Mobile Infantry
-Individual Soldier Combat in the world of Ogre/GEV-
Mobile Infantry Soldiers fight as cohesive, Battlesuit wearing squads. They combine firepower and area defense measures making them the most effective combat formation in mankinds long history of warfare. The six-man squad is the norm: 1 Paladin-suit for command and control, 1 Commando-suit for targeting enemy forces and spoofing the enemy’s sensors, and 4 Marauder-suits are the basis of the squad’s firepower.
-
Definitions
Scale: Physical Size: 5 hexes = 1 km
DR= Defense Rating (Armor, Flexibility, Adaptive Camouflage)
EW= Electronic Warfare Rating (Sensors, Jammers, Electronic Masking)
Attack Rating= Weapons firepower at close, medium, and long range
Range= Weapon range in hexes for close, medium, and long range
Basic Mobile Infantry Squad
Team 1
|
MARAUDER 1
|
DR-6, EW-4, Move-10
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Pulse Rifle
|
10
|
5
|
DiFire
|
Secondary-RPG
|
20
|
10 max
|
Area=1
|
MARAUDER 2
|
DR-6, EW-4, Move-10
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Pulse Rifle
|
10
|
5
|
Dirfire
|
Secondary-RPG
|
20
|
10 max
|
Area=1
|
COMMANDO
|
DR-4, EW-10, Move-10
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Pulse Rifle
|
10
|
5
|
DirFire
|
Second-Sensor Pack
|
Ignore 5 hex Lock-ON modifier
|
|
Team 2
|
MARAUDER 3
|
DR-6, EW-4, Move-10
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Pulse Rifle
|
10
|
5
|
DirFire
|
Secondary-RPG
|
20
|
10 max
|
Area=1
|
MARAUDER 4
|
DR-6, EW-4, Move-10
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Pulse Rifle
|
10
|
5
|
DirFire
|
Secondary-RPG
|
20
|
10 max
|
Area=1
|
PALADIN
|
DR-6, EW-6, Move-10
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Squad Gun
|
14
|
8
|
DirFire
|
Secondary-Javelin Msl
|
20 per tgt
|
20 max
|
Area=2
|
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Sequence of Play
-
Movement
-
Targeting
-
Combat
-
Morale checks
-
Movement
Players move one squad at a time, alternating between players. Soldiers may be assigned or switch between teams within a squad in this phase. Soldiers may also be set as rogues in this phase.
1 MP = 2hx Clear
1hx Forest or Urban
Jump- 1MP = 3hx any terrain, DR drops ½
Cover- 2MP = 1hx Forest or Urban, DR adds ½ OPTIONAL RULE
Soldiers may choose to make damage repairs instead of moving. Repair attempts remove negative modifiers or enable weapons to function again.
Repair roll 1d6: success 4+ for EW, 5+ for weapons or MP, 6 for DR
-
Targeting
Soldiers must Lock-on to enemy soldiers in order to effectively use all their weapons. Direct-Fire weapons can only be used against targeted enemy. Missile weapons can be used without a Lock-On but at 1/2AR.
Lock-On range is 2xEW.
Paladin Team and Team2 may combine efforts (SYNC) to target a single enemy.
Teams may target up to TWO targets per turn-one for Primary weapon and one for Secondary weapon. Team uses highest EW rating in Team to determine bonus.
Rogues can only obtain Lock-On against a single target.
Soldiers may retain Lock-ONs between turns.
LOCK-ON Roll: 1d6, success = 5+
Mods: +1 SYNC targeting effort
+1 per 2 EW bonus over target
-1 per 5 hexes (undamaged Sensor Pack ignores)
+1 w/n 2 hexes
+2 w/n 1 hex
-1 vs. Rogue target
-1 for Forest
-2 for Urban
-
Tactical Formations
Squad: All soldiers or Teams w/n 3hexes of Paladin
Team: All soldiers adjacent to Team Leader. Any soldier may be designated as a Team Leader at the beginning of a turn. A Paladin is automatically a Team Leader. Minimum 2 soldiers and max 4 soldiers may form a team.
Rogue: Soldier not in Team
Squad with 2 Teams
Squad with 1 Team
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Combat
Combat occurs alternately between players, one squad at a time. All combat from one squad is resolved before the next. Combat results are immediately applied before the next combat roll. Combat rolls from a squad may be conducted by its Teams without a specific order. Rogues always fire last
Combat Ratios are determined by totaling the attackers combined Attack Factors (Weapon AR + Suit EW) dividing by the defenders total Defense Factors (Suit DR + EW + Formation bonus). Fractions are dropped. Attack and Defense Factors are modified by unit formations, terrain, morale, and damaged soldiers.
