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  A TACTICAL RULES SUPPLEMENT FOR THE HEAVY GEAR UNIVERSE 
  TACTICAL FI€LD SUPPORT ARTILLERY & GROUND WARFAREDIRECTED by Pierre Ouellette STARRING Eke Charest, Gene Marcil and Marc-Alexandre 
  Vezina SCREENPLAY Pierre Ouellette BASED ON A GAME by Dream Pod 9 BASED ON A STORY by Pierre Ouellette PRODUCER Jean Carrieres CINEMA- 
  TOGRAPHER Marc-Alexandre Vezina FILM EDITORS Brian, Bill & Eric Inc. MERCHANDISING Robert Dubois COMPUTER GRAPHICS & SPECIAL EF- 
  FECTS Ghislain Barbe, Normand Bilodeau, Jeff Fortier and Pierre Ouellette SOUNDTRACK by YFA 0 MCMXCVI Dream Pod 9, Inc. 
  Waylon Wyatt (order #5625757)
  
  ' 1  -- 
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  The sound of the artillerq batteries was a distant thunder on the far hori- 
  zon. Temporarilq safe at the bottom of a hastilq digged foxhole. Ranger 
  Callahan considered his options. With his Gear blown out from under him 
  bq a well-concealed mine. these were dreadfullq limited. 
  Callahan immediatlq ruled out anq thought of a pick-up. This far out on the 
  border. no operation was completelq official. and if qou missed the first 
  bus home there was no second service. 
  "IfI'm to mahe it out of here. 1'11 have to do it all bq mqself," he thought 
  grimlq. He carefullq evaluated his meager possessions: a survival knife and 
  hit. a small bedroll. a light anti-armor rochet launcher. He repached them 
  carefullq in his bachpach and peered out of the foxhole. Nothing in sight. 
  "No sense in staqing here." he muttered uhile climbing out. Half-crouched. 
  he began to run toward friendlq lines - 
  or at least, where they still 
  were when he last heard from Command. Far ahead of him. he could see 
  shafts of light rising into the night shq. probablq the odd artillerq rochets 
  fired to mahe troops heep their head down. 
  "Its gonna be one hell of a walh hach to the firebase." Callahan thought. 
  "but if I mahe it 1'11 be getting drinhs off the storq for cqcles ..." 
  The Tactical Field Support manual contains additional rules and equipmentfor Oream Pod 9 s  
  exciting Heavq Gear mechanized science-fiction game. Within these covers qou will End: 
  - The all-new Skirmish Scale. which brings more detail and a lot more action to small 
  - A detailed advanced combat initiative sqstem for small unit actions: 
  - Advanced artillerq rules. including barrage fire and locked-on artillerq missiles: 
  I. Advanced minefield rules. including proximitq. remote and lumping mines: 
  I. Optional rules for field engineering and detailed close combat; 
  Eight neiusupport weaponsqstems.from the LightRrtillerqUnitto themonstrousVerq 
  I. Four new Perks. more options to add to qour vehicles: 
  I. And full4 illustrated descriptions and game stah for 25 battlefield support vehicles 
  units combat: 
  Heavq Artillerq Hissile: 
  Produced and Published bq Oream Pod 9. Inc. 
  5000 Iberville. Suite 332. Hontreal. OC. Canada. H2H 2% 
  Rrtuoih and designs Copqrioht 01995.1996 Oream Pod 9. Inc 
  HERVYGERRTM.IRCTICALRELD5UPPORTTM 
  andSllHOU€IIETM 
  areTrademaihsoforeamPod9.Inc. 
  RII Riphts Reserved. 
  "
  I
   I 
  ISEM 1-896116-10-8 
  Printed in Canada 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  CHRPTER 1: INTROOUCTION .............................. 
  4 
  1.0 
  UNOERflAE ................................................................... 
  4 
  1.1 
  THE BATTLEflELO OF THE 62NO CENTURY ....................... 
  S 
  111 
  BOOH OVERVIEW ................................................ 
  S 
  CHRPTER 2: SHlRMlSH SCALE ......................... 
  6 
  2.0 
  2.1 
  2.2 
  SHl AMISH SCRLE .......................................................... 
  6 
  CHANGE OF SCALE ........................................................ 
  6 
  THE ROVANCEO SHlRMlSH SCALE ROUNU ........................ 
  7 
  2.21 
  SET-UP PHASE .................................................. 
  7 
  2.2.2 
  THE COMBRT ROUNU .......................................... 
  7 
  2.2.3 COMMANO POINTS ............................................. 
  8 
  2.2.4 nCTions ........................................................... 
  9 
  2.3.1 
  SHlAMlSH SCRLE STACHING .............................. 
  11 
  2.4.1 
  OETECTION RATING ........................................... 
  I2 
  2.4.2 
  ACTIVE SENSOR 10s ......................................... 
  I2 
  2.4.3 OBSCUAEMENT ................................................. 
  I2 
  2.4.5 
  STEALTH EFFECTS ............................................ 
  13 
  2.51 
  CONSECUTIVE UEFENSE PENALTIES .................. 14 
  2.5.2 PHYSICAL RTTRCHS .......................................... 
  14 
  2.5.3 
  BURST FIRE ...................................................... 
  IS 
  SHlAMlSH SCALE OMlONRL RULES .............................. 
  17 
  2.3 
  MOVEMENT RHO TEnnnii .............................................. 
  11 
  2.4 
  LINE-OF-SIGHT 
  nnu OBSCUREMENT ............................. 
  12 
  2.4.4 
  ECM nnu ECCM EFFECTS .................................. 
  13 
  2.5 
  WEAPON nnms ........................................................ 
  14 
  2.5.4 
  nnEn EFFECT HEAPOHS ................................... 
  16 
  2.61 
  nnTiiiEnY nno SuPPottT ................................ 
  17 
  2.6.2 n u u m  ENVIRONMENT .................................... 
  17 
  2.6.3 
  URBAN TEnAnin ............................................... 
  18 
  2.6 
  2.6.4 
  BRIOGES .......................................................... 
  19 
  2.6.5 FIRESTARTING RHO OESTROYIN6 TERRAlW ......... 19 
  2.6.6 
  CLIMBING AND FALLING ................................... 
  19 
  2.6.7 
  WEATHER ......................................................... 
  I9 
  CHAPTER 3: ARTILLERY SUPPORT .................. 20 
  3.0 
  RRTILLERY SUPPORT ................................................... 
  20 
  3.1 
  REOUESTING FIRE MISSIONS ........................................ 
  20 
  311 
  CRLLER HIERARCHY .......................................... 
  21 
  3.2 
  RAE MISSION ATTACH PAOCEOURE ............................... 
  22 
  3.2.1 
  OEVlATlON ...................................................... 
  22 
  3.2.2 RANGING SHOT ................................................ 
  23 
  3.2.3 
  DAMRGE ......................................................... 
  23 
  3.2.4 
  PSYCHOLOGICAL OAMRGE 
  3.5 
  ARTILLERY MISCELLANEOUS RULE 
  3.3.1 
  COUNTER-BATTERY FlAE .. 
  3.3.3 CLEARING MlNEFlELUS .................................... 
  24 
  3.3.4 
  USING ROCHE1 POUS AS RRTllLERY WEAPONS .. 24 
  5.4 
  UlRECT FIRE ............................................................... 
  26 
  3.4.1 TRRCHING AN0 CORE S16HTlN6 ......................... 
  26 
  3.5 
  GUN CARRIAGES .......................................................... 
  27 
  3.3.2 LOCHEO-ON nnTiiiEnY MISSILES 
  .................... 
  24 
  3.3.5 INFANTRY suPPonT ......................................... 
  2s 
  CHAPTER 4: MINEFIELOS ............................... 
  28 
  411 PnoxiniTY MINES ............................................ 
  28 
  4.0 
  MlNEFlElOS ................................................................ 
  28 
  41 
  MINEFIELDS IN THE GAME ............................................ 
  28 
  41.2 
  REMOTE-DETONATED MINES ............................. 
  29 
  41.3 
  TIME-UETONATEO MINES .................................. 
  29 
  41.4 
  HAYWIRE MINES .............................................. 
  29 
  4.1.5 
  JUMPING MINES .............................................. 
  29 
  4.2 
  MlNEflElU COSTS RHO CHARRCTERISTICS ..................... 
  30 
  4.2.1 
  UEPLOYING MINEFIELOS .................................. 
  30 
  4.3 
  CLEARING MlNEFlELOS ............................ 
  .... 31 
  4.3.1 
  MINESWEEPING ................................................ 
  31 
  CHAPTER 5: OPTIONAL RULES ....................... 
  32 
  5.1.i 
  WHITE snNo TEnnniN ...................................... 
  32 
  5.0 
  OPTIONRL RULES ........................................................ 
  32 
  S.1 
  NEH TEAARIN TYPES ................................................... 
  32 
  5.1.4 
  TAR SRNOS ..................................................... 
  33 
  5.2 
  HULL-00WN POSITIONS ............................................... 
  34 
  5.3 
  MELEE COMBAT .......................................................... 
  35 
  5.3.1 
  RUVANCEO CLOSE COMBAT ............................... 
  35 
  5.3.2 USING GRENRUES ............................................ 
  36 
  5.4 
  VEHICLE DAMRGE ........................................................ 
  37 
  5.4.2 
  OVERPENETRRTION 
  S.S1 
  RCOUIRING AN0 AELOAOING HEAWNS .............. 38 
  5.5.2 
  EMERGENCY FIELU REPAIRS ............................. 
  39 
  5.5.3 FIELU ENGINEERING ......................................... 
  40 
  5.6 
  MORALE ..................................................................... 
  42 
  5.61 MORALE THRESHOLOS ..................................... 
  42 
  5.6.2 
  MOAALE CHECHS ............................................. 
  42 
  5.6.3 SPECIAL CASES ............................................... 
  44 
  CHAPTER 6: ENGINEERING NOTEBOOH ............ 46 
  6.0 
  ENGINEERING NOTEBOOH .................................. 
  6.1 
  SUPPORT MRTEAIAL .................................................... 
  46 
  6.1.1 
  BRRBEO HIRE .................................................. 
  46 
  61.3 FRSCINES ....................................................... 
  46 
  6.2 
  INFANTRY EOUIPMENT ................................................. 
  47 
  6.2.1 
  UlVlNG EOUIPMENT .......................................... 
  47 
  6.2.2 
  ENGINEER TRRlNlNG RHO EOUlPHEKl ................ 47 
  6.2.3 ENVlRONMENT SUITS ....................................... 
  47 
  6.2.4 
  LASER UESIGNATOR ......................................... 
  48 
  6.2.5 
  MINE SENSORS ................................................ 
  48 
  6.2.6 PORTABLE AAGM LAUNCHER ............................. 
  48 
  6.2.7 
  SRTCHEL CHANGES .......................................... 
  48 
  NEW WEAPON SYSTEMS ............................................... 
  49 
  6.31 TUBE RRTlLLERY ............................................. 
  49 
  6.1.2 
  CONSTRUCTION m n t n i  ................................ 
  46 
  6.3 
  6.3.2 nnTtiiEAY MISSILES ...................................... 
  si 
  6.3.3 AnTiiiEnY AMMUNITION 
  _._____.__________________________s2 
  6.4 
  NEH PERHS ................................................................ 
  SS 
  CHAPTER 7: GAMEMASTER RESOURCES ......... 56 
  7.0 
  GURRU DUTY ............................................................... 
  56 
  7.1 
  BRTTLEflELD CAMPAIGNS ............................................ 
  57 
  7.11 
  816 GUNS ........................................................ 
  58 
  71.2 
  BLACH GUNS ................................................... 
  59 
  71.3 
  BRIUGE OVER THE BRULANOS ........................... 
  60 
  71.4 
  DOGS OF WAR ................................................... 
  61 
  7.13 
  FlAST ONES IN ................................................. 
  62 
  71.6 
  GREAT ESCRPES .............................................. 
  63 
  71.7 
  HEAVY METAL ................................................. 
  64 
  71.8 PATCH ‘EM UP! ................................................ 
  65 
  ........................................................ 
  66 
  STOCH NOH-PLAYER CHARACTERS ............................... 
  66 
  7.3 
  CHAPTER 8: FIELD GUlOE .............................. 
  72 
  8.1 
  supponi VEHICLES ..................................................... 
  73 
  8.0 
  STEEL COLUMNS ......................................................... 
  72 
  ARTEHIS ................................................................................ 
  74 
  REO BULL .............................................................................. 
  76 
  STINGER ................................................................................ 
  78 
  Waylon Wyatt (order #5625757)
  
  VANURl ................................................................................. 
  80 
  NORTHERN flElO AATlllEAY ................................................... 
  8 2  
  SOUTHERN FlElU RATlllERY ................................................... 
  82 
  URNOClES ............................................................................. 
  84 
  SAGITTARIUS .......................................................................... 
  86 
  BAXTEA ................................................................................. 
  9 2  
  CELT 
  ................................................................................. 
  94 
  ENGINEERING CRlEZlY ............................................................ 
  9 8  
  VALENCE ............................................................................... 
  100 
  EVIL EYE ............................................................................... 
  102 
  NUADOCH CEE-THREE ............................................................ 
  104 
  ENGINEERING counn ............................................................... 
  96 
  NIGHTINGALE ......................................................................... 
  106 
  SEEHEAI ................................................................................ 
  08 
  ANTELOPE ............................................................................. 
  110 
  FIVE-TON .............................................................................. 
  112 
  SPRINGER .................................... 
  IANHEA ....................................... 
  JACHRABBIT .......................................................................... 
  118 
  NAllAHY ..................................... 
  REFERENCES .............................................. 
  120 
  REFERENCE TRBLES ............................................................... 
  120 
  INDEX ................................................................................ 
  122 
  r i m n  SHEETS .................................................................... 
  124 
  Waylon Wyatt (order #5625757)
  
  “I’m telling you, we have the most damned, rotten luck ever slapped on a 
  Republican infantry escouade!” Tiny said. He punctuated his remark by spit- 
  ting on the ground at his feet. Sergent DeMoren looked at him disapprov- 
  ingly, but let it pass. Truth be told, he wasn’t feeling that much more confi- 
  dent right now. If that idiot Lieutenant hadn’t been so careless with his 
  “private business,” the entire company would not have been assigned to 
  the Basal campaign. 
  At the moment, Bravo Escouade was huddled in a small ditch somewhere 
  in Basalian territory. “Somewhere” was exactly the right word for their situ- 
  ation: ever since the forces of the rebel emir had tried yet another 
  counterpush against the MlLlClA troops, this region had effectively become 
  a black zone in most military holodisplays. You never knew whether you 
  were in friendly or hostile territory until you got shot at, and even then you 
  would be as likely to be taken out by so-called “friendly fire” as you would 
  by enemy artillery. 
  OeMoren peered out of the ditch but ducked back quickly. No sense in offer- 
  ing a nice, juicy target to a bored sniper, he thought. He rummaged in his 
  backpack until he found an old, beaten-up field periscope and used it to 
  take another look at the field. The damage done by the combined effect of 
  their anti-armor guided missile fire and the mines they had carefully laid 
  earlier had paid off. Numerous Heavy Gear wrecks wearing Basalian colors 
  were visible nearby, their legs blown off by the hidden charges or their 
  bodies crushed by missile impacts. 
  He was still surveying the field when the first explosion threw geysers of 
  dust into the air with a dull booming sound. DeMoren’s well-trained mind 
  went into automatic - 
  enemy barrage. 
  ‘9ncoming!!” he yelled as he dropped flat. 
  The entire cadre was hugging the dirt by the time they heard the super- 
  sonic screams of the shells falling and bursting nearby. The ground began 
  to shake and the explosions became louder, sharper. 
  DeMoren felt something hit right beside him and looked up. A few paces to 
  his left, Tiny did the same. Just between them, a shell was half buried in 
  the soft ground, a tiny crater around it. Both men looked at it with wild 
  eyes, but the shell just sat there. The expected detonation never came. 
  uA dud. It’s a dud.” Tiny said in a voice matching his nickname. DeMoren 
  realized he was still holding his breath and slowly let it go. The barrage 
  stopped as suddenly as it had begun, but DeMoren knew the artillery guns 
  were just changing position to avoid return fire. “Time to move, people. 
  Seems we’re not welcome here anymore.” 
  Bravo Escouade emerged from the ditch, the troopers bent low and running 
  to get to the next one. The barrage had created some nice new foxholes 
  that were soon put to good use. Tiny, get me Command on the tube again. 
  Those damn idiots better find a way to get us out of here this time -fast.” 
  Just behind them, the shell suddenly remembered its mission and the ditch 
  was filled with white-hot fragments. Many soldiers flinched and paled vis- 
  ibly at the sight. “Merrrde...” 
  was all Tiny could manage to blurt out. 
  V o u  were saying, about our dumb rotten luck?” DeMoren said with a smirk. 
  Waylon Wyatt (order #5625757)
  
  Battlefield support is a broad term that has come to encompass many different things, such as artillery, defensive 
  works and supply lines. Although none of the above are necessarily seen on the battlefield perse, especially in 
  this era of small unit actions, they remain vitally important to the continued survival of all armed forces in any 
  extended campaign. This manual aims to cover all of these subjects, both in descriptive and in rule terms, in as 
  much detail as possible. 
  Warfare has always been ugly and brutal, and the modern battlefield is no exception. Both artillery and mines fit 
  the above description, each capable of delivering high firepower seemingly out of nowhere and devastating even 
  large armored columns. Artillery weapons use both chemical and electromagnetic technology to propel shells 
  and warheads awesome distances with great accuracy, and some can even hunt down designated targets. Mines 
  can be programmed to discriminate between friendly and hostile units, or even attack low-flying aircraft. Tech- 
  nological improvements have made these weapons extremely accurate and deadly, but at the same time small 
  enough to be man-carried, allowing even the lowly infantryman to play a significant role in classic fire support. 
  Although fire controls and weapon ranges have been greatly improved since the advent of mechanized warfare, 
  defending against them does not always require a high level of technology. Indeed, some quite primitive means 
  of protection are still very effective: trenches, foxholes and other earthworks are inexpensive and afford consid- 
  erable protection to units using them as cover. Best of all, they can often be built by engineering units using 
  whatever materials are available on the front lines. 
  Fortifications can also be erected to protect important installations, such as a factory or a military base. Some 
  are armed with point defense weaponry, such as anti-aircraft lasers or rapid-fire AMS cannons, to shoot down 
  incoming aircraft or missiles. Others feature armor plating to reduce or absorb damage before it can affect the 
  structure itself. Although fortifications are only useful in a defensive situation, they can turn the tide of almost 
  any battle if used properly. 
  Last, but far from least, supplies must be delivered regularly to any unit in the field. Although the troops may be 
  able to scrounge their own food and fuel, it takes valuable time and effort and may antagonize the local popula- 
  tion, leading to further problems. Even worse, spare parts and ammunition cannot usually be manufactured in 
  the field and must be provided quickly or the performance of the combat group will deteriorate. 
  The duties performed by the military supply personnel and engineering corps are seldom seen as very glamor- 
  ous by the general public. Nevertheless, the soldiers that fuel the hungry war machine of Terra Nova take a 
  certain pride in their work. They may even be unexpectedly trust into the role of heroes by the changing fortunes 
  of war, The tales and quiet exploits of these valiant crews never go much further than the mess hall but they are 
  rarely forgotten by those whose life depends on the work of the much maligned support units. 
  11 THE lIlTT1EFIE10 OF THE 62NO CENTURY 
  111 BOOK OVERVIEW 
  The Tactical Field Support manual is a Heavy Gear tactical battle supplement that contains advanced rules, new equipment, weap- 
  onry and vehicles This supplement is divided into several chapters, each covering a specific aspect of the new rules Most of these have 
  been written with tactical game scenarios in mind and may vary somewhat from established military procedures and axioms. Whenever 
  possible, sidebars have been included to give additional insights on the effect of the new rules when viewed from a roleplaying or tactical 
  point of view 
  The following chapter introduces the Skirmish Scale system, a more detailed set of rules for combat between small numbers of units 
  While based on the tactical system, the Skirmish rules use more condensed battlefield and time scales, allowing for more detail and more 
  opportunities for action 
  The third chapter covers the improved artillery rules: the entire procedure for calling down artillery support has been expanded and 
  revised. The fourth chapter features new mine types, such as jumping and electromagnetic pulse mines, and the rules to field them, it also 
  reviews the minelaying and mine-clearing procedures for both infantry and engineering vehicles 
  The fifth chapter lists the optional rules These rules cover situations that are normally outside the scope of the tactical combat game, but 
  might be required for some specific scenarios Rules that bring additional realism at the cost of complexity are also included, should the 
  playerswant to use them. For example, while most of the battles fought with the standard Heavy Gear rule set are raiding operationsand 
  skirmishes, with little choice over the terrain configuration, the engineering rules now allow players to modify the battlefield to improve 
  their chances of winning. 
  The next chapter unveils new support weapons and new Perks to add artillery and engineering vehicles to Heavy Gear Some new types 
  of infantry equipment are also included. The book closes with eight campaign seeds, ten typical battlefield support character archetypes 
  and eighteen vehicles that are representative of the support units currently in service with the forces of Terra Nova. 
  Waylon Wyatt (order #5625757)
  
  The Skirmish scale rules are an optional rule set intended to simulate fast 
  and furious, action-by-action, short-range combat between small numbers 
  of units, These rules can also be used to simulate combat in heavily re- 
  stricted environments, such as FlBUA (Fight In Built Up Area), jungles or 
  canyons, with greater accuracy than the normal 50-meter hex scale allows. 
  Also, since the Skirmish time scale is the same as the one used in the 
  roleplaying system, it is now easier than ever to mesh tactical combat and 
  roleplaying action together. 
  The following Skirmish scale rules are for Silhouette's tactical combat. They 
  are changes and additions to the combat rules detailed in the Tactical Com- 
  bat chapter, starting on page 82 of the main rulebook. They are also par- 
  ticularly well suited to miniature tabletop play, since they require less table 
  surface and allow more detail to be added to the battlefield. 
  The following is the complete version of the Skirmish scale. A shortened 
  version for arena combat that features only the modifications to the stand- 
  ard tactical game can be found in the Duelist's Handbook. Other than this, 
  both rule sets are exactly the same. 
  The Skirmish scale system takes a much closer look at mechanical combat than the normal tactical rules Skirmish scale hexes are only 
  10 meters across, one-fifth the size of a standard tactical-scale hex Likewise, elevation levels now represent only 10 meters Skirmish 
  scale combat rounds represent 6 seconds of real tune, equal to the standard Silhouette roleplaying rounds. Since all dimensions are 
  divided by a factor of five, the MP scores of the various units do not change one MP still represents approximately 6 kph of speed 
  time frame of 6 seconds per 
  Each round lasts 6 seconds 
  Each hex represents 10 meters 
  Remain identical 
  apons' Rate of Fire 
  Remain identica 
  ions: 
  One extra action allowec 
  Waylon Wyatt (order #5625757)
  
  2.2 THE ADVANCED SHlRMlSH COMBRT ROUNU 
  The following is a new approach to the Combat Round procedure found in the Heavy Gear rulebook (page 86). It makes play proceed 
  more smoothly and reduces the importance of winning the Initiative roll, placing the emphasis on the second-by-second decisions made 
  by each commander. It is important to note that either initiative system can be used in Skirmish game play. If the players feel more 
  comfortable with the system outlined in the rulebook, then it should be the one used. 
  Although this advanced initiative system is slightly more complex and requires some additional bookkeeping to keep track of which unit 
  has moved, which has not and who has extra actions, the reduced number of units in play means there is no significant increase in 
  playing time. Using numbered counters or just small dice to keep track of actions removes much of the paperwork and is made practical 
  by the small number of units. In general, the more dynamic and chaotic battlefield play this system permits is well worth the trouble 
  2.2.1 SET-UP PHflSE 
  A battle always begins with the Set-up phase. Set-up takes place before the first round of combat and occurs only once. An overall 
  commander must be chosen for each side, with a second in command. Their identities can remain secret, but must be noted for future 
  reference. If the commander becomes a casualty, he is replaced by the second in command. If both are put out of action, all future 
  Leadership skills are rolled at the skill level of the next highest ranked soldier present (by default, at level 1). The only exception to this 
  rule occurs during integrated roleplaying/tactical games. The Player Character with the highest Leadership skill may choose to replace 
  the commander if the latter becomes a casualty. Otherwise, the rule stands as is. 
  A Tactics skill test is made by each side based upon the skill level of the commander. Fumbles count as a die result of one. Reroll ties. The 
  winner chooses which player will begin placing his combat groups (see Heavy Gear rulebook, p. 82) upon the map. Players should 
  alternate, each placing one combat group at a time on the mapboard. After placing a unit, the player must declare what speed (stationary, 
  Combat, or Top speed) it is moving at. Pre-designed scenarios should have clearly defined set-up locations for each faction. Otherwise, 
  the players should agree on which mapboards to use and set up on the first two rows of hexes on opposite sides. 
  If, during the first round, a unit is attacked before it has been moved, it is treated as if it were moving at the maximum number of hexes 
  possible for its speed for the purpose of defense rolls only. 
  The die result of the Tactics roll should be recorded by each player. Each point represents one Tactical Command point that can be played 
  at any time during the game. Command points represent an action reserve for unexpected situations; they are fully explained further on. 
  2.2.2 THE COMBAT ROUND 
  The Skirmish game is subdivided into combat rounds that simulate approximately 6 seconds of real time, the same duration as a 
  roleplaying round. During each combat round, the following steps occur, in order: 
  STEP ONE: DECLARATION PHASE 
  7 
  Both sides declare any extra actions and individual evasive 
  maneuversfor the round. Useacounter or token to mark the unit(s) 
  with extra actions, avoiding confusion during game play. This to- 
  ken can be placed either near the playing piece or on the record 
  sheet, whichever the player finds more suitable. 
  STEP TWO: INITIATIVE PHASE 
  v 
  Initiative determines which side has the advantage during the 
  msent round of combat. Each side rolls an action test based on 
  their commander's Leadership skill. If only two machines are fat- 
  ing each other, the Piloting skill is used instead of the Leadership 
  skill. The highest result wins. Draws are rerolled. 
  Record theMoSof the Initiative roll.TheWinner receivesanumber 
  of Initiative Command points equal to that MoS. The Loser re- 
  ceives no Initiative Command points this combat round, but may 
  use Tactical Command points. 
  The side with the least number of combat groups decides which 
  side will play first. If both sides have the same number of combat 
  groups, the winner of the Leadership roll makes the decision. 
  Waylon Wyatt (order #5625757)
  
  STEP THREE: ACTIVATION PHASE 
  v 
  The side whose turn it is to play may move any or all units in one 
  of their combat groups. Units that shift speeds (Combat to Top 
  and vice-versa) must declare so immediately after movement. 
  Actions, such as firing or activating a system, may be resolved at 
  any time before, during or after the movement. Attack penalties 
  are based on the unit's total movement; for example, if Half-Com- 
  bat Speed is announced, the unit cannot spend more than half its 
  Combat MPs. 
  Each unit moves and takes its actions before another unit is acti- 
  vated. If a unit does not take the opportunity move or act when its 
  combat group is activated, it cannot do either at a later point in 
  the combat round. 
  At any time during the activated unit's movement, any enemy unit 
  may use one (or more) of its actions to fire or perform a task 
  against the moving unit (and only against the moving unit). At- 
  tacks may be directed at any point along the moving unit's path, 
  but the unit's full movement counts towards the Defense roll. The 
  total MP allocation of the target is used to determine the defense 
  speed modifier, even though the actual displacement may be 
  shorter, because this is a hurried reaction for the attacker. The 
  defender must spend at least one MP or end its movement before 
  each of the attacker's actions if more than one action is used. 
  Forward observers must always act before the firing unit(s) to 
  which they relay target information. 
  Once every unit in the combat group has moved and acted (or 
  forfeited its chance to do either), the other side activates one of its 
  own combat groups, which may move and take action as outlined 
  above. This exchange goes back and forth until all groups have 
  moved and acted. 
  A combat group may only move once per combat round. If one 
  player no longer has any combat groups left to use, the opponent 
  activates his remaining combat groups one by one until they all 
  have been moved. 
  STEP FOUR: MISCELLRHEOUS EVENTS PHASE 
  v 
  During this phase, any unusual events - 
  such as long-range 
  artillery and off-board bombing attacks-are 
  resolved. Initiative 
  Command points go back to zero. Any action not spent at this 
  point is lost. 
  Repeat steps 1 to 4 until the battle is resolved or pre-planned 
  objectives are met. A combat group may only move once per com- 
  bat round. 
  P
  Command points represent the commander reacting to or anticipating the enemy's actions. There are two types of Command points: 
  Tactical and Initiative. Tactical Command points are available throughout the game, but their number is determined in the set-up phase 
  and no more can be obtained once they are spent. Initiative Command points are valid for one round only, but are refreshed with each new 
  Initiative roll. Other than this, there is no difference between the two. Two colored dice of different colors can be used to keep track of 
  Command point totals. 
  Command points are available to any unit with a functional communication system and can be used to take an additional regular action, 
  incurring no die penalty; turn a unit around by up to 180 degrees, even if it has been activated before (and thus has no MP left); buy a +2 
  modifier to a single Defense roll (representing a warning shout); or activate a unit out of sequence - 
  to get out of harm's way, for 
  example. In the latter case, the unit must not have been activated (it., moved) previously, and it cannot be moved again when its combat 
  group is activated (though it may act if it has any actions left). 
  Waylon Wyatt (order #5625757)
  
  2.2.4 ACTIONS 
  In Skirmish scale combat, players still get the same number of actions per round as in tactical combat, Le., one plus an additional number 
  of actions based on the number of crewmen. Each unit is allowed one extra action with a -1 modifier on all its rolls. Because of the short 
  time span involved, it is impossible to get more except by using Command points. 
  For the same reason, the scope of what an action includes has been reduced. For example, in the tactical system, maneuvering a vehicle 
  costs zero actions and firing a weapon costs one action. In the Skirmish scale, maneuvering a vehicle requires one action and both 
  aiming and firing a weapon require an action each (see further). 
  As a general rule, most complete acts in the Skirmish scale require two actions. The first action spent represents the preparations made 
  (e.g. acquiring a target, programming active sensors). The second action represents the actual completion of the act (e.g. firing the 
  weapon at a target, performing the sensor scan). Usually, the second action can be performed many times in a row without requiring the 
  first act to be repeated. For example, once a vehicle has acquired a target, it can fire upon it repeatedly until it either loses sight of its target 
  or switches to another (see Target Acquisition below). 
  The following are common actions in Skirmish scale combat. 
  1 Crelu And Actions 
  Min. Crew Size 
  Add. Actions 
  Total Actions 
  Max. Actions 
  1 
  0 
  1 
  2 
  2 
  1 
  2 
  3 
  4 
  2 
  3 
  4 
  16 
  4 
  5 
  6 
  32 
  5 
  7 
  etc .. 
  -
  MANEUVERING 
  Guiding a vehicle through complex maneuvers or hard turns requires the pilot's full attention, often preventing him from doing other 
  tasks such as firing a weapon or operating an on-board system. In addition to costing 1 MP, any turn of two hex-facings or more (120"t) 
  requires one action Moving in a mostly straight line (e g. no turn of more than one hex-facing, or 60") does not require an action. 
  SHIFTING INTO TOP SPEEOICOMBAT SPEEO 
  v 
  Just like maneuvering, going to Top Speed requires the pilot's full attention. Instead of simply declaring a change from Combat Speed to 
  Top Speed or vice versa after movement, in Skirmish scale combat this change requires the expenditure of an action (the change still 
  takes place after movement) 
  Before attacking an opponent, a unit can use one action to acquire it as a target (also see Panic Attack below). A target can also be 
  automatically acquired if the attacker moves within ten hexes of the defender and a clear line-of-sight exists between the two. This target 
  remains acquired until the unit's line-of-sight with the target is broken. 
  It is also possible to acquire a target by "tailing" it. To tail an opponent, one must end the turn in the target's rear defense arc. An opposed 
  Piloting check is made between the two pilots on the next turn if the attacker is still tailing the defender. If the tailing unit succeeds, the target 
  becomes acquired. For each subsequent turn where the target is tailed but not acquired, add t1 to theattacker's roll for acquiring the target. 
  STANORRO ATTACH 
  v 
  After performing target acquisition, a unit may attack the target with one weapon or set of linked weapons. Firing a weapon or link costs 
  one action per firing as per the standard tactical rules. Ammunition consumption remains the same as in the Tactical game, except for 
  Saturation fire (see page 15). Damage is applied immediately as each weapon hits. 
  PnNiCnnACH 
  v 
  A Panic Attack consists of an attack performed without first acquiring the target (in effect, taking a wild shot). Panic Attacks suffer a -2 
  penalty on their attack rolls. If a unit performs three Panic Attacks (successful or not) against a target without ever losing their line of 
  sight, the target is automatically acquired 
  Waylon Wyatt (order #5625757)
  
  CHANGING WEAPON SYSTEMS 
  7 
  Each crewman can handlea single weapon system, or set of linked 
  weapons, at a time. Using more than one is simply too confusing 
  in the heat of close quarter battles. Switching between weapon 
  systems costs one action. A set of linked weapons is considered 
  to be one weapon for the purpose of this rule. It is possible to add 
  or remove a linked weapon from the firing link at the cost of one 
  action. Such a weapon must have paid the cost for being linked 
  (it., non-linked weapons may not be added to a weapon link). 
  ACTIVATING AUXILIARY SYSTEM 
  v 
  Before using any auxiliary system, such as ECM, active sensors 
  or smoke launchers, a vehicle crew must expend one action pre- 
  paring the system for use. This action succeeds automatically. 
  Communication systems and passive sensors are assumed to al- 
  ways be "on" and do not need to be activated prior to being used. 
  However, if either is shut down (to avoid leaving telltale emis- 
  sions, for example), it takes one action to activate them. 
  USING AUXILIARY SYSTEM 
  7 
  Once an auxiliary system has been prepared, a vehicle's crew may 
  expend one action to use it. If the system requires a roll of some 
  sort, it is performed when the action is expended. An auxiliary 
  system may be used multiple combat rounds in a row without 
  additional preparation. If two rounds go by without the system 
  being used, the crew must expend one action to prepare it again. 
  PREPARING TO EMIARHIUISEMI ARH 
  v 
  One action is required for a vehicle crew outside their vehicle to 
  prepare to embark or for a crew inside their vehicle to prepare to 
  disembark. This action covers the various ingress preparations, 
  such as lining up for orderly entry, opening hatches and access 
  doors, etc. Crew preparing to leave the vehicle must likewise re- 
  lease their security harnesses and move into position by the doors. 
  EMBARHlNGIUlSEMlRRHlNG 
  v 
  Once a vehicle's crew has prepared to embark or disembark, up to 
  ten crew members or passengers may enter or exit the vehicle per 
  action expended, provided the situation allows it. This action cov- 
  ers various activities such as entering the crew compartment or 
  cockpit, settling down, reaching for straps and belts, etc. 
  WARM-UPISHUTUOWN 
  v 
  Since Skirmish scale rounds are so short, the actual act of start- 
  ing up a vehicle's engine or shutting it down requiresafull action. 
  In most combat situations, all vehicles will already have their en- 
  gines started, but in some scenarios a vehicle's crew could begin 
  the game outside their vehicle. 
  In such cases, the crew is treated as an infantry squad with a skill 
  level one lower than their crew level (e.g. a Veteran vehicle crew 
  becomes a Qualified infantry squad). The crew is divided into 
  makeshift units of around five people. They are armed with pis- 
  tols (Acc. 0, ROFO, Dam. xl, Base Range 1 Skirmish hex). One in 
  five crewmen may be equipped with a heavier weapon: for sim- 
  plicity, it is treated as a standard 7 mm infantry rifle. 
  Waylon Wyatt (order #5625757)
  
