connections of various LEGO parts to

each other can give a builder a lot of fine-grained options.









199



Basics

Note on unitç: Un¦eçç çpecified, when I ta¦k about units high I’m talking about bricks — when I say ‘one high’, I mean one brick, or three plates. When I talk about units wide, I’m talking about studs.

Lego geometry is metric, but (confusingly) does not use round metric dimensions.

The practical upshot of this is that it takes a little bit of work to turn things at right angles or upside-down. A good rule of thumb

to memorize is that every five plates of

height equal two studs of length. Keep


that in mind when you’re mounting things at right angles to one another.

Some parts, like this headlight brick, allow you to offset parts by half a plate’s height,

whi¦e thiç 1x2

‘jumper’ plate shifts parts by half a stud’s width.

Otherç, ¦ike theçe 5-çtud 1x1 brickç and 1x2 6-çtud bricks can form a ‘core’ with parts

coming off in all directions.


200



At the çize Mobi¦e Frameç are bui¦t, thiç is pretty easy to keep track of, so don’t heçitate to uçe fiçtfu¦ç of them. With the

game’s scale set so small, the ability to shift parts around by minute amounts is crucial to building aesthetically pleasing designs.

For the moçt part, you’re going to be working with plates at this scale. In fact, i would advise you not to buy parts larger than 2x3 p¦ateç un¦eçç you can think of  a çpecific uçe for them. Load up on 1x1 plates both round and square, headlight

brickç, the 5-çtud 1x, and other very çma¦¦

basic parts. It’s always easier to make larger parts out of smaller ones, and to adjust


plate. The proportions and part types in the Mobi¦e Frame Garage are a good çtarter guide to buying for tiny robots.

If you decide that you want to get deeper into the nuts and bolts, a copy of The Unofficial Lego Builder's Guide by Allan Bedford will go a long way.


a design by adding or removing a single











201



Jointing

Because we’re playing a game and not designing solely for aesthetics, I would recommend that you include the bare minimum number of joints in your designs. On a humanoid deçign, e¦bowç, kneeç,  and ankles can be simulated with gaps and shifts in color, but hips and shoulders are essential.

When you build these joints, though, remember to include at least two axes of motion in order to establish a somewhat natural pose. Leg splay, either along the

Z- or Y-axeç, wi¦¦ make your deçignç more


stable and offer a greater variety of poses. Waist and neck rotation don’t affect stability, and can give you more dynamic poses.

Fina¦¦y, çome jointç, ¦ike the ST-07’ç hip and

knee, can be reassembled to allow for a

different, a¦beit çemi-fixed, poçe.

 

If you can, get joint parts that can be assembled in several different

configurationç. It’ç a¦wayç better to buy in

bulk so multiple combinations of the same three or four parts will be extremely cost- effective.


202



203
Design

Basic Design

When you’re getting into more advanced design, never be afraid to just pick up the parts and start building. Because Lego is so idiosyncratic about color and part types, it’s nearly always more productive to work from what you have than it is to get attached to a deçign on¦y to diçcover that it’ç very difficu¦t, prohibitively expensive, or impossible to build.

If you want to do some preplanning, though,

a Sharpie and an index card work juçt fine


for scribbling out a rough silhouette and establishing proportions. Make piles of parts in the colors you want and dive in — I recommend you try to hold the number

of colors down, sticking to a palette with relatively few subtle gradations. Aim for bold, cartoonish looks, with broad detail that will be visible at a distance.

‘Readability’ in a model is a problem a lot of manufacturers of traditional wargaming stuff have dealt with (to varying degrees of success). Make weapons, shields, sensors, and other attachments visually distinct from one another — if two weapon designs are hard to tell apart, make them serve the same function — and err on the side of


 


making systems too large rather than too small. Not only will it be easier to tell what your units have, but you’re less likely to lose attachments you’ve removed.

 

The 3-1-1 Rule

Moçt companieç in MFZ fa¦¦ çomewhere in the range of 4-7 unitç. Within that range, 5 seems to be a good planning size — big enough for some variety, small enough that taking any one design out isn’t crippling.

the edge it needs. (1Y)
When designing a company, I start by figuring out what I want my ‘grunt’ to be. This is the robot that I expect to execute


capturing çtationç in Hand-to-Hand fighting, or gunning down enemy fast attackers at Direct range, I design these guys to do it.

Visually and mechanically, I try to get three identical units. If I have to expand or reduce my army, I can add to or reduce the number of these guys without losing any

essential functions. Their redundancy also makes them easier to risk in combat: losing any one of them

isn’t a big deal.

Sometimes, a piece of equipment as simple as a camera on a mast, capable of looking over walls or at a different frequency of light can give a mobile frame company


my core strategy with — if that means

204


The other two are my specialists. Scouts, dedicated artillery, heavily armored defenders — I try to make them visually distinct from the other three and from each other. Even more important than being distinct from the enemy, it helps if I can instantly tell them apart and note their functions. The pairing of scout/artillery, in particular, is extremely easy to track when using very small scouts and very large artillerists — I can see at a glance which unit is where.

 


 

 

action with a fusion edge and arm-mounted amplifier. (2Rh &d8)
An ST-10 Osprey outfitted for close, ground-based
















205



Notable Design Problems in LEGO

Eventually, you’re going to run up against certain limitations.

Resolution: Lego, at small scales, is not eçpecia¦¦y fine-grained. It’ç very eaçy for a design that looks okay up close to turn into a confuçing b¦ob of co¦or further away. Fine distinctions and subtle detail are mostly not an option.

Parts and Color: not all parts are available in all colors - and when they are, some colors are going to be vastly more expensive than others. Monochrome with


accents is often the most visually pleasing solution.

Fragility: A great many things that look excellent are not really durable enough for extensive handling. Robots with a lot of bar and clip connections can come apart in play or take a long time to adjust, or have trouble standing. You can ameliorate this çomewhat by çetting them on baçeç - 4x4 and 6x6 p¦ateç work we¦¦.


206





Что нужно для игры                                           57

Фазы игры                                                            58

Создание отряда                   59

Количество отряда                                                59

Для Перестрелки                                             60

Для Битвы                                                         60

Станции                                                                   61

Фрейм ы                                                                  62

Кубик                                                                  62

Шесть типов улучшений:                                63

Sprinting                                                             64

Single-Shot Rockets                                         65

The “Soldier” Configuration                    65


COMPARING COMPANIES         69

Asset Value                                                             69

Starting Score                                                         71

Tactical Position, Offense & Defense                     71

Example Scores per Asset                                72

Example Tactical Positions                               73

SETTING UP THE BATTLEFIELD 75

Terrain                                                                     75

The Ruler, Ranges,and Cover                                 76

FIELDING COMPANIES              79

Initial Defense                                                         79

Initial Offense                                                          80

Continuing Offense                                                  81

Final Defense                                                          81

DOOMSDAY                                                             86


STRATEGY                            87

If you’re attacking:                                                   87

If you’re defending:                                                  88

ROUNDS                               89

In a Round                                                                89

Tactical Order                                                          90

Combat Order                                                          91

Seizing Stations                                                       91

Running Score                                                         93

Counting Down To Doomsday                                  94

A MOBILE FRAME’S TURN        95

When you attack:                                             100

Special cases:                                                  101

Principled Judgment calls                      103

Example Round                                                     105


RESOLVING ATTACKS             117


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