Missile weapons have an area effect, they attack their target at full AR, but ALL other enemy targets w/n the weapon’s area of effect are attacked at ½ AR, with all Eliminated results lowered to Damage results and Damage results becoming Pinned results. Area=1 is the target hex, Area=2 is the target hex and the six adjacent hexes.
Missile weapons can be used without a Lock-On but at ½ AR for ALL enemy targets w/n the area of effect.
Direct-fire weapons MUST have line of sight to the target.
Rogues may not combine their AR with any other MI soldiers.
COMBAT RESULTS TABLE
|
COMBAT ODDS
| DIE ROLL |
1-3 or lower
|
1-2
|
1-1
|
2-1
|
3-1
|
4-1
|
5-1 or higher
|
1
|
NE
|
NE
|
NE
|
NE
|
NE
|
D
|
X
|
2
|
NE
|
NE
|
NE
|
NE
|
D
|
D
|
X
|
3
|
NE
|
NE
|
NE
|
D
|
D
|
X
|
X
|
4
|
NE
|
NE
|
D
|
D
|
X
|
X
|
X
|
5
|
NE
|
D
|
D
|
X
|
X
|
X
|
X
|
6
|
D
|
X
|
X
|
X
|
X
|
X
|
X
|
C.R.T. results: NE = No effect
D = damaged (roll damage effects chart)
X = eliminated (remove from play)
Damaged results are not cumulative but more than one modifier may be applied to a single soldier. Multiple Damaged result rolls do not cause a soldier to be eliminated.
Damage Effects
|
Chart
|
DIE ROLL
|
|
1
|
EW 1/2
|
2
|
2ndWpn
|
3
|
Primary
|
4
|
DR 1/2
|
5
|
MP 1/2
|
6
|
Pinned
|
Formation Bonus
Squad: Attack Factors: Both Paladin and Commando suits may each add a bonus
of 1/2EW to a single attack each turn.
Defense Factors: add +2EW for Commando
Add +1EW for Paladin
Vs. Msl attacks; +1 per Marauder and +1 per
Squadgun in the Squad
EXAMPLE: Marauder fires a Pulse Rifle on Paladin,
Wpn AR (8) + EW (4) + ½ Cmdo EW (5) = 17 Atk Factors
Paladin DR(6)+EW(6)=12 Def Factors
Odds= 1/1, Marauder Roll 5 , Result=Paladin Damaged
Damage Effect (1d6=5) Paladin’s Movement drops by 1/2
-
Morale
Each MI squad has a Morale Rating of 6. Squads will make a morale check only after the first squad member is eliminated.
Roll 1d6 vs. Morale Rating (6 for MI):
If roll is equal/less than- squad continues to fight
If roll is greater than- squad disrupted
Mobile Infantry modifiers: -2 Paladin lost
-1 per squad member lost
Pinned: MP drops to ½, conducts all attacks at (-1) on CRT roll. May rally
next turn. Effects soldiers individually.
Disruption: All soldiers move to form new Teams and move away from the
nearest enemy unit and towards friendly map edge. DR drop ½ for next turn, lose all Lock-ons. May rally next turn. May not contribute to Squad EW of DF bonus.
Rally: Disrupted SQ rolls Morale check to regain full combat ratings. Failure to
rally means effects of disruption continue.
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Victory
The battle ends when the scenario objectives have been achieved. Additionally, players may raise their victory level by one for each enemy Squad that was reduced to two Marauders or less.
-
Scenarios
Search and Attack
Both Blue and Red are sending forces into the area to identify enemy forces and determine their strength. Blue and Red start on opposite sides of the map, with a 3-hex wide objective in the center of the map. Both sides start with 2 squads on their respective map edge.
Victory Objectives: Be the first to have a Team reach the objective AND to
disrupt an enemy squad in the same turn.
Last Stand
Blue forces must hold their position until help arrives. Red must quickly take the objective as they have limited time. Blue starts with 1 Squad on the Objective (3hex wide). While on the objective, Blue’s forces receive a 2xDR bonus and EW+2. If disrupted, Blue forces do not move but hold in place on the objective. Red starts with 3 Squads on the South map edge.
Victory Objective: Red’s victory depends on when they completely eliminate the
Blue forces. 3 Turns or less= Tactical victory, 5 Turns= Local
victory, 8 turns= Draw, 9 Turns or more= Blue’s victory
Rico’s Raiders
Blue must move a lone MI squad through the enemy’s defenses to conduct reconnaissance of the enemy base, but with out alerting the defenders to their presence. Red must guard against an enemy incursion into his vital rear areas, but his forces are thinly spread across a wide front.