  2.3 MOVEMENT AND TERRAIN 
  Vehicles move in the same manner as in a normal tactical game, with but one exception: sharp turns now cost one action to perform, in 
  addition to one MP (see Maneuvering, p. 9). Otherwise, the mechanics of movement work exactly the same as in the normal tactical game 
  (see the Heavy Gear rulebook, p. 88). 
  There is a difference, however, in the cost (in MPs) of the various hexes of terrain. When dealing with 50-meter hexes, some averaging 
  must be made to account for natural variation. For example, ground-effect vehicles cannot normally cross a forested hex because they 
  lack the required leverage to knock down trees that are in their way. Movement is still allowed through Forest hexes in the tactical system, 
  however, because trails, clearings or small dirt roads might exist that would allow them to pass. 
  In the Skirmish scale, hexes are only 10 meters wide. This leaves a lot less room for suppositions, so the movement costs of the various 
  terrain types have been changed to take this into account. Some hex terrains are now prohibited to certain types of units; these are marked 
  "n/a" in the table below. Note that the Skirmish scale rules outlined in the Duelist's Handbook do not list these Skirmish MP costs 
  because the rules were included to help define arena combat, where the terrain is relatively uniform. If the players agree, the following 
  Skirmish MP costs may be used to further define an arena's terrain. 
  1 Advanced Shirmish Terrain Costs 
  Terrain Tvoe 
  Walker MP 
  Ground MP 
  Hover MP 
  NavallSub MP 
  Obscurement? 
  Clear 
  1 
  I 
  1 
  nla 
  N 
  Rough 
  1 
  2 
  2 
  nla 
  N 
  Sand 
  2 
  2 
  1 
  nla 
  N 
  Woodland 
  2 
  4 
  nla 
  nla 
  Y 
  Junale 
  3 
  nla 
  nla 
  nla 
  Y 
  Swamp 
  3 
  4 
  1 
  nla 
  Y 
  f *  
  Water 
  .?* 
  4' 
  1 
  1 
  t1 elevalion 
  add 2 
  add 2 
  add 4 
  nla 
  N 
  -1 elevation 
  add 1 
  nla 
  N 
  * Only amphibious walkers andground vehicles may enter Water hexes. Other walkers andground vehicles will 
  flood and automatically be put out of action. Amphibious vehicles cannot enter or exit water while moving at Top 
  Speed. 
  * * Water only produces obscurement if the defender is in a Water hex and is submerged. In this case, water 
  produces 1 point of obscurement per 3 hexes. 
  2.31 SHlRMlSH SCALE STACHING 
  No more than 15 Size points worth of units may occupy a single Skirmish-scale hex at any one time. Five infantrymen or less now count 
  as a single Size 6 unit. Vehicles larger than Size 15 will occupy multiple hexes (see page 90 of the main rulebook). 
  If a unit attempts to enter a hex that is already occupied by 15 Size points (or if its entry would bring the total above 15), it is automatically 
  assumed to be ramming the unit(s) present in the hex (ramming player's choice of target in the case of multiple targets). Ramming rules 
  are found in section 2.5.2 PhysicalAttacks, p. 14. 
  If the rammed unit is a vehicle and sustains enough damage points in the collision to cause a Light Damage result or more, it is moved 
  one hex directly away from the direction the ram came from. If the rammed unit does not sustain at least Light Damage, the ramming 
  vehicle ends its movement one hex before the disputed hex (but the collision still occurs). If the rammed unit was an infantry squad, it 
  moves one hex (in any direction) away from the disputed hex no matter the damage received (if any). 
  I 
  Shirmish Scale Staching Example 
  A Hunter(Size 6) is standing in a Skirmish-scale hex. A Grizz/y(Size 7) 
  then enters the hex. There are now (6 t 7 =) 13 Size points in the hex. 
  Another Grizzlyattempts to enter the hex. There is not enough room for all 
  three of them (13 t 7= 20, which is higher than 15), so it collides with one 
  of the two vehicles already present in the hex. 
  An AllerMBT (Size 14) automatically collides with any vehicle larger than 
  Size 1, as the total Size points per hex will surpass 15. Colliding with the 
  above mentioned Hunfer, it would in all likelihood send the Gear flying 
  into the next hex. Were this to send the Hunterback into the hex with the 
  two Grizzlies, another collision would occur. 
  Waylon Wyatt (order #5625757)
  
  2.4 1INE-OF-SIGHT AND OBSCUREMENT 
  The rules for detecting and engaging an enemy unit do not change from the tactical to the Skirmish system, but they are reproduced here 
  for clarity and ease of reference 
  A unit must "see" its target to fire. The ability to target an opposing unit is called having a Line of Sight (LoS) Vehicles are considered to 
  have a LOS unless one of the following occurs' 
  1) 
  2) 
  3) 
  Any terrain between the two units is one or more elevation levels higher than both the units 
  Either unit is within the dead zone of an intervening elevation level A unit is within a dead zone if it is adjacent to an interceding elevation increase 
  The concealment value between the attacker and the target is greater than the attacker's detection rating (see below) The concealment value IS equal to the 
  Obscurement score of all terrain directly between the two units, plus the Obscurement score of the terrain the defender is in If one of the two vehicles is on 
  a higher elevation level than the other, only the terrain at the higher elevation level and the terrain of the defender's hex are counted for concealment 
  Obscurement scores are covered in their own section futther on In addition lo making a target difficult to detect, Obscurement penalties are applied to the 
  attacker's roll in combat 
  The vehicle's sensor rating is added to its crew's Electronic Warfare skill to produce the vehicle's passive sensor value. In addition, all 
  units, including infantry, have a base detection value of 4 in daylight or 2 at night from unassisted vision. The highest value of the two 
  (passive sensor or unassisted) is the vehicle's final detection rating 
  2.4.2 ACTIVE SENSOR 105 
  Active sensors can be used to obtain a LOS on an enemy even when visual or passive sensor LOS is impossible To activate sensors, an 
  Electronic Warfare skill test is made, modified by the vehicle's Sensor rating. The threshold number is equal to the targetk concealment 
  value minus one for every hex the unit moved this round and minus one for every weapon the defender fired The rating of any stealth 
  systems possessed by the defender is added to the target number 
  A success reveals the defender's position to the detecting unit and thus allows it to attack as normal (Obscurement still applies to the 
  attack roll). A draw, failure or fumble does not reveal the target's position. Vehicles with no sensors cannot perform active sensor 
  Applied to attacker's roll 
  Applied to (concealment) threshold 
  -1 per nex moved by target 
  -1 per weapon fired by target 
  d
  Some of the rutes about terrain and cover are slightly modified to fit within the reduced scale. They mostly concern the Obscurement 
  values and the damage points required to ignite/destroy certain types of hexes 
  Each Skirmish scale hex produces only one-fifth the obscurement of a standard 50-meter tactical hex. To simplify things, Obscurement 
  values were recalculated to take this into account. In the Skirmish scale, all Obscurement-producing terrain types cause one point of 
  Obscurement per terrain type, not hexes, crossed by the line-of-sight between attacker and target. For example, if there are Jungle hexes 
  in the line-of-sight, the Obscurement modifier is t1. If the LoS also crossed Swamp hexes, the Obscurement modifier would be t2, and 
  so on. Some terrain types do not cause Obscurement (Clear hexes, for example) and are not counted in the total 
  Additional Obscurement may be caused by a great number of obscuring terrain hexes The table below lists the minimum number of 
  hexes required to produce one more point of Obscurement for each terrain type 
  Certain weather conditions may contribute to Obscurement: see 2.6.7 for more detail. Smoke, whether natural or artificial, will also cause 
  obscurement A standard smoke launcher will cover five Skirmish hexes per shot (any disposition, as long as the hexes touch another). 
  Waylon Wyatt (order #5625757)
  
  I 
  Additional Terrain Obscurement 
  Terrain Type 
  Clear 
  Minimum Number of Hexes for +1 Obscurement 
  ~~ 
  Rough 
  Sand 
  Woodland 
  5 
  Jungle 
  3 
  Smnkp 
  K* 
  Swamp 
  5 
  Water 
  Y' 
  *Smoke produces 2 points of Obscurement per five hexes. 
  "Water only produces Obscurement if the defender is in a Water hex and is submerged, 
  I 
  Shirmish Obscurement Example 
  During a jungle fight, Heavy Gear Alpha tries to acquire Heavy Gear Beta 
  and fire on him. Beta, not wanting to risk getting shot, is hiding behind 
  three hexes of Woodland and four hexes of Jungle. For the sake of sim- 
  plicity, it is assumed that neither unit is presently moving. 
  The basic Obscurement penalty is equal to 1 for each type of Dbscurement- 
  causing terrain, for a total of 2 (1 for the Woodland terrain plus 1 for the 
  Jungle terrain). This is increased by 1 because there are four hexes of 
  Jungle, which is greater than the three hexes required to count as addi- 
  tional Obscurement. The new total is thus 3, which is less than the day- 
  time Detection rating of Alpha and thus does not require an Active Sensor 
  roll. If Heavy Gear Alpha tries to attack, his attack roll will be penalized by 
  -3 plus any other modifiers. 
  2.4.4 ECM AND ECCM EFFECTS 
  ECM and ECCM results are rolled immediately after an action is spent to activate these systems, but their effect is not felt until the 
  beginning of the next round If ECM is active and functional during the initiative phase, all sensor and communication rolls for the round 
  are affected and must beat the ECM threshold to function. The unit using either of these systems is the one testing, not the receiver. 
  Transferring Command points requires a Communication test from the commander's unit (if an infantry squad, use Infantry skill with 
  Communication rating of 0). 
  If ECCM is active during the initiative phase, all active ECM systems must compare their own threshold to the ECCM's threshold (or 
  thresholds, if there is more than one ECCM system active). If the ECCM score is equal to or higher than the ECM score, the ECM does not 
  work. The ECM unit may spend an action during the turn to try and increase its own threshold in order to beat the ECCM in the next 
  round Likewise, the ECCM unit may spend an action to try to raise its own threshold for the next round 
  Maximum range in hexes 
  Skirmish 
  (Sensor Range x 1000) +IO 
  Tactical 
  (Sensor Range x 1000) +50 
  Air War 
  (Sensor Range x 1000) +250 
  The three formulas above give distance-to-hex conversions for all three game scales. For the sake of simplicity, signal strength 
  and the system's sensitivity are assumed to be constant over this distance A vehicle's sensor range can be increased by 
  boosting the sensors' power Rules for this can be found in the Technical Manual, page 75. 
  2.4.5 STEAlTH EFFECTS 
  Stealth systems are design features that absorb radio waves and minimize laser return signals, both of which are primary active sensor 
  carrier waves. During daytime, the rating of a Stealth system is added to the Concealment total only when there is Obscurement between 
  the attacker and the defender (Stealth does not confer invisibility, after all). Stealth systems are always added to the defender's conceal- 
  ment at night since it is assumed that stealth vehicles are painted in dark shades and feature silent running drive trains, making them hard 
  to locate with human senses and sensors alike. 
  Waylon Wyatt (order #5625757)
  
  The attack procedure remains exactly the same in the Skirmish scale, although some numbers have to be modified to take into account 
  the decreased scale. In addition, due to the increased level of detail the Skirmish scale brings about, some additional clarifications are 
  required for weapon fire 
  If a unit has a LOS to a target within its weapon's firing arc and range (remember that range is modified because of the scale: see 2.1 
  Change ofScale, p 6), it can attack that target. An opposed skill test is required to determine the success of an attack. The attacker uses 
  his unit's Gunnery skill and the defender uses his unit's Piloting skill to make the roll If the attacker wins the skill test, the attack succeeds 
  as normal, If the defender wins or if a draw occurs, the attack misses. The modifiers to both rolls are exactly the same as in the tactical 
  game (refer to page 93 of the rulebook if necessary) 
  2.51 CONSECUTIVE DEFENSE PENAlTlES 
  In large, pitched battles, one doesn't always have time to react to incoming fire from multiple locations. Extremely agile units can defend 
  more easily against multiple attacks, but avoiding multiple incoming assaults during a single round becomes more and more difficult. A 
  penalty of -1 is applied to the defense roll of a unit when defending against a second attacker Another -1 is added for each new attacker, 
  with a maximum penalty of -3 (including all other modifiers) 
  For example, a vehicle has a total defense modifier (movement, maneuver, Obscurement, etc )of -1, plus its skill roll That turn, it defends 
  normally against the first attacker, at -2 versus the second, and -3 versus the third and any subsequent attacker (since the maximum 
  penalty is -3). Conversely, a vehicle with a total defense modifier of t2 would defend at t1 against the second attacker, 0 against the third, 
  and so on until the penalty reaches -3 
  2.5.2 PHYSlCAl ATTACKS 
  Few vehicles can make effective physical attacks. Ground vehicles are capable of ramming, but few commanders exercise the option. 
  With the humanoid Heavy Gears, old-fashioned, close-in attacks have become common Ramming, punching, kicking, stomping and all 
  manner of melee weapons are used on the battlefield when ammo runs out. 
  All physical attacks use the attacker's Piloting skill instead of his Gunnery skill Except for melee weapons, the Fire Control rating is not 
  used. Body attacks (punches, kicks, ramming) add the Maneuver of the vehicle to the Piloting skill roll as normal Facing is determined 
  by the hexside of entry, although a defender may spend an action or a Command point to turn around and face its attacker 
  Impact at high speeds can be devastating to both attacker and 
  defender Suicidal units have been known to engage in head-on 
  collisions. Impacts from either side are less lethal and impacts 
  from the rear are much less dangerous Unlike other attacks, ram- 
  ming inflicts damage on both attacker and defender 
  When checking for ramming damage, the ramming speed is first 
  determined based upon the direction of the attack, for head-on 
  collisions, add the speeds of the attacker and defender, for side 
  impacts take only the attacker's speed, and for rear collisions take 
  the difference between the two 
  Once the impact speed has been established, a damage modifier 
  is determined using the impact speed table (on the next page). 
  This damage modifier is added to the Size of each vehicle to de- 
  termine the total damage multiplier of the vehicle Each vehicle 
  will take an amount of damage equal to the Margin of Success of 
  the attack multiplied by its opponent's impact damage multiplier 
  Attacker Speed t Defender Speed 
  Attacker Speed - Defender Speed 
  Waylon Wyatt (order #5625757)
  
  1 Impact Speed Modifiers 
  Impact Speed 
  Damage Modifier 
  1-1 
  ? 
  3-, 
  1 
  - 
  - 
  - 
  5-b 
  +o 
  7-9 
  +1 
  10-19 
  +2 
  20-99 
  t3 
  100-999 
  t4 
  PUNCHING 
  v 
  An arm specifically designed for punching is required to perform 
  this action (it., it must be included in the Offensive Score of the 
  vehicle). The Heavy Gear is the most common punching vehicle, 
  but construction vehicles with hydraulic arms can achieve a simi- 
  lar effect. The damage multiplier of a vehicle's punch is listed 
  under its Perks and is generally equal to the rating of the punch- 
  ing arm (though it can be lower if desired). At the pilot's discre- 
  tion, punches can also be pulled, reducing the damage multiplier, 
  without any other penalty. 
  HlCHlNG AND STOMPING 
  v 
  Kicking vehicles and stomping infantry are both valid walker at- 
  tacks, provided both the attacker and the target are in the same 
  hex. Kicking or stomping requires a Piloting roll vs. the defend- 
  er's Piloting (or infantry) skill. The damage multiplier is equal to 
  the Size of the vehicle. 
  MELEE WEAPONS 
  v 
  Much like punching, attacks with various hand-held weapons is a 
  Heavy Gear battle signature. To use a melee weapon, the pilot 
  must attack using his Piloting skill; the Fire Control rating ap- 
  plies in full. Each weapon has its own damage multiplier. 
  2.5.3 BURST FIRE 
  Because the standard ROF fire rules represent the unit firing multiple times during the tactical 30-second round, it costs a lot of ammo. 
  In the Skirmish scale, shorter bursts are fired, reducing ammunition consumption. For each point of ROF used, onlyfive shots of ammo 
  are consumed. Missile ROF ammunition costs are not affected and remain the same. 
  Saturation fire affects three Skirmish-scale hexes for every tactical-scale hex that would normally be affected. The hexes must be touch- 
  ing one another (see diagram for examples of valid fire patterns). Otherwise, the normal saturation rules apply. 
  1 Saturation Fire Diagrams 
  The diagrams at right show three valid fire patterns when laying down 
  saturation fire. As long as the three hexes are touching each other and the 
  entire pattern is located with the weapon's Medium range or less, they may 
  have any orientation in regard to the firing unit. 
  All three hexes must, obviously, be directly visible to the firing unit. One 
  cannot shoot around obscurement by "bending" the fire pattern. The modi- 
  fiers and damage effects are worked out for each hex separately. If a target 
  in one hex is under more Obscurement than the attacker's Detection rating, 
  it is considered acquired and can be attacked by the Saturation fire. 
  Waylon Wyatt (order #5625757)
  
  2.5.4 AREA EFFECT WEAPONS 
  All area effect diameters are multiplied by five, thus a weapon with a tactical AE of 3 would have a Skirmish scale AE of 15 (a weapon with 
  an AE of 0 would have a Skirmish blast radius of two hexes -the 
  same as the Point Blank zone, see p. 6). 
  Only the area within azone equal to the weapon's tactical AE times two (the "primary" blast zone) is fully affected by the explosion. Targets 
  within the Skirmish AE but outside the primary zone receive only half the damage. This represents the fact that the effect of an explosion 
  decreases proportionally with the distance from the impact point - 
  it doesn't just stop suddenly. On the diagram below, the primary blast 
  zone is in black while the secondary one is in gray. 
  Purists may want to decrease the damage along a more sloping curve, but this would slow down the game considerably. We feel that the 
  above approximation is best for most games. 
  Area Effect Diagram 1 
  The diagram on the far left shows the Skirmish area effect template of a 
  burst weapon with a tactica Area Effect of zero. The black hex in the center 
  is the primary blast zone, where the target takes full damage, while the 
  gray-shaded hexes around it represent the secondary blast zone, where 
  the target(s) receives only half damage. 
  The diagram on the left represents the area effect template for a weapon 
  with an Area Effect of 1. The primary blast zone is the two-hex radius area 
  in black while the secondary blast zone is the five-hex radius area in gray. 
  An AE2 weapon would have a primary blast zone with a radius of four 
  hexes, including the hex where the shot lands. The secondary blast zone 
  would be ten hexes large. 
  M S T  RESUlT OF AREA EFFECT WEAPONS 
  v 
  The concussion from an area effect weapon can knock walkers and infantry off their feet. Walker vehicles are automatically pushed back 
  one hex from the center of the blast and knocked to the ground (roll Piloting as per normal falling to avoid damage, see Heavy Gear 
  rulebook, p. 107) if they are in the blast's primary zone, no matter the damage suffered (if any). Walkers in the secondary zone must make 
  a Piloting skill roll versusa threshold equal to the damage total divided by five, rounded down. If failed or fumbled, the vehicle falls down, 
  again as per the optional falling rule in the rulebook. Infantry are always thrown to the ground regardless of the blast zone they are in. Like 
  walker vehicles, it costs them one MP to get up. 
  Vehicles may be physically pushed by the blast. In some cases, the explosion might even overturn traditional light ground vehicles. If a 
  vehicle is located in the primary blast zone of an explosion and the damage total is equal to or greater than three times the vehicle's Size, 
  the vehicle is pushed back one hex from the center of the blast (two hexes for Hover vehicles). Roll on the table below to check if the 
  vehicle is overturned. Hover vehicles are more likely to simply be pushed away and apply a -1 modifier to the die roll. 
  Blast Effect I 
  1 d6 
  Result 
  1-2 
  The vehicle remains upright 
  3-4 
  The vehicle ends up on its side (roll randomly which one) 
  5-6 
  The vehicle is overiiirned 
  Note: Hover vehicles have a -1 modifier to the die roll (min. 1). 
  POWERFUl WEAPONS AND AREA EFFECT 
  v 
  Powerful weapons often affect not only the target but also the area 
  immediately around it: shell and missile explosions scatter high 
  velocity shrapnel, high energy weapons cause burns and a ther- 
  mal bloom shock waves, etc. Although this additional damage 
  effect is too small to be modeled in the tactical scale, it must be 
  represented in the IO-meter hexes of the Skirmish scale. 
  Ranged weapons with damage multipliers of x20 or greater are 
  considered to havean area effect in Skirmish-scale combat. Weap- 
  ons with damage multipliers between x20 and x49 have a Skir- 
  mish scale AE of 0 (they affect the whole 10-meter hex where the 
  target is standing). Weapons with damage multipliers greater than 
  x50 have a Skirmish scale AE of 1 
  Waylon Wyatt (order #5625757)
  
  2.6 SHlRMlSH SCAlE OPTlONAl RUlES 
  This section covers the adaptation of several advanced rules for the Skirmish-scale system. Although they bring additional complexity to 
  the game, these rules will often be helpful when dealing with the special situations that always seem to crop up in a game. The use of any 
  rule in this section is completely optional and must be agreed to by all players before the start of the game. 
  Because of limited space, only the most important special rules have been included here. Other advanced or optional rules, such as those 
  outlined in Chapter 5 (page 32) of this manual, can be adapted practically as is or have conversion notes already built-in. 
  2.61 RRTlllERY AND SUPPORT 
  Some players may wish to place long range fire support units off the playing surface. Off-board artillery may use the same abstract rules 
  as in the Heavy Gear rulebook (page 106), or they may use the advanced artillery rules outlined in Chapter 3 (page 20) of this manual. 
  Either set is valid. If using the advanced rules, care must be taken to use the proper modifiers on areas of effect and the response time of 
  the artillery batteries. 
  2.6.2 AOURTIC ENVIRONMENT 
  Naval vessels, submarines, hovercraft and amphibious ground vehicles and walkers are able to travel through Water hexes. Naval 
  vessels, submarines and hovercraft must expend 1 MP per water hex. Amphibious vehicles pay the water hex MP cost for their movement 
  type (in the Skirmish scale: 3 for walkers, 4 for ground vehicles). If their movement system is destroyed, amphibious vehicles may still 
  enter water but may not move on their own. 
  Aquatic movement normally occurs on the surface of the water. Certain unusual walkers or ground vehicles are sealed against underwater 
  environments (Le. the Hostile Environment Protection: Underwater Perk), but lack the ability to float (Le. the Amphibious perk). These 
  "bottom-crawlers'' pay the normal water hex movement costs for their type plus any costs for underwater elevation changes. 
  Only "bottom-crawlers" and submarine vehicles gain the full obscurement effects of water hexes. Note that Deep Water hexes are not 
  used in Skirmish scale. 
  One die is rolled for any aquatic vehicle that suffers (or has suf- 
  fered) a Heavy damage result. On a roll of 2 or less, the vehicle 
  begins to sink. It immediately suffers a -1 Maneuver result and 
  will be flooded and sink (i.e. be destroyed) in a number of rounds 
  equal to the roll of one die. Even "bottom-crawlers" must test for 
  sinking. Obviously, they would not actually sink, but would in- 
  stead flood. 
  A vehicle that suffers an Overkill result will automatically flood. If 
  the crew ejects, their chances for survival are the same as they 
  would be with a normal ejection, though the crewmembers will 
  have to swim to the surface after getting out of the vehicle. 
  UNDERWATER COMBAT 
  v 
  Only torpedoes (rockets/missiles with Underwater ammo), depth 
  charges (grenades with Underwater ammo) and melee weapons 
  are effective underwater weapons. Projectile weapons jam due to 
  water resistance as their projectiles attempt to leave the barrel; 
  standard missiles, rockets and bazookas cannot ignite their pro- 
  pellants or are wildly inaccurate in the liquid medium. The con- 
  centrated blasts of energy weapons diffuse quickly in water, turn- 
  ing it into rapidly-expanding steam that usually hurts the attacker 
  far more than the intended target. 
  Vehicles must have at least Hostile Environment Protection: Un- 
  derwater in order to engage in underwater combat. Any vehicle 
  without the Submarine movement type automatically suffers a -2 
  to its Maneuver score while submerged. 
  Waylon Wyatt (order #5625757)
  
  2.6.3 URBAN TERRAIN 
  Urban terrain in the Skirmish scale is considered to be a single building about the size of a house (16 damage points). Dense Urban 
  terrain is considered to be a larger, more strongly built building (20 damage points) A large building may be spread over several hexes, 
  but each hex is treated separately for damage purposes 
  Infantry may spend one MP to enter either form of building hex Vehicles may not normally enter a building hex If the building has lost 
  one half of its damage points or more, vehicles may then enter it at the same movement cost as Rough terrain (it has destroyed sections 
  and gaping holes in it). 
  The building can lose these damage points as the result of being rammed. House-sized buildings (Urban terrain) count as an immobile 
  Size 6 vehicle for damage calculation purposes Larger buildings (Dense Urban terrain) are considered to be immobile Size 12 vehicles 
  Because they do not move, the buildtngs’defense rolls are always equal to zero against ramming attacks 
  Walls are a special type of Urban terrain which crosses an entire 
  Skirmish scale hex. In the tactical scale, walls are considered to 
  be part of the Urban terrain located in the hex and are disregarded 
  for simplicity. In the more-detailed Skirmish scale, walls can be 
  both useful (as cover) and downright annoying (as obstacle). 
  In order to keep the game simple and fast moving, walls have 
  been standardized. A typical wall stands at about three meters tall 
  and is made of a resilient material such as stone or ferroconcrete. 
  Walls made of lighter material, such as wood fences, have little 
  defensive value for vehicles and are disregarded for simplicity. 
  Wallsare impassable unless they are damaged, destroyed, climbed 
  or jumped over. Obviously, the vehicle must have the capacity to 
  climb or jump for the latter options to work. 
  A typical wall segment of one hex has a Damage Point Capacity of 
  12 for a standard Wall and 16 for a Dense Wall. If involved in a 
  collision, treat Walls as stationary Size 4 objects, while Dense 
  Wall are Size 10. If the Wall hex loses one half of its damage 
  points or more, vehicles may cross it at the same movement cost 
  as Rough terrain (by going through the gaps). 
  Most large vehicles are able to fire over walls, gaining the wall’s 
  full Obscurement benefit but not being impeded in their own at- 
  tacks. For simplicity, any unit of Size 4 or more can fire over walls. 
  Units with the Low Profile Perk may not fire over walls when un- 
  der Size 15, because they are too low to be able to clear the wall. 
  Infantry units disregard walls for movement and fire. It is assumed 
  that they can climb over them using any convenient stairs or walk- 
  ways, or their own climbing equipment. They may also simply go 
  through doors, if any are present. Infantry units gain full 
  Obscurement from the wall when placed in the Wall hex, even if 
  attacked by a unit in the same hex. 
  v 
  OBSCUREMENT FROM URBAN TERRRIH 
  Unlike other terrain types, Urban and Dense Urban terrain hexes 
  do not have reduced Obscurement values in the Skirmish scale. 
  Instead, the Obscurement of the two types of hexes is doubled. 
  Skirmish scale Urban hexes have an Obscurement value of 2, while 
  Dense Urban hexes have an Obscurement value of 4. 
  The increased Obscurment effect comes from the fact that Skir- 
  mish scale Urban terrain represents actual structures, rather than 
  an abstracted landscape of alleys, road and gaps where a line of 
  sight can be drawn. Structures block line of sight completely (dis- 
  regarding glass-plated buildings for simplicity) and are hard to 
  shoot through even when sensors provide the target’s location. 
  Waylon Wyatt (order #5625757)
  
  2.6.4 BRIDGES 
  Even small bridges can be fully represented at this scale. Movement across bridges still has the same MP cost as clear terrain, unless a 
  road has been built on it. Each bridge hex is rated by the three usual attributes: Damage Point Capacity, Elevation Level, and Size 
  Capacity. Obviously, each hex will have a lower Damage Point Capacity and Elevation Level to reflect the change in scale: divide the 
  tactical scale's values by a factor of five, rounding up. 
  Apply the normal tactical scale rules for Size Capacity. If converting a tactical scale bridge to Skirmish scale, keep the same overall Size 
  Capacity for each Skirmish scale bridge hex. Refers to the Heavy Gear rulebook, p. 110, for more information about bridges' structural 
  and damage caracteristics. 
  2.6.5 INCENDIARY EFFECTS 
  The damage points required to ignite or destroy terrain are halved. To ignite a Skirmish Scale hex, a total of 50 Intensity points must be 
  fired into it. No attack roll is necessary. Slow burn incendiaries have double the Intensity of other incendiary weapons. Once the IO-meter 
  hex is ignited, it is considered to be a fire of Intensity 8. At the end of every combat round thereafter, its Intensity is increased by one until 
  it reaches 20. Once it reaches 20, every adjoining hex ignites as an Intensity 8 fire. 
  2.6.6 CllMBlNG AND FAlllNG 
  Any hex with an elevation change of two or more levels is considered to be a cliff. Vehicles may not normally ascend or descend cliffs. The 
  one exception are walkers with arms. Infantry may climb or descend cliffs at normal costs for elevation changes. 
  If a walker has arms that can lift a vehicle of its own size, it can climb up or down a cliff face. The walker must pass a Piloting test with a 
  threshold of 4 for every elevation level climbed. The walker ascends or descends the cliff face at a rate of 1 elevation level per combat 
  round, regardless of available MPs. If the walker fails or fumbles a Piloting roll, it falls the remaining elevation levels. Climbing con- 
  sumes a vehicle's entire MP allotment and is considered to be equal to expending the vehicle's entire Combat Speed MP. Climbing 
  walkers and infantry are in poor defensive positions and suffer -2 on all defense rolls. 
  If a vehicle falls an elevation level or more, it takes reduced damage because Skirmish scale elevations are only 10 meters tall. The falling 
  damage is calculated normally (see Heavy Gear rulebook, p. 106), but the result is halved (rounding up). 
  r- 
  SKIRMISH SCALE FALLING DAMAGE =(TWO DICE X VEHICLE SIZE X ELEVATION FALLEN) +2 
  I 
  I 
  Shirmish Scale Falling Example 
  A Size 6 Heavy Gear with a base Armor rating of 15 falls off a 2-level tall 
  cliff. A level 2 cliff is equal to 20 meters in the Skirmish scale. Although 
  the falling distance is shorter than a tactical-scale cliff (which is 50 me- 
  ters), the fall is still going to causea great amount of damage (point-wise) 
  since the Gear does not have the benefit of the doubt normally accorded to 
  tactical gaming. In the tactical game, it is assumed that the vehicle slides 
  down a sloping cliff or hits a providential ledges to slow itself down since 
  any direct fall would likely take just about any vehicle out of the game 
  immediately. 
  The Heavy Gear lives up to its name and impacts squarely at the foot of the 
  cliff. Two dice are rolled for damage, resulting in a 3 and a 5. The Heavy 
  Gear takes 5 (highest die roll) x 6 (vehicle's Size) x 2 (elevations fallen) = 
  60 points of damage, which are then halved, for a total of 30 points of 
  damage. This is equal to Heavy Damage. 
  2.6.7 WEATHER 
  Weather is an important element to consider when planning a battle History has many examples of fine military commanders suffering 
  humiliating defeats because of unexpected weather conditions such as heavy rain or dense fog. Modern meteorological predictions 
  alleviate the problem somewhat, but one does not always get to chose the time and place of an engagement. 
  The various rules for extreme weather conditions found in the Heavy Gear rulebook (page 108) and the Tactical Air Support rule 
  supplement (page 20) can still be used Any Obscurement effect caused by weather now applies only to every five hexes of distance, 
  rounded up. For example, units caught in a sandstorm would apply a -1 modifier to their attack for every five hexes (or part thereof) of 
  distance between themselves and their target. 
  Waylon Wyatt (order #5625757)
  
  _j 
  ARTlllERY SUPPORT 
  3 1  REOUE5 
  Some players may wish to place long-range, fire-support units off the play- 
  ing surface. Any weapon with the Indirect Fire or Guided perk may be used 
  that way, provided it has the range to do so, obviously. 
  Artillery support is most often composed of several units placed in a com- 
  bat group called a “battery.” Batteries consist of one to five artillery vehi- 
  cles that fight together as a whole. Batteries are most often located far 
  from the battlefield, using the long range of their weapons to provide covelc 
  ing fire without exposing themselves to the enemy. An artillery attack is 
  called a Vire mission.” Fire missions are requested by a unit’s Forward Ob- 
  server or the commander himself (see 3mf Requesting Fire Missions, be- 
  low). They can consist of one or two units firing on a specific spot or all 
  units blanketing the area, at the caller‘s request. 
  Off-board artillery can be as close as a few hundred meters or as far as a 
  few kilometers off the field. The player possessing the artillery must write 
  down at the beginning of a game the direction and distance (in hexes) of 
  the artillery piece from one hex on the edge of the mapboard nearest the 
  artillery piece. The artillery piece’s range is equal to its distance from that 
  hex plus the distance from the hex to the target. The opponent will know 
  the general direction of the incoming fire but not its distance or precise 
  location (although this can be learned with a CountelcBattery Sensor Unit 
  - 
  see 3.3.f CountelcBattery Fire, page 24). 
  NOTE If used, the following rules replace and completely supersede the 
  rules found on page 106 of the Heavy Gear rulebook. 
  Fire missions are called in by a dedicated artillery spotter unit called the Forward Observer. The Forward Observer must be identified as 
  such before the game starts (preferably in writing), but his identity need not be revealed to the opposing player. Forward Observers can 
  be vehicle-mounted or on foot; there is no difference as far as rules go. 
  The Forward Observer first opens a communication channel and gives the name (or codename) of the target, along with its description 
  and coordinates. Target points are identified and objectives are planned before the battle whenever possible for maximum efficiency. 
  Once the target is identified, the mission (illumination, harassment, etc.) is requested along with the type of ammunition and the number 
  of rounds required. 
  Fire missions can be called at any time by spending one action. Only specific hexes, terrain features or buildings can be targeted by 
  artillery fire, never combat units (except for locked-on Artillery Missiles, see 3.3.2 on page 24). The Forward Observer calling in the 
  support fire must have a clear line-of-sight to the target hex. Because of this, Forward Observers will often find a nice position overlook- 
  ing the battlefield and attempt to remain there. 
  A Leadership skill roll against a threshold of 6 is required to get through to the artillery battery. Any bonus from the calling vehicle’s 
  Communication system is added to the roll, if applicable. If the Forward Observer has not moved last turn, the threshold is only 5. If the 
  Forward Observer has been in the same position, without moving, for the last two turns or more, the Leadership Threshold to call in fire 
  missions is equal to 4. 
  If the Leadership roll is successful, artillery fire will normally arrive during the Miscellaneous Phase of the next turn. It is very possible 
  that there will be a delay of one or more turns if the artillery battery is very far away or crewed with inexperienced gunners: the Arti//ery 
  Response Time table on page 22 lists the flight and response times for all situations. 
  If the Leadership roll is failed, the request is not heard, but the next attempt is at +I, provided the new request is made the turn immedi- 
  ately after. A fumble means the communication did get through, but the wrong coordinates were transmitted. The target hex is missed by 
  a distance in hexes equal to the roll of one die times two (see Deviationon page 22 for how to determine direction). The shells may deviate 
  from the new target hex as well, depending on the Margin of Success (or Failure) of the artillery battery’s crew. 
  Waylon Wyatt (order #5625757)
  
  3.1.1 CALlER HIERARCHY 
  Only the unit's Forward Observer may call in fire missions or cancel them. If the unit's designated Forward Observer becomes a casualty 
  or loses his communication system to battle damage, his job is taken over by the unit's commander. The fire mission request threshold 
  goes up to 8, since the commander must now divide his attention between the flow of battle and the artillery battery. If the commander 
  should also be incapacitated, the second in command takes over, using the same threshold of 8. No other personnel may request artillery 
  support. 
  I Artillerq Command Structure 
  Artillery isapowerful military asset, andevery commanderwishes hecould 
  call on fire support at any time. Unfortunately, fire support resources are 
  always in short supply and an artillery battery can only cover part of the 
  battle zone. Fire missions must be prioritized in order of increasing threat, 
  and such decisions cannot be left to a poor scared kid in a trench (who's 
  likely to call in support to deal with even small forces). Most artillery strikes 
  are planned in advance, before the battle. Solid fire support plans, well- 
  integrated into the overall strategy, are the mark of a good commanding 
  officer. The time and location of each strike is carefully mapped out to 
  ensure no friendly will be caught in the fire zone. Fire missions are not 
  necessarily designed to hurt the enemy, but rather to force him to move 
  into a pre-determined location. 
  It is said that no plan survives contact with the enemy, and fire support 
  plans are no different. Although each battery will attempt to follow their 
  primary assignments as best they can, they are also asked to answer "on 
  the spot" requests from approved control units. Usually, this request comes 
  from a Forward Observer, a scout who is specially trained to recognize 
  what support is required. Should the Forward Observer become a casualty 
  or somehow be prevented from fulfilling his duties, the senior officer in 
  the field may take over and call in strikes by himself. 
  31.2 CANCEllNG FIRE MISSIONS 
  For a whole host of reasons, it is sometime necessary to cancel afire mission. Fire missions can only be canceled the turn after they were 
  called &e., before the artillery battery fires). Canceling a fire mission requires one action. The unit canceling the support fire must have 
  a clear line-of-sight to the target hex. A Leadership skill roll against a threshold of 4 is required to get through to the artillery battery. Any 
  bonus from the calling vehicle's Communication system are added to the roll, if applicable. 
  If the Leadership roll is failed, the request is not heard, but a new attempt may be made the turn immediately after. If this attempt is failed 
  or fumbled as well, the crew ignores the request and the fire mission proceeds as normal. A fumble means the communication did not go 
  through at all and the artillery fire proceeds as normal. 
  Waylon Wyatt (order #5625757)
  
