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Количество отряда 59Стр 1 из 8Следующая ⇒
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
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
SLOGANS, SOUND EFFECTS, & TRASH TALK 127 SPECIAL CASES AND ADVANCED
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
Цель и краткий обзор
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.
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
Вы должны будете договориться ,где выставлять отряды... Станции
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
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
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
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
The Free Colonies, Ijad, and Solar Union forces in place
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
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.
111 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. 112 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)
117 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. 118 (2Ra & d8)
Damage chart 1: hand to hand attacks 123 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 124 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.
125 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
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. 129 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. 130
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/ 132 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)
133 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 134 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. 135
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?
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.
» 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
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,
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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
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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.
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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 178 the hangar by a dedicated crew matched to each frame and
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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.
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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
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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)
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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
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.
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
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.
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
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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