Both sides get 1 MI Squad, with Red arrayed any where on the map at least 6 hexes from the northern edge, and Blue set-up any where along the north edge.
Red’s squad may not move from their set-up position until 1) they achieve a Lock-On, or 2) an enemy soldier get w/n 2d6 hexes for a Red soldier.
Victory Objective: Blue’s victory depends on how many soldiers he can get off
the south map edge and how long the enemy is able to maintain Lock-On. Blue’s Total score: Success= zero or less,
Draw= 1 to 3, Red Victory= 4 plus
-3 per Blue soldier across the south map edge
-1 per Red soldier eliminated
+1 per enemy soldier that Red achieves a Lock-On, per turn
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Suit Designs
Squad suits may be modified from their standard sets to allow greater flexibility. The three basic suit-types are still Marauder, Commando, and Paladin; with different suits designed to handle different weapons and equipment. The limiting factor in suit design is available power and load points, called SLOTS.
Each suit-type starts with a basic defense rating, electronic warfare rating, and available slots. Weapons and modules may be added until the slots are filled. Some items are only able to the mounted onto certain suits.
Only two weapons may be fitted per suit, one of which is designated the primary and the other the secondary weapon.
DR and EW ratings may not be raised more than double the basic rating.
SUITS
|
SLOTS
|
Basic DR
|
Basic EW
|
|
PALADIN
|
6
|
6
|
5
|
Movement 12
|
COMMANDO
|
5
|
4
|
6
|
|
MARAUDER
|
4
|
5
|
4
|
|
Battlesuit Modules
ITEM
|
SLOTS
|
PAL
|
COM
|
MAR
|
|
|
|
PULSE RIFLE
|
1
|
|
|
|
|
SQUAD GUN
|
2
|
|
N/A
|
|
Suit suffers -2 movement
|
|
LAZE CANNON
|
3
|
|
N/A
|
|
Suit suffers -2 movement
|
|
RPG MISSILE
|
2
|
|
|
|
|
|
|
JAVELIN MISSILE
|
3
|
|
N/A
|
|
|
|
|
EW MODULE
|
1
|
+1 EW per
|
+2 EW per
|
+1 EW per
|
|
|
|
SENSOR PACK
|
3
|
N/A
|
+2 EW
|
N/A
|
Only ONE set permitted
|
|
ARMOR MODULE
|
1
|
+2 DR per
|
+1 DR per
|
+1 DR per
|
|
|
|
CLOAK
|
2
|
+3 EW
|
+6 EW
|
N/A
|
Only vs. Lock-On, lost when wpns fired
|
ENH. SERVOS
|
1
|
+2 MP
|
+2 MP
|
+2 MP
|
EW -1
|
|
|
HVY. BOOSTERS
|
0
|
+2 slots
|
N/A
|
+1 slots
|
DR -1, ONE set only
|
|
TALOS INTCPTR.
|
2
|
+4DR
|
+4DR
|
+4DR
|
+DR vs RPG/MSL,ONE set only
|
|
SPAUL PLATE
|
1
|
|
|
|
(-1) CRT,ONE set only
|
Battlesuit Weapons
|
Weapons
|
Attack Rating
|
Range
|
Type
|
|
Pulse Rifle
|
10
|
5
|
DirFire
|
Ar-2@2hex rng
|
SquadGun
|
14
|
8
|
DirFire
|
AR-2@4hex rng, AR-2/added tgt
|
Laze Cannon
|
18
|
20
|
DirFire
|
|
RPG Missile
|
20
|
10 max
|
Area=1
|
3 Shots
|
Javelin Missile
|
20 per Target
|
20 max
|
Area=2
|
Single Shot, AR20 vs each Tgt in Area effect
| EXAMPLE
Marauder MkI (Basic): Primary-Pulse Rifle w/Ball, Secondary-RPG (3 shots)
DR 6, EW 4, Movement 10
Marauder MKII (Hammer): Primary-Squad Gun, Secondary-Squad Gun
DR 4, EW 3, Movement 8
(Hvy.Boosters, Enh. Servos)
11.0 ALLIES & ENEMIES
Fleet Marines
The most common military force found among the colonies. A marine squad functions as a single unit for game purposes, and is able to Lock-On and engage TWO targets per turn-one Primary and one Secondary. Marines never operate in less than Platoon strength: 2 Rifle squads, 1 Headquarters squad, and BTR personnel carriers. With the Rifle squads and BTRs w/n 2 hexes of their HQ. Because marines don’t rely as heavily on EW systems, Battlesuits are only able to apply ½ of their EW ratings for Lock-On and defensive combat rolls against Marine Squads. Marine morale rating is 4, roll modifiers are: -2 for loss of HQ squad, -1 for loss of a Rifle squad or BTR.