  3.2 FIRE MISSION ATTACH PROCEDURE 
  Once the coordinates have been locked in, the artillery battery can fire. Firing costs one action, as with any other weapon. Artillery guns 
  with large crews can thus fire several salvoes per turn. The flight time of shells is irrelevant to the game most of the time, except if the 
  artillery battery is very far away or the game is played in Skirmish Scale (see page 6) The Artillery Response Timetable below lists the 
  response time for both game scales 
  The assignment of the artillery battery also affects how fast the crew is able to respond to the fire mission request, see the AMery Delay 
  Time table, below, A battery which is reserved for the Forward Observer‘s exclusive use is going to respond much faster than a battery 
  assigned to another combat force. For a regular game, assume that the artillery battery is merely attached to the forces on the board 
  (unassigned and reserved batteries are included only for specific scenarios) Any delay is added to the flight time of the shells 
  A flight time of zero rounds means that the shells arrive during the same round that they were fired; a flight time of one round means that 
  they arrive the round after the round in which they were fired, and so on 
  Artillery cannons (weapon codes LAG, MAG, HAG and VHAG) have an area effect to reflect the large number of projectiles they fire in one 
  salvo (usually four to six shells in under ten seconds) Unlike normal Indirect Fire or Guided weapons, they can augment the size of the 
  area affected by spreading the shells around. This adds one to the area effect (e g an AE of 0 becomes an AE of 1, an AE of 1 becomes an 
  AE of 2, and so on) but divides the damage multiplier in half (rounded down). Such an augmented area effect IS called an open sheaf. A 
  converged sheaf is a pattern of concentrated fire - 
  the weapon’s normal AE 
  Artillery weapons can use all of the new specialized ammunition types (as listed in the Heavy Gear Technical Manual, p 65), except 
  Non-Lethal ammo. A summary of the various types of shells and warheads is included in section 633Ar~///eryAmmun/t/on, p. 52 For 
  convenience’s sake, it is assumed that all shells in the salvo are of the same type 
  The attacker must write down the destination, sheaf (open or converged) and nature (the type of ammunition used) of each separate fire 
  mission. Note that he does not have to reveal anything about the type or nature of the incoming fire until it actually hits the target Thus 
  the defending player will know that a fire mission is incoming (from bribes of intercepted transmissions between forward observer and 
  battery, ranging shots, etc.), but he will not know where it is aimed or whether the rounds are simply smoke or a more lethal payload 
  When the fire mission arrives on the battlefield, the attacker rolls the artillery crew’s Gunnery skill, modified as normal for range and 
  movement, versus a threshold of 8 If the modified die roll is equal to or higher than the threshold, the fire mission lands right in the 
  targeted hex. If the dice roll is failed or fumbled, the shot will deviate as per the rule below. 
  Artillerq Response Time I 
  Distance of battery in meters 
  Flight Time (Skirmish) 
  3200 and less 
  0 round 
  0 mind 
  Flight Time (Tactical) 
  3201 to 6400 
  0 round 
  1 round 
  6401 lo 9600 
  0 round 
  2 rounds 
  9601 to 12.800 
  0 round 
  ? mi i n k  
  - 
  12,801 to 16,000 
  0 round 
  4 rounds 
  16,001 to 19,200 
  1 round 
  5 rounds 
  Etc 
  Artillerq Delaq Time I 
  Delay (tactical) 
  Delay (Skirmish) 
  Availability 
  Unassiqned 
  12 rounds 
  fin miinrk 
  __ 
  Attached 
  6 round 
  30 rounds 
  Reserved 
  2 round 
  10 rounds 
  3.2.1 OEVIflTION 
  Many factors influence the projectiles as they fly toward the battlefield: incomplete or uneven burn of the propellant charge, damaged or 
  defective projectile, strong cross winds, etc. Because of this, even the most skilled gunnery crew will sometimes misplace their shots by 
  a few dozen meters. 
  If the attack roll fails, the shot will deviate from its intended destination by a number of hexes equal to the Margin of Failure. To know the 
  direction of the deviation, the attacker rolls one die and consults the Artillery Scatter Diagram on the next page. 
  If theattack roll wasfumbled, theshot deviatesas normal, but toward the nearest friendly unit. Sometimes, afumble will land ashell 
  right on top of an enemy unit anyway. Resolve the attack as normal: the crew goofed, but they still got lucky. 
  Waylon Wyatt (order #5625757)
  
  1 irtillerq Scatter Diagram 
  The Scatter Diagram can be used in any situation where a random direction is required, such as determining thrown grenade 
  scatter (see page 38) or moving Sensor Dependent units with no Sensor. For a pure roleplaying game, more detail might be 
  required (or wanted). In that case, a twelve-sided die can be used to decide direction on a clock face (numbered from one to 
  twelve), but the six directions of the Scatter Diagram are usually more than enough for game purposes. 
  Original Target Hex 
  4 
  T: 
  x: 
  Die Result 
  Lf 
  1 
  3.2.2 RANGING SHOT 
  Because they fire from so far away, artillery units may require a few attempts before they hit their target. In order to save ammunition, the 
  crew may use what is called ranging shots, where only a few shells are fired rather than a whole salvo. Ranging shots are called and 
  treated as normal fire missions. They do no damage and do not consume ammunition since there are so few shells (the possibility of the 
  odd damaging hit is disregarded to keep the game simple). 
  Each ranging shot gives a t1 modifier to subsequent attempts to fire at a given target, provided the firing unit does not move and does not 
  switch targets. Thus, given the worst possible luck, an artillery unit will always hit its target on the eighth salvo. Ranging shots are 
  incompatible with direct fire methods such as tracking and core sighting (see 3.4.1, page 26). 
  3.2.3 OAMAGE 
  Damage is applied as per normal weapon fire. For defensive purposes, the attack is considered to be coming from the hex on the 
  mapboard nearest to the artillery battery. Damage is applied immediately; the target cannot fire back unless it survives the barrage. 
  If the attack failed, the weapon still caused damage equal to its basic Damage Multiplier to everything in its area effect. 
  All off-board artillery attacks are resolved during the Miscellaneous Events phase (Step Eight of the Combat Round). Counter-battery fire 
  is resolved during the firing unit's next Action phase. 
  I 
  Fire Mission Example 
  Alpha Squad is under heavy fire. Its Forward Observer, piloting a Jaguar, 
  decides to call in a fire mission to reduce the pressure on the troops. He 
  spends one action and makes the Leadership roll: he rolls a three, plus 
  one for his vehicle's communication system. The total is four, just enough 
  to cut through the heavy interference so the artillery battery receives the 
  coordinates. The Jaguar player notes the various characteristics of the 
  incoming fire mission. 
  On the next turn, the defender, prudent, attempts to remove his unit from 
  the vicinity of what he thinks is the target. In the Miscellaneous Phase, the 
  fire mission arrives. The artillery battery is manned by a Qualified crew 
  and is located at Medium range. The basic threshold is 8. The crew rolls 
  two dice, yieldinga6. Modified by the distance (Medium range, -l), move- 
  ment (Stationary, t2) and accuracy (-l), the attack roll gives a total of 6. 
  The Margin of Failure is thus 2, which means the shot deviates by 100 
  meters, landing 2 hexes from the target. Rolling a die gives the direction. 
  3.2.4 PSYCHOlOGlCAl DAM AGE 
  Although artillery weapons are capable of inflicting terrible damage, their main effect is to destroy the morale of enemy forces. A constant 
  bombardment will sap the morale of the troops in the field even though they might suffer veryfew casualties. The Morale rules (page 44) 
  are highly recommended to simulate this. If the players prefer to play without them, the following behavior rule should be observed 
  Because of the huge amount of shrapnel it throws around, artillery is especially devastating to infantry units. If any part of an artillery 
  salvo falls within two hexes of an infantry squad, the squad must make a Leadership roll versus a threshold of 5 to keep moving. If the roll 
  fails, they are pinned into place but may still fire their weapons. If fumbled, the squad may do nothing for the round. If a squad is caught 
  in the area of effect of a salvo, it is automatically pinned down for the round and must pass the Leadership test to get moving again (even 
  if the artillery barrage is over). 
  Armored vehicles have less to fear from artillery - 
  only a direct or near-direct hit will harm them. Vehicles caught under a salvo must 
  attempt to exit the area of effect as soon as possible, but suffer no additional adverse morale effect 
  Waylon Wyatt (order #5625757)
  
  3.3 ARTlllERY MlSCEllANEOUS RUlES 
  Although most people think of artillery as the "rain of death" launched from large cannons or rack upon rack of long range missiles, in 
  truth artillery has many more faces and uses. Even the standard vehicle-mounted rocket pod can be used to provide devastating area fire, 
  while mortars and grenade rifles lend indirect firepower to even the lowly infantryman. 
  In addition to its task of providing support firepower, artillery can be used to attack enemy batteries, clear minefields and open trails 
  through dense fortifications. The following text explains how to use artillery for such specialized missions. 
  3.31 COUNTER-BATTERY FIRE 
  All 62nd-century artillery batteries are mobile, rarely firing more than one or two salvoes before moving on. This is required since radar 
  units can easily determine the position of the firing battery by analyzing the trajectory of the shells. If a vehicle is equipped with a Counter- 
  Battery Sensor (CBS, see NewPerks, page 55), it can use it to pinpoint the location of theenemy artillery unit that just fired on its location 
  and relay coordinates to friendly units. 
  When an enemy fire mission is launched, an attempt can be made by any CBS-equipped unit within 20 tactical hexes (1000 meters) of the 
  target hex to locate the fire mission's origin, allowing effective counter-battery fire. Activating the CBS costs one action. The operator 
  "attacks" the enemy artillery using Electronic Warfare as the skill and the CBS as the weapon. The opponent must reveal in which range 
  band his artillery battery is located. The CBSs base range is equal to its rating; it has to accuracy and does no damage. 
  A successful roll locates the last known firing position of the enemy battery. Obviously, if the enemy battery moved after firing, the 
  information is much less valuable. A failure does not yield any information. On a fumble, the operator gets a phantom echo - 
  any shot 
  at the opposing battery automatically deviates by a number of hexes equal to the result of three dice, added together. 
  3.3.2 10CHED-ON ARTlllERY MISSILES 
  Artillery Missiles (see page 49 for game stats) are capable of adjusting their flight path as they sail toward the battlefield. As a result, they 
  are able to target moving enemy units if a target designator provides them with course correction data. 
  Artillery Missiles need not be aimed at a particular battlefield hex. Instead, they can be launched in "seeking" mode, where they will use 
  the information provided by an allied target designator to decide on a target. The target designator must illuminate the target unit during 
  the whole round in which the missile arrives. If this occurs, the designated target's current hex becomes the missile's arrival point. If the 
  missile deviates, it will deviate from that hex. If no target designator is locked on, the missile will deactivate its warhead and impact 
  harmlessly on the ground (roll as normal for scatter - 
  building and terrain features in the landing hex will suffer 5 points of damage). 
  3.3.3 ClEARlNG MlNEFlElOS 
  Artillery fire can be used to clear minefields with a brute application of firepower. If a minefield is present in the hex@) targeted by the fire 
  mission, it will automatically be affected by the impact of the shells and the concussion of the explosions. 
  The minefield's vehicular and infantry thresholds will drop by one point for every full ten points of damage caused to the hex, regardless 
  of the type of sheaf used (open or closed). If either threshold falls below zero, the minefield, while not quite eliminated, has huge gaps in 
  it and is no longer much of a threat to units passing through the hex. Units take the minefield's basic Damage Multiplier in damage points 
  if they fumble their Piloting roll. Except for Water and Swamp hexes, the target hex's terrain is automatically transformed into Rough 
  ground if the minefield is destroyed by artillery. 
  3.3.4 USING ROCHET PODS AS ARTllLERY WEAPONS 
  The military generally considers unguided rocket pods (VLRP, LRP, MRP and HRP) as short range weapons. This is not because they lack 
  the necessary fuel to cover large distances (aircraft-fired rockets generally can reach longer engagement ranges), but primarily because 
  they are inaccurate and thus unlikely to cause significant damage at long distances. They can be used with great efficiency against 
  immobile targets, however, such as buildings or terrain features. 
  Any rocket pod can be used as an off-board artillery weapon. When used in this manner, the weapon can fire from its usual Extreme range 
  to double that at a penalty of -4. Rocket pods must obey all the usual artillery fire rules and cannot be targeted at individual units, only 
  buildings and terrain features. 
  Because the rockets cannot be aimed as precisely as in the direct fire mode, they deviate like other artillery fire if the attack misses. Use 
  the Artillery Scatter diagram on page 23 to determine the direction of the deviation. Rockets do not have an area effect unless they are 
  used to saturate a hex. 
  Waylon Wyatt (order #5625757)
  
  3.3.5 INFANTRY SUPPORT 
  The mortars carried by infantry units are capable of precise indirect or off-board fire, though the minimal sensor apparatus carried by the 
  crew sometimes limits their efficiency when firing at unseen targets. 
  When used off-board, the weapons can fire from their usual Extreme range to double that at a penalty of -4. Mortars must obey all the 
  usual artillery fire rules and cannot be targeted at individual vehicles. Infantry weapons do not have an area effect unless multiple mortars 
  are fired together to saturate a hex (using the normal infantry ROF procedure). 
  SNIPERS 
  v 
  Snipers are one-man units that operate independently, trying to pick off important enemy assets through sheer accuracy. Snipers are also 
  known to cause severe morale problems - 
  at least until they are spotted and have an artillery barrage called on their position' 
  A sniper is, in game terms, a one man infantry unit. He is armed with a long-range weapon: either the 15 mm Sniper Rifle, the Sniper 
  Laser Rifle or the Anti-Gear Rifle (see page 100 of the rulebook). Stationary snipers may aim at a specific system on a vehicular target at 
  no penalty, or they may choose to attack one specific infantryman when attacking a squad. Because they take great care to conceal 
  themselves, snipers have the equivalent of the Stealth Perk at level 2. The sniper is counted as being two levels higher than his true skill 
  when calculating his Threat Value (thus, no sniper may have a skill level of six or more). If the Morale rules (see page 42) are used, a 
  standard Morale check must be made after each sniper attack (successful or not). 
  I 
  Sniper Equipment 
  CAMOUFLAGE SUIT 
  7 
  Snipers commonly wear a high tech camouflage suit to reduce 
  their sensor signature. The basic suit is made of a heat-dissipat- 
  ing material that has a limited ability to absorb radio waves in the 
  radar frequencies. The suit features helmet attachment points for 
  sensor equipment and can be hooked up to a thermal shroud to 
  increase its heat-dissipation rate. When hooked up together, the 
  suit and shroud disperse the sniper's body heat over a larger sur- 
  face in a randomized pattern. Each suit is custom-fitted to the 
  soldier and very expensive, which makes them somewhat rare. 
  SENSORS 
  v 
  Snipers and support squad troopers carry electronic binoculars 
  that have been modified to detect and process visual information 
  in the infrared and low-light bands. A small processor can be 
  hooked up to the soldier's communicator to transform the bin- 
  oculars into a Heads-Up Display, relaying and displaying target- 
  ing information from the rest of the squad. Many carry the sensor 
  apparatus on a helmet mount to leave their hands free. 
  SNIPER ARMAMENT 
  v 
  Snipers are armed with an accurate long range gun. The weapon 
  is painted in camouflage and equipped with a thermal shroud. 
  The sniper laser is extremely accurate, but can easily be traced 
  back to the shooter. The sniper must maintain the beam only for a 
  fraction of a second or "shoot and scoot" to avoid detection. A 
  sniper rifle avoids this problem and can fire specialized ammuni- 
  tion, but requires more expertise. 
  SUPPORT WEAPON 
  I 
  One of the most common support weapons is the lightweight 
  mortar unit. It is made of aluminum alloy reinforced with com- 
  posite and is easy to deploy and carry by one man. Many current 
  mortar designs use self-boosted ammo to reduce recoil and fur- 
  ther decrease the weight of the launcher. 
  Polarized Goggles 
  Waylon Wyatt (order #5625757)
  
  3.4 DIRECT FIRE 
  Artillery units are sometimes caught in the middle of a raging battle by the fast and unpredictable movements of the conflict. Artillery 
  units that start the game on the board or find themselves trapped in the middle of a battlefield may elect to use direct fire. Like other direct- 
  fire weapons, artillery units and artillery missiles may engage any moving or stationary targets, although they are not very efficient in the 
  direct fire mode. Direct fire can only be used if the artillery unit can trace a direct line of sight to its target, otherwise the shot is resolved 
  as a standard indirect artillery attack. 
  The artillery unit must have a direct line of sight to fire on an immobile target placed on the same board section. Immobile targets include 
  bunkers, buildings, terrain features and disabled vehicles (stationary vehicles are still counted as mobile targets because they may move 
  at any moment). The basic threshold to hit an immobile target is 5. This number can be raised or lowered by the usual attack modifiers, 
  If the target is mobile, hitting it is much more difficult because the bulk of the artillery weapon makes it slow to turn around to track the 
  target. The basic threshold to hit a mobile target is 8 or the target's Defense roll, whichever is higher. As above, this number can be raised 
  or lowered by the usual attack modifiers. 
  3.41 TRACHING AND CORE SIGHTING 
  There are two methods an artillery unit may use to increase its chance of hitting a target with direct fire attacks: tracking or core sighting. 
  Units wishing to use either method must announce that they are doing so during the Declaration Phase of the turn. Both will work, but 
  take some precious time. 
  If, at any moment during tracking or core sighting, the artillery unit is fired upon or otherwise attacked, it immediately loses all its 
  accumulated bonuses and must start the process all over again in the next round (this is assuming it survives the attack). 
  TRACHING 
  v 
  Tracking is a firing procedure in which the gunner holds his fire 
  and continuously tracks the target to improve his chances of hit- 
  ting it. In game terms, this translate into a reduced threshold 
  number. Tracking only applies against moving targets. 
  To use tracking, the artillery unit's gunner must have a continual 
  line of sight to his target at the beginning of each turn. Each com- 
  plete turn of tracking lowers the attack threshold by one. Should 
  the line of sight be lost at any point, all the accumulated tracking 
  bonuses are lost as well. The artillery weapon must remain sta- 
  tionary while tracking. 
  Because the action on the battlefield is so fluid, spending too 
  much time on tracking is considered extremely dangerous by most 
  gunnery crew. Artillery units may only track targets for four con- 
  secutive rounds, after which they must either fire or lose their 
  accumulated bonuses. 
  CORE SIGHTING 
  v 
  Core sighting is another method of direct fire targeting, this time 
  used against immobile targets. The procedure consists of noth- 
  ing more than taking the time to adjust the target point and mak- 
  ing sure the projectile(s) will hit the target. 
  To use core sighting, the gunner must have a continual line of 
  sight to his target at the beginning of each turn. Each complete 
  turn of core sighting lowers the attack threshold by one. If the line 
  of sight is lost at any point (because of smoke, for example), core 
  sighting bonuses may not be improved that turn. Firing bonuses 
  accumulated through core sighting are not lost unless the artil- 
  lery weapon is moved. 
  Because the action on the battlefield is so fluid, artillery gunners 
  do not like spending too much time on core sighting. Artillery 
  units may only track targetsfor two consecutive rounds, after which 
  they must either fire or lose their accumulated bonuses. 
  Waylon Wyatt (order #5625757)
  
  3.5 GUN CARRIAGES 
  Gun carriages are simple towed platforms that allow small vehicles to carry and use heavy weaponry. Gun carriages are often used to 
  transport artillery batteries and other battlefield support weaponry. 
  A gun carriage is built exactly like a normal vehicle, with the following exceptions: Ground or Naval are the only movement types available 
  (other movement types require an engine to function); speed and Deployment Range are equal to 0 (gun carriages don't have engines). 
  The Maneuver rating is applied as a modifier to the towing unit's Maneuver rating, and so is often equal to 0 or -1. The Sensors and 
  Communication systems can be omitted if desired, but some carriages do have their own dedicated systems which may be used by the 
  towing unit's crew if desired. Gun carriages can have a dedicated crew or can be operated by the towing unit's crew. 
  Because they lack an engine and many other mechanical parts, gun carriages can carry a much greater amount of weaponry and equip- 
  ment than combat vehicles. The carriage is considered to be five Sizes larger than its final Size for weapon minimum sizes and ammuni- 
  tion purposes. This adjusted Size should be written down in parenthesis beside the unit's real Size. 
  Gun carriages take ten rounds to set-up, during which they can neither move nor fire. In Skirmish scale combat (see page 6), ten 6- 
  second rounds are required to detach the carriage from the towing vehicle and forty more are required to set it up. At least one man or a 
  vehicle with manipulator arms is required to detach the carriage. Set-up requires either a number of soldiers equal to the Size of the unit 
  or an arm-equipped vehicle capable of towing the unit into position. 
  I 
  MOK it or Lose It 
  Gun carriages, also known as field artillery carriages or just gun plat- 
  forms, are an inexpensive and easy way to allow heavy support weapons 
  to be brought into battle. They are somewhat fragile, however, and take 
  time to properly set up and prepare. Once set, they are very hard to move 
  in a hurry. For this reason, gun carriagesare generally used only to bolster 
  defensive position or provide support to siege units and are rarely seen on 
  the modern battlefields. 
  Large pitched battles, once common in the past, now rarely occur. They 
  arejusttoocostly(both in menand resources)and inflexibleto fulfill most 
  current military objectives. The modern battle is often a short and brutal 
  affair, consisting of deadlyfire exchanges between a small number of mo- 
  bile units whose missions often consist of raids and fast strikes. The op- 
  erational words are "get in, do your stuff, get out.' 
  The relative immobility of a battery of ready-to-fire gun carriages make 
  them very vulnerable to counter-battery fire and enemy overruns. Gun car- 
  riages are often placed within reinforced positions, such as a revetment, to 
  ensure they will survive at least one counter-battery strike. They are al- 
  most invariably assigned "bodyguards,' either Gears or infantry squads 
  that act both as defenders and as replacement crew should the need arise. 
  [ A Gunner's Pride 
  "There ain't nothing more beautiful in the world than a gunner's weapon. 
  Ask any gunner 'round here, he'll tell you so. Check this out: this here is 
  'Patricia,' our self-propelled gun. She's a real babe, eh? That tube on top is 
  a 200 mil electrothermal cannon -a 
  good, solid thumper if I ever saw 
  one. Notice how good she looks, even though she's been out in the field 
  for twelve-odd cycles? We wash her, oil her, feed her, and pamper her. We 
  take good care of her, and she slams the bad guys so they can't hurt us. 
  You could say we gunboys are in love. It's the same for every battery. 
  What? Yeah, we feed her. We got cans of ammo over there - 
  we call 'em 
  cans, but they're actually revolver-type magazines. It's awesome to see her 
  spit themall out-thumpthumpthump, 
  like thesound of a big giant drum. 
  She's a big eater, ya know, cwinb that's why we have lots of cans. Wouldn't 
  want her to go hungry, it don't look so good. 
  They say we're supposed to "disable the unit and retreat" in case of an 
  enemy overrun. That means we have to remove or rip out the breach block 
  and the firecon module, or just drop a thermite grenade in the tube before 
  leaving. Either way, you're not likely to use that gun ever again. But I couldn't 
  do that to her - 
  none of us gunboys could. Myself, I'd rather die than 
  leave her in the greasy hands of the enemy." 
  Private Burke "Beanboy Furhey, 365th Artillery Group 
  Waylon Wyatt (order #5625757)
  
  MlNEFlElO 
  Mines have dramatically reduced in size over the centuries -the smaller a 
  mine is, the harder it will be to find, and the more you can cram into one 
  delivery system. Modern mines are made of light-weight, non-reactive plas- 
  tic to avoid detection. Their small size, combined with their advanced de- 
  sign, make hidden minefields extremely hazardous to all types of 62nd- 
  century combat units. 
  This section explains how to define and handle mined areas during the 
  game. Six different types or “grades” of mines are available, depending on 
  the target requirement. All can be modified using seven characteristics to 
  customize them to the exact needs of the situation. In addition, special 
  mine-scattering ammunition is also available for large guns and missiles, 
  though it cannot be modified by the above=mentioned characteristics (the 
  method of delivery makes most of them inapplicable). 
  The text also covers how to lay down mines both before and during a bat- 
  tle, along with the cost and time required to do so. Further, the reverse 
  procedure is fully detailed, allowing infantry squads and vehicles to look 
  for and disarm any hostile mines they might encounter. 
  NOTE The following rules are significantly more detailed than those found 
  on page I09 of the Heavy Gear rulebook. Either set of rules can be used at 
  the players’ discretion. 
  41 MlNEFlElDS IN THE GAME 
  Any hex may be designated as a minefield (mines can be designed for practically any environment, be it ground, water or even air). The 
  type of mine used to produce the minefield determines the minefield’s threshold and damage multiplier. Treat minefields as areas that 
  continuously have an area saturation attack in effect (see Satufafion Fife, page 97 of the main rulebook). The mines themselves are so 
  smal,l and there are so many of them, that the field effectively remains active throughout the game (unless cleared, see section 4.3.1 
  Minesweeping, p. 31). Depending on their type, mines have different detonation thresholds versus different unit types. 
  Damage is considered to come from underneath the unit for game purposes, though some mine designs are first launched out of the 
  ground before exploding and attack normally according to facings (see 4.7.5 Jumping Mines, on the next page). Any additional armor is 
  ignored, unless it is mounted directly on the underside of the vehicle. Mine attacks are automatically aimed at the Movement system, but 
  do not suffer the usual -1 aiming penalty. No unit can be attacked more than once per hex during any given turn. 
  The costs given in the table (page 30) assume that the enemy is not aware of either the existence of the minefield or its location. Such a 
  minefield costs the listed price. It is possible, however, to buy minefields whose existence is known bv both sides. Such a minefield costs 
  only one-third the listed price. 
  Proximity mines can use a large variety of sensors and exploding devices, but the underlying principle remains the same: the mine lies 
  dormant until its sensors are triggered by a passing unit corresponding to known enemy signatures. Proximity mines can use radar, 
  sonar, vibrations, etc. to detect their prey - 
  they are all equivalent in game terms. The most efficient sensor is assumed to be used. 
  Once a target is detected, the mine attacks by simply exploding, launching a tiny missile or emitting a searing energy beam. No matter the 
  type, proximity mines are activated as soon as an enemy unit enters the mined hex. Friendly units passing through the hex will be 
  unaffected as long as they broadcast the correct IFF (Identification Friend or Foe) code - 
  thus, a friendly unit without a functional 
  communication system will be attacked just like an enemy unit. 
  A cheaper type of proximity minefields is the “dumb minefield, which lacks the sophisticated IFF sensor routine of the usual prox 
  minefield. Its mines are triggered by a simple vibration or pressure sensors; anti-personnel mines can also be triggered by trip-wires. 
  Such a minefield costs only half the listed price, but reacts to any unit (man or vehicle) entering its hex. 
  Waylon Wyatt (order #5625757)
  
  4.1.2 REMOTE-DETONATED MINES 
  Remote-detonated minefields are extremely sneaky and deadly. They can remain hidden until an enemy is well within the minefield's 
  boundaries -then 
  can be activated with deadly effect. Remote-detonated mines cost twice the listed price, but do not attack until 
  activated by a friendly unit within communication range. 
  Activating a minefield requires either a LOS to the minefield hex, a satellite uplink or a forward observer. Any number of minefield hexes 
  can be detonated at once, provided they satisfy the above condition. A Leadership roll must be made against a threshold of 2 plus the 
  hex's terrain's MP cost (highest cost in case of multiple terrain types), modified by the vehicle's Communication rating. This roll costs one 
  action. A successful roll means immediate detonation of the selected hex(es). Afailed result means only some of the mines went off - 
  halve the damage multiplier of the minefield. A fumbled result has no effect. Remote-detonated minefield hexes can be used only once per 
  game (all mines in the hex are detonated simultaneously). 
  41.3 TIME-DETONATED MINES 
  Time-detonated minefields are not very flexible in game terms, though in reality they are extremely sneaky. They are equipped with a timer 
  that activates the mines at a previously set time, regardless of who or what is in the hex. 
  This type of minefield costs only one-fifth the listed TV cost. The turn in which they will detonate must be recorded on paper before the 
  start of the game. Time-detonated minefields can be used only once per game (all mines are detonated simultaneously). It is possible to 
  buy multiple timed minefields per hex, though, creating a sequential explosion effect. For example, Minefield 1 might be set to blow on 
  Turn 2; Minefield 2 on Turn 5, Minefield 3 on Turn 10, and so on. 
  A ruthless tactic is to lay a proximity minefield and a timed one in the same area. Once the proximity mines have been detonated, the 
  enemy too often assumes the area is safe to pass through, leaving their soldiers vulnerable to the later timed detonations. At worst, it will 
  force them to commit valuable resources to mine clearing. 
  41.4 HAYWIRE MINES 
  A rare type of minefield uses electromagnetic pulse (EMP) warheads instead of explosives. The bulk of the mine is taken up by a rapid- 
  discharge energy capacitor, a simple flywheel/generator arrangement. The EM pulse generated by the self-destructing mine disrupts 
  electronic systems in the target, coursing through circuitry and destroying non-grounded components. 
  Haywire mines cause only half the listed damage (rounded down), but roll twice on the System Damage table if they cause Light or Heavy 
  damage. In roleplaying terms, treat the weapon as an electrical attack with an Intensity equal to its damage multiplier plus its Margin of 
  Success, covering an area 10 meters across (one Skirmish scale hex). 
  41.5 JUMPING MINES 
  Jumping mines use a small rocket motor or compressed gas charge to "jump" into the path of their intended target before detonating. 
  This allows them to attack almost any kind of unit, including aircraft flying at nap-of-earth (NOE) altitude over the mined hex. Because 
  they have to be carefully placed and concealed, jumping mines may only be placed by infantry units. 
  Jumping mine attacks are unpredictable: the mine can be set to explode in front of the target (1-3 on one die) or wait until the target has 
  passed and attack from behind (4-6). Other than this, they are treated as a normal attack on the facing rolled. 
  I 
  Flqinfl Lou 
  "One time, I was on a deep recon mission -no, 
  I can't tell you when or 
  where. Hey, tough. Anyway, I was flying over the hills, trying to stay low. 
  Last thing I wanted was a missile in my tail pipe or a laser strobed all over 
  mywindshield. Thereweretreesall around, just likea carpet, until I crossed 
  a recently cleared zone. I'm the suspicious type, you see. It's saved my 
  buns more than a couple of time. So I slow down a bit. 
  'Then suddenly, I got warning lights flaring up right and left. It's a weird 
  sight: you just see these 'pops' of dust on the ground, and there's some- 
  thing in the air likea big black bug. Then it blows, and you have a face full 
  of ceramite splinters-or 
  worse. I pulled on the stick like crazy, and for a 
  while I thought that either it or the turbines were gonna tear right off. I got 
  lucky though, and I cleared the danger zone without damage. I became a 
  pilot to avoid that nasty stuff. and now it's following me! Hate this, man ..." 
  Debbie Jungston, hopper pilot 
  Waylon Wyatt (order #5625757)
  
  4.2 MlNEFlElD COSTS AND CHARACTERISTICS 
  The following table lists the six main types of minefields available. More than one type of mine may be placed in any given hex, but the 
  full price must be paid for each. The price below gives the cost to completely cover one tactical hex - 
  additional Threat points spent on 
  that minefield have no effect and do not give any kind of bonus. If the Skirmish scale is used, the listed cost will buy ten Skirmish-scale 
  hexes' worth of mines (rather than 25 - 
  it is supposed that a mined tactical scale hex is not fully covered by mines, allowing some units 
  to pass through unharmed on a good die roll). 
  Minefield Type gives the minefield's primary function. Damage Multiplier is used in the same way as other weapons' damage multipliers. 
  For simplicity, treat all mines as HEAT weapons. The Vs. Vehicles and Vs. Infantry columns list the threshold used to determine whether 
  a hit has occurred and how much damage is inflicted. Finally, TV per Hex is the cost, in Threat Value points, of one tactical hex of this type 
  of minefield. This cost will be further modified depending on the chosen characteristics of the minefield (dumb, remote-detonated, etc.). 
  All costs are rounded up to the nearest whole point. 
  Mines delivered by artillery or other weapon fire are paid as ammunition for the weapon firing them and thus cannot use any of the special 
  options listed in section 4.1. They are considered to be standard proximity minefields and have the same threshold (the saturation attack 
  roll) versus vehicles as they do versus infantry. 
  Minefields 1 
  Minefield Type 
  Dmo Multiolier 
  vs. Vehicles 
  vs. lnfantrv 
  TV o e i L  
  Anti-Personnel 
  x5 
  4 
  7 
  2 
  Improved Anti-Personnel 
  x7 
  4 
  8 
  3 
  General Puroose 
  xl 0 
  6 
  6 
  5 
  Heavv General PurDose 
  xl5 
  6 
  6 
  7 
  Anti-Armor 
  xl5 
  7 
  4 
  8 
  Heavy Anti-Armor 
  x25 
  8 
  3 
  10 
  Proximity 
  xi 
  "Dumb Proximity 
  x0.5 
  Remote-detonated 
  x2 
  Time-detonated 
  x0.2 
  Haywire 
  xl.5 
  Jumoino 
  X I  5 
  ~ 
  Minefield is known bv both sides 
  xo 33 
  There are several different ways to deploy minefields. One of the most common methods is to place them by hand. A well-trained 
  engineering or infantry unit (skill level 2t) can mine an entire hex in a matter of minutes. The exact time required is equal to the base TV 
  cost of the chosen minefield (before any multipliers are applied), in minutes, provided the ten troopers in the squad work at it. Multiply 
  the previous result by two to get the time required in Tactical scale rounds or by ten to get the time required in Skirmish scale rounds. 
  If only part of the squad works at it, the time required is proportionally longer. For example, if only half the squad place mines, it takes 
  twice the time. If only one trooper places mines, it takes him ten times as long as if the entire squad were working at it. The time required 
  is also doubled if the unit is inexperienced (skill level 0 or 1) or is not an engineer squad (the modifiersare cumulative). It is not possible 
  to place mines while under attack. 
  Vehicles may be equipped with the Minelaying Equipment Perk, a set of special machinery designed to dig a small trench or a series of 
  holes along the path of the vehicle (see page 55). The machinery then plants the mines and buries them. The smaller anti-personnel 
  mines can also be "sprayed" behind the path of the vehicle, making them even faster to deploy. The whole system is very eff icient and can 
  lay up to five points worth of mines every two minutes (four tactical rounds or twenty Skirmish rounds). The minefield becomes active 
  one minute after the minelaying vehicle has left the hex, though this can be increased if desired. 
  It is also possible to deploy minefields by using artillery weapons. Both tube and missile artillery can use Minelayer ammunition, which 
  consists of a warhead filled with hundreds of tiny multi-purpose mines. Although these mines are easier to detect than infantry or vehicle- 
  placed mines, which are carefully concealed rather than just thrown on the ground, their sheer number and small size ensure that those 
  unsuspecting enemy units will walk right into them. The game stats for Minelayer ammunition can be found in the Heavy Gear Tech- 
  nical Manual, page 68. 
  Waylon Wyatt (order #5625757)
  
  4.3 CLEIIRING MlNEFlElOS 
  Hidden minefields are very hard to detect, but it is possible to find them using sophisticated equipment, cautious probing by hand or just 
  plain luck. Infantry units have a one in three chance of discovering a minefield when they enter a mined hex, even if they do not trigger it 
  (if!., receive damage). The player controlling the unit decides if he wants to bother with the roll (1 or 2 on one die reveals the presence of 
  mines in the hex). The crew of vehicles passing through a mined hex, but not triggering it, will not be aware of what is around them. 
  Infantry units can be equipped with advanced scanning equipment to look for mines (see page 48). At least two men are required to carry 
  the sensors and cannot carry weapons. By spending one action, the squad rolls using its infantry skill. The result is then compared to the 
  lowest thresholds of any mined hexes within a two-hex radius. If the roll is higher than the threshold, any minefield hexes in the area 
  scanned are identified as such. If it is equal or lower, there is no result. 
  Vehicles can also be equipped with special mine-detecting sensors. These are very similar to the sensors supplied by the Geological 
  Sensor Perk, but are specially calibrated to detect the mass and faint emissions of buried land mines. This allows the vehicle to detect 
  mines in the same way as an infantry unit, save that the sensor rating is added to its Electronic Warfare roll. 
  4.31 MINES WEEPING 
  There are several ways to clear mined hexes, but none of them are particularly safe (save for artillery bombardment, if only because the 
  crew never actually enter the minefield). The job is always extremely dangerous and requires extensive training in the field of demolition 
  and explosive devices. 
  The simplest and cheapest method is to send in an engineering or infantry unit which will attempt to clear a path through the mines. Too 
  often, they have to make do with sticks, intuition and common sense to find mines. Luckier units will have access to special sensors, 
  consisting of a bulky backpack and an antenna array, designed to find hidden mines. Needless to say, the job is dangerous and thankless. 
  Vehicles can also be equipped with specialized sensors designed to look for the telltale signs of hidden land mines. A mine plow or det- 
  cord launcher will then dispose of the newly-located mines and drop chemiluminescent sticks to mark the cleared path. The armored hull 
  of the vehicle makes the job of mine clearing less dangerous for the crew, but once in a while a mine slips through and explodes, 
  damaging or even destroying the vehicle. Often, engineering units rely on remote-controlled drones to avoid endangering soldiers. 
  Artillery can also be used to clear suspected dangerous areas. This tactic tends to be costly in ammunition and is not very subtle, often 
  devastating the target area. 
  INFANTRY 
  v 
  Infantry squads sent to clear minefields must remain in the mined hex for at least two complete rounds. By spending one action, they can 
  roll versus the minefield's infantry threshold using their generic skill. Engineering squads add t1 to their die roll to reflect their additional 
  training. If successful, both of the minefield's thresholds ( i t .  vehicle and infantry) are reduced by one. If either of the two thresholds 
  drops to zero or lower, the minefield is effectively neutralized (most mines remain, but a safe path is identified through the hex). 
  If the roll fails, the infantry unit is immediately attacked by the minefield, as per the normal rules. If the roll is fumbled, the infantry is also 
  attacked but does not get a defense roll (Le., the roll is equal to zero for damage purposes). 
  MINE-CLERRING VEHICLES 
  7 
  Vehicles can be equipped with mine-clearing devices (see NewPerks, page 55). The vehicle must remain in the mined hex for at least one 
  complete round. By spending one action, the vehicle can roll versus the minefield's vehicular threshold using the crew's Piloting skill, 
  adding the rating of the mine-clearing equipment. If successful, both of the minefield's thresholds are reduced by one. If either of the two 
  thresholds drops to zero or lower, the minefield is neutralized. 
  If the roll fails, the vehicle is immediately attacked by the minefield, as per the normal rules. If the roll is fumbled, the vehicle is also 
  attacked but does not get a defense roll (if!. the roll is equal to zero for damage purposes). 
  Minefields can also be cleared by concentrated artillery fire. Fuses will be set to explode after the shells have burrowed into the ground, 
  increasing the chances of detonating as many mines as possible. 
  A minefield present in the hex@) hit by the artillery barrage will automatically be affected. Both its vehicular and infantry thresholds will 
  drop by one point for every full ten points of damage. If Anti-Structure ammunition is used, the damage caused by the attack is doubled 
  as if the minefield were a building. 
  Except for Water hexes, the target hex's terrain is automatically transformed into Rough ground. Because artillery fire will not destroy all 
  the mines, a minimum threshold of 1 will always remain, but can be removed using the other mine-clearing techniques. 
  Waylon Wyatt (order #5625757)
  
  t 
  OPTlONAl RUlES 
  Thls chapter covers advanced optional rules for tactical combat. Not all of 
  them will apply to a particular game, but they can be mixed and matched 
  without ill effect. The effect of one rule upon another is clearly indicated in 
  the text. Among the most useful or interesting of these optional rules are 
  those that allow vehicles to go “hull down,” effectively hiding behind ter- 
  rain features. Also interesting are the rules that cover close combat, in- 
  cluding new ways to use grenades; and those that cover the affect of troop 
  Morale in how soldiers will behave. 
  Because the advanced optional rules listed in this chapter bring additional 
  complexity to the game, it is highly recommended that players have a good 
  understanding of the basic rules before attempting to use any of them. The 
  use of any rule in this section is completely optional and must be agreed to 
  by all players before the start of the game. 
  Perhaps the best way to introduce these advanced rules into a Heavy Gear 
  tactical game is to create a series of scenarios, each featuring one new set 
  of rules. New terrain types can be introduced by playing a series of battles 
  set across Terra Nova; melee combat can be introduced in a urban close- 
  combat scenario; field engineering might appear during a longer scenario 
  featuring many troops on each side. 
  5 1  NEW TERRAIN TYPES 
  The various terrain types listed in the basic rulebook are those most commonly encountered on the surface of Terra Nova. There are, 
  however, other types of terrain that are less common, but present unique difficulties to travelers and combatants trying to find their way 
  across. The table below lists seven new terrain types, including three featuring the deadly white sand (WS for short) deposits that have 
  made the desert of the same name so famous. Movement point costs for elevation changes have also been included for completeness. 
  Hew Terrain Tdpes I 
  Terrain Type 
  Walker MP 
  Ground MP 
  Hover MP 
  Obscurement 
  White Sand (WS) 
  2 
  2 
  1 
  WS Rough 
  1 
  2 
  1 
  WS Deposits 
  2 
  2 
  1 
  Snow 
  2 
  2 
  1 
  Deep Snow 
  3 
  4 
  1 
  1 
  Ice 
  2 
  3 
  1 
  Tar Sand 
  3 
  4 
  1 
  +I elevation 
  add 2 
  add 2 
  add 4 
  -1 elevation 
  add 1 
  511 WHITE SAND TERRAIN 
  The Great White Desert and a few other areas in the Badlands are home to heavy deposits of white sand, a volcanic ash that is extremely 
  corrosive. Forces doing battle in these areas will have to deal with several unique (and possibly damaging) conditions, all related to the 
  presence of white sand in the soil. 
  White sand has a tendency to either pool in recesses or be deposited on the rim of dunes and rocks by the desert winds, depending on its 
  origin and granularity. As a result, though Gears and other vehicles are very susceptible to the sand’s corrosive effects, they can avoid 
  damage if their crews remain alert, Some areas are so saturated with white sand, however, that damage is unavoidable. Although white 
  sand may be present almost anywhere, for tactical purposes there are three general types of white sand terrain. 
  Waylon Wyatt (order #5625757)
  
  WHITESANO 
  v 
  White sand is an extremely corrosive volcanic ash found in the 
  Great White Desert. Blown across the Badlands by winds, they 
  settle in large pools near the top of dunes and rocky outcroppings. 
  Most pilots and drivers know to avoid the pools because the dust 
  can damage any mechanism it comes in contact with. 
  Ground and walker vehicles crossing a White Sand hex must make 
  a Piloting roll against a threshold of 4 or suffer a Light damage 
  result to their movement system. Hover vehicles roll against a 
  threshold of 3 and roll location normally, ignoring Crew hits. In- 
  fantry units automatically avoid the white sand pools in the hex. 
  WHITE SAHU ROUGH 
  I 
  White sand has a tendency to settle and accumulate near rocks 
  and other prominent features. In rough areas, pools of white sand 
  are more common and often hidden under small rocks and ordi- 
  nary sand. White sand can also clump with regular sand to form 
  "Badlands eggs," innocuous-looking, but highly corrosive rocks. 
  Walker and ground vehicles crossing a White Sand Rough hex 
  must make a Piloting roll against a threshold of 5 or suffer a Light 
  damage result to their Movement system. Hover vehicles roll 
  against a threshold of 4 and roll location normally, ignoring Crew 
  hits. Infantry units automatically avoid the white sand. 
  WHITE SAHU UEPOSIT 
  v 
  Certain locations, such as rocky outcroppings, tend to favor the 
  accumulation of white sand. In some places, the white sand base 
  can be up to two or three centimeters thick while covering several 
  hundred square meters. Any vehicle or person wandering there 
  will likely suffer from some corrosion or burn damage. 
  Walker and ground vehicles crossing a White Sand Deposit hex 
  suffer an automatic Light Damage result to their movement sys- 
  tem. Hover vehicles roll location randomly, ignoring Crew hits. 
  Infantry units suffer one point of damage to each trooper. 
  51.2 SNOW 
  Snow is rather rare on Terra Nova, but it can be found on the peaks of most northern mountains and the surface of polar glaciers. There 
  are two types of snow hexes: Snow and Deep Snow. Snow represents packed ice crystals which, while not particularly strong, can still 
  support the weight of units traveling on it. Deep Snow is fluffier material which makes travel difficult. Most units, except hover vehicles, 
  will sink or get mired in it due to their weight. 
  51.3 ICE 
  Large patches of ice may sometimes be found where snow has been repeatedly compressed (by a glacier, for example), or on one of the 
  few small polar lakes. Modern military sensors can usually be used to determine if the ice will support the weight of the vehicle, so drivers 
  don't have to be as careful. The low friction of the surface, however, means that high speeds and complex combat maneuvers do not mix 
  very well, requiring drivers to greatly reduce the speed at which their vehicles move. 
  51.4 TAR SANDS 
  Tar sands are satured with petroleum, making them hard to cross for walkers and ground vehicles. Walkers have problems with the 
  ground pressure caused by their limited foot area, but their legs can generally pull them out of most problems. Ground vehicles are not 
  so lucky and must carefully pick their way through lest they become mired in the unstable surface. Skimmers usually have no problem 
  traveling across tar sand, since they float above the surface. 
  Waylon Wyatt (order #5625757)
  
  Hull-down refers to a classic battlefield position where only the turret of an armored vehicle is exposed to enemy fire, the hull itself being 
  protected by a natural or man-made obstacle such as a ridge or a low wall This drastically reduces the chances of being hit while not 
  impeding the attacker's own fire. Obviously, other vehicle types can also use hull-down positions, including walkers. These simply squat 
  or lie down behind cover. 
  Because of the large ground scale chosen for the tactical game (50 meters per hex), it is not always possible to place a unit precisely 
  behind a ridge or other land feature since these are not readily apparent on the map. Instead, a somewhat abstract system is used: by 
  spending MPs, a vehicle can entrench itself behind hard cover almost anywhere. It is assumed that there are suitable terrain features in 
  the hex for such a move. The MP cost (which is listed in the Hull-Down Table below) represents the fact that the unit must move out of its 
  way, find suitable cover, slow down and otherwise park itself into the hull-down position. Some terrain types offer less protection than 
  others, and this is reflected in the MP cost - 
  it is always easier and faster to find a suitable defensive position in broken terrain or in a 
  city than on open ground. 
  The Hull-Down Table lists the various costs and protection factors assigned to each terrain type. The values listed apply equally to the 
  tactical- and Skirmish-scale rules. The "Covers" column indicates the system(s) that are hidden behind the obstacle when the vehicle is 
  in the hull-down position with weapons at the ready (the numbers listed in the table refer to the die roll numbers on the System Damage 
  table). If a commander so chooses, his vehicle can be completely hidden, covering all locations, but rendering all weapons useless save 
  for those capable of indirect fire. 
  Rather than applying a modifier to hit the now smaller silhouette of the vehicle, the attack is rolled normally; if a hidden system is rolled 
  on the System Damage Table, the obstacle absorbs part of the damage first The "Protection" column gives the amount of damage points 
  subtracted from the attack if it hits the cover instead of the vehicle. If the damage is reduced to zero, there is no further effect on the target 
  vehicle. To prevent unnecessary bookkeeping, the protection afforded by the cover remains constant and does not ablate under fire. 
  Aimed attacks are not possible against hull-down vehicles. 
  Infantry is always assumed to be in the "hull-down'' position, hence the natural -2 modifier on all attacks against them They may still use 
  the protection afforded by revetments and foxholes (see page 40), but may not then claim any damage reduction from other "hull-down" 
  positions. Aircraft may not use the Hull-Down rules, except for VTOLs (aircraft with a Stall Speed of zero) 
  Water on/yproduces hull-down effects if the vehicle is complete/y immersed (the vehicle must have the Submarine movement 
  **/tis assumed that the vehicle is locatedat the edge ofthe elevation level 
  "Don't believe everything they say, kid Going hull-down has its disadvan- 
  tages Sure, it always great to have something between you and incoming 
  fire, but with today's guns they're likely to go right through whatever cover 
  you can findl Also, you have to look for a good position -they're 
  not 
  lying just about anywhere. Look for a nice ridge, or maybea low wall, then 
  slam the brakes and get down behind it1 
  'Once down, you're protected but you're also stationary And you and I 
  both know the old "move it or lose it" routine, eh7 So wait until you've 
  found some tough cover, and check that you have a good shot lined up 
  Once you fire, go Don't wait. Find another place to hide * 
  Lieutenant Armand Denner, for Battlelogs (TN 1915) 
  Waylon Wyatt (order #5625757)
  
  5.3 MELEE COMBAT 
  Although ramming, punching and kicking are the most common close combat attacks, skilled pilots can often finesse their machines 
  through more elaborate attacks. The following rules cover additional close combat maneuvers that are taught to most combat crews. 
  Some maneuvers can only be used by walker vehicles with arms, such as Heavy Gears, and are clearly noted as such. 
  5.31 ADVANCED ClOSE COMBAT 
  Many of the following close combat maneuvers are made possible by the Gears' humanoid configuration. Skilled pilots often program 
  very complex movement sequences into their vehicle's drive computer, achieving astonishing results. Nonetheless, physical attacks are 
  less eff icient than weapon fire and are usually only practiced as a last resort. 
  Pilots with the Dueling skill (see the Duelist's Handbook, page 100) may use the following attacks as a normal Macromove 
  SlRM 
  v 
  A Slam attack is used to push opponents aside (or off a cliff). It is treated as a ramming attack that does only half the regular damage, but 
  pushes the defender back by a number of meters equal to the difference in Size times the MoS of the attack, plus the impact speed 
  modifier (if the total is lowerlhan zero, it becomes zero). If both vehicles are of the same Size, the impact speed modifier plus the MoS is 
  used as the number of meters (with a minimum of zero). Obviously, this technique is most useful in a roleplaying context (both the 
  Tactical and the Skirmish scale are usually too large to properly represent the knockback distance). 
  ATrip attack is only useful against vehicles using the Walker movement mode. This type of attack is hard to execute and has a -2 modifier 
  on the attack roll. If successful, the target vehicle falls down, hopefully taking damage and using precious time and Movement Points to 
  get up (see 6.25 Walkers falling, page 107 of the rulebook). 
  GRAB 
  I 
  The Grab attack is used to gain one object not permanently attached to the defender -a 
  hand-held rifle or some cargo carried in netting, 
  for example. An opposed Piloting test is made: the attacker suffers a -1 penalty, while the difference in arm ratings and vehicle Sizes are 
  added to the defender's roll. For example, a Size 6 vehicles with rating 6 arms tries to grab the gun of a Size 7 vehicle with rating 7 arms. 
  The defender's modifier will be (7-6 = 1, twice) t2. If the situation were reversed, the modifier would be -2. 
  The Rip Out variant of the Grab attack is much more dangerous: it is used to gain one object which is usually permanenflyattached to the 
  defender. Only specific systems (such as Sensors, Communications, weapons or perks) can be targeted. If the attack is successful, punch 
  damage is applied to the target. If the result is Light Damage, the system suffers from a - 1 modifier. With Heavy Damage, the system is 
  ripped right out of its location and is considered destroyed. If an Overkill result should happen, the vehicle still suffers Heavy Damage 
  plus an automatic additional Light Damage result, rolled randomly. 
  The Pin attack requires at least two arms (of any kind) to be performed. It prevents either the defender's arm(s) or Movement system from 
  being used, depending on which is pinned. To pin a target's arm, an opposed Piloting test is made: the attacker suffers a -2 penalv, while 
  the difference in the Size of the vehicles and the total rating of all arms is added to the defender's roll. If the roll is successful, the arms are 
  pinned. Pinning the Movement system follows the same procedure, except that only the difference between the average rating of the 
  pinning arms and the Size of the target is added to the defender's roll. 
  The Bearhug is a follow-up of the Pin attack. It follows the same attack procedure, but also causes damage to the defender. The target 
  must already be successfully pinned before the Bearhug is attempted. For each point of MoS, a number of damage points equal to the 
  rating of the strongest arm plus half the rating of any other arms is caused to the target's Structure (or Movement, if it is the system 
  pinned). 
  FEINT 
  The Feint is not a close attack per se: it is used to distract an opponent so the next attack, which is a real one, really hurts. A Feint is 
  performed as a normal attack but does no damage. Obviously, it does not have to be announced as a Feint. If the defender goes for it and 
  fails to "defend," his defense roll against the next attack (same attacker, same round) is considered to be zero. 
  This maneuver is a simpler version of the Feint maneuver available to pilots with the Dueling skill and can be used by anyone, whether or 
  not they have the Dueling skill. 
  Waylon Wyatt (order #5625757)
  
  c
  Vehicle-sized grenades are powerful, versatile weapons - provided the pilot knows how to use them. Unfortunately, grenades require 
  Manipulator Arms to be used effectively, so they are only available to Heavy Gear battle groups. 
  Grenades can be used in many different ways since they are nothing more than a large block of explosive with a timer has been attached. 
  The following rules allow grenades to be thrown, dropped or used as demolition charges. The throwing rules can also be applied to any 
  other object, such as a vibroblade or a rock. 
  THROWING 
  I 
  Throwing is the attack used to hurl items such as rocks or grenades. At least one arm is required for throwing. Battle and tool arms may 
  not be used to throw objects, unless they have been specifically designed to do so - 
  in which case, they may not be used for another 
  function, and the Battle Arm cannot pick up the projectile by itself. If the object being throw is not consenting to it (such as an enemy 
  vehicle), an opposed Piloting skill roll must be made to grab it first. In addition to this, all deviations are automatically oriented toward the 
  thrower (it., a missed throw will always fall short). 
  The base throwing range (in meters) of the arm is equal to twice its rating. This is reduced by the Size of the object being thrown, which 
  is subtracted from the throwing arm's rating before doubling. Alone, an arm cannot throw an object larger than half its rating. If the object 
  being thrown is larger than half the Size of the throwing arm, half the rating of another arm can be added to the effort. The base range is 
  reduced to the rating of the strongest arm. For example, a Size 6 Heavy Gear with two rating 6 arms would throw a Size 5 vehicle up to 
  eight meters away, but only with great difficulty. Each additional range band is double the previous one, as with any other ranged weapon. 
  When playing on a hex board, both the attacker and defender are considered to be in the middle of their respective hexes when determin- 
  ing the range. For example, two Heavy Gears in adjacent hexes would be 50 meters from one another in the Tactical scale, but only 10 
  meters away in the Skirmish scale. 
  When an object is thrown, a Piloting skill roll, modified as normal for range and movement, is made. If the modified die roll is equal to or 
  higher than the defense roll of the target, the object thrown lands right on top of it. If throwing at a specific hex, the threshold to beat is 
  equal to 4. If the dice roll fails, the shot will deviate from its intended destination by a number of meters equal to twice the Margin of 
  Failure. For the direction of the deviation, the Artillery Scatter Diagram on page 23 is used. When using hexes, place the deviated 
  projectile in the nearest possible hex, considering the target point as the center of the target hex. 
  If the attack roll was fumbled, the shot deviates as normal, but toward the throwing unit. Sometimes, a fumble will land a projectile right 
  on top of another unit anyway. Units caught in the area effect always take at least half the explosion's damage multiplier. The attack is 
  resolved as normal if the defense roll of the new target fails. Some area effect weapons may have a large explosion radius which might be 
  large enough to hurt the throwing unit. If the thrower lobs the weapon above a solid obstacle, he gains cover from it even though he would 
  be in the area effect of the explosion. See the Skirmish scale rules on page 16 for detailed effects. 
  Grenades are the objects most often thrown by Heavy Gears. Grenades are metallic cylinders of Size 1, and can thus be thrown about 80 
  meters by a Size 6 arm. The range bands would be 10,20,40 and 80 meters, respectively. Other weapons count as being one Size smaller 
  than their Minimum Size requirement for throwing and lifting purposes. 
  DEMOLITION 
  Grenades can be used as very effective demolition charges. Priming a Gear grenade for demolition work takes two actions, and can only 
  be used against immobile targets (disabled vehicles or structures). Once the grenade is ready, it can be set to detonate in any chosen turn. 
  Because the grenade is placed next to the target, its usual -1 Accuracy modifier is disregarded (Accuracy becomes zero). 
  The skill used to determine damage is Demolition. Unless the unit planting the grenade specifically has this skill, the damage is rolled 
  using a skill level of 1. If the die roll is fumbled, the grenade was incorrectly placed and only cause its DM in damage points. 
  DROP 
  v 
  Grenades can be dropped like mines from a moving vehicle to discourage pursuit or for a hit-and-run assault. Grenades used in this way 
  suffera -1 modifier on their attack roll as it is very hard to accurately use them during a high speed maneuver; once dropped, objects have 
  a tendency to bounce out of control, making them totally unpredictable in term of trajectory. Dropped grenades can be used in the rear arc 
  of the vehicle as they are dropped rather than actually thrown. 
  Grenades can also be dropped from above -from 
  a rocky ledge or a bridge, for example. They can be dropped in one of two ways: either 
  the attacker is assumed to be standing on a rock ledge or the side of a bridge to drop the projectile and can thus be attacked normally from 
  below; or he rolls the grenade out or extends only a manipulator arm to drop it. Attackers choosing the latter method cannot be hit, but 
  grenades dropped this way suffer a -2 modifier. Grenades can be dropped from aircraft, but suffer the -2 penalty mentioned above plus 
  any other movement modifier. They do not benefit from the aircraft's Fire Control. Note that this replaces the note on page 26 of the 
  Tactical Air Support manual. 
  Waylon Wyatt (order #5625757)
  
  5.4 VEHlClE DIIMAGE 
  The following rules apply to the damage application sequence found in the main Heavy Gear rulebook. The first optional rule has been 
  requested by players who prefer a more “realistic” style of play. The Damage Cap simply places a limit on the Margin of Success and 
  prevents weak weapons from causing huge amounts of damage. 
  The second optional rule is intended more for roleplaying purposes than for tactical play, but can be used in Skirmish-scale battles (see 
  page 6 for the complete Skirmish rules). Overpenetration demonstrates the enormous amount of energy expelled by modern weapons 
  and shows why standing close together is not a good idea on the battlefield. 
  The last damage rule will prove invaluable to players of combined roleplaying/tactical campaigns. 5.4.3 Tactica//RPG Crew Injuries 
  explains how to transfer damage received in tactical game scenarios to an equivalent wound level in roleplaying games for both vehicle 
  crew and infantrymen. 
  5.41 DAMAGE CAP 
  If all players agree to it, a Damage Cap may be placed on all attack rolls. A Damage Cap is a limit placed on the Margin of Success to 
  reflect the actual firepower or strength of the weapon used. The existing MoS system is fine for heroic games, where even a man armed 
  with a rifle can blow up a small vehicle. In a more realistic game, an incredible damage total inflicted on a target should be a function of 
  the weapon’s large damage multiplier, not an amazing dice roll. 
  A maximum Margin of Success of six is suggested for realistic games. Any damage over six times the weapon’s base damage multiplier 
  is lost. Attacks made at Point Blank have no such MoS limit and use the regular damage rules. This way, the weapon’s maximum damage 
  total reflects its true damaging potential and not its accuracy. 
  5.4.2 OVERPENETRATION 
  Modern weapons are capable of applying an awesome amount of energy to a very small area. Sometimes, the attack is so powerful it 
  blows right through the target, possibly damaging something else. This rule is intended primarily for roleplaying sessions, but it can be 
  used in Skirmish scale battles if all players agree. 
  Overpenetration occurs if the damage point total of an attack is five times greater than the target‘s Armor Value. Incendiary weapons 
  cannot cause Overpenetration. Structures such as buildings, walls and bridges, which do not have Armor Values, use half their original 
  damage capacity instead. For every ten points of Overpenetration (rounded up), the damage is applied to any object in the initial target‘s 
  rear arc; range is equal to two meters per full ten points. Overpenetration damage also affects characters and vehicles in buildings and 
  structure hit by weapon fire. 
  For example, a Hunter receives an attack in its front arc causing a total of 100 points of damage. The Hunter is destroyed, since the 
  damage exceeds its base Armor Value of 15 by more than three times-an 
  Overkill result. The attack also Overpenetrates by a total equal 
  to the damage total minus the Base Armor times five: (100 - 15x5 =) 25 points. Thus, any target in the Hunteh rear arc, and within a range 
  of 6 meters, will receive 25 points of damage. 
  5.4.3 TACTlCAllRPG CREW INJURIES 
  When playing combined tacticalholeplaying scenarios, the wounds suffered by the crew may be transferred from the tactical game to the 
  roleplaying game and vice-versa. Due to the additional level of detail (and thus complexity) involved, this method should be used for 
  Player Characters only. 
  Whenever a vehicle takes a Light Damage “Crew” result, each crewmember must make a consciousness roll versus a threshold equal to 
  4. If the roll fails, the crewmember lapses into unconsciousness, and he is not counted when determining how many actions can be spent. 
  He may roll at the beginning of each round to regain consciousness. 
  If the vehicle receives a Heavy Damage “Crew” result, each crewmember must make a Health roll versus the Margin of Success of the 
  attack. If it fails by 1 or 2 points, the crewmember takes one Flesh wound; if it fails by 3 or more, he takes a Deep Wound. All crewmembers 
  must also test for consciousness, just as for Light Damage. 
  Overkilling a vehicle generally means some messy damage to the crew compartment, even if it is not the part being hit. Each crewmember 
  must roll for ejection, even if not actually ejecting (see 5.10.3 Qecfion, page 99 in rulebook). Because this can be quite costly in Player 
  Characters’ lives, the Gamemaster is advised to let them walk away from one Overkill per game, but restrain from giving the PCs any XPs 
  at the end of the session (“the price of their lives”). 
  In the case of large, multiple-man crews, it is often best to average the above tests in groups of four or the nearest whole number, or 
  ignore them completely and apply the results in the damage table as they stand. 
  Waylon Wyatt (order #5625757)
  
  The following rules are used during the Miscellaneous phase of the game round. All actions are considered simultaneous, though 
  Initiative can be used when necessary to establish the order of play (for example, if two enemy units try to pick up the same weapon). 
  Acquiring new weapons allows vehicles with Manipulator Arms to pick up hand-held weapons to replace their own. The new rules also 
  allow technicians to reload the ammunition bins of a unit during the game. Emergency repairs and field engineering actions (such as 
  laying barbed wire) are now also possible during the Miscellaneous phase. 
  5.51 ACOUlRlNG AN0 RELOAOING WEAPONS 
  The Heavy Gear Technical Manual introduced the concept of putting weapons into rifle-like mounts (page 80). Rifles can be picked 
  up or put away at the cost of one action, as long as the manipulator is still functional. It costs no action to drop a rifle. If the manipulator 
  arm is destroyed, or if the rifle is dropped, the rifle can be picked up by another unit with afree manipulator. 
  Ammo bays can also be reloaded during the game, but require more extensive equipment than just a spare clip. Often, rounds must be fed 
  one by one into the magazine, or an entire ammunition box must be lowered into position with a crane. Most modern vehicles are 
  designed so that reloading them takes little time. The table below gives the number of ammunition TV point that can be loaded per round. 
  Some personnel (infantry or other) must be present in order to reload a vehicle. Up to half a TV point of ammo may be reloaded per action, 
  double that if a vehicle with manipulator or tool arms is present. The maximum number of persons that can work on one weapon at a time 
  is equal to the weapon's minimum Size. Thus, a ten-man infantry squad can reload up to two points worth of ammo per round. Rules for 
  recharging energy weapons are found in the Heavy Gear Tech Manual, page 89. 
  Reloading Summary I 
  Number of Men 
  Actlons 
  Ammo Points per Round 
  1 
  1 
  0 5  
  4 
  3 
  1 5  
  16 
  5 
  25 
  2 
  2 
  1 
  0 
  4 
  2 
  etc 
  Situation Modipers 1 
  loading Muitipller 
  Situation 
  Enoineerino Souad 
  v') 
  nL 
  - 
  - .  
  Vehicle with Arms present 
  x2 
  Veteran (skill level 3t) 
  xl.5 
  Rookies (skill level 1) 
  x0.5 
  Under Fire 
  x0.5 
  Modern combat vehicles are generally designed to ensure swill mainte- 
  nance and loading of their weapons Gears carry clipped weapons and are 
  supplied with ammunition very much like the infantrymen before each 
  m w o n  clips are w e d  to the pilot who then proceed to load their vehi 
  cle's weapons sometimes with the help of a technician 
  Vehicles are generally supplied by hand, loading shells and missiles one 
  by one (except for ammunition belts of course) Some vehicles use boxed 
  stores of ammo, but they are not as common Large loading doors are 
  often built into tanks and other armored vehicles to facilitate and speed up 
  the resupplying process 
  Ammunition is delivered in large boxes generally sturdy wooden crates 
  Some ot the biggest shells are sometimes delivered In custom-designed 
  polymer cases moldea to the shape of tne shells Rockets and missilesare 
  especially well-packaged guided missiles ana shells often have individual 
  foam-lined boxes to avoid jarring the guiding mechanisms The name and 
  type of ammunition stored inside is stamped on the sides of the box 
  Waylon Wyatt (order #5625757)
  
  5.5.2 EMERGENCY FIELD REPAIRS 
  Although damage to a vehicle’s systems usually requires time and facilities to repair, it is sometimes possible to patch-up minor damage 
  while on the battlefield. If a technician can get to the damaged vehicle, he can sometimes jury-rig new connections and patch up small 
  holes If the technician manages to weld enough parts together, he might just be able to return the vehicle to the field. If this optional rule 
  is used, both players should agree on the quality and quantity of each faction’s technicians. 
  The quality of a technician is represented by his rating (stat t skill level) Better technicians cost more in Threat points (see first table 
  below) Each technician must be present on the battlefield, either as a crewmember or passenger in avehicle, or as part of an infantry unit 
  If the technician is part of a combat unit, he may not fight (or operate a vehicle) and work in the same round. 
  Each tech generates a number of Labor points equal to his rating each round These Labor points are expended to repair vehicles and 
  represent both expertise and spare parts Each attempt to repair a damage effect requires a number of labor points equal to the vehicle’s 
  Size plus a modifier from the Damage Effect Modifier table. Only the systems listed may be repaired on the field. other types of damage 
  are too severe to jury-rig and cannot be repaired during scenarios 
  To successfully repair a damage effect, the player must assign enough technicians to supply the required labor points. The technicians 
  must be in the same hex as the vehicle being repaired and cannot perform any repair in the turn during which they arrive. Once the 
  required labor points are expended, a skill test determines the effectiveness of the repair. If multiple technicians of differing skill levels are 
  used to repair one vehicle, the skill level of the group is the average skill of all the members (rounding up). 
  The thresholds for the various types of repairs are found in the Field Repair Threshold table. Each skill threshold is modified according 
  to the situation, Failed or Draw results mean the repair was not completed and the labor points are wasted. A fumble yields a Light 
  Damage result on the vehicle in addition to the incomplete repair 
  Under fire (at any time in the process) 
  No enemy within LoS 
  Vehicle with arms (of any type) helping 
  Waylon Wyatt (order #5625757)
  
  5.5.3 FIELD ENGINEERING 
  Field engineering is a blanket term that covers any modification done to the battlefield to either improve an attacker's position or hamper 
  an enemy's progress and fighting ability. Such tasks are usually assigned to field engineers or to infantry squads, called Pioneers, with 
  minimal engineering training. Engineering squads carry extra equipment such as tools and demolition charges and have additional 
  training, and consequently cost more than an equivalent infantry unit (see page 47). Most of the time, any other infantry squad can 
  accomplish the same tasks as engineers, but they take twice as long as the listed time to finish the work and often deliver an inferior 
  product. 
  BARBEO WIRE 
  v 
  The term "barbed wire" covers any type of material that impedes the movement of hostile units: actual barbed wire, monomolecular wire 
  spoot, foamed adhesive, etc. Barbed wire will also slow down or even stop vehicles, as it is solidly anchored to the ground and extremely 
  sharp. For the purpose of the rules, no distinction is made between the various types of installations or material; it is assumed that they 
  are part of a well-built, complex field of defensive structure. 
  Infantry units may move through a hex which contains barbed wire at the Walker MP cost of the hex, plus two. It may take them more than 
  one round to pay the required MP cost. In addition, the infantry unit must roll their Infantry skill versus a threshold equal to 3 plus the 
  hex's Walker MP cost. If the roll fails, the infantry squad is busy picking and cutting their way through the wire and cannot leave the hex 
  this round. With a fumble, one die's worth of damage points is applied to a random trooper in addition to the "failed" effect. 
  Vehicles that attempt to move through barbed wire hexes must physically ram their way through it, a task made difficult by the sturdy 
  design of the defensive installation. A heavy armored vehicle may manage to rip the barbed wire apart and flatten it into the ground, while 
  a lighter or unarmored one might simply crash into it and be put out of action. A ramming attack is made against the barbed wire: it 
  defends at zero and is considered a Size 3 vehicle. The barbed wire infantry threshold and "Size" drop by one for every fifteen points of 
  damage caused to it. 
  There are several ways to clear lengths of barbed wire, apart from the vehicular ramming method described above. Infantrymen may try 
  to cut it by hand or by using satchel charges (packs of explosive, see page 48). To prevent this, barbed wire is often booby-trapped with 
  AP mines or trip flares, making this operation somewhat risky. Instead of leaving the hex, the infantry may attack it, causing a number of 
  damage points equal to the skill level of the unit, per trooper. Satchel charges are used as normal. The barbed wire threshold drops by one 
  for every fifteen points of damage. 
  The last method of removing barbed wire is to use an artillery barrage to clear an entire zone by blasting the defensive structure apart. The 
  barbed wire is treated as a minefield for artillery clearing purposes: its threshold drops by one for every fifteen points of damage. Once the 
  entire minefield has been removed (its threshold is equal to zero), the terrain of the hex is turned into Rough ground. 
  REVETMENTS RHO FOXHOlES 
  7 
  Revetments and foxholes are defensive positions built into the ground for vehicles and infantry, respectively. They allow a unit to go "hull 
  down" in just about any environment (except water, obviously). A revetment will shelter any unit from Size 3 on up; smaller defensive 
  works are called foxholes. 
  A vehicle using a revetment is automatically considered to be "hull down" and gains all the usual benefits. Revetments add 20 points to 
  the protection offered by the type of hex they are located in. It costs only one MP to park in a revetment since it is a prepared position. For 
  infantry units using revetments or foxholes, add one to their defense roll to reflect the prepared nature of their cover (infantry units are 
  always assumed to be under cover already, as indicated by the -2 to hit modifier). 
  Both revetments and foxholes are extremely hard to destroy since they are really just holes in the ground with some reinforced structure(s) 
  on one side. Each can take up to the lowest MP cost of the hex times a hundred in damage points before becoming unusable. Because 
  they are so sturdy, revetments and foxholes only take damage from weapons with a damage multiplier of x15 or greater, or weapons using 
  Anti-Structure ammunition (see Heavy Gear Tech Manual, page 65). Both the Light and Heavy Mining Equipment Perks may also be 
  used to "attack" a revetment or a foxhole, which both have a defense of 0 (they do not move). 
  OEMOllTlON 
  I 
  Engineers have the training required to make maximum use of the demolition charges they are carrying. They may be called in to destroy 
  a structure that impedes their forces' movement, or to deny an important bridge to the enemy. By placing shaped-charges at key points 
  within the structure, they can bring it down rapidly and completely with little effort. 
  Engineers who spend four tactical rounds in the same hex as a structure (Urban, Bridge) may plant explosive charges to bring it down. 
  The number of rounds required is doubled for Dense Urban hexes since the structures are sturdier and more numerous. Once the 
  explosives have been planted, they can be set to detonate in any subsequent round. The hex is automatically transformed into a Rough 
  hex, except if the target was a bridge above water (see page 110 of the rulebook for effects). 
  Waylon Wyatt (order #5625757)
  
  DITCHES 
  v 
  Ditches are long, narrow trenches designed to hamper the movement of enemy units. They are sometimes filled with incendiary material 
  such as burning oil to confuse visual and infra-red sensors and prevent infantry from crossing. To keep things simple, game ditches must 
  cross a hex from corner to corner, but are considered to be either 10 or 50 meters long (depending on the scale being played), two meters 
  wide and two meters deep. Crossing a ditch requires three Movement Points and a Piloting roll against the MP cost of the hex plus two. 
  If the roll is failed, the vehicle is bogged down for one extra round. If it is fumbled, the vehicle takes an automatic Light Damage result on 
  its Movement system 
  Ditches can be dug by any vehicle equipped with the Mining Equipment Perk. Each vehicle may dig out the equivalent of one cubic meter 
  of material per Size point per round, or two if the vehicle is equipped with the Heavy Mining Equipment perk. Filling in a ditch takes half 
  as long. Light Mining Equipment fills two cubic meters per Size point per round, while Heavy fills up four per round. 
  If the ditch is filled with burning material, the hex has an Obscurement of 2 because of the smoke. Infantry squads and vehicles with 
  exposed crew may not cross it, but other vehicles can. If the burning ditch is filled in, the fire goes out automatically. 
  Sometimes, landing zones must be cleared to allow air transport to land and offload troops and supplies. On clear, sandy or rough 
  ground, such a task consists of moving obstructions to the sides of the zone and making sure the surface is neat and strong enough to 
  support the weight of the aircraft. Preparing a landing zone in a Clear or Sand hex takes one tactical round. It takes six tactical rounds to 
  prepare a Rough hex. If the aircraft is not a VTOL, the time required quadruples since an entire landing strip must be cleared. 
  The task gets more complex when the landing zone must be cleared in forests and other hazardous areas. A total of 1000 points of 
  damage will transform a Jungle hex into a Woodland hex. An additional 1000 points will transform the Woodland into a Rough hex, which 
  may then be cleared according to the procedure above. Area Effect weapons multiply the damage they cause by their AE factor plus one 
  to represent the additional concussion effects of the explosion. Thus, the most expedient method is to use bombs or demolition charges 
  to blow away the obstructions, though physical attacks will do just as well (they just take longer). 
  Skirmish-scale landing zones use the same procedure, but require less damage since the zone affected is smaller. Preparing a zone in 
  Clear or Sand still takes one round, but clear a smaller area (IO meters) which must be taken into account when checking how much 
  space is needed. Only 40 points of damage will be required in the case of a Woodland hex, or 80 for a Jungle hex 
  D16GING CANNONS 
  v 
  Digging cannons are used by both infantry fighting vehicles and engineering units to createalmost instantaneous foxholes and revetments 
  for other units. A standard digging cannon is a specialized short-range gun loaded with special Anti-Structure ammunition (see Heavy 
  Gear Tech Manual, page 65). The digging cannon has a range of only five meters and has an Accuracy of 0. A fixed firing arc must be 
  chosen for each digging cannon and is already accounted for in the cost. The cannon itself costs 4 points, plus 0 5 points per charge. It 
  has an effective Damage Multiplier of x10 (the effect of the ammunition is included in this). 
  For every ten damage points caused to the hex, a revetment capable of sheltering one Size point is created. The protected facing of the 
  foxhole or revetment faces away from the vehicle that dug it. Digging cannons may only be used in Clear, Rough or Sand hexes They may 
  not be fired on the move. the vehicle must be stationary when using them. Digging cannons are quite loud and not very discreet they 
  subtract one from the concealment threshold of any unit using them. 
  1 The Pioneers of Baja 
  The assault on the Badlands city-state of Baja at the end of the Winter of 
  TN 1916 was the most desperate battle of the War of the Alliance. The 
  Colonial Expeditionary Force had just opened another invasion front and 
  Terranovan forces were already in dire straits. If the CEF troops were not 
  dislodged, theallied defenders had little hope of keeping their planet free. 
  The CEF had mastered the art of rapid deployment and lightning warfare, 
  and their second beach-head was well fortified by the time the assault 
  began. Terranovan Pioneers were given the task of clearing the way. Rid- 
  ing in specially modified lFVs and piloting engineering Gears. the Pio- 
  neers waded through the minefields and razor-wire that guarded all the 
  approaches to the city. Using satchel charges to rapidly clear the fields, 
  they moved on to demolish the revetments, bunkers and fortifications that 
  wouldslowtheapproachingarmoredcolumns-all thewhile facing GREL 
  supersoldiers in entrenched positions. 
  Three out of every four Pioneers assigned to front line duty at Baja never 
  returned home. They are remembered as heroes and as a key part of the 
  most critical victory of the war. 
  Waylon Wyatt (order #5625757)
  
  Morale is an important part of warfare No commander can be truly sure of what his troops will do once under fire. Only totally fanatical 
  or automated forces are immune to the effects of morale, and even the best trained soldier will hesitate to rush a gun position under 
  withering firepower To the men down in the trenches or sitting in their fragile vehicles, it will always seem better to stay put than to place 
  themselves in harm's way. 
  The Heavy Gear Morale rules deal more with command control rather than with rout. The rules are structured in a way that will allow 
  players to make their own choices when it comes to falling back and regrouping. Instead of affecting the units' will to stay and fight, poor 
  morale affects die rolls, thus forcing the commander to make some diff icult choices. Will he push his troops, knowing that their efficiency 
  is degraded, or will he allow them to fall back to regroup, possibly losing precious terrain and objectives? 
  The addition of Morale rules to the game makes play a little more unpredictable and complicated, and thus longer Unless a truly tactical 
  wargame scenario is desired, morale rules can be ignored. Likewise, if playing a combined roleplaying and tactical game, the Morale 
  rules are better replaced by good roleplaying on the part of the players 
  5.61 MORAlE THRESHOlOS 
  Morale thresholds are based on the experience level of the individual units or vehicles: Before the set-up phase, each player calculates 
  the Morale threshold of his combat group(s) A squad's Morale level is equal to the total Morale threshold of the soldiers composing it, 
  divided by the number of soldiers in the squad (rounded up to the nearest whole number). 
  For example, a squad with two Veteran pilots (morale 2) and three Qualified pilots (morale 3) will have a Morale threshold of (2+2+3+3+3) 
  t5 = 2.6, rounded up. The Morale threshold of this squad is 3. 
  Some people believe so fervently in the cause they are fighting for that they are ready to die for it. They will lay down their lives without 
  flinching if the situation demands it, and the thought that they may well die in the battle simply does not affect them Such fanatical units 
  are immune to the effects of Morale If the Morale rules are used, such a force has a Threat Value multiplier of 1 5 
  There are generally few fanatical units around. Apart from the palace guards of the Eastern Sun Emirates, only a few elite units of the 
  Northern Lights Confederacy and the Southern Republic can be considered fanatical Rovers and Badlanders have been known to fight to 
  the death when defending their community, if no escape is possible. 
  When performing a Morale check, the leader of a combat group must roll a number equal to or higher than the current Morale threshold 
  of his unit. Failure will at first only influence combat rolls, not the staying power of the unit in question Only when morale is really down 
  will units be forced to retreat. The choice of retreating or moving to a safer position is left entirely to the commander, who must take into 
  consideration the reduced efficiency of its troops 
  Before the game, each player rolls against his unit's Morale threshold to determine the initial Morale level of his troops, for every 
  individual vehicle in his unit. The number of dice is based on the experience level of the crew in each vehicle, just like a skill If 
  roleplaying characters are used, this skill roll is replaced by an attribute test against the Willpower attribute If the crew rolls are equal to 
  or higher than the Morale threshold, the crew passes the test and does not affect the combat group's overall confidence. If the roll fails, the 
  unit morale as a whole is affected, increasing the combat group's Morale threshold by one for each crew failure Even one or two 
  demoralized crew will be enough to affect the morale of the group as a whole 
  Using the combat group in the example above (basic Morale threshold =3), the two Veteran pilots roll 4 and 5 respectively, they both 
  pass. Two of the Qualified pilots, however, fail, thus making the threshold level for the unit as a whole equal to (3 + 2 =) 5. The poor morale 
  of two of the pilots will influence the rest of the group. 
  Waylon Wyatt (order #5625757)
  
  The table below lists the events when a Morale check is required Morale checks are rolled using the combat group commander's 
  Leadership skill against the combat group's current Morale threshold. If successful, the combat group acts as normal. If the check is 
  failed, the combat group suffers from a -1 penalty to all die rolls, including future Morale checks A spare die is suggested to keep track 
  of the die penalty caused by poor morale. As the group gradually loses its will to fight, its combat performance is affected and starts to 
  rapidly degrade Penalties caused by poor morale can be removed by the commander, however, by rallying the group and reorganizing it 
  See //Rallying// below for the rule 
  Morale checks are made only in some specific situations, as listed in the Morale Checks table below. A vehicle is counted as destroyed 
  if it loses its capacity to both move and fight, suffers an Overkill result, or the pilot is put out of action. An infantry trooper is considered 
  hit if he has lost at least one damage point. Lastly, a combat group is considered under fire by artillery if at least half its units (round 
  down) are fired upon from beyond the horizon (for game simplicity, assume a standard distance of 7000 m). 
  If using RPG characters, if the commanding officer becomes a casualty his Influence attribute is added to the Morale check's threshold. 
  Losing a bad commander (negative INF) can actually be a boon to the morale of the combat group! 
  Event 
  Modifier to Threshold 
  Before the set-up phase 
  Single vehicle is destroyed 
  Per additional vehicle destroyed during the round 
  Two infantry soldiers are hit within a single squad 
  Per additional trooper hit during the round 
  Combat group is under fire by artillery 
  The penalties caused by failed Morale tests will soon prove crippling, but they can be removed by performing an action called Rally. This 
  is done by the commander, who must spend the action to roll a new Morale check for his combat group, again using his Leadership skill. 
  Only one Rally is attempted per action, although multiple attempts are possible if suff icient actions are available. If successful, the Morale 
  level of the combat group rises by one (it., a single -1 modifier is removed). If the combat group is rallied away from the enemy (under 
  Obscurement and with no LoS to an enemy unit), all negative modifiers are taken away automatically. A functioning Communication 
  system is required to participate in the Rallying action. 
  Not all missions have the same importance in the eyes of the soldiers. A simple foraging patrol will mean much less to the men than the 
  defense of their home town, and this will most certainly affect their morale and performance level. If the battle is being fought for 
  something precious to the eyes of the soldier, he will place less importance on his own survival. 
  Noted tactician Jonson Tuffley has determined that most missions can be classified as either High, Medium or Low priority. High Priority 
  missions are those missions that must simply not fail, because the emotional cost attached to failure is too high. The defense of a home 
  city-state is a good example of one such mission. Although this does not necessarily mean that the troops will fight to the death, they will 
  stand their ground much longer. All Morale tests are made with a t2 modifier on the dice roll. 
  Medium Priority missions are the everyday military actions. They are important, but not overly so. Most engagements will fall in this 
  category: the troops know they must do their best, but if they fail only the battle is lost, not the war. There is no modifier attached to 
  missions of this type Low Priority missions are those that have little or no consequence to the direct survival of the force. Low Priority 
  missions cause a -2 penalty on all Morale tests because the troopers are unwilling to lay down their lives for unimportant objectives and 
  will actively seek to escape or avoid hostile forces 
  FATIGUE 
  v 
  The fatigue level of the soldiers has a great influence on their combat performance. For record-keeping simplicity, troops can be class/- 
  tied as either Fresh, Tired or Exhausted 
  Fresh troops have just arrived on the battlefield. They are in good shape, had a good night's sleep and are ready to face whatever the 
  enemy will throw at them. All Morale checks are rolled with a +2 modifier. Tired troops have been in the field for a few weeks, or have seen 
  combat or other tense situations in the past few days This is considered the default fatigue level and has no effect on Morale checks. 
  Exhausted troops have been on the march for quite some time or have faced battles several times during the past few days They are near 
  the limits of their endurance and make very poor fighters Such a fatigue level will normally be used only for very specific scenarios. 
  Exhausted troops have a -2 modifier on all Morale checks. 
  Waylon Wyatt (order #5625757)
  
  The following situations are special cases that may crop up during the game As with all other optional rules, they may be used or omitted 
  at the player's discretion, as long as those rules chosen for the game apply to both sides equally In general, they bring an extra level of 
  detail that will bog down play and are thus recommended only for the most passionate of wargamers 
  THEBUUUY RULE 
  v 
  Each soldier is part of an extended family represented by the mem- 
  bers of his squad or combat group. If one of them is hit in com- 
  bat, his squadmates' first reaction will be to rush to his side and 
  try to protect him or get him out of harm's way. Should a com- 
  manding officer order his troops to ignore their wounded buddy, 
  he will immediately be faced with a drop in morale. 
  Whenever a vehicle is disabled in combat, a friendly unit must go 
  and check it out within one round. If thecommander will not send 
  someone, or if doing so is impossible because of the circum- 
  stances -heavy 
  enemy fire, for example - 
  the combat group 
  must immediately roll against their current Morale threshold. In- 
  fantry units are assumed to have sent someone automatically since 
  the troopers of one squad are all in the same hex. If playing at a 
  scale large enough to represent the individual trooper, the rule 
  above applies (Le., one trooper must be sent to help). Treatment 
  (when possible) is administered by squadmates using field dress- 
  ings and stimulants (which explains how troopers can take so 
  many hits and keep on fighting). 
  Vehicles, however, must be checked by a friendly unit. Once a 
  unit has reached the disabled vehicle, they must check if some- 
  one is still alive in that mass of half-burned metal and ceramic. If 
  this is the case, the unit can either stay with the victim until a C- 
  Evac unit comes, or they can try and drag the downed crew to 
  safety, either using the towing rules (page 11 1 of the rulebook) or 
  attacking the crew compartment to break out the crew. A damage 
  result equivalent to the damage received by the crew is required 
  to open it: thus, an undamaged vehicle can be opened immedi- 
  ately, while a vehicle which suffered Heavy Damage to its crew 
  compartment would require another to break open. Because this 
  attack is to liberate the crew, not hurt them, they receive no further 
  damage from this (fumbles are ignored for simplicity). 
  FIRE UlSClPllNE 
  v 
  Fire discipline is the ability to control one's urge to fire at any- 
  thing that moves. Some soldiers can "lose it" and start firing wildly 
  when faced with a superior enemy force or continual suppressive 
  fire. This produces a virtual wall of lead, but consumes ammuni- 
  tion at an impressive rate. Fire discipline can be lost by rookies 
  from battle terror but it may also happen to seasoned troops suc- 
  cumbing to battle lust (much more rarely, though). 
  If a unit uses its maximum ROF (no matter how) for more than two 
  rounds in a row, it must past a standard Morale check or keep on 
  firing for one more round, using at least one point of ROF. They 
  may stop only when they pass the test or run out of ammunition, 
  whichever comes first. Infantry units will run out of ammo on a 
  roll of six or more on one die, t1 per additional turn in which they 
  kept firing. For example, if an infantry unit fails its Morale checks 
  three rounds in a row, they will run out of ammunition on a roll of 
  4 or more on the third turn. They will automatically run out of 
  ammunition on the sixth turn and consequently may not fire their 
  weapons anymore. 
  Waylon Wyatt (order #5625757)
  
  v 
  FlAME WEAPONS 
  Fire has a profound psychological effect on human beings, even 
  more so when it is used as a weapon. Everyone, no matter how 
  brave, has a distinct fear of being burned. 
  Whenever a combat unit is attacked by a flame weapon (weapons 
  with the Slow or Fast Burn characteristic), it must either immedi- 
  ately roll against its Morale threshold or retreat at least one hex 
  from the attacker. If they cannot retreat and fail their roll, they will 
  immediately lay down their weapons. Unless they are taken pris- 
  oners or killed, they can be rallied as normal in subsequent phases. 
  Units that are immune to fire, either because of a Perk or because 
  they are too massively armored to be affected (MoS of 5t re- 
  quired to cause damage), do not have to check for Morale and 
  ignore the psychological effects of flame weapons. 
  PANIC 
  7 
  Rookies can succumb to panic when faced with combat. When a 
  rookie unit (skill level of 1 or lower) is attacked for the first time, a 
  Morale check should be immediately rolled to see if they will 
  succumb to panic. If the roll succeeds, there is no further effect, 
  and the unit need not test again for panic until the next battle. 
  If the test is failed, the unit is pinned into place. It can neither 
  advance nor spend actions, but it can move away from the enemy 
  if there is some Obscurement between them and the hostile forces. 
  Units which fumble their Morale test immediately rout and at- 
  tempt to leave the table by the shortest path. They may be rallied 
  as normal. 
  SURREHOERING 
  v 
  When faced with overwhelming odds, troops will sometimes sur- 
  render to the enemy rather than be pointlessly killed. If the com- 
  bat group finds itself cut off from the rest of its main force (no 
  line-of-sight to friendly units and out of communication range) 
  and its Morale penalties are equal to -3 or less, the group may lay 
  down its weapons and surrender. Fanatical and elite units (skill 
  level four and more) may ignore this rule and keep on fighting. 
  I 
  Morale and the Supersoldier 
  One of the most disconcerting aspects of the Genetically Recombined Ex- 
  perimental Legionnaires (GRELs) who formed the bulk of the Colonial as- 
  sault force during the War of the Alliance was their seeming immunity to 
  any and all aspects of morale. Products of genetic manipulation and hyp- 
  notherapy, GREL supersoldiers were programmed with the belief that all 
  missions were critical and that their individual lives were expendable in 
  the larger picture. In many ways they were all fanatics. 
  Tacticians point to this psychological advantage as a key factor in the early 
  victories of the CEF in TN 1913. Not only were GRELs physically designed 
  for warfare, they were ready and willing to charge into enemy fire without 
  batting an eye. Apparently indestructible automatons, they terrified many 
  a Terranovan into retreat. 
  Records of GREL development are heavily guarded secrets in Port Arthur, 
  but some sources report that the supersoldiers' fanaticism has a tendency 
  to wear off. Although GRELs have a difficult time acquiring new skills, 
  some seem to have gained a greater appreciation of their own value than 
  was intended by their designers. Jan-class GRELs (bred for leadership) 
  place the highest value on their continued well being, while Mordred- 
  class shocktroopers place the lowest. 
  Waylon Wyatt (order #5625757)
  
  ENGINEERING NOTEBOOK 
  This chapter contains notes and explanations of various pieces of equip. 
  ment used by engineers on the field and in the factory. The first section 
  examines the basic equipment used by troops in the field to create fortifi- 
  cations and other defensive or utilitarian earthworks. The descriptions also 
  include the specific rules to deploy them. 
  The second section Introduces some new equipment for infantry units that 
  are deployed in a battlefield support role. This includes both survival tools, 
  such as diving equipment and NBC suits, and new weapons such as the 
  Anti-Armor Guided Missile. 
  The last section lists the game statistics and descriptions of the new artil- 
  lery weapons, long range guns and missiles capable of devastating a target 
  from many kilometers away. Also covered are four new Perks for support 
  units, such as Minelaying Equipment. 
  6 1  SUPPORT MATERIA1 
  Support material includes the basic items required by the engineers to carry out their work., i.e. the construction materials used to build 
  fortifications and traps, as well as rolls of barbed wire or fascines. Some material can be taken directly from the zone: dirt and sand to fill 
  sandbags, large stones, wood, etc. The rest has to be brought in. Among the latter category are the rolls of barbed wire and fascines, 
  which are usually prepared and assembled well behind the lines. Although factory-fresh units are preferred, field engineers are adept at 
  salvaging old material or even manufacturing makeshift units from whatever scrap metal they can find. 
  Though it affects mostly infantry, barbed wire covers any type of material that impedes the movement of combat units, including actual 
  barbed wire, monomolecular filament spool, foamed adhesive, etc. All transform the area where they are installed into a nightmare of 
  razor-sharp protrusions and edges placed in a chaotic pattern, requiring each trooper to carefully pick and cut his way through. Tripwires 
  linked to flares or worse, small anti-personnel mines, make this operation extremely hazardous if time and care are not taken. Depending 
  on the actual nature of the material, “barbed wire” will come in spools or in pressurized canisters. Both have been designed for efficient 
  storage and rapid deployment in the field. For convenience’s sake, all barbed wire material comes in standard packs, each capable of 
  covering a 10x1 m2 zone (thus, about 220 packs are required to cover the surface of a tactical hex). When stored, a barbed wire pack 
  occupies a volume of 0.1 m3 with a mass of 50 kilograms. Deploying one pack of barbed wire requires two men or one vehicle equipped 
  with two Manipulator Arms. It takes four tactical rounds (30 seconds each) to deploy and anchor it (it is assumed that any chemical foam 
  will harden instantly when exposed to the atmosphere). 
  61.2 CONSTRUCTION MATERIAL 
  Construction material is a broad term to cover the components field engineers use to build their fortifications and other earthworks. They 
  have been known to use just about anything to do the job: loose soil, rocks, even hulks of destroyed vehicles. Fabric bags - 
  the 
  ubiquitous “sandbag” -may 
  be filled with sand or dirt beforehand to allow easy transportation and stacking. Sandbags add five points 
  to the protection factor of any type of revetment or foxhole per row of bags (each row being half a meter thick). 
  61.3 FASCINES 
  Fascines are sturdy strips of light alloy tied to one another with wire or metal hinges to form an articulated metal “blanket.” Fascines have 
  multiple field engineering uses. When rolled or bundled, they can be used to quicklyfill up ditches and anti-tank trenches. Laid out flat, 
  they help distribute the weight of heavy units over a larger surface area, creating an instant “road“ of sorts. Fascines come in standard 
  rolls of 10 X1 meters (thus, about 220 rolls are required to cover the surface of a tactical hex). When rolled, a fascine occupies about 1 m3 
  of space with a mass of 100 kilograms. One man (or one vehicle equipped with a Manipulator Arm) can deploy one roll of fascines per two 
  rounds (60 seconds). Deployed fascines are considered to be “roads” for movement purposes. 
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  6.2 INFANTRY EQUIPMENT 
  Infantry teams form the core of most armies. To face the multiple dangers of the modern battlefield, foot soldiers are equipped with a wide 
  array of tools and weapons. All professional troopers wear some kind of light armor plating designed to stop shrapnel. Their eyes are 
  protected from flashes and lasers by polarized filters, while the sound they hear is first processed by the communication apparatus built 
  into their helmets to filter out loud noises. A set of micro-sensors, such as a miniaturized camera and medical monitors, is carried as part 
  of the armor. In addition to this basic equipment, infantrymen can carry a variety of specialized items designed to make them even more 
  effective on the battlefield. 
  The most common item is the environment suit that is part of the training of every professional modern soldier. Although the use of 
  chemical and bacteriological weapons is highly frowned upon, they remain inexpensive and powerful, making them an attractive alterna- 
  tive for organizations lacking in resources. Other equipment commonly seen on the battlefield includes infantry-carried laser designators 
  -a 
  smaller version of the vehicle-mounted system -and 
  man-portable, anti-armor guided missiles. 
  6.21 DIVING EOUIPMENT 
  Diving equipment is not normally assigned to a regular infantry unit. The equipment and the training required to operate it are usually 
  reserved for elite units operating in the rivers and lakes of the deep jungle of the southern hemisphere. Afew Northern units, however, are 
  also trained in aquatic combat (usually so that they may partake in covert action in the South), and numerous civilian divers are familiar 
  enough with the equipment to use it in a fight. 
  Diving equipment consists of a skintight suit of rubber-like synthetic material equipped with a transparent faceplate. A small gill unit 
  extracts oxygen from the water and contains an emergency five (5) minute air supply. The suit offers some thermal insulation, but neither 
  it nor the faceplate provides any significant physical protection unless worn with armor (most often Light Flak). A small propulsion unit 
  located in the backpack gives 6 MPs of Submarine movement. The cost includes the modifications required to protect the squad's 
  weapons against the effects of water, allowing them to fire as the troopers emerge. At the player's choice, the squad can exchange their 
  normal weapons for underwater versions (same stats, but cannot fire above water) at no point cost. 
  I 
  COST = DOUBLE THE SQUAD'S TV 
  6.2.2 ENGINEER TRAINING AND EIIUIPMENT 
  Specially trained engineering squads perform many technical tasks on the battlefield, including disarming and planting explosive de- 
  vices. They receive additional theoretical training in the fields of structural design, basic vehicular mechanics and explosive handling and 
  preparation. In roleplaying terms, these would be the Physical Science, Architecture, Mechanics and Demolition skills. Engineer squads 
  carry extra equipment such as electronic tools and explosive charges and have training in demolition and field repairs. They usually carry 
  only light weaponry. 
  Engineering squads cost one and a half times the cost of an equivalent infantry unit. Most of the time, any other infantry squads can 
  accomplish the same tasks as engineers, but they take twice as long as the listed time to finish the work and often deliver an inferior 
  product. The effect of engineering training and equipment is indicated in the rules when relevant. 
  1 
  COST = ONE AND A HALF THE SQUAD'S TV 
  6.2.3 ENVIRONMENT SUITS 
  Environment suits are sealed garments designed to protect the wearer against the effects of NBC (Nuclear, Biological and Chemical) 
  warfare. They are self-contained environments that can protect a trooper for up to 12 hours without external supplies. External air is 
  processed through a series of powerful filters before being redirected into the gas mask; if necessary, a small oxygen cartridge can 
  replace the external feed for a few minutes, if the chemicals are too powerful for the filters. The suit has a double liner designed to offer 
  some protection even if the surface of the garment is ripped or otherwise damaged. Each suit comes equipped with a small medical kit 
  which contain the antidotes to the most common chemical and bacteriological weapons. 
  Unfortunately, the suits are quite cumbersome to wear and very tiring to fight in. It takes one action to put on an environment suit and 
  another to "zip up." Environment suits shield the wearer against the effects of Biological and Chemical ammunition. They have a -1 
  Encumbrance penalty (cumulative with any armor worn) for infantry. Vehicle crew can also wear them but suffer a -1 penalty on all die 
  rolls. Because of the restrictions imposed on the wearer of such suit, the tactical advantages and disadvantages cancel each other: the suit 
  has no associated N cost. 
  r 
  COST = FREE 
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  6.24 t ASER DESIGNATOR 
  The infantry target designator is a light, man-portable version of the vehicle-mounted target designator. It consists of a large laser gun 
  powered by a backpack capacitor. The laser beam is tuned and pulsed to provide targeting information and cannot be used as a weapon. 
  This system allows infantry units to designate targets for Guided weapons. Because of the bulky equipment and power packs, the trooper 
  carrying the designator cannot carry any additional weapon. If he is killed, the designator is considered wrecked. 
  To lock on a target, the infantry squad simply “attacks” it using the designator as the weapon. Using the designator costs one action, as 
  per a normal weapon. The designator has a base range of 1, an Accuracy of 0 and does no damage. Any successful attack “paints” the 
  target for incoming guided munitions. Any weapon with the Guided characteristic can use the information provided by the target desig- 
  nator. The target remains designated until the end of the round. 
  ~ 
  I 
  COST = 20 POINTS PER DESIGNATOR 
  1 
  6.2.5 MINE SENSORS 
  Mine sensors are a set of bulky detectors designed to recognize the presence of buried mines. At least two men are required to carry the 
  sensors and cannot carry weapons. If either one is killed, apply a -1 modifier to the die roll. If both troopers are killed, the squad cannot 
  detect mines anymore. Mine detectors cost 10 extra points per set of sensors (one trooper), for a total of 20 for the complete kit. 
  By spending one action, the squad can look for mines by rolling its general Infantry skill (which is equal to the quality level of the squad). 
  In a roleplaying campaign, the mine sensors are used with the Demolition skill. The die result is then compared to the lowest thresholds 
  of any mined hexes within a two-hex radius, including the hex where the squad is currently located in. If the roll surpasses a threshold, 
  any minefield hexes are identified as such. If it is equal or lower, there is no result. Note that the mines are identified, not deactivated. 
  I 
  COST = 20 POINTS FOR THE KIT 
  I 
  6.2.6 PORTABtE AAGM LAUNCHER 
  Infantry teams can already be equipped with small and powerful anti-armor rockets, but sometimes even they are not powerful enough. 
  The AAGM (Anti-Armor Guided Missile) gives increased range and damage potential but is more cumbersome to carry around. The 
  AAGM is very similar in overall size and performance to the vehicle-mounted Anti-Gear Missile. The weapon is composed of two parts: 
  the missile itself and the launcher, which incorporates the fire control unit. Each is carried by one trooper - 
  if the trooper is killed, the 
  part carried is lost. The launcher is absolutely required to fire the missile, but an infantry squad can carry more than one missile 
  (maximum of one per trooper). Only one launcher may be carried by a squad (five men minimum). 
  Set-up takes one complete round, during which the infantry unit may not move or fire with any weapon. While the missile is in the ready- 
  to-fire position, the unit may not move until the launcher is broken down, unless they are willing to abandon it. Firing the missile and 
  breaking down the launcher take one action each. The squad may move (but not fire) during the round where they break down the 
  launcher. The AAGM acts as a standard vehicular AGM in all respects and can benefit from any friendly target designator. Since the 
  missile can be remotely operated (the crew hides nearby and is linked to the launcher via a thin fiber optic cable), attackers still suffer 
  from the -2 to hit modifier when engaging the infantry squad, even when they are operating the launcher. 
  COST = 90 POINTS PER MISSILE, LAUNCHER IS FREE 
  6.2.7 SATCHEt CHARGES 
  The quintessential demolition expert tool, satchel charges are used to blow up obstacles and stationary enemy vehicles. A satchel charge 
  consists of a cloth or polymer bag filled with blocks of plastic explosive and a programmable detonator, carried on a shoulder strap. The 
  satchel charge must be placed directly against the target for maximum effect. If time allows, the plastic explosives can be taken out of the 
  bag and tamped for increased damage potential (this is the method used to demolish buildings). In a desperate situation, the bag can be 
  thrown a few meters away in the hope that it will land near the target before exploding. 
  Infantry units may use satchel charges to attack units in the same hex, though generally only engineering squads carry them. The 
  demolition rules are explained on page 36, so there is no need to repeat them here. Foolish or brave troopers have also been known to use 
  satchel charges to attack live targets. Each charge has an effective damage multiplier of x10. A satchel charge attack is automatically 
  aimed at a vehicle’s Movement system and the usual -1 aiming penalty does not apply. Units attacking an infantry squad during a satchel 
  assault disregard the usual -2 infantry modifier. Infantry making a direct satchel charge assault take double damage from area effect 
  attacks because they are not using any cover. 
  COST I 10 POINTS PER CHARGE 
  Waylon Wyatt (order #5625757)
  
  6.3 NEW WEAPON SYSTEMS 
  The weapon systems introduced in the Heavy Gear Rulebook were merely a small sample of the armament available. Many more 
  types exist to fill out a variety of operational and tactical needs. The following section presents eight weapon systems commonly used on 
  Terra Nova for heavy battlefield support. 
  All of these weapons are inaccurate to reflect the fact they can be fired only when fully stopped and braced (the regular t 2  modifier for 
  being Stationary). They have a rather high TV because of their extremely long range and large burst area. Artillery weapons are often fixed 
  forward. Their large Size requirement may also dictate that additional ammunition be carried in a separate supply vehicle. All these 
  limitations reflect artillery's specialized support role. 
  Because artillery fire is so powerful, its use is not recommended for games under 20,000 TV points unless the artillery attack is part of a 
  pre-planned scenario. It is often best to buy artillery support from a separate Threat Value budget dedicated to support units to avoid 
  game balance problems. Using artillery in Skirmish scale games is not advised - 
  even the smallest artillery gun will cause devastating 
  damage to the Skirmish battlefield. Also, the delay and flight times of artillery support make these weapons largely ineffective in Skir- 
  mish-scale scenarios. 
  Name 
  Code 
  Rating 
  Range 
  Dam 
  Acc 
  RoF 
  Ammo 
  Min. Size 
  Special 
  Light Artillery Gun 
  LAG 
  1107 
  25/50/100/200 
  ~ 1 2  -2 
  t1 
  4.4 
  8 
  IF, AEO, MRlO 
  Medium Artillery Gun 
  MAG 
  3488 
  30/60/120/240 
  ~ 1 8  -2 
  t1 
  13.9 
  12 
  IF, AEl, MR15 
  IF, AE2, MR20 
  Heavy Artillery Gun 
  HAG 
  15702 
  40/80/160/320 
  x22 
  -2 
  0 
  53.4 
  16 
  Very Heavy Artillery Gun 
  VHAG 
  35124 
  60/120/240/480 
  x30 
  -2 
  0 
  115.4 
  20 
  IF, AE2, MR20 
  Light Artillery Missile 
  LAM 
  6729 
  50/100/200/400 
  ~ 1 2  -3 
  +4 
  16.8 
  8 
  G, AEO, MR40 
  Medium Artillery Missile 
  MAM 
  7630 
  60/120/240/480 
  xi8 
  -3 
  +3 
  25 
  12 
  G, AEO, MR40 
  Heavy Artillery Missile 
  HAM 
  40361 
  90/180/320/640 
  ~ 2 2  -3 
  +2 
  108.3 
  16 
  G, AE1, MR40 
  Verv Heaw Artillerv Missile 
  VHAM 
  121912 
  150/300/600/1200 x30 
  -3 
  +I 
  293.5 
  20 
  6 AF1 MR4n 
  6.31 TUBE ARTlllERY 
  Tube Artillery is a blanket term that covers a variety of indirect fire support weapons. Although they might actually be howitzers, mortars, 
  massdrivers or cannons, all of these weapons achieve similar game effects for simplicity and ease of bookkeeping. Tube artillery weapons 
  have been divided into Light, Medium, Heavy and Very Heavy Artillery Guns. 
  All artillery pieces fire "salvos," a burst of projectiles bound for the same target point. Although a salvo consists of several shots, each 
  firing of the weapon consumes only one salvo. The area effect of the weapon represents the arrival of the salvo's multiple shells/warheads. 
  Firing just one shell is possible (see Ranging Shot, page 23), but the damage effect from its impact should only be worked out in a 
  roleplaying campaign (each shell does half the regular damage, without a tactical AE). 
  LIGHT ARTlllERY GUN 
  v 
  The Light Artillery Gun is a large cannon or howitzer. The usual caliber is around 100 mm, though some units use a smaller caliber and 
  advanced binary propellants or electrothermal technologies to achieve a similar performance. A few rare designs have been based on 
  massdriver technology, but their power requirement and technological complexity have made them unpopular with the artillery units they 
  have been assigned to. 
  The AMD-7 is a Southern massdriver artillery gun. Its drive coils can accelerate packets of kinetic penetration ordinance for normal fire 
  or can load special ammunition canisters for special effects such as smoke. Its high maintenance requirement has prevented its wide 
  distribution to front line units, ho weveL 
  I 
  light Artillerq Gun Profile 
  Purpose 
  Artillery/Fire Support 
  Effective Range 
  Average Penetration 
  Area Effecl 
  Accuracy 
  Mode of Fire 
  Usual Ammo Magazine 
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  MEUIUM ARTILLERY UNIT 
  The Medium Artillery Gun is very similar to its smaller brethren, but uses shells in the 130 to 160 mm range Some Medium Artillery 
  Guns are actually built around a massdriver, delivering dozens of smaller shells at a time. Medium Artillery Guns are a popular choice for 
  emplacement defenses, but few vehicles have been designed with these weapons so far. 
  The 07 howitzer is part of the highly successful “D” series manufactured by Dressen, a distinguished Humanist Alliance design and 
  production team. The D-series weapons are renowned for their accuracy and reliabili& Dressen is currently under close Republican 
  scrutiny because of rumors that they are holding back their next, more advanced, design. 
  Artilleryff ire Support 
  ’ 
  Area Effect 
  Usual Ammo Magazine 
  HEAVY ARTILLERY GUN 
  The Heavy Artillery Gun is even larger than the MAG and uses shells in the 170 to 200 mm range To get excellent performance without 
  unnecessarily reinforcing the gun, many HAG designs use electrothermal cannon technology, or ETC. ETC is relatively old and well 
  understood, but still costly to built into a weapon. ETC weapons inject an electrically ionized gas behind the shell as it travels the barrel, 
  eliminating the loss of performances caused by the normal gas expansion ETC is often coupled with an autoloader for a better rate of fire 
  The M576 is a close cousin to the 200 mm cannon mounted on the Verder heavy self-propelled gun Its carriage has been designed for 
  installation in fortification or landship turrets. 
  Artillery/Fire Support 
  Usual Ammo Magazine 
  VERY HEAVY ARTILLERY GUN 
  The monstrous Very Heavy Artillery Gun looks like it belongs more on a landship (on which VHAGs are commonly mounted) than on a 
  battlefield vehicle. It can accurately place shells up to 24 km away in battlefield conditions, and special tests have sent rocket-assisted 
  shells to nearly 120 km away Although many have argued that missiles may prove a better (and less expensive) solution to the problem 
  of long range support, the military is quick to point out the relative impunity of the VHAG’s hypersonic shells to enemy counter-measures, 
  electronic or physical. 
  The Defender Mk IV is the largest electrothermal weapon on Terra Nova It is commonly mounted in fortification turrets to provide long 
  range punch to city-states and other fortifications. Each shell is almost as tall as a man and must be loaded by a small crane. 
  Artillery/Fire Support 
  ’ 
  Average Penetration, 
  Usual Ammo Magazine 
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  6.3.2 ARTlllERY MlSSllES 
  Light, Medium, Heavy and Very Heavy Artillery Missiles are long-range battlefield bombardment weapons. They can carry large payloads 
  and are often salvo or ripple-fired to produce maximum area saturation. Most of the launcher designs use high velocity missiles that 
  sprint to the battlefield in one minute or less, even though the battle may be taking place 50 or 60 km away, and dodge all but the most 
  accurate anti-missile fire. This explains the high price of these weapons, especially when compared to the slower cruise missiles (which, 
  being small vehicles, are much easier to intercept). 
  Unlike Artillery Units, one shot represents one projectile with a single high explosive warhead or multiple scattering submunitions. 
  Artillery Missiles use the rocket and missile ROF ammunition expenditure rule and can be attacked by anti-missile systems. 
  llGHT RRTlllERY MlSSllE 
  v 
  The Light Artillery Missile lies just above the Heavy Rocket in the military arsenal. It carries a heavierfragmentation warhead, but can also 
  be fitted with a variety of ammunition depending on the mission requirements. LAMS are steerable and can receive course corrections in 
  mid-flight from an allied target designator. 
  Purpose 
  Effective Range 
  Average Penetration 
  Area Effect 
  Accuracy 
  poor unless guided 
  Mode of Fire 
  Usual Ammo Magazine 
  MEOIUM ARTlllERY MlSSllE 
  The Medium Artillery Missile is rarely seen on the battlefield The launcher is usually mounted on a tracked or legged platform and placed 
  far from the action, ready to rain sub-munitions on the field MAMs are capable of limited steering while in flight and are equipped to use 
  the data provided by allied target designators. 
  Purpose 
  Artillery/Fire Support 
  *
  *
   
  Effective Range 
  Average Penetration 
  325 mm 
  Area Effect 
  25 m radius 
  *
  *
   
  Accuracy 
  *
  <
   
  HEAVY ARTlllERY MlSSllE 
  v 
  The Heavy Artillery Missile can hit a mobile target from nearly 36 kilometers away if provided with course correction data. Their long 
  range and their large payload make them an extremely powerful form of battlefield artillery. The missiles are small enough to fit a mobile 
  platform but are also often found in fixed defensive positions. Forward observer units deployed ahead of HAM positions can, with the use 
  of a laser designator, destroy the largest of battlefield units. 
  I 
  Heavu Artilleru Missile Profile 
  *
  i
   
  *
  ,
   
  #
  *
  I
   
  Purpose 
  Artillery/Fire Support 
  Effective Range 
  Average Penetration 
  Area Effect 
  Accuracy 
  50m radius 
  * 
  * 
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  VERY HEAVY ARTILLERY MISSILE 
  Unlike its smaller brethren, the Very Heavy Artillery Missile is so large and powerful it is often fired singly rather than as part of a salvo. 
  The multiple warheads contained in its nose cone cover the attack zone very efficiently Like the other artillery missiles, the VHAM can 
  carry a large variety of specialized ammunition 
  The Riley AR-75 Guided Artillery Missile is among the most widely deployed VHACs in the northern hemisphere. Riley has made 
  significant progress in entering the Badlands market by lauding the AR-75 as a deference weapon system for small desert communities. 
  Verq Heavq Artillerq Missile Protile I 
  ArttlleryFire Support 
  Usual Ammo Magazine 
  6.3.3 ARTlllERY tlMMUNlTlON 
  Artillery guns can firea largevariety of ammunition toachievediverse battlefield objectives. Likewise, artillery missilescan carry different 
  warheads to fit specific needs. When afire mission is called in, the Forward Observer (FO) will always request the type of round which will 
  compose the mission (whether these rounds are available or not is another matter completely). The following text lists the most common 
  types of shells and warheads used by artillery units, and their game equivalents. 
  This is the standard artillery projectile. It carries a large explosive charge housed within a fragmenting body for increased damage. A pre- 
  programmable fuse located in the nose of the shell can be set to detonate the shell on contact, with a delay or above the target The gunner 
  will normally select the most appropriate fuse setting for the job at hand, it is then automatically downloaded to the shell prior to firing or 
  manually set by the loader on less high-tech weapons. 
  High Explosive is the default ammunition type used by all artillery weapons (cannons and missiles alike) Unless another type of ammu- 
  nition is requested by the Forward Observer, the battery will always use HE 
  This type of shell is equipped with a special concrete-piercing fuse designed to damage or destroy buildings and other man-made 
  structures such as roads, bridges and bunkers. The heavy piercing fuse enables the shell to burrow within the target before exploding, 
  thus blowing out large chunks of material and weakening the overall structure. The concrete-piercing fuse fares less well against armored 
  or soft targets, since it does not have the right penetration profile. Cratering shells are represented by Anti-Structure ammunition (page 
  65 of the Heavy Gear Technical Manual) 
  Reinforced Piercing Fuse 
  Standard Shell Body 
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  FlECHElTE 
  v 
  Also called a beehive, this warhead has been specially designed to harm infantry units and other soft targets. It explodes just above the 
  target point and showers it with thousands of pre-fragmented ceramic shards. Flechette shells are represented by Fragmentation amrnu- 
  nition (page 66 of the Heavy Gear Technical Manual). 
  1 
  2 
  3 
  4 
  5 
  GUlOEll 
  For all intents and purposes, guided shells are cannon-launched missiles. The laser sensor array in the nose of the shell allows it to seek 
  a target and correct its trajectory in flight. Guided shells gain a t2 modifier on their attack roll versus targets that have been "tagged" by 
  an allied target designator within communication range. Attacks versus targets marked by a target designators do not need forward 
  observers The Cost Multiplier for this type of ammunition is 30. Note: it is only available for artillery guns. 
  3 
  Forward Warhead I 
  h 
  4 
  Fuse I 
  7 
  Battery I 
  , 
  I 
  lllUMlHATlON 
  v 
  This type of shell carries a series of small parachute-equipped flares. When the shell bursts high above the battlefield, it releases and 
  ignites the flares. These provide several thousand foot-candles each, making the area underneath as clear as day. Flare-carrying shells 
  are represented by Illumination ammunition (page 66 of the Heavy Gear Technical Manual). 
  I Illumination Shell 
  1 
  2 
  3 
  INCENOIARY 
  v 
  These shells are filled with an incendiary compound such as napalm or white phosphorus The fuse is generally set to detonate the shell 
  before impact so the burning agent will be spread out as widely as possible. Incendiary shells are represented by the ammunition of the 
  same name (page 68 of the Heavy Gear Technical Manual) 
  I 
  Incendiary Shell 
  a
  _
  *
   
  0
  "
   
  i
  ^
  i
   
  I 
  1 
  Fuse 
  2 
  Expulsion Charge 
  3 
  Incendiary Material 
  4 
  Combustible Liner 
  ~ 
  5 
  Base Plug 8
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  MINELRYER 
  v 
  Also known as FASCAM (Field Artillery SCAtterable Mines) or ICM (Improved Conventional Munition) shells, Minelayer shells saturate 
  an area with land mines. Although some shells carry anti-personnel mines and others only anti-vehicular mines, great success has been 
  obtained with mixed loads fitted with variable timers. The mines are set to self-destruct over a certain period, usually between 24 to 48 
  hours after impact. These shells are represented by the Minelayer ammunition type (page 68 of the Heavy Gear Technical Manual). 
  I 
  1
  2
   
  Seoaration Charoe 
  Delay Fuse 
  I 
  I 1
  3
   
  Mines 
  *
  *
   
  4 
  Fragmentation Liner 
  5 
  Electable Base Plug 
  ROCHET- ASSISTEO PROJECTILE [RAP] 
  7 
  RAP shells are enhanced ammunition fitted with a small, fast-burning rocket motor. Some designs have low thrusVcontinuous accelera- 
  tion motors or multi-stage propulsion units for more predictable flight characteristics All RAP shells and rockets have greatly extended 
  ranges. RAP shells are represented by Boosted Range ammunition (page 67 of the Heavy Gear Technical Manual). 
  I 
  *
  *
   
  *
  *
   
  I 
  Rocket-Assisted Projectile [RAP] Shell I 
  3
  1
   
  I
  *
  $
   
  '
  *
  '
   
  Fuse 
  Booster Charge 
  Explosive Charge 
  -
  *
   
  4 
  Rocket Motor 
  Reinforced Noule 
  5 
  SEEHER 
  v 
  So-called seeker shells are a very specialized type of ammunition designed to attack armored vehicles. It is a "smart" weapon that can 
  provide its own terminal guidance once released Each shell contains several sub-munitions, each equipped with a miniaturized sensor 
  array and a parachute As the sub-munitions fall, they seek any large, dense mass nearby. Once a sub-munition finds a target, its 
  explosive charge turns a plate of dense metal into a hypervelocity penetrator that strikes the armored target through its weakly protected 
  top. Seeker shells are represented by Boosted Damage ammunition (page 67 of the Heavy Gear Technical Manual). 
  L I  *
  <
   
  '
  '
   
  *
  *
   
  *
  *
   
  I 
  I 
  Seeher Shell 1 
  Delay F m  
  Separation Charge 
  Seeker Sm-munitions 
  4 
  Fragmentation Liner 
  Electable Base Plug 
  5 
  SMOHE 
  v 
  Smoke shells contain several sub-munitions filled with a volatile gas mixture that vaporizes into thick smoke of whatever color was 
  chosen The artillery-fired Black Fog shells contain smoke but also chaff, flares and electronic dummies to interfere with the sensors of 
  hostile forces Smoke rounds are represented by Smoke and Black Fog ammunition (page 66 of the Heavy Gear Technical Manual). 
  t
  o
   
  SmoheShell I 
  1 
  Fuse 
  Ejection Charge 
  2 
  3 
  Elector Rail 
  4 
  Smoke Canisters 
  5 
  Electable Base Plug 
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  6.4 NEW PERKS 
  Many vehicles have special features that are not covered by the vehicle's tactical and strategic statistics. These features are represented by 
  Perks. The following new Perks are official additions to the existing Perks and Flaws listed in the various Heavy Gear sourcebooks and 
  field guides. They can be used for any type of vehicle, with any affiliation. 
  Perks with the designation "AUX are defined as auxiliary systems for damage purposes. 
  Perks with the designation "R" have a rating that is listed next to the Perk on the data sheet. 
  COUNTER-BATtERY SENSOR 
  AUX R. 
  A Counter-Battery Sensor (CBS for short) is a set of specialized computers linked to the radar and sensor array of the vehicle (sometimes, 
  an additional dedicated radar unit is used). The computers are designed to locate the position of an enemy artillery battery by extrapolat- 
  ing the data from the trajectory and signature of its fire missions. As soon as enemy artillery fire is detected, the technician serving the 
  CBS can supply an approximate location for the firing unit. 
  Usually, a vehicle equipped with a Counter-Battery Sensor will accompany an artillery battery to allow it to defend itself against enemy 
  artillery units. It is possible to mount Counter-Battery Sensor directly on an artillery vehicle (or even a static installation), but it is rarely 
  done because they are no advantages to it. The rules on using the Counter-Battery Sensor can be found in the Counter-Battery Fire 
  section, page 24. 
  COST = 4 +RATING 
  MINE DETECTORS 
  AUX 
  Mine detectors are a set of highly specialized sensors designed to look for the telltale signs of the presence of minefields. They are very 
  similar to the sensors supplied by the Geological Sensor Perk, but are specially calibrated to detect the mass and faint emissions of 
  buried land mines. Special "sniffer" pods analyse the atmosphere to try and detect the telltale presence of explosive chemicals, while 
  expert systems process the cameras' inputs to spot zones of recently disturbed ground. 
  The Mine Detectors Perk allows a vehicle to detect mines in the same way as an infantry unit equipped with the Mine Sensor apparatus 
  (see page 48 for the complete rules). When the vehicle's crew attemps to look for mines, the vehicle's Sensor rating is added to to the 
  crew's Electronic Warfare roll. Note that any minefield detected by the Mine Detectors is only detected, not neutralized, and remains just 
  as dangerous as before. 
  I 
  COST = 4 
  I 
  MINELAYING EQUIPMENT 
  7 
  The Minelaying Equipment Perk is a set of special machinery designed to dig a small trench or a series of holes along the path of the 
  vehicle. The machinery then plants one or more land mines and buries them. The system can also "spray" the smaller anti-personnel 
  mines behind the path of the vehicle for fast deployment. 
  The whole system is very eff icient and can lay up to five points worth of mines every two minutes (four tactical rounds or twenty Skirmish 
  rounds). The minefield becomes active one minute after the minelaying vehicle has left the hex, though this delay can be increased if 
  desired. Minelaying Equipment may not be used to place Jumping Mines. The mines are not included in the Perk cost and must be 
  bought separately. 
  I 
  COST I 
  3 + 1 PER TEN W POINTS OF MINES (ROUNDED UP) 
  Any vehicles can be equipped with mine-clearing devices, but they will work only in the primary environment for which the vehicle has 
  been designed. For example, the mine plow of an engineering tank will be completely useless against naval mines, even if the vehicle has 
  the Amphibious Perk. 
  The exact nature of the minesweeping equipment depends on the designer, but on ground vehicles it usually consists of a mine plow or 
  a det-cord launcher. A small distributor that drops chemiluminescent sticks to mark the cleared path is included at no point cost. 
  Minesweeping equipment may not be used to attack another unit, unless it has been specifically designed to do so. Attack-capable 
  minesweeping systems, such as a det-cord launcher, must be included in the Offensive Score. It has a Range of one hex, an Accuracy of 
  -2, a Damage Multiplier of xi5 and a TV cost of 10 points per shot. 
  COST = 5 PER RATING POINT 
  Waylon Wyatt (order #5625757)
  
  Privates Williams and Ericson were having a very long night. Smoking some 
  old rumpled cigarettes, they were waiting in their temporary bunker. They 
  were theoretically on guard duty, but their base hadn’t had any enemy con- 
  tact in three and a half weeks. They were just cooling their heels. 
  “Why the hell couldn’t you shut your trap for once?” Williams tossed the 
  butt of his twelfth cigarette into the darkness beyond the sandbags. Vou 
  just don’t call the lieutenant a half-assed windbag and walk away.” 
  Well he is a windbag 2 
  “That’s not the point! We could be sleeping like the rest of them instead of 
  freezing our butts off in this bloody hole.” 
  “Relax. Have another smoke.” Ericson reached into his breast pocket and 
  pulled out the crumpled pack. Bringing it to his mouth, he pulled out two 
  cigarettes while he fiddled with his lighter. The tall orange flame danced 
  before him as he dragged on the cigarettes to light them. Both soldiers 
  were focused on the bright light, ruining their night vision. They never no- 
  ticed the stealthy figures in the distance. 
  “So anyway, you’ve gotta admit that the Lew deserved it.” Ericson passed 
  one of the cigarettes to Williams, who took a deep drag before responding. 
  “I couldn’t believe what he did to Valdez.” Williams stretched again as he 
  spoke, looking right past the concealed figures in the darkness. %he didn’t 
  even deserve to be put on report and he’s threatening to get her demoted.” 
  “He’s a pompous bastard. It’s just that simple.” 
  “I still don’t like being stuck out here all night. We’re going on patrol tomor- 
  row and we’re going to be dead tired.” 
  “Listen, nothing’s going on. We’re on a backwater base in a backwater re- 
  gion. We’ll sleep while we’re out here doing-” 
  They froze. The small cracking noise had come from the darkness. Williams 
  reached for his rifle. He raised his night-vision goggles to scan the area, but 
  didn‘t see a thing. Ericson hoped out of the bunker once his own goggles 
  were placed. “1’11 go take a look.” 
  Williams watched through his own goggles as Ericson, green and grainy in 
  the enhanced image, moved over the nearby dunes. His field of vision lim 
  ited by the goggles, Williams never saw the figures creep silently past him. 
  Ericson signaled that he heard the sound again, although Williams couldn‘t. 
  Williams raised his weapon to cover his buddy and Ericson pounced over a 
  small dune. Williams tensed on his trigger. 
  Ericson stood up holding a squirming lizard. “Just a sandhopper.” 
  Williams put down his weapon as Ericson let the creature go and slipped off 
  his night vision gear. He trudged over the sand back toward the bunker. 
  Williams kept his own goggles on to see him. It didn’t help. 
  A silhouette, almost black in the light amplification goggles, popped up 
  behind Ericson. Williams instinctively reached for his weapon, but never 
  made it; he heard more than felt the fine steel garrote slice into his throat. 
  His world became painful and dark, and then it ended. 
  The Legion Noire team hid the bodies and continued their bloody work. 
  Waylon Wyatt (order #5625757)
  
  11 MTTlEFlElO CAMPRIGNS 
  Too many players assume that a military-oriented Heavy Gear campaign has to feature Heavy Gear pilots engaged in endless skir- 
  mishes on the front. There are a lot more possibilities open to a playing group if they are willing to explore some new roles. Like the 
  armed forces of contemporary Earth, the armies of Terra Nova consist of a wide variety of military units ranging from medical corps to 
  tank columns and artillery units. All of these functions can be filled by Player Characters and can be used as the set for a military 
  campaign. Many of these positions are not as glamorous as Gear pilots, but introduce new elements into the Gamemastering task. 
  In the case of support units, Gamemasters need to remain aware that the Player Characters are bound by tactical deployment plans that 
  are out of their hands. Gamemasters will need to create other story lines that operate on a level in which the Player Characters can exert 
  some additional control. In the case of Gear pilots or elite commandos, mission profiles are often quite general, allowing individual PCs 
  to make field decisions that can lead to an exciting adventure. For artillery commanders, most battlefield decisions involve responding to 
  support requests from the front lines. Multiple subplots and limited objectives are the keys to making such campaigns important. The 
  overall tactical situation should be the background of the campaign rather than its central element. Player Characters should have 
  enemies of their own, which can be rivals within the same unit, a recurring enemy unit or pesky civilians. Defeating these enemies or 
  rivals can then become the goal of a campaign. 
  Creating a limited military objective can be a useful middle ground between a full-scale military campaign and the personal subplots of 
  the Player Characters. While conquering one hill may be a simple detail in the overall tactics of the Norlight Armed Forces, for the infantry 
  squad that has to throw itself against the gun emplacement on the hill, it becomes their whole world. Playing many adventures revolving 
  around these small-scale objectives can create this sense of importance and allow Player Characters to gain a feeling of accomplishment. 
  In a military campaign, one factor which must always be kept in mind is death. Mortality is an ever-present cloud in wartime, and the 
  Player Characters should never get the feeling that they or their allies are somehow immortal. Gamemasters should not casually kill off 
  PCs at the drop of a hat, seeing as they are the heroes of the campaign and without them the adventures have very little meaning, but each 
  Garnemaster and playing group will need to find the balance that best suits their style of play. One good step is to make sure all the players 
  realize that their characters are not invulnerable. Player Characters should not get the feeling that their characters are insignificant, 
  however. Their deaths should be a major event and remembered for the life of the campaign. When a PC or major NPC death occurs it 
  should become the center point of play (or of a subsequent story). New Player Characters can also be introduced to fill the deceased's 
  shoes, living with the deceased's PC's heritage on their shoulders. 
  Another consideration when planning a military campaign is loyalty. It can be very interesting to play a campaign in which the Player 
  Characters'allegiances cannot be taken for granted (or are mistakenly taken for granted). These types of campaigns can also be extremely 
  difficult to play, however, because they encourage Player Characters not to trust each other and can even lead to animosity between the 
  players themselves. Gamemasters will need to judge whether the dynamic of their playing group can survive such a betrayal. If it can do 
  so, then the intrigue of such a subplot can be very rewarding. If the traitor makes real friends with the other Player Characters, the 
  personal drama can even overshadow the political consequences. 
  I 
  Yes, Maior 
  Yes, Major, an extremely popular black comedy, is one of the longest run- 
  ning comedy holoshows in the United Mercantile Federation. Yes, Major 
  tells the daily life of a support and supply camp located near the UMF 
  battle line during the War of the Alliance. The show's title refers the camp's 
  habit of assuring their incompetent commanding officer that everything 
  will be done, everything is well, and any disappearing stores are just a 
  clerical error - 
  really. 
  The show relies heavily on black or cynical humor. Most characters speak 
  in witty repartees, taking verbal potshots at each other. Yes, Major has 
  been running for twelve straight cycles. The producers have already an- 
  nounced that the show has been renewed for yet another cycle. 
  Yes, Major has spawned many memorable characters, the most notable 
  being Corporal Rowan "Weasel" Wilson, the camp's assistant quartermas- 
  ter. Scheming and devious, Weasel Wilson is always hatching a new hare- 
  brained plan to makea profit on the side; the episode in which he intends 
  to covertly sell portable refrigeration units to GREL units remains aclassic 
  to this day. Other notable characters include "Little Joe" Hart, the half-deaf 
  artillery gunner: nurse Marian Furst. Weasel Wilson's perpetual (and inac- 
  cessible) love interest; and the camp's mascot, a really dumb herding 
  springer called "Spiffy." 
  Ethan Furley-Hendrix, the creator and star of Yes, Major, has discovered 
  that his brainchild is wildly popular in Port Arthur's GREL communities. 
  Mordred-class shocktroopers are said to be especially fond of Weasel's 
  antics, which often send them into cataclysmic belly laughs. 
  Waylon Wyatt (order #5625757)
  
  7.1.1 BIG GUNS 
  There is nothing quite so reassuring and terrifying as word of artillery support. Troops in trouble know that an artillery barrage can get 
  them out of a tight spot by decimating those pinning them down, but they also know that this same barrage can just as easily fall onto their 
  heads. Those who crew the great artillery machines are a strange lot. Practical jokers and firepower fanatics, they love to clear the 
  landscape and to hear the echo of their high-explosive shells slamming into enemy positions. 
  An artillery unit campaign provides a forum for a type of hybrid front-line/second-line military setting. While artillery units are often part 
  of large-scale military assaults, they are usually position several kilometers away from the battlefield. They are not, however, second-line 
  troops stationed in protected bases: mobile and vulnerable to attack, artillery units must think like a front-line unit without seeing the 
  same action. This setting works well for a "buddy" campaign in which the various members of the unit relieve the stress with practical 
  jokes and hi-jinks. Indeed, the pranks of artillery men are infamous in militaries across Terra Nova. Sudden moments of Seriousness as 
  their positions are overrun can punctuate such a campaign. 
  Player Characters need not just be artillery vehicle drivers or gunners. They can also fill the positions of other associated personnel in the 
  maintenance units, transport, communications or electronic warfare crews. In this way, the PC group can be involved in all the activities 
  of their artillery barrage. 
  The course of an artillery campaign is intimately linked to the overall tactical situation. Artillery units are always support forces and 
  cannot be deployed alone or in small units (although fire-support Gears do fill a similar role). To give players a role in the scope of the 
  campaign, Gamemasters can focus their stories and character subplots on the interactions among the members of the unit. Rivalries and 
  minor intrigues can easily be featured in the foreground, setting the shape of the campaign. 
  STARTING POINT: MECHANICAL FRILURE 
  v 
  The artillery batteries of the Southern MlLlClA often hold informal "sharp shooting" competitions. The competitions not only build unit 
  morale, but help keep artillery skills sharp in peacetime The Player Characters have entered such a competition, trying to prove them- 
  selves to the battery they have just joined. The competition goes well for the Player Characters in the first few rounds, and they seem to 
  be on the verge of a surprise victory when something terrible occurs. Their battery-mates - 
  firing high-explosive shells from a self- 
  propelled gun - 
  are suddenly torn apart by an explosion. All the artillery experts in attendance recognize the deadly effect of cata- 
  strophic ammunition detonation. 
  The subsequent investigation causes quite a stir. It stretches over several weeks and finally returns with a conclusion of "human error." 
  The Player Characters should become angry as the names of their dead friends - 
  who they knew to be conscientious artillery troopers 
  -are 
  dragged through the mud. 
  Security clearance, clerical errors, and every other military SNAFU imaginable will dog PCs who attempt to undertake their own investi- 
  gation. Eventually, however, they will uncover evidence of mechanical failure. Apparently, the high-explosive shell detonated while it was 
  still in the firing chamber. The burial of the truth about the explosion will become all too evident when the Player Characters discover the 
  payments being made by Territorial Arms' local representative to the members of the investigative committee. The corporate official is 
  willing to bribe -and 
  perhaps kill -to 
  bury the truth. Can the PCs expose him before he buries them? 
  Possible Campaign Variations I 
  Variation 
  Description 
  1 
  2 
  3 
  The artillery unit is plague by sabotage. 
  The unit establishes a rivalry with an enemy unit. 
  One of the PCs is an enemy agent. 
  4 
  The unit is plagued by a bad FO and repeated 
  friendlv lire incidents 
  5 
  A rivalrv is established with an allied unit 
  6 
  The unit is hampered by an incompetent, but well- 
  connected commander 
  Suggested Plaqer Characters I 
  Description 
  Character Type 
  1 
  Driver 
  2 
  Gunner 
  3 
  Artillery commander 
  4 
  Forward observer 
  5 
  Communications soecialist 
  6 
  Ordinance specialist 
  , 
  Waylon Wyatt (order #5625757)
  
  71.2 BlACH GUNS 
  Those looking for a more glamorous infantry campaign can set up adventures involving a special forces team. These elite commandos 
  will go where no other troops would dare. These operations are rarely revealed to the public because of security concerns and the fear that 
  the average citizen would be uncomfortable with some of the nastier missions. They are vitally important, however. Without the assassi- 
  nations, commando raids behind enemy lines and black ops performed by the special forces, the large war machines of the armed forces 
  would face much tougher opposition as enemy morale would be higher and their command, control, communications and supply 
  structures would be much safer and far more reliable. 
  This type of campaign will be full of excitement and style, including special equipment, covert operations, assassinations and commando 
  raids. Special forces campaigns work very well as a framework for bold adventures in which highly skilled Player Characters beat the 
  odds, recreating the dazzling excitement of top action movies. Those searching for "gritty realism" should emphasize that special opera- 
  tions are rarely pretty or simple: local allies are sacrificed for the "greater good," assassinations are bloody affairs and good people tend 
  to die. Intrigue can be a strong element in these campaigns as well, with double agents, ambushes and traitors behind every corner. 
  Player Characters can be almost any type of elite operative, but they must work together in some manner. Having a paratrooper assigned 
  to a team that has never been inside an aircraft can be frustrating at best. Gamemasters should build a standard profile of skills for the PCs 
  and then allow them to specialize, making sure that their proficiencies compliment one another. 
  The course of a special forces campaign can simply follow a war (hot or cold), but, in the tradition of the best action/intrigue fiction, it 
  would be best to create a personal involvement for the Player Characters. By creating a recurring antagonist (perhaps an enemy intelli- 
  gence bureau chief), Gamemasters can transform unrelated episodes into a series of encounters that lead to a final confrontation. 
  STARTING POINT: OPERATION NOIRE 
  v 
  The Player Characters have attracted the interest of the Southern Republican Army's elite Legion Noire. Some will come fresh from boot 
  camp, others from a tour in another unit, but they will all find themselves side by side through the toughest training period of their lives 
  Theywill jumpfromaircraftand trekthroughdesertand swamp, theywill learn to move with incrediblestealthandto kill both fromagreat 
  distance and close up, they will become the deadliest fighting machines they can possibly be Throughout, they will be drilled by the 
  sadistic Major Leyan. By the end of their training, the PCs will have bonded together as a unit, having saved each other time and time 
  again. They will wear the Legion badge with pride. 
  The PCs' first mission IS supposedly simple. A HALO paraglider jump into the hills near Saragossa and then a trek to a SPFl training 
  camp. Once there, they are to eliminate the terrorists with extreme prejudice. The drop goes according to plan, and the team approaches 
  the base by the numbers Avoiding the anti-personnel mines and slipping through the barbed wire, they are nervous but confident - 
  until their lead man is hit by sniper fire Soon, SPFl guards are swarming everywhere, and the team must fight its way out as best it can. 
  I 
  Back at the base, lingering questions remain Did the team blow the operation or were they set up? Could there be a traitor in the Legion? 
  I 
  Possible Campaign Variations 
  Variation 
  Description 
  1 
  One of the PCs is a delector from the other side. He is not 
  trusted. but has valuable exoertise. 
  2 
  3 
  4 
  The PC team is cut off by their commander while in the 
  field and must survive on their own. 
  The PCs become tools in a shadow war between different 
  factions on their side. 
  One of the PCs is the team's coordinator, using comm gear 
  to keep in touch in the field. 
  One of the PCs is an enemy agent. 
  5 
  6 
  The PC team must work from the cover of a standard 
  military unit, keeping their true missions secret. 
  I 
  Suggested Plaqer Characters 
  Character Type 
  Description 
  1 
  Sniper 
  2 
  Parnlrnnner 
  4 
  Demolition expert 
  5 
  PilotlOriver 
  ~~ 
  6 
  Assassin 
  Waylon Wyatt (order #5625757)
  
  71.3 BRIDGE OVER THE BADlRNDS 
  Although they receive little of the media attention and do not have the glamorous mystique of other types of soldiers, field engineers are 
  a vital part of the military machine. When minefields need to be cleared, barrack built, foxholes dug or fortifications constructed, field 
  engineers and.their sappers are called on to do the job - 
  usually under fire. Without their skills, infantry units would be largely 
  defenseless and armored vehicles would be rapidly immobilized. Engineering crews may not often be classified as "combat troops," but 
  they are often at the front lines, right behind the scout units. 
  A field engineer campaign brings to light a largely hidden aspect of military life. Gamemasters can provide technical problems to solve, 
  requiring not only courage but real strategy. A combat engineering campaign demands the ultimate in cool under fire, since Player 
  Characters must build bridges and fortifications while under a full scale assault. This creates a setting for interesting stories of self- 
  sacrifice and camaraderie, rather then gung-ho heroism. While action is certainly not out of the question, engineers and sappers are not 
  there to kill the enemy, but to protect their fellows and prepare the road for an assault. 
  Engineering crews present a variety of possible Player Characters, from the chief engineers who direct operations for the whole unit to the 
  lowly sappers who dig foxholes and stack sandbags. Pilots for combat engineering Gears or other vehicles, demolition and mine- 
  disposal specialists and geology experts are all part of standard field engineering teams. Player Characters can also be drawn from 
  support personnel or those troops assigned to protect to the engineers while they do their work. 
  The course of an engineering campaign is quite securely tied to the tactical situation. Gamemasters might want to define smaller goals for 
  their unit than total victory, however. The crossing of a stretch of the treacherous Barrington Basin, for example, would provide opportu- 
  nities for many different engineering problems, but keep an attainable goal in sight for the length of the campaign. Longer campaigns can 
  consist of a series of these goals. 
  STARTING POINT: DEAO MAN'S VALLEY 
  v 
  Two days ago, the advance of the 23rd Northern Guard Armored Regiment up the Westridge Trench was halted by a deadly encounter with 
  a concealed minefield. Without warning, proximity mines in the trench walls brought tons of rock tumbling down onto the lead column of 
  the 23rd, killing over two dozen troopers and destroying eight vehicles The Player Characters have been brought in to clear the mines 
  The PCs rapidly discern that the minefield is a dangerous two-part system: pressure sensors buried in the soil react to heavy weights 
  (such as armored vehicles) passing above and send a signal to the mines lodged in the trenches high walls, causing destructive land- 
  slides The PCs are faced with either eliminating all the sensors without activating them, avoiding them altogether, disposing of the 
  concealed mines or jamming the signal between the sensors and the explosives. Of course, the sensors are highly sensitive to manipu- 
  lation and use multiple frequencies 
  Waylon Wyatt (order #5625757)
  
  71.4 DOGS OF WAR 
  Despite the glamour of Heavy Gear pilots and the awe inspired by the raw power of armored columns, infantry is the heart of Terra Nova’s 
  armed forces. Simple foot soldiers must still take and hold ground, patrol the desert fringes and clear out ambush-laden enemy territory. 
  They are still the most numerous and most expendable of military troops. These soldiers suffer high casualties and feel undervalued, but 
  they struggle to get the job done. They are the “grunts” and victory rests squarely on their shoulders. 
  Infantry campaigns will rarely be glamorous. Although assaults on enemy territory are very important, foot soldiers are simply not given 
  the status of Gear pilots or other specialists. The infantry life consists of long periods of boredom in which they hold territory and short 
  periods of terror and death as they mount large scale assaults. Those interested in a joint roleplaying and tactical campaign can use the 
  Skirmish Scale rules provided in Chapter 2 to stage small-scale infantry actions in which the Player Characters can each take an 
  individual role This is best suited for situations when the unit is advancing on enemy positions. Life in the encampment should also be 
  heavily featured, including the stress and low morale that comes with being stuck in a “meat grinder,” Troops faced with death can break 
  down or become heroes, and both tendencies should be featured Sudden jolts of terror-from 
  sniper fire, aerial bombing or ambushes 
  while on patrol -should 
  punctuate the troops’ lives. 
  It is best to use a variety of foot soldiers as the Player Characters in such a campaign The specialists in the infantry provide skills and 
  abilities that can be used to differentiate characters. Gamemasters can also suggest a trademark ability or talent for each character, be it 
  “eagle eyes” (high PER and Notice), being a crack shot, or having a “sixth sense” (high Combat Sense). Some other personnel such as 
  medics or technicians can be used as well, but they will rarely be deployed in the field in the same capacity as the other PCs 
  STARTING POINT: JUNGLE HELL 
  7 
  Being drafted into the MlLlClA was bad enough, but serving in the jungles of the Mekong Dominion leaves a great deal to be desired For 
  weeks on end, the only real enemies to deal with are the armies of crabflies and swamp lizards Riding on riverboats for hours and 
  trekking along “trails” that only exist on decade-old maps become the main components of the PCs’ life. Every once in a while, they get 
  to break up a “bandit camp“ which usually ends up being nothing but a fishing village with a few old hunting rifles. Everyone realizes that 
  the real bandits know which palms to grease to avoid MlLlClA attention. 
  Everything changes when a standard patrol becomes anything but standard Five hours into a swamp patrol, the point man of the 
  escouade notices a trip-wire just before stepping on it - 
  the unit has entered dangerous territory Moving with as much stealth as their 
  lackluster training allows them, the escouade will make it to a clearing. In the clearing, they see several vehicles covered with camouflage 
  tarps, guarded by professional-looking troops. A PC may recognize two of the vehicles as Blackwindstealth hoppers. Could these be 
  Northern infiltrators or Paxton agents? The PCs now must decide what to do If they send in a report and their communication IS 
  monitored, they are a long way from any back-up ... 
  I 
  Possible Campaign Variations 
  Variation 
  Description 
  1 
  The unit is assigned to hold inhabited territory, acting as 
  an occupying force. 
  2 
  The unit is made of misfits and given 
  the most danoerous assiqnments. 
  3 
  One of the PCs is related to a general and is accused of 
  aetlina soecial treatment. 
  4 
  5 
  6 
  The PCs stumble on evidence of war crimes and are 
  ordered to keep quiet. 
  One of the PCs is a military intelligence officer, 
  working under cover. 
  The PCs become national celebrities alter beino featured 
  on trideo newscoverage. 
  mflested Plaqer Characters 
  Character Tvoe 
  Description 
  1 
  Squad commander 
  2 
  Heavy weapons specialist 
  R 
  Communications soecialisl 
  4 
  Seasoned veteran 
  5 
  Green recruit 
  6 
  Combat reoorter 
  Waylon Wyatt (order #5625757)
  
  71.5 FIRST ONES IN 
  The leading edge of any military machine consists of the specialized scout units that reconnoiter the territory and guide the way. The 
  information gathered by scouts can be as simple as the lay of the land (usually confirming satellite imaging) or as complex as the combat 
  readiness of enemy units. Scouts rely on skill and stealth to survive, carrying only light weaponry and moving about unseen. 
  Scout campaigns bring an element of exploration to military roleplaying. Unlike standard infantry troops who are ordered to accomplish 
  specific military goals in a straight-forward manner (take this hill, destroy this bridge, etc.), scouts are sent into unknown territory and are 
  given significant freedom of action. Highly independent, they must be able to get in, gather intelligence and get out without being 
  observed by enemy forces. Scout PCs will always be on the forefront of a military advance, working side by side with traditional combat 
  troops, but going in first. 
  Player Characters can be any one of a wide variety of scout types. Some scouts are infantrymen with additional training who lead deep 
  recon patrols, others pilot specialized scout vehicles such as Iguana or Feffef Heavy Gears. Some are trained as forward observers for 
  artillery or aerial bombing and use sophisticated laser targeting devices, others simply relay intelligence gathered while on patrol. Desert 
  scouts, trained in arid-environment survival techniques and highly familiar with Badlanders and their ways of life, are a prominent part of 
  any Terranovan military reconnaissance force. 
  Like all military campaigns, scout campaigns can consist of a series of missions that follow the course of whatever military conflict is 
  ongoing. It is more interesting, however, for the PCs to establish a personal agenda within the military conflict. In the case of scouts, 
  creating a connection with locals (among whom they must travel) can serve to give PCs a cause to fight for As the front runs over local 
  communities, PCs can fight to save their friends lives, or be saddened by their sacrifice. 
  STRRTING POINT: LONE SCOUTS 
  I 
  The Player Characters have just begun duty as desert guides for the 12th Infantry Battalion of the Northern Guard. Moving into the 
  periphery of the Great White Desert, the 12th has sent the PCs forward to scout out the path of their advance The 12th is part of a division 
  moving across the region to display Northern power and keep local militias in line Using ATVs and a Longrunnersupply truck, the PCs 
  take off across the dunes. 
  Distracted by tensions with local homesteaders, the PCs take a few days to notice the lone silhouettes that appear on the horizon for a few 
  fleeting seconds, or the fresh footprints around their encampments Never will the observers be found, but some PCs may recognize the 
  stealth of the legendary Sand Riders 
  As the PCs delve deeper into the desert, making sure that the regions neighboring the battalion's deployment zone are secure, the 
  presence of the Riders becomes more troubling. Equipment is sabotaged and accidents begin to happen. One ATV falls into a sinkhole of 
  white sand - 
  one that had been meticulously covered with surface silicate. The PCs must chose whether to withdraw and try to keep the 
  battalion out of the way, or call their comrades in to ensure the area's security. If they do the latter, they will have to fight the Riders on their 
  own territory - 
  and a bad storm is brewing. 
  Possible Campaign Variations 1 
  Variation 
  Description 
  1 
  The base the scouts work out of is overrun while 
  they are on deep recon. 
  2 
  One of Ihe PCs is a Sand Rider and the Riders exile him 
  for working with "outsiders" 
  3 
  The PCs are recruited to get a special forces unit 
  behind enemy lines 
  4 
  The PCs and an enemy squad must cooperate during a 
  white sandstorm 
  5 
  The PCs are trapped deep behind enemy lines. 
  The PCs are asked to retrain rookies in the field 
  6 
  Suggested Plaqer Characters 1 
  Character Type 
  Description 
  1 
  Forward observations specialist 
  2 
  Deseri scout 
  3 
  Scout Gear oilot 
  4 
  "Native guide" 
  5 
  Communications specialist 
  6 
  Souad leader 
  Waylon Wyatt (order #5625757)
  
  71.6 GREAT ESCAPES 
  Prisoners are a fact of life in war. While all armies build up the image of their troops never surrendering, all commanders know their is a 
  time to fight to the last and a time to lay down one's arms. Those who are taken prisoner are usually shipped off to POW camps. Many 
  armies treat their prisoners of war relatively well (food and cramped quarters), other see POWs as slave labor or don't keep prisoners at 
  all. Straight execution of prisoners is relatively rare, but brainwashing techniques (from simple propaganda to hypnotherapy) are em- 
  ployed to one degree or another by most armed forces. 
  POW campaigns are best used to tell stories of hope, triumph over the odds and simple heroism. Player Characters will start locked away, 
  but may devise an escape plan or find a way to survive during the war years. Bold stories of large-scale prisoner revolts are possible, as 
  are covert, small-scale escape adventures. Human stories of survival and strange friendships are also very appropriate, with PCs strug- 
  gling to keep themselves sane in hellish conditions. 
  A POW campaign gives Gamemasters the perfect tool to bring together a wide variety of Player Characters in a desperate situation. POWs 
  need have nothing in common save their national allegiance before their imprisonment, and many leagues intentionally try to separate 
  prisoners of the same unit to further undermine morale. Local political prisoners and undesireables could also be involved in acampaign 
  set in a general prison camp. 
  The course of a POW campaign is based on the ultimate goal of freedom. This can take the form of an elaborate and long-term escape 
  plan or underground railroad in which PCs spend many adventures planning a full scale escape. Freedom would also be granted by the 
  end of hostilities and a campaign of long-term POWs facing the panic of their jailers as the war comes to an end could also create many 
  stories. A series of POW adventures can also set the stage for another campaign based on the connections made while prisoners. 
  STARTING POINT: A LIGHT IN THE ORRH 
  v 
  It is always night in Camp 21, No windows break the monotony of the cells'stone walls; no bare bulbs hang from the ceilings. No lighters, 
  lamps or matches are tolerated. There is only the darkness, the heavy footfalls of the guards and the maddening screams of the prisoners. 
  No glimmer of hope is allowed to shine. 
  The Player Characters came to Camp 21 at different times and for different reasons. Some were enemy soldiers, others were political 
  undesirables ready for reeducation and still others did nothing but offend the wrong official. Those differences are no longer important, 
  for there is no life beyond the darkness. The PCs share a few adjoining cells and whisper to each other to keep themselves sane. They 
  know each others names, but have no idea what they look like. On rare occasions, the prisoners are brought into the blinding sunlight of 
  the courtyard to remind them of what they must live without - 
  but are not allowed to speak or otherwise identify themselves. Just as their 
  burning eyes adjust to the unfamiliar light, the prisoners are brought back inside. 
  Perhapsaday, aweekoracycleafterentering thecamp-timeis 
  immaterial in thedarkness-assimple plasticstickdrops intothecell. 
  When a Player Character shakes it, it glows a dull green. Light enters the darkness, if only in a pale form. For the hour that the stick 
  remains fluorescent, hope returns. Two nights later, another stick appears and the PCs notice the footfalls of a guard nearby. Some 
  suspect that the guard is trying to help them survive; others fear that they are being shown the "carrot" in the indoctrination equation. 
  Should they resist, or are they willing to be "reformed" in the hope of light? 
  1 Possible Campaign Variations 
  ____ ~~ 
  Variation 
  Descriotion 
  1 
  The PCs are subiect to intense brainwashino or torture. 
  2 
  The PCs become friends of a sort with prison stafVguards. 
  3 
  4 
  5 
  6 
  The PCs are sent to infiltrate the camp. 
  Prisoners are used as "human shields" at strategic 
  emplacements. 
  One of the PCs is a plant from the local intelligence agency 
  The PCs are covert operatives and their government denies 
  their existence. 
  [ Suggested Plaqer Characters 
  Character Tvoe 
  Descriotion 
  1 
  Long term prisoner 
  2 
  Local political activist 
  3 
  lntelliaence aoent 
  4 
  Prison ward 
  5 
  New prisoner 
  6 
  Local civilian 
  Waylon Wyatt (order #5625757)
  
  71.7 HEAVY METAL 
  The heavy fist of Terranovan armed forces, armored vehicles - 
  be they tanks, striders or AFVs - 
  run over the battlefield delivering 
  mobile heavy firepower wherever it is needed. The crews of these armored beasts are reputed to be wild men, caught between the 
  strengths and limitations of their machines. Sitting behind layers of heavy composite armor, they sometimes feel indestructible when 
  charging through enemy formations. Yet tanks are far from impervious and the slow-moving vehicles can make easy pickings for fast- 
  moving units using the right equipment. The close quarters of a tank make anti-tank ammunition extremely deadly and crewmen are well 
  aware of this fact. 
  A campaign featuring armored vehicle crew members is in some ways similar to a Gear pilot campaign. The PCs will likely be part of the 
  same squadron, deployed together and relying upon each other in combat. Tankers are not Gear-jocks, however. They do not have the 
  high-tension glamour of duels and high-speed combat as part of their repertoire. Instead, tankers function as a team, both within each 
  tank and between tanks, with each crewman responsible for certain duties and using resources with an eye toward tactics and position. 
  Player characters can fill a variety of functions in an armored column, from tank commander to gunner to pilot. Many armored crewmen 
  have secondary specialties such as communications, vehicle repair or electronic warfare. Striders and tanks (and even Gears) can be 
  deployed together, so a mixture of these crew types is possible. The vehicles themselves are often looked upon affectionately by their 
  crews and given nicknames. They can almost become "characters" in their own right. 
  The course of an armored campaign will likely be set by strategic concerns Tanks and striders are support vehicles that are rarely 
  deployed alone, meaning that the PCs' battlefield experience will likely come as part of larger assaults Those using bhtzkriegtactics may 
  see armored columns deployed ahead of other troops, but even then they will be part of a large campaign. For tank battles, it is probably 
  best to use Skirmish-scale combat, allowing each player to control his function in a vehicle 
  STARTING POINT: CITY STREETS 
  v 
  When the Player Characters trained in the tanks and Striders they man, they were told that military doctrine called for infantry or Gear 
  units to bear the brunt of urban warfare Unfortunately, doctrine and reality are two very different things Friendly infantry is pinned down 
  in street fighting in a nearby city state, and the PCs' unit is being brought in to provide fire support. 
  Unfortunately, the enemy moves first. As the PCs vehicles crawl toward the targeted fortifications, enemy air support streaks over the city. 
  Hoppers and attack helicopters fly just over the rooftops to avoid anti-aircraft fire and decimate allied positions. Before they know it, the 
  PCs are told that the infantry they were sent to support is falling back at a fast clip. Soon enemy Gears and infantry are within sight, 
  advancing from cover to cover The lead Strider opens up with machinegun fire and heavy rockets, blowing out a hotel from which enemy 
  fire was coming. Before the PCs can cheer, however, an enemy anti-tank missile returns the favor, reducing the Strider to a burning wreck 
  The PCs are faced with a dangerous game. They must use their big 
  regroup, but they must also seek cover from the anti-armor weapons 
  guns to keep the enemy back until the friendly infantry units can 
  , of their opponents. 
  Possible Campaign Variations 1 
  Variation 
  Description 
  1 
  The PCs crew an APC/AFV, deploying with 
  infantry troops. 
  2 
  The PCs crew one or more outdated vehicles, suffering 
  from maintenance and equipment problems. 
  3 
  The PCs' vehicles are fitted with experimental weaponry. 
  4 
  The PCs' position is overrun and they are stranded 
  behind enemy lines 
  5 
  A combat reporter is assigned to their crew for 
  PR purposes 
  6 
  One of the PCs' vehicles is refitted as a covert Electronic 
  Warfare platform. 
  Suggested Plaqer Characters I 
  Charaeter Type 
  Description 
  1 
  Armored column commander 
  Strider pilot 
  2 
  Tank driver 
  3 
  4 
  Gunner 
  5 
  Forward observation Gear pilot 
  6 
  Transported infantryman 
  Waylon Wyatt (order #5625757)
  
  7.1.8 PATCH 'EM UP! 
  Just over the hill from the front lines, operating from temporary and highly mobile shelter is a Mobile Army Surgical Hospital (MASH) 
  The doctors, nurses, medics and technicians who staff the MASH live on the rear edge of the war zone, patching together the soldiers who 
  are constantly being brought in from the front The ultimate emergency room, those assigned to a MASH unit live under excessive stress, 
  having to save lives with severely limited supplies while subject to enemy attack 
  Campaigns set in a MASH unit provide the opportunity to show the nastiest side of war No victories are won by these doctors and nurses, 
  they only see the human cost of every battle and struggle to limit the suffering around them. Although action can form part of such a 
  campaign, the focus will more likely be on the human factor Of course the campaign should consist of more than a series of First Aid and 
  Medicine skill rolls Instead, the human interactions, friendships, rivalries, hatreds and loves that grow under stressful conditions should 
  form the center of the campaign. 
  Medical personnel are the most obvious characters in a MASH chronicle, but others can appear as well -both 
  as Player Characters and 
  as NPCs The soldiers who are the unit's patients should be prominently featured, with friendships and other bonds growing between the 
  "docs" and the "grunts " Other military personnel, be they command staff, clerks, technicians, military guards or intelligence officers can 
  all be assigned to a MASH for a time and add a harder military core to the campaign 
  The course of a MASH campaign will likely follow the tide of war, with the unit's fortunes being determined on the battlefield. The most 
  interesting time frames to play in are those when the warfront is shifting, be it during the opening or closing period of the war. This 
  permits a dynamic element to be added to the campaign, since the scope of casualties, the risk to the unit itself and the chances of going 
  home are always changing. 
  STARTING POINT: WELCOME TO THE WAR 
  v 
  The Player Characters arrive at their new assignment, the 18th Mobile Army Surgical Hospital, filled with enthusiasm and pride. Whether 
  fresh out of medical training, veterans of urban emergency rooms, or support technicians, they are ready and willing to save lives. Their 
  youthful hope is shattered by the first evening. 
  It starts at around 1800 hours, when the unit receives word of an offensive beginning nearby, the MASH gets ready to receive casualties 
  Within fifteen minutes the first C-Evac hoppers pop over the horizon, emergency medical gurneys strapped to their sides. The PCs begin 
  triage faced with a dazzling variety of wounds One soldier has had both legs blown off by an anti-personnel mine, countless others are 
  riddled with bullets and shrapnel. Then the burn cases come in. The enemy is using incendiary rockets to halt an infantry advance, and 
  doomed kids arrive with third degree burns on 95% of their bodies - 
  their flak armor melted into their flesh. The second hour is worse 
  As the PCs struggle to save those they can, they fail to notice the growing thunder of the enemy war machines. They only become aware 
  of what is going on when an attack helicopter screams over the nearby ridge and launches rockets into the MASH'S vehicle pool. Panic 
  ensues and the PCs must help manage a retreat while still treating patients. 
  By the following morning, they have withdrawn and settled into a new position. They have become bitter veterans a day after they arrived. 
  5 
  One of the unit members is an enemy aqen 
  6 
  The unit is the center of a military contraband rin! 
  Waylon Wyatt (order #5625757)
  
  The Heavy Gear roleplaying game offers a good number of skills. However, for those wishing for a more complete and varied campaign 
  -especially 
  one which features characters who strive in battlefield support operations - 
  new skills such as those listed below may be 
  a welcome addition. Individual Gamemasters may want to create new ones as long as they make sure they are not overly specific or 
  unbalancing. 
  Hew Shills 1 
  Complexity: 
  Simple 
  ~ 
  Special izations: 
  Specilic Terrain, Specific Weapon 
  Pre-Requisites: 
  nla 
  Often Possessed By: 
  Forward Observers, Artillery Crew, Officers 
  Forward Observing is the ability to direct fire from remote weapons onto a target. It is a rather specialized skill which is usually 
  taught only to artillery teams and Forward Observers. This skill includes some basic map and compass reading as well as 
  terrain recognition and evaluation to clearly transmit targetting coordinates and provide rapid corrections. The forward Ob- 
  serving skill also includes the ability to chose and request the best tvoe of ordinance for a aiven situation as well as the basic 
  ability to maintain and care for the laser designators and communi&ons equipment usedio 'tag' or identify targets 
  I 
  Sniping [PER based] 
  Complexity: 
  Simple 
  Specializations: 
  Specific Weapon 
  Pre-Reouisites: 
  Small Arms 7 
  Often Possessed By: 
  Snioers Elite Troons 
  I 
  L 
  the MoF x 5% as the typical increase A Player's roleplaying should always be weighed as powerfully as the die roll, howeve( 
  and the specific circumstances should be kept in mind Many stores have fixed pricing that can't be altered by bargaining 
  7.3 STOCH NOH-PlAYER CHARACTERS 
  Because of the underlying storyline inherent to Heavy Gear, Non-Player Characters have been divided into five categories Historical 
  Figures (Kings/(lueens), Restricted Characters (Rooks), Very Important People (Knights), Social Encounters (Bishops) and Expendables 
  (Pawns) These categories will help the Gamemaster determine which character he can use in his campaign and who among them is 
  expendable Gamemasters may deviate from the main storyline, but they should be aware that killing important characters may make their 
  campaign incompatible with the official Heavy Gear universe 
  These are the typical, faceless characters who populate Terra Nova by the millions. They also include those characters who are meant to 
  challenge the players during scenarios. While mindless slaughter should never be encouraged, these are the most expendable characters. 
  Sniping is the ability to place extremely accurate small arms fire onto a target. This skill includes some basic meteorological 
  knowledge to gauge wind influence and some terrain recognition and evaluation abilities. When used instead of the normal 
  Small Arms skill, Sniping allows the firer to place his shot into a specific body part or system (if firing at a vehicle) with no 
  penalty. The human head and the vehicles' Auxiliary system are exception to this rule and are both -1 to hit. In addition, use of 
  the skill adds a t1 modifier to shots made at Long and Extreme ranges. The firer must be stationary when using the Sniping 
  skill and cannot use burst fire. 
  Haggling [IHF based] 
  ~~ 
  Complexity: 
  Simple 
  Specializations: 
  Specific Commodity, Specific Culture, Barter 
  Pre-Requisites: 
  nla 
  Often Possessed By: 
  Quartermasters, Officers, Merchants 
  Haggling measures acharacter's ability to influence the final price in a transactions (be it for cash, credit or barter). Haaalina is 
  an opposed skill roll with the MoS x 5% as the maximum discount possible. If the skill roll is failed, the price wili go u i  using 
  I 
  Waylon Wyatt (order #5625757)
  
  I 
  Attributes 
  0 
  APP 
  0 
  BUI 
  0 
  CRE 
  0 
  FIT 
  0 
  1 
  KNO 
  1 
  PER 
  0 
  PSY 
  0 
  WIL 
  1 
  0 
  HEA 
  0 
  STA 
  25 
  UD 
  4 
  AD 
  3 
  1 
  Shills 
  I Skill 
  Level 
  Attr. I Skill 
  Level 
  Attr. I Skill 
  Level 
  AHr. 
  I 
  Camouflage 
  1 
  0 I Drive 
  1 
  0 I Leadership 
  2 
  1 
  Combat Sense 
  2 
  0 I Elec. Warfare 
  1 
  0 I Notice 
  1 
  0 
  Communications 
  2 
  1 I 
  Gunnery(Arti1lery) 
  2 
  ~ 
  0 I Small A r m s  
  1 
  0 
  Computer 
  1 
  1 I Hand-to-Hand 
  1 
  0 I Tactics 
  2 
  0 
  Description 
  Artillery support can be the last hope for a beleaguered combat unit. Most soldiers feel better if they know they are going to be 
  backed by artillery during a mission. Each gun platform in an artillery unit is supervised by an artillery commander, although 
  his exact title and rank may vary from force to force. The artillery commander directs the loading operationsand assigns the fire 
  mission requests he receives to his crew, who then carry them out. He is also responsible for the safety of his unit and decides 
  when to move to avoid counter-battery fire. Artillery officers tend to be "hands on" commanders, working right along side their 
  crew to ensure the unit's success. The big guns of artillery units leave little room for pretty-boy commanders and any with 
  pretentions of grandeur will be greeted with low morale and a rowdy crew. 
  Typical equipment: tactical map display, personal communications headset, unit status dataglove 
  Athibutes 
  AGI 
  0 I APP 
  0 I BUI 
  1 I CRE 
  0 I FIT 
  0 
  INF 
  0 I KNO 
  0 I PER 
  1 I PSY 
  0 I WIL 
  0 
  STR 
  0 1 HEA 
  0 1 STA 
  30 1 UD 
  4 1 AD 
  4 
  Skill 
  Level 
  Attr. 
  Skill 
  Level 
  AHr. 
  Skill 
  Level 
  AHr. 
  Camouflage 
  1 
  0 
  Forward Obs. 
  1 
  1 
  Mechanics 
  1 
  0 
  Combat Sense 
  1 
  0 
  Gunnery (Artillery) 
  2 
  1 
  Notice 
  1 
  1 
  Computer 
  1 
  0 
  Hand-to-Hand 
  1 
  0 
  Small Arms 
  1 
  0 
  J Drive 
  2 
  0 
  An artillery gun would not be very useful without its crew. Artillery crewmen are usually divided between gun- 
  ners and loaders, although some specific vehicles also require sensor and communication operators. Each 
  crewman is assigned a specific post, but receives at least some training in the other tasks to ensure the contin- 
  ued operation of the battery in case of casualties. Artillery crewmen are the ground forces equivalent of bomber 
  pilots and take great pleasure in the amount of destruction they can inflict in short order. They also boast of their 
  accuracy, claiming to be able to easily pick out enemy forces. Friendly fire incidents, however, remain all too 
  common for these claims to be taken seriously among front-line foot soldiers. These same incidents often lead 
  to a certain animosity between front-line soldiers and artillery troopers. 
  Typical equipment: emergency repair kit, binoculars, targeting dataglove display. 
  Waylon Wyatt (order #5625757)
  
  AGI 
  0 
  APP 
  0 
  BUI 
  0 
  CRE 
  1 
  FIT 
  0 
  INF 
  0 
  KNO 
  1 
  PER 
  0 
  PSY 
  0 
  WIL 
  0 
  25 
  3 
  AD 
  3
  1
   
  STR 
  0 
  HEA 
  0 
  STA 
  UD 
  Shills 
  Sklll 
  Level 
  AHr. I Skill 
  Level 
  AHr. I Skill 
  Level 
  AHr. 
  Camouflage 
  2 
  1 I Earth Sciences 
  2 
  1 1 Nntice 
  1 
  n 
  Oescription 
  Field engineers design all the earthworks, shelters, roads and fortifications that must be built in the field Infan- 
  try units are especially dependent on the skill of the field engineers to provide them with earthen fortifications 
  and foxholes that allow them to dig in and defend their position. Field engineers are often university trained, with 
  talents ranging from geology and physics to mechanical and electrical engineering. Their greatest skill is per- 
  haps their ability to improvise in the field, using very limited supplies to clear roads and ready fortifications - 
  all with the help of the strong-backed sappers they recruit. Normal soldiers often have a love-hate relationship 
  with engineers; grunts grumble constantly when they are recruited to dig foxholes or fill sandbags, but appreci- 
  ate them greatly when the bullets start to fly. 
  Typical equipment CAD dataglove, tactical maps, engineering vehicle, communications gear. 
  Waylon Wyatt (order #5625757)
  
  I 
  Attributes 
  1 
  APP 
  0 
  BUI 
  0 
  CRE 
  0 
  FIT 
  0 
  0 
  KNO 
  0 
  PER 
  1 
  PSY 
  0 
  WIL 
  0 
  STR 
  0 
  HEA 
  0 
  STA 
  25 
  UD 
  3 
  AD 
  3 
  I 
  Skill 
  level 
  AHr. I Skill 
  level 
  Attr. I Skill 
  level 
  Attr. 
  I 
  Camouflage 
  1 
  0 
  Elec. Warfare 
  2 
  0 
  Notice 
  2 
  1 
  Combat Sense 
  1 
  1 
  F. Language 
  1 
  0 
  Small Arms 
  1 
  1 
  Communications 
  2 
  0 
  Forward Obs. 
  2 
  1 
  Stealth 
  2 
  1 
  Drive 
  1 
  0 I Leadership 
  1 
  0 I Tactics 
  1 
  0 
  Oescrip tion 
  For every artillery barrage, aerial precision bombing, or indirect fire attack there must be a brave scout to call in 
  the proper coordinates. These observers usually use small, fast-moving vehicles and sophisticated laser desig- 
  nators. Those penetrating deep into enemy territory often operate by foot, acting more like snipers than simple 
  scouts. Some use scout Gears as well, although in that situation they often fulfill combat reconnaissance func- 
  tions in addition to their regular duties. Operating from cover, forward observers try to spot the enemy before 
  they themselves are spotted. Well aware of how easy it is to tag a target from hiding, they are relatively nervous 
  when in a fire base and constantly scan the horizon looking for enemy spotters. Forward observation specialists 
  tend to operate alone or be assigned to a new unit every mission: consequently, they often have a lesser degree 
  of esprit de corps than the soldiers they serve with, making up for it with strong pride in their task. 
  Typical equipment: small vehicle, binoculars whange-finder, laser designator, communications gear. 
  Shills 
  - 1  
  Skill 
  level 
  Attr. I 
  Skill 
  level 
  AHr. I 
  Skill 
  Level 
  AHr. \ 
  Combat Sense 
  1 
  0 I 
  EarthSciences 
  1 
  0 I Notice 
  1 
  0 
  C o m p u t e r 
  2 
  0 I First Aid 
  2 
  0 I Physical Sciences 
  2 
  0 
  Drive 
  1 
  o I Lifesciences 
  2 
  0 I Small Arms 
  1 
  0 
  Description 
  Called in when chemical, nuclear or biological weapons (or lethal byproducts) are encountered on the battle- 
  field, NBC specialists are highly trained soldiers who deal with the deadliest materiel on Terra Nova. They are 
  familiar with all the latest decontamination, containment and disposal techniques and are trained to recognize 
  the side effects of the deadly poisons they deal with. Most weaponry OR Terra Nova is conventional in nature, but 
  there are few powers of note that do not have their own NBC stockpiles and programs. NBC specialists are fairly 
  scarce, usually deployed on the brigade level. Specialized units are also available as reinforcements in case of 
  heavy use of NBC weaponry. Their presence is rarely appreciated by average soldiers because of their associa- 
  tion with the weapons they deal with. Many soldiers call NBC specialists "ghouls" or 'zombies." 
  Typical equipment: NBC suit, specialized rned-kit, sampling and decontamination kit. 
  Waylon Wyatt (order #5625757)
  
  Attributes 
  3 
  1 
  FIT 
  AGI 
  0 
  APP 
  0 
  BUI 
  INF 
  0 
  KNO 
  1 
  PER 
  0 
  PSY 
  0 
  WIL 
  STR 
  0 
  HEA 
  0 
  STA 
  25 
  UD 
  3 
  AD 
  0 
  CRE 
  Shills 
  Skill 
  Level 
  Attr. 
  Skill 
  level 
  Attr. 
  Skill 
  Level 
  AHr. 
  Bureaucracy 
  2 
  1 
  Etiquette 
  1 
  0 
  Intimidate 
  2 
  0 
  Business 
  2 
  1 
  F.Language 
  1 
  1 
  Investigation 
  1 
  0 
  Computer 
  1 
  0 
  Forgery 
  2 
  1 
  Streetwise 
  2 
  1 
  Drive 
  1 
  0 
  Gambling 
  1 
  0 
  Description 
  The soldiers best friend and worst enemy, the quartermaster is the NCO responsible for a unit‘s supplies. He 
  oversees almost every aspect of daily life, providing quarters, food, clothes, fuel and ammunition to the troops. 
  Soldiers soon learn that keeping the quartermaster happy is the first rule of military survival (not to mention 
  comfort). Particularly during wartime, many of the quartermaster’s duties involve using “unofficial” channels to 
  get supplies. Everything is available in very limited quantities and it is often connections and favors that deter- 
  mine who receives what. These NCOs are widely thought of as corrupt since they accept bribes and smuggle 
  supplies, but without their back room dealings, few units could operate at all. Most quartermasters take a bizarre 
  pride in their ability to go around regulations to get the job done. 
  Typical equipment: vital supplies, contraband goods, lots of requisition forms. 
  Level 
  Attr. 
  Skill 
  Level 
  Attr. 
  Skill 
  1 
  Small Arms 
  0 
  First Aid 
  0 
  Hand-lo-Hand 
  As the militaries of Terra Nova call on citizens to join the march toward war, units are flooded with fresh recruits 
  Wide-eyed and barely trained, these “green” privates usually out of their depth. They have no real combat 
  experience and only have their buddies to count on - 
  and they have very few buddies. Many will become 
  competent soldiers, finding their own ways to survive the war, but some will always remain innocent, until they 
  are killed on the battlefield. Veteran troops tend to be very hard on fresh recruits, treating them like dirt and 
  assigning them to the most unpleasant or dangerous duties A few will try to guide the newcomers, but such 
  kindness involves a veteran admitting that he too was once “green,” and very few are willing to do that 
  Typical equipment: standard issue uniform and equipment, photograph of high-school sweetheart 
  Waylon Wyatt (order #5625757)
  
  1 
  AGI 
  0 
  APP 
  0 
  BUI 
  2 
  CRE 
  1 
  FIT 
  1 
  INF 
  0 
  KNO 
  0 
  PER 
  0 
  PSY 
  0 
  WIL 
  0 
  STR 
  1 
  HEA 
  0 
  STA 
  35 
  UD 
  3 
  AD 
  3 
  I 
  Shills 
  Skill 
  level Anr. 
  Skill 
  Level 
  Anr. 
  Skill 
  level 
  AHr. 
  Camouflage 
  1 
  0 
  Drive 
  2 
  0 
  Melee 
  1 
  0 
  Combat Sense 
  2 
  0 
  Earth Sciences 
  1 
  0 
  Notice 
  2 
  0 
  Demolition 
  1 
  0 
  Mechanics 
  1 
  0 
  Small Arms 
  2 
  0 
  Description 
  Field engineers may design the fortifications that infantry and other units rely on, but sappers actually build 
  them. Chosen more for their size and strength then their technical skill, sappers nonetheless gain much on-the- 
  job training and end their tours well versed in several technical skills. Standard foot soldiers tend to snicker at 
  troops who carry a shovel along with their rifle, but they are more then happy to duck behind the earthen barrier 
  the sapper has built when enemy fire comes raining down. Sappers sometimes find themselves acting as impro- 
  vised mine-clearing specialists, trusting their instincts and directions from field engineers to protect them. This 
  is work they are barely trained for and the rate of attrition during such duties can be grizzly. Sappers often revel 
  in the grim prospects of their duties, calling themselves 'dead men" or "walking corpses.' Field engineers rarely 
  appreciate this gallows humor, but there is very little they can do about it. 
  Typical equipment: rifle, shovel, demolition equipment. 
  1 
  Athibutes 
  1 
  Shills 
  Skill 
  Level 
  Attr. 
  Skill 
  Level 
  AHr. 
  Skill 
  level 
  Anr. 
  Athletics 
  1 
  0 
  Hand-to-Hand 
  1 
  0 
  Sniping 
  2 
  1 
  Camouflage 
  2 
  0 
  Notice 
  2 
  1 
  Stealth 
  2 
  0 
  Combat Sense 
  2 
  0 
  Small Arms 
  3 
  1 
  Survival 
  1 
  0 
  Communications 
  1 
  0 1  
  Description 
  Precision long-distance killers, snipers are the elite riflemen of the armed forces. Using specialized weaponry, 
  they take up hidden positions and pick off their targets from far away. They pride themselves on killing with a 
  single shot and use their skills both to eliminate key personnel (often officers) or to strike terror into enemy 
  forces by picking off troops behind the lines. Snipers are not only elite marksmen, but trained infiltration troops 
  who can conceal themselves with frightening ease. Snipers tend to be haughty and speak in almost mystical 
  terms about the experience of placing a shot on target. Other troops often see them as cold and full of them- 
  selves - 
  prima donna assassins rather than traditional soldiers. Their reputation is not helped by the devastat- 
  ing effects enemy snipers have on morale. 
  Typical equipment: 15 mm Sniper Rifle, camouflage equipment. 
  Waylon Wyatt (order #5625757)
  
  STEEL COLUMNS 
  Garner closed his eyes and listened to the machines. The others thought 
  he was a little touched, but he had yet to lead them astray. 
  The Allers made the most noise, of course. Their heavy treads dug deep 
  into the packed sand and earth of the desert fringe, making a repetitive 
  metallic clicking sound that told Garnet they were running efficiently. 
  “Fall back to number 5 tank.” The driver next to Garner carried out his 
  command and pulled up next to the last of the massive MBTs. 
  Garner concentrated. The massive thundering of the tank - 
  now only a few 
  meters away - 
  was all he could hear once he turned down his command 
  headset. The techs had reported problems with this one’s drive and the last 
  thing he needed was a surprise. The rhythmic clatter of the treads was 
  right, but the low rumbling whine of the AGP-865 gas turbine engines seemed 
  off pitch. Garner turned his headset back on and signaled the commander. 
  “Yes Sergeant?” Captain Marrat’s voice crackled with static. 
  “Number 5 Aller from squadron two isn’t running 100% Cap. Better protect 
  her if things get hairy. Maybe we could move squadron three forward in- 
  stead.” Garner could almost hear Marrat calling up the tactical display in 
  the C&C vehicle on the other side of the armored column. 
  “Looks good, Sergeant.” A faint click indicated that Marrat was opening a 
  channel to the Rangers commanding the two Aller squadrons. %wo, 
  fall 
  back to position gamma. Three, take up forward beta position.” 
  As the ten massive MBTs maneuvered to exchange position, all hell broke 
  loose. Garner was aware of the attack a split second before his comm set 
  came to life with reports, a flash of cold dread running down his spine. 
  ”Contact. Hostile infantry.” The report from the Cheetah scout squadron 
  was punctuated by bursts of pack gun and anti-personnel grenade fire. Gar- 
  ner activated a magnification window on his heads-up display: he could 
  now see the nimble Gears bound over a high dune about a klick ahead. 
  “Disperse formation!” Marrat barked. “Get me weapons info on them.” 
  It was only a second before Marrat got his answer. A sound like concen- 
  trated thunder rolled over the dunes, piercing through the rumble of the 
  tank columns now that Garner‘s driver had moved their vehicle off to the 
  side. One of the enemy troopers must have been a forward observer - 
  that 
  was the sound of heavy artillery guns. 
  %quadron Four. Set down for countelcbattery fire.” Garner had barely given 
  his order before the high-explosive shells slammed into the dllers of squad. 
  ron two. Two nealcmisses produced clouds of sand and grit, but Garner 
  could still see the lead tank was it was hit. The shells punctured the mas- 
  sive hull and detonated inside, separating the turret and lifting the whole 
  MBT off the desert floor for a split-second. 
  The five wburself=propelled guns of squadron four swivelled their weapons 
  around and returned fire at the estimated position of the enemy artillery. 
  The other tanks were retreating, trying to break up their formation. The 
  mburs added to the thunder, deafening Garner. 
  Garner wasn’t sure he would ever hear again. Any second, enemy artillery 
  would send the next salvo. 
  Waylon Wyatt (order #5625757)
  
  Support vehicles, as their name indicates, are used to provide support to front line battlefield units, either directly (artillery, minelayers) 
  or indirectly (MASH unit, cargo trucks, etc.). They play a vital, though often discrete, role in modern armed forces, for no army has ever 
  been able to march on an empty stomach or function without supplies. The following section contains twenty-five vehicles covering the 
  entire range from the heavy self-propelled gun to the lowly jeep. 
  Support vehicles are designed differently from front line combat vehicles because they face different operating conditions and require- 
  ments Most are more vulnerable than battle units and do not carry a significant amount of weapons or armor. This is because they are not 
  expected to find themselves in combat - 
  additional armor or weapons would thus be a waste of resources. Many support vehicles, 
  however, will carry at least a certain amount of metal or polymer plating to protect them against shrapnel and allow them to survive on the 
  fringes of the occasional attack. One or two light weapons, often pintle-mounted, give them some bite against marauding infantry. 
  The vehicles introduced in the next few pages represent the various types of support vehicles currently used in the armies of Terra Nova 
  Although space restrictions prevent the inclusion of a model from each and every armed forces, all support vehicles allocated to a 
  specific role usually have similar specifications. The statistics provided may thus be used in a generic way, perhaps modifying one or two 
  values to create a different model. For the sake of simplicity, the vehicles in this chapter are organized into combat, engineering, special- 
  ized and transport units. 
  Combat units include artillery and fire-support vehicles. The Artemisanti-aircraft tank is the South's answer to the technical difficulties of 
  laser AA emplacements. Using sturdy 20mm chainguns, the Artemis is a reliable and mobile air interdiction weapon. Artillery platforms 
  include the Red Bull Strider, the Stinger missile truck and the Vandalartillery tank. Paxton's' RedBullis a specialized artillery vehicle, 
  designed to bring heavy firepower into difficult terrain such as mountains. The North answered the need for inexpensive firepower by 
  converting the ubiquitous Camelsupply truck to carry artillery missiles and calling it the Stinger. The Vandalcarries the most firepower, 
  using the huge Visigoth chassis to carry Hellbringer artillery missiles. Both poles have also developed heavy fire support Striders, 
  bringing mobile firepower onto the battlefield. The Northern Damoclesuses the tried and true Mammothchassis to mount a light artillery 
  cannon, while the South has developed an all-new chassis for its Sagitarius. Tracked self-propelled guns remain popular weapons 
  despite the presence of such Striders, however, and the Southern Ostrogoth and Northern Verder represent such vehicles. 
  Engineering units include all those vehicles designed specifically to aid field engineers in their critical duties. While not designed to 
  engage in combat, most of them are modifications of combat units. The Northern Baxterengineering vehicle - 
  based on the Klemm 
  chassis - 
  represents a class of dedicated heavy lifting vehicles designed to free even massive MBTs from ditches and mud. The Celt 
  light tank (modified from the Hun) is a dedicated minesweeper capable of rapidly clearing the deadly minefields that greet most attacking 
  forces. Both poles utilize a variety of engineering Gears, taking advantage of their versatility and mobility - 
  the Engineering Cobraand 
  Engineering Griulyare the standard heavy models. Finally, the Valencework Gear is a Paxton Arms civilian model that is often pressed 
  into military service. 
  Specialized units include the many support vehicles that serve highly precise functions and often feature cutting-edge electronics and all 
  too little armor. The Evil Eye forward observer variant of the tried and true Elan, the Murdockcommand vehicle, the Nightingale medical 
  evacuation vehicle, and the Seeker information gathering vehicle all fit into this category. 
  The final category of support vehicles falls into the "low-tech" end of the spectrum, bringing together all the supply trucks and transports 
  that are the least glamorous - 
  and perhaps most critical - 
  part of any military's logistical complement. The Ante/ope all-terrain 
  transport is a versatile, all-purpose vehicle, that moves troops, supplies and commanders across Terra Nova. The five-Tonand Springer 
  are standard supply trucks of different weight classes that haul the military's cargo, be it K-rations or spare uniforms. While other trucks 
  bring food for the troops, the Tankerdoes so for the vehicles, carrying the massive quantities of fuel necessary for any military action 
  I 
  BROTHERS IN RRMS 
  "There's this strange relationship between the front line guys and the supply people, or at least in my old regiment there was. 
  They used to nag us all the time about us not being real soldiers and all because we weren't on the front - 
  not that they were 
  too serious about it. They knew all too well that we were the ones keeping them fed and well supplied, and they sure didn't want 
  us on their bad side, no sir ... Not if they wanted to eat more than C-rations for a whole season. <chuckle> 
  "Still, that didn't stop all the practical joking. They'd do innocent stuff like paint 'Lazy Bum Wagon'and other unfunny slogans 
  on our trucks, and we'd reply in kind. Sometimes, when we were away from the front, we'd send cratefuls of assorted junk 
  instead of the usual packs of goodies, and then watch the boys scramble and run around for awhile before they came begging 
  for their sweets and magazines. But this was all good-natured banter, you understand. When the crap hit the fan, the boys up 
  front knew they could count on us to back them UD, becausewe counted on them to keeD our butts out of the line of fire. Wewere 
  all part of the same big family, ya know. 
  'Of course not everyone appreciated our sense of humor. I remember one Gear regiment commander - 
  a real stuck-up type: 
  he just didn't get it when we sent him three thousand copies of Barnaby loves You: live in Canterbuy the day before a general 
  inspection. He fired off about eighteen official complaints and reprimands. Too bad they were accidentally misplaced by the 
  couriers.' 
  Excerpt from an interview with Baccus Peshtarelle, published in Battlelogs, Summer TN 1933. 
  Waylon Wyatt (order #5625757)
  
  AA-64 ARTEMIS 
  OVERVIEW 
  Modern anti-aircraft duties are usually handled by a dedicated laser or particle beam weapon system. Their direct line-of-sight and practically instantane- 
  ous response time generally means that once a target is acquired it is shot down. Energy weapons are temperamental beasts, however, requiring more 
  maintenance and specialized training than projectile weapons. 
  The Artemisanti-aircraft vehicle has been designed to address this problem. It is intended to serve as a rugged field air interdiction platform, relying on 
  relatively simple 20 mm liquid-cooled chainguns rather than laser arrays. The four autocannons are turret-mounted and slaved to the same fire control 
  computer, allowing them to fill entire areas of the sky with deadly shrapnel. The ammunition feed process is fully automated, the gunner concentrates 
  instead on acquiring targets. 
  The hull and suspension of the vehicle are of a classic design, with high-strength alloy torsion bars and a computer-controlled, hydraulically-assisted 
  suspension. The addition of the latter allows the Artemisto lay down covering fire even on the move, increasing its survival rate against strafing runs. 
  SERVICE RECORD 
  Artemisesare presently found in most Southern armies thanks to licenses sold to various armored vehicle manufacturers throughout the hemisphere. The 
  vehicle's relative simplicity and low cost (for its capabilities) has made it popular with foreign buyers and even small town militias The Artemis'one main 
  default is its ravenous appetite for ammunition, which can prove problematic both budget-wise and when setting up supply lines. 
  SPECIFICATIONS 
  Code name: 
  Artemis 
  Production code: 
  AA-64 
  Manufacturer: 
  various 
  Use: 
  anti-aircraft weapon platform 
  Height: 
  2.8 meters 
  Length: 
  7.5 meters 
  1 
  Average armor thickness: 
  120 rnm 
  Armor material: 
  alloy plating w/Armoplast 
  Standard operational weight: 
  17,870 kg 
  Maximum speed on clear ground: 
  59 kph 
  Pow e r p I a n t : 
  2 x 800 hp 
  2 x gas turbines 
  Horsepower: 
  L 
  Name 
  Ammunition Payload 
  I 
  Name 
  Ammunition Payload 
  4 x 20 mm Bunsaw Mkll Chainguns 
  4 drums of 500 belted rounds 
  I 
  OPTIONS 
  Modified Threat Value 
  1463 1 
  Name 
  Modified Threat Value 
  Name 
  Fragmentation Ammo for all drums 
  Add pintle w/9 mm chaingun 
  6667 
  1442 
  Add smoke launchers (10 shots) 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  OVERVIEW 
  Many artillery units have poor off-road maneuverability because of their 
  weight, limiting a commander's options when placing his artillery support 
  on the field. The Red Bull strider is designed to put gun batteries into 
  hard-to-reach spots, regardless of the location chosen. 
  The RedBullearned the first part of its nickname because of the red ceramite 
  plating chosen for the dorsal armor panels. Two artillery cannons jut out of 
  its massive back like twin, grotesque horns. Each gun is automatically fed 
  by a 12-cassette magazine, each cassette containing six shells and the 
  liquid propellant required to fire them. 
  The RedBullhas a classic four-legged design: close to the ground, chosen 
  for stability. The largeclawed feet enable the vehicle to handle the trickiest of 
  ground, and their great surface area limits the ground pressure toacceptable 
  levels. The strider's limited speed is a major problem, especially when trying 
  to move to avoid counter-battery fire, but intelligent officers will deploy it 
  only in extremely broken terrain where there is ample cover. 
  SERVICE RECORO 
  ' The operating and maintenance costs of a RedBulltend to be quite high, 
  which limits its use to a few specialized artillery units. Its limited mobility 
  and the complexity of its on-board system make its deployment useful in a 
  very narrow range of missions. Still, the RedBullhad its moments of glory. 
  During the War, the self-christened Mad Bulls were instrumental in pre- 
  venting the CEF advance toward UMF territory. Waging an artillery gue- 
  rilla war from the heights of the Westridge range, the Mad Bulls helped 
  stall the advance of the invading forces for nearly two seasons before be- 
  ing forced to disengage due to a lack of supplies. 
  SPECIFICATIONS 
  WEBPONS 
  L 
  Name 
  Ammunition Payload I Name 
  Ammunltlon Payload 
  2 x 75 mm Electrothermal GE-86 Howitzer 
  I 
  2 x 12 salvnes of gix 9hP119 
  OPTIONS 
  Name 
  Add Camo Netting 
  Add Ram Plate 
  738 
  1 
  Modified Threat Value 
  Modified Threat Value 
  Name 
  740 
  Add smoke launchers (10 shots) 
  738 
  738 
  Add ChaffFlare Dispenser (rating 1,20 shots) 
  793 
  Add grenade launcher (APGL, F, 30 shots) 
  Add smoke launchers (IO shots) 
  738 
  Add Electronic Warfare pod (ECCM 2) 
  769 
  Red Bull I-D (Anti-Missile System, rating 1.20 shots) 
  806 
  748 
  Red Bull I-F (AmmoFuel Containment System) 
  769 
  Add Weapon Link (both LAGS) 
  Add Anti-Personnel Charges (rating 1,50 charges) 
  769 
  Red Bull I-NBC (Limited Life Support) 
  748 
  849 
  Red Bull I-COM (Satellite Uplink) 
  849 
  Red Bull ILK (Havwire Resistant) 
  Waylon Wyatt (order #5625757)
  
  Back-uo Sensors 
  HEAT Resistant Armor 
  Hostile Environment 
  Absorbs first "Sensor" hit 
  Add to Armor vs HEAT weapons 
  Desert 
  Waylon Wyatt (order #5625757)
  
  MAP-GIS STINGER 
  OVERVIEW 
  The Sfinger Missile Artillery Platform is a light battlefield missile delivery system built on the reliable Camel truck chassis. It is made exclusively by 
  Davenger Industries, which purchased the Camellicense in the late TN 1800s. 
  The primary S!ingermodification is the addition of a large boxy launcher to the rear deck of the truck. Hydraulic jacks raise the launcher above the cabin into 
  the firing position, while exhaust gasesarevented through special vents at the rear and sides. A sensor package located on top of the cabin can be used to 
  direct the first leg of the flight, allowing the crew to make minor corrections to the trajectory of the rocketsas they sail toward their target. These sensors are 
  quite fragile, and many crews simply remove them completely as they fail. 
  In the latter part of the War, engineers at Davenger perfected a variant of the Stingerthat used the heavier Talon-IV artillery missiles normally used to defend 
  fortifications. The resulting modifications lowered the number of missiles carried to eight, but increased the firepower of the vehicle. The added weight, 
  however, also made the vehicle more sluggish. 
  SERVICE RECORD 
  Stingermissiles trucks were put to extensive use during the initial days of the War of the Alliance to try and slow down the advance of the CEF troops. They 
  were only mildly successful because the vaunted speed of the enemy hovertanks made it difficult to saturate an area with the inaccurate artillery missiles, 
  Hundreds of Sfingefs were abandoned where they were parked, their launching racks empty and their supply trucks in flames. Although many were 
  sabotaged by their crews, the CEF salvaged quite a few to use as free cargo trucks for their rear areas. 
  SPEClFlCRTlOllS 
  Code name: 
  Stinger 
  Production code: 
  MAP-615 
  Manufacturer: 
  Davenger Industries 
  Use: 
  missile artillery platform 
  Height: 
  3.6 meters 
  Length: 
  5.8 meters 
  Average armor thickness: 
  12 mm 
  Armor material: 
  rolled armor steel 
  Standard operational weight: 
  5120 kg 
  Maximum speed on clear ground: 
  65 kph 
  Powerplant: 
  diesel engine 
  Horsepower: 
  1100 hp 
  WEAPONS 
  L 
  Name 
  Ammunition Payload I Name 
  Ammunitlon Payload 
  150 mm Stinger Alpha-Ill missiles 
  8 missiles I 
  L 
  Name 
  Modified Threat Value 
  I 
  Name 
  Modified Threat Value 
  Stinger Talon (MAM x 4, Ammo 8. Man. -4) 
  5594 
  I 
  Add smoke launchers (10 shots) 
  1469 
  Waylon Wyatt (order #5625757)
  
  THREAT VRLUE: 
  OFFENSIVE: 
  DEFENSIVE- 
  0 
  4 km 
  20 krn - 
  8 
  Waylon Wyatt (order #5625757)
  
  -18 VANOAL 
  OVERVIEW 
  The Vandalis the proverbial “big gun” unit. Designed to provides heavy tactical artillery support, it is based on the chassis of the Wsigothmain battle tank. 
  Both vehicles share the same engine and drive train for simplified maintenance in the field. 
  The driver is seated forward in the hull while the system operator sits in the rear, just under and forward of the launcher. The turret has been removed and 
  replaced by twin launching rails for Hellbringertactical artillery missiles. The twin hypervelocity missiles are carried semi-externally, which makes them 
  somewhat vulnerable to enemy fire. This is usually not a problem because the Vandaloperates far from the action. 
  The Vandal is usually found parked at the extreme limit of the combat zone, its crew ever attentive to requests from the forward observer. Because the tank 
  carries only two missiles, it must chose its targets carefully: each shot must count. 
  SERVICE RECORD 
  The Vandalis currently only found in the army of the Southern Republic. Other Southern leagues consider it too inefficient for the cost and too limited 
  because of its ammunition load. Many argue that the tactical advantage afforded by the incredible acceleration of the missiles (and thus its short flight time 
  and reduced vulnerability to enemy defensive fire) is not worth the increased cost. 
  Code name: 
  Vandal I Production code: 
  ST-1R 
  Manufacturer 
  Republican Tank Arsenal 
  Use 
  heavy tactical missile transporter 
  Height 
  3 20 meters 
  Length 
  8 2 meters 
  Average armor thickness 
  325 mm 
  Armor material 
  Armoplast w/alloy webbing 
  Standard operational weight 
  56,200 kg 
  Maximum speed on clear ground 
  54 kph I 
  WEAPONS 
  Name 
  Ammunition Payload I Name 
  Ammunition Payload 
  Hellbringer Artillery Missile 
  2 missiles I 
  OPTIONS 
  Name 
  Modified Threat Value I Name 
  Modified Threat Value 
  Add dozer blade (Light Mine Equipment) 
  Add pintle mount w/9 mm machinegun 
  Add pintle mount w/37 mm grenade rifle 
  2029 
  1948 
  1950 
  Add smoke launchers (10 shots) 
  Add pintle mount w/9 mm chaingun 
  Waylon Wyatt (order #5625757)
  
  2 
  1 
  18,615 dinars 
  ,s Production 
  3 I 
  Ground 
  5 
  Absorbs first "Sensors" hit 
  Added to Base Armor vs HEAT weaoons 
  Waylon Wyatt (order #5625757)
  
  NORTHERN FlElO ARTlllERY 
  1 ,, 
  x. ,, 
  ........ 
  I 
  1 '  
  ........ 
  d 
  8
  3
   
  ................ 
  DESCRIPTION 
  The Northern standard field artillery carriage is a simple alloy structure 
  equipped with two large low pressure, armored tires and a modular weapon 
  mount. The modular mount can be adapted to carry a wide variety of battle- 
  field weapons, but most carriages are equipped with a single light field gun. 
  Artillery carriages are mainly used to bolster static defensive works, since 
  they take too much time to set up to be an effective battlefield 
  weapon. Almost any vehicle with sufficient engine power can tow one 
  through a standard towing hitch. 
  Manufacturer: 
  variniic 
  Lenath (w/o weaoon): 
  4.7 meters 
  Width: 
  4 meters 
  Standard operational weight:: 
  3610 kg 
  Powerplant: 
  NIA 
  OPTIONS 
  I 
  Name 
  Modified Threat Value 
  Heavy Laser (replace LFG by HLC, F, 20 shots) 
  238 
  Twin Mortars' (replace LFG by ZxHGM, F, 2x15 shots) 
  562 
  *Both weaDons are linked tooether 
  ..... .".~ . .  
  DESCRIPTION 
  The Southern version of the standard light artillery carriage is very similar 
  to its Northern cousin Both share a Similar basic chassis and modular 
  weapon mount, but the resemblance ends there This unit features a more 
  rounded appearance and has slightly different design characteristics 
  The Southern unit is equipped with cheaper unarmored tires, making it 
  more vulnerable to immobilizing hits It does carry extra armor on the gun 
  to soak up more damage in combat The field gun-equipped version is the 
  most common, but other types of armaments have been seen as well. 
  SPECIFICATIONS 
  Manufacturer 
  Length (w/o weapon) 
  Width 
  Standard Operational weight 
  Powerplant 
  Modified Threat Value 
  Heavy Laser (replace LFG by HLC, F, 20 shots) 
  Heavy Rockets (replace LFG by HRP/48, F) 
  'Both weapons are linked together 
  1 
  Waylon Wyatt (order #5625757)
  
  PAlMARY MOVEMENT MODE: 
  Ground 
  bCOMERT SPEED: 
  0 
  PAMF FFFFPT 
  Waylon Wyatt (order #5625757)
  
  WACS-OlFS- ART OAMOClES 
  OVERVIEW 
  The Damocles is based on the frame of the standard Mammoth but shed 
  the two battle arms and sport a reconfigured rear body. The crewmen, one 
  pilot and one system operator, still sit in the classic tandem configuration. 
  The DamocleS armament is designed with long range firesupport in mind. 
  The machine carries a large artillery gun on its back, where the auxiliary 
  engine is normally located. The gun draws its ammunition from a twenty- 
  shot heavily armored magazine mounted underneath. Reliable Sergon 
  Optics laser turretsare placed on the side torsos to protect the unit against 
  air strikesand counter-battery fire. Finally, two turret-mounted machineguns 
  protect the vehicle from any troublesome infantry units. 
  The chassis does not have the battle arms normally used by the standard 
  Mammoth, which often cause problems to inexperience pilots trying to 
  get the machine back on its feet after a fall. The stabilizer pads of the 
  original design are still present and are put to good use by the Damocles. 
  Although the Damocles is still a relatively new design, several test vari- 
  ants of the basic chassis have been designed and tested by the project's 
  engineers. Among those, a command unit, equipped with a Satellite Uplink, 
  is the most promising. Ideally, each battery of Damocles would have a 
  least one of these in its ranks, enabling them to answer fire mission re- 
  quests from almost anywhere within firing range. 
  SERVICE RECORD 
  A few artillery units of the Northern Guard have started to receive the 
  Damoclesfor evaluation and combat trials. All models currently in exist- 
  ence seem to suffer from somne kind of flaw. High Command hopes that 
  field trials will help the Hartmore engineers figure things out. 
  Code name: 
  Damocles 
  Production code: 
  WACS-01 FS-ART 
  Manufacturer: 
  Hartmore Motor Co. 
  Use: 
  fire support vehicle 
  Height (w/o gun): 
  6.8 meters 
  Width: 
  4.2 meters 
  145 mm 
  Armor material: 
  durasheet w/ceramic 
  Average armor thickness: 
  Standard operational weight: 
  23,450 kg 
  Maximum speed on clear ground: 
  30 kph 
  WEAPONS 
  Ammunition Payload 
  Name 
  Ammunition Payload 
  Name 
  Norlhco KLG-675 Howitzer 
  4 shells 
  Sergon Optics 15 MW laser turret 
  15 shots 
  Sergon Optics 15 MW laser turret 
  15 shots 
  HG-76 machineguns 
  250 shells 
  HG-76 machineguns 
  250 shells 
  OPTIONS 
  Modified Threat Value 
  Name 
  Modified Threat Value 
  Add APGL with 6 shots in Fixed Forward mount 
  726 
  Add smoke launchers (10 shots) 
  695 
  Add Camo Netting 
  695 
  Unit Leader (Satellite Uplink, Backup Sensors) 
  890 
  Improved frame (+I Armor) 
  693 
  Leg armor (Reinforced Location Armor: Movement) 
  695 
  Reinforced frame (Armor t3, -1 UP) 
  708 
  Replace one HMG by APGL (12 shots) 
  669 
  Add Digging Cannon (F, 5 shots) 
  689 
  Add Light Duty Mining Equipment 
  738 
  Add Ram Plate 
  695 
  Add Resistant to Haywire 
  805 
  Name 
  693 
  Add ECM pod (ECM, rating 2) 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  0 WCS - $41 SA GlTT A Rl US 
  r 1 
  .( 
  7-,--,---,-- 
  I , 
  0 OVERVIEW 
  The Sagitark is one of the most recent strider designs developped by 
  the preceptors assigned to weapon research in the Humanist Alliance. An 
  unusual strider chassis, the Sagitarius is intended to provide heavy long 
  range support to very mobile armored forces. 
  The strider is quite agile and fast for a vehicle of its size (in great part 
  because of its unstable two-legged design), but suffer from overly fragile 
  actuators and long maintance downtime. 
  The pilot and system operator sit side-by-side in the large pod-like main 
  body. A large clamshell-type armored hatch provides excellent protection, 
  though it forces the crew to rely on the vehicle's sensor apparatus (which 
  is otherwise excellent). 
  The Sagittarius nickname comes from the rack of eight Spiculum 
  hyper-velocity artillery missiles carried atop the main hull. Each car- 
  ries eight sub-munitions that can be set for grouped or wide disper- 
  sion, depending on the requirement of the fire mission. A light 
  autocannon and a heavy machinegun round out the close-in defense 
  armament of the vehicle: although it is not expected to have to face 
  direct fire. 
  SERVICE RECORD 
  The Sagittarius has begun limited distribution to front line Alliance units 
  under the watchful eye of the Republican military observers. The Republic 
  has already received two Sagiflarius for field testings and evaluation, but 
  seem currently unaware that the vehicles they received were downgraded 
  ' models. How long can the Alliance's Portectors keep the design to them- 
  selves (and why) is anybody's guess. 
  SPECIFICATIONS 
  Code name: 
  Sagittarius I Production code: 
  OWCS-54x 
  Manufacturer: 
  Allied Defense Works 
  I 
  Use 
  fire support vehicle 
  ~ 
  ~- 
  Height 
  78meters 
  I 
  vlluLll 
  Averaqe armor thickness 
  202 rnm 
  1 
  Armor material 
  I 
  armoplast. ceramic alloy 
  Standard operational weight 
  24,790 kg I 
  Maximum speed on clear ground 
  60 kph 
  Waylon Wyatt (order #5625757)
  
  -1 to reoair and Modifv rolls 
  "Movement" hits are one steo worse 
  Waylon Wyatt (order #5625757)
  
  ST-99 OSTROGOTH 
  OVERVIEW 
  The Ostrogoth is a light self-propelled gun designed to provide fire support to units in small engagements or skirmishes. Unlike the northern Tyburrdesign, 
  which uses a field gun that allows it to act as a direct fire unit, the Osfrogoh is purely a fire support vehicle and is not intended to find itself in direct 
  confrontation with the enemy. 
  The principal objective of the design team was to preserve the mobility of the vehicle since it needed to operate near the battlefield and would have to 
  frequently change positions. The lower chassis and drivetrain share many parts with the standard Hun light tank, making it easier to maintain in the field. 
  The addition of slightly more powerful turbines allow the Ostrogoth to carry the increased weight of its gun with relative ease. 
  The main gun isa 75 mm electrothermal cannon, capable of firing a large variety of ammunition. It is mounted in a large turret locatedat the rear of the hull 
  for an improved field of fire. The internal design of the turret preventsacomplete rotation, but this is not viewed as a major liability since the vehicle is meant 
  to enter direct combat. The ammunition is partially stored in the turret itself to ensure fast reloading during salvo firing. Large armored doors at the rear of 
  the vehicle allow a few able men to resupply the unit with shells in only a few minutes. 
  SERVICE RECORO 
  Osfrogoth are common in front-line artillery units because they are less expensive to operate and more flexible than the larger artillery vehicles in the 
  Southern arsenal. They handle well in the field and all crew have been quite satisfied with the performances of their vehicles so far. 
  SPECIFICATIONS 
  Code name: 
  Ostrogoth 
  Production code: 
  ST-79 
  various 
  Use: 
  light self-propelled artillery unit 
  Manufacturer: 
  Height: 
  2.26 meters 
  Length (w/o gun): 
  5.22 meters 
  97 mm 
  Armor material: 
  Armoplast wheramite 
  Average armor thickness: 
  Standard operational weight: 
  24,600 kg 
  Maximum speed on clear ground: 
  65 kph 
  Powerplant: 
  gas turbine x 2 I Horsepower: 
  2x690hp b 
  WEAPONS 
  I L 
  Ammunition Payload 
  Name 
  Ammunition Payload I Name 
  75 mm electrothermal aun 
  12 salvoes of four shells I 
  I 
  I 
  OPTIONS 
  Modified Threat Value 
  930 
  930 1 
  Name 
  Modified Threat Value 
  Name 
  Add smoke launchers (10 shots) 
  Add bulldozer blade and digging charges (Light Mining Equipment) 
  936 
  992 
  Add APGL (FF, 6 shots) 
  Add additional side armor (Reinforced Location Armor 1: Movement) 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  OVERVIEW 
  The pride of several Northern artillery units. the Verderis a heavy self-propelled gun based on the hull and drive train of the Allermain battle tank. The lower 
  chassis remains the same, but the upper hull of the MBT has been extensively modified to accomodate the Verdets characteristic heavy 200 mm artillery 
  gun and its associated machinery. 
  The large Aller turret is gone, replaced by a sloping gun mount and armor plating. The gun mount is fixed forward in azimut but is capable of almost 70" 
  elevation. In addition to its large gun, the Verder carries a single Sergon Optics laser turret for anti-aircraft defense. The removal of the main turret has 
  increased the effective armor profile of the vehicle, and so the Verderdoes not carry the additional armor plating of the Mer. 
  Shells are automatically loaded from a six-shell cassette, allowing the entire salvoe to be fired in under ten seconds. The cassette is mechanically extracted 
  from the gun and replaced by a new one. The process is automated, but prone to jamming. For this reason, a crewman serves as loader. Additional crew are 
  often assigned to increase the rate of fire of the unit. They do not ride with the Verder, but follow in an APC which also carries additional ammunition and 
  spare parts for the battery. 
  SERVICE RECORD 
  Verdergunners boast they can "nail a hopper on its scrawny butt at two klicks." While somewhat exaggerated, the claim has some basis in reality. During 
  the War of the Alliance, some of the best gunnery teams available were assigned to Verders. They soon specialized in trying to pick off hovertanks 
  individually. The battle of Barnyard Ridge, in TN 1916, was won almost single-handedly by concentrated fire from Verdersupport units. 
  SPEClflCRTlONS 
  Code name: 
  Verder 
  Production code: 
  NA-3 
  Brok Motor 
  Use: 
  heavy self-propelled gun 
  Manufacturer: 
  Height: 
  3.45 meters 
  Length (w/o gun): 
  8.5 meters 
  Average armor thickness: 
  370 mm 
  Armor material: 
  durasheet w/ceramic 
  Standard operational weight: 
  69,200 kg 
  Maximum speed on clear ground: 
  53 kph 
  Powerplant: 
  2 x AGP-865 gas turbines 
  Horsepower: 
  2 x 2000 hp 
  WEAPONS 
  Ammunition Payload 
  I 
  Name 
  Ammunition Payload 
  20 shots 
  Name 
  200 mm artillery gun 
  1 cassette of six shells I Sergon Optics 9 MW laser cannon 
  L 
  Modified Threat Value I Name 
  Modified Threat Value 
  Name 
  NA-3K (add Haywire Resistant) 
  4509 I Add smoke launchers (10 shots) 
  4236 
  Waylon Wyatt (order #5625757)
  
  NRMF 
  Waylon Wyatt (order #5625757)
  
  The Barteranswers a need lor a dedicated battlefield 'lowtruck capable of salvaging the heaviest Main Battle Tank. The name olthe venicle comes lrom Jon 
  T Baxter. the noted field engineer who practically wrote the book on modern lield support procedures. 
  The BMef is oased on the chassis of the Klemm, the most common light bank tank in tne Norlight army. This helps shplily both maintenance and 
  resupply, as tne vehces 01 the Klemmlamily share multiple components. In tnis case, nowever. the chassis has been extensively modified and strength- 
  ened lor its new role The engine and transmission have both been replaced by more powerful systems for an increased towing capacity 
  The turret IS a new high torque model. Instead 01 a gun, it carries a sturdy crane capable 01 lifting nearly 50 tons with the tank appropriately braced. A 
  hydraulically-activated earthmoving blade is attached to the tront of the hull lor filling in ditches and digging earthworks. Attachment points lor digging 
  cannons are provided on both sides 01 the hull, which also features numerous hand.es and tie-aown rings. 
  SERVICE RECORD 
  The Northern Guard engineering companies attached to mechanized units always have at least one Baxterin service, more if they can manage to get them. 
  Since they are unarmed, Baxtersare kept out of the way during battles. The Southern forces' engineer units lield similar engineering vehicle designs, many 
  01 them based on the chassis of the Hunor other Southern light tanks. 
  .SPECIFICATIONS[ 
  Code name: 
  Baxter I Production code: 
  ENT-2 
  Norlight Industries I Use: 
  armored engineering vehicle 
  Manufacturer: 
  1 
  5.48 meters 
  Height: 
  2.52 meters 
  Length (w/o crane): 
  Average armor thickness: 
  125 mm 
  Armor material: 
  durasheet wlceramic 
  Standard operational weight: 
  26.086 kg 
  Maximum speed on clear ground: 
  54 kph 
  Powerplant: 
  HT-NI-68 gas turbine 
  Horsepower: 
  900 hp 
  WERPOHS 
  I 
  L 
  Ammunition Payload I Name 
  Ammunition Payload 
  Name 
  None as standard 
  I 
  I 
  Modified Threat Value 
  Name 
  Modified Threat Value 
  Name 
  Add twin Digging Cannons (5 shots each) 
  772 
  Add pintle mount w/9 rnm machinegun 
  772 
  Add pintle mount w/9 mm chaingun 
  772 
  Add pintle mount w/37 mm grenade rifle 
  774 
  Add smoke launchers (10 shots) 
  801 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  EST49 CElT 
  Powerplant 
  gas turbine x 2 
  I 
  Horsepower 
  WEAPONS 
  Name 
  Ammunition Payload 
  I 
  Name 
  Ammunition Payload 
  None as standard 
  OPTIONS 
  Name 
  Modified Threat Value 
  Name 
  Modified Threat Value 
  Add grenade launcher (APGL, F, 30 shots) 
  Add Snub Cannon (FF, 5 shots Anti-Struc) 
  658 
  Add smoke launchers (IO shots) 
  804 
  OVERVIEW 
  Minesweeping is a dangerous task, best handled by specialist units. The Celthas been designed especially for this purpose. The lower hull and drive train 
  are based on the Hun light tank, though considerable modifications have been made to reinforce the structure to face the requirements of the new opera- 
  tional role. 
  The entire front section of the tank is occupied by a large armored mine plow. The sensor pods, which contain the highly sensitive mine detectors, are 
  placed in blisters placed on either side of the chassis. Extra armor is bonded to the bottom of the hull. In addition, the low fuel capacity and the improved 
  self-sealing tanks further reduce the chances of catastrophic detonation in case a mine slips by. 
  The turret is replaced by a det-cord launcher which uses plastic explosive hoses carried by small rockets to clear a path through the suspected minefield 
  area. Some crew, faced unexpectedly with theenemy, have used these to defend themselves with some measure of success Afew Celts have been modified 
  to carry a snub cannon to blow up obstacles, although crews all too often think they have been given a tank destroyer. 
  SERVICE RECORU 
  Celtsand other minesweepers are now rarely encountered by grunts. The fluid battlefield and skirmish tactics used nowadays don't mix well with extensive 
  minefields. In general, minesweepers stay far from the front lines or are busy clearing mines in areas not yet garrisoned. 
  SPECIFICATIONS 
  Code name: 
  Celt 
  Production code: 
  EST-89 
  Manufacturer: 
  various 
  Use: 
  light engineering tank 
  Heioht: 
  2.26 meters 
  Lenath: 
  5.22 meters 
  Average armor thickness 
  97 mm 
  Armor material 
  Armoplast wlceramite 
  Standard operational weight 
  24,600 kQ 
  Maximum speed on clear ground 
  61 kph 
  Waylon Wyatt (order #5625757)
  
  GAME EFFECT 
  -2 on Ammo/Fuel damage roll 
  GRME EFFECT 
  Waylon Wyatt (order #5625757)
  
  Engineering Cobra 
  Production code 
  Territorial Arms 
  Use 
  5 1 meters 
  Width 
  Average armor thickness 
  68 mm 
  Armor material 
  Standard operational weight 
  8760 kg 
  Maximum speed on clear ground 
  W-1500TClA V-engine 
  Horsepower 
  OVERVIEW 
  The Engineering Cobra is an all-purpose engineering Gear chassis based 
  on the frame of Territorial Arms' famous Spitting Cobrasupport unit. It isa 
  basic machine designed to enhance a worker lifting capacity and perform- 
  ance on heavy duty jobs, such as construction and ammunition handling. 
  The first Engineering Cobras were designed as ad-hoc field engineering 
  units during the War of the Alliance. For simplicity, the new machine was 
  designed around the frame of the 'Spit because it was a common (and 
  large) Heavy Gear. In fact, Engineering Cobraswere often cobbled together 
  from remnants of destroyed Cobras. They were quickly put to work build- 
  ing fortifications to protect vulnerable Terranovan positions. 
  Because they are often build from second-hand parts, most Engineering 
  Cobras have a reduced damage capacity. They do not feature a head unit 
  or the reinforced armor plates which normally protect the cockpit to re- 
  duce cost; a simple roll cage and transparent windshield protect the pilot. 
  Additional crashbars have been mounted on the body to prevent damage 
  from the minor collisions caused by engineering work. 
  Variantsand modifications on the basic modelsare common. Among those, 
  the Engineering Cobras with an additional backpack-mounted radiator, 
  designed to help cool a more powerful transmission, are the most fre- 
  quently seen. 
  SERVICE RECORD 
  The Engineering Cobracan now be found on most MlLlClA construction 
  sites, and many Southern armies have a few to load and off load 
  material. The parts are fully interchangeable with the Spitring Cobra, which 
  helm to extend the machine's service time. 
  SPECIFICATIONS 
  WEAPONS 
  L 
  Ammunition Payload 
  Name 
  Ammunition Payload 
  I 
  Name 
  None as standard 
  OPTIONS 
  Modified Threat Value 
  Name 
  Modified Threat Value 
  Name 
  Logger (replace pincers by chaincutters) 
  114 
  Reloader (replace pincers by Size 7 crane arms) 
  114 
  Geared down transmission (Ground 3/6, Triple Towing Capacity) 
  197 
  Cleats (Improved Off-road Capacity) 
  115 
  120 
  Foreman (Coomunication 0, Back-up Sensors) 
  115 
  Miner (Geological Sensors, Micro-Lab) 
  123 
  Spitting Cobra frame (t2 Armor) 
  132 
  Reinforced frame (Armor t3) 
  141 
  Replace one Tool Arm by Manipulator 7 
  114 
  Add Camo Netting 
  114 
  Add Grapple Launcher (250 m, Rating 7) 
  117 
  Add Ram Plate 
  114 
  Add Light Duty Mining Equipment 
  114 
  Add Snub Cannon (F, 5 shots Anti-Structure) 
  341 
  Add Light MG w/200 shots in arm mount (Ffire arc) 
  134 
  Add six-shot AP Grenade Launcher (fixed to one arc) 
  Waylon Wyatt (order #5625757)
  
  THREAT VRLUE 
  )OFFENSIVE: 
  e OEFEIISIVE: 
  274 
  NAME 
  RtlTlNG 
  e MISCELLRNEOUS: 
  Exposed Crew Compartment 
  "Crew" 
  SIZE: 
  7 
  Larae Sensor Profile 
  I 
  1 
  I Easiert o detect 
  FIRE CONTROL: 
  HERVY ORBAGE: 
  38 
  OVERHILL: 
  Waylon Wyatt (order #5625757)
  
  HAC$-02HG-ENG ENGINEERING GRlZZ 
  OVERVIEW 
  The Engineering Grizz/y is a field engineering vehicle based on the 
  basic frame and chassis of Northco’s popular Grizzhfire support ve- 
  hicle. The two share almost 80% of their components, allowing easy 
  repairs. The engineering version does not feature the armored head 
  unit of the combat vehicle, and many armor panels are thinner to 
  save both weight and money. 
  Like the civilian Prairie Dog, the Engineering Grizzvs tool arms are semi- 
  modular: they can be exchanged for another pair through a relatively sim- 
  ple operation that only takes a few hours to perform. Common tools in- 
  clude specialized lift pads for heavy crates, powered cutter for logging 
  operations and trenchers for digging. 
  Engineering Griuliesare strong enough to defend themselves in combat 
  (some have even been equipped with weaponry), but their real purpose is 
  anything but battle. Their size and strength makes them ideal for large 
  scale military construction and field engineering operations. 
  Engineering Grinlies are strong enough to defend themselves in combat 
  (some have even been equipped with weaponry