Damaged marines have to following ratings: DR 2, EW 1, Move 2, and ½ AR.
MARINE RIFLE SQUAD
|
DR-3, EW-2, Move-3 hexes
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Pulse Rifle
|
8
|
3
|
DirFire
|
Secondary-Squad Gun
|
10
|
6
|
DirFire
|
Squads maynot combine DR or AR.
HEADQUARTERS SQUAD
|
DR-3, EW-3, Move-3 hexes
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Pulse Rifle
|
8
|
3
|
DirFire
|
Secondary-RPG (2 shots)
|
20
|
6
|
Area=1
|
BTR (APC)
|
DR-5/4, EW-2, Move-6
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Squad Gun (360)
|
14
|
8
|
DirFire
|
Note:Carries 1 Marine Squad, may not combine AR or DR with squads
Panzers
Armored combat vehicles are found throughout the colonial ground forces. Cheap and easy to produce, they offer a small outpost a powerful defense or an unscrupulous raider a deadly weapon. Panzers typically operate as Sections of 2 vehicles (Team), and a Lance of 4 (Squad), with all the standard bonuses. Panzer sections maneuver in adjacent hexes, with the lance’s vehicles operating w/n 2 hexes of each section. Panzer morale rating is 5, modifiers: -1 per Panzer lost. Panzers can’t afford the cost and weight penalty for complete armor coverage, thus they have two DR ratings. The first is for all attacks from the front 3 hex-sides, the second rating is for all attacks from the rear 3 hex-sides, top, or bottom. Panzer’s Area DR support to their team members is the Rear DR.
All Javelin Missiles are TOP attack weapons.
PANZER KWII (Lt.Tank)
|
DR-16/8, EW-4, Move-15
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Laze Cannon
|
18
|
24
|
DirFire
|
Secondary-Squad Gun
|
14
|
8
|
DirFire
|
PANZER KWIII (Med.Tank)
|
DR-20/10, EW-6, Move-12
|
Attack Rating
|
Range
|
Attack Type
|
Primary-Rail Gun
|
30
|
30
|
DirFire
|
Secondary-Squad Gun
|
14
|
8
|
DirFire
|
Note: RailGun suffers AR-5@10hex, Ar-10@20hex.
Non-MI Infantry may not be attacked by Rail Gun. MI gain 2xDR
Alien Horde
From the depth of space comes the greatest terror humanity has ever faced in battle! Only the Mobile Infantry can stand the in face of this ravaging horde!
An alien horde may include 2d6 Swarms, 1d6 Locusts, and a Queen on a 1d6 roll of (5-6). Alien’s do not roll for Lock-on as their sense’s are not effected by human deception. Alien’s EW rating reflects their rapid, inhuman movement and the Battlesuits’ difficulty in targeting the alien menace. Alien swarms and locusts have no range weapons and must move into a human’s hex to attack. As a result, Battlesuit EW ratings may not be included for defensive purposes. Alien hordes do not suffer disruption to their morale, nor are they effected by damage results on the CRT
ALIEN SWARM
|
DR-4, EW-10, Move-14
|
Attack Rating
|
Range
|
Attack Type
|
Bite & Claw
|
20
|
None
|
Area
|
Swarms function as a single unit for game purposes, but because the swarm is controlled by a single mind, a swarm may only attack one target at a time.
ALIEN LOCUST
|
DR-3, EW-10, Move-20 hexes
|
Attack Rating
|
Range
|
Attack Type
|
Talons
|
20
|
None
|
Area
|
Dive, only on 1d6 roll of 6
|
20
|
None
|
Ballistic
|
Airborne Flyers: Ignore ALL terrain bonuses and modifiers.
Dive attack: Target suffers 1/2DR and gains no EW bonus. Locust killed.
ALIEN QUEEN
|
DR-6, EW-10, Move-8
|
Attack Rating
|
Range
|
Attack Type
|
Primary- Bite & Claw
|
20
|
None
|
Area (2 attacks)
|
Secondary-Acid Spit
|
10
|
1
|
Ballistic
|
Queen may make 3 attacks each turn against up to 3 targets: 2 Bite&Claw, 1 Acid Spit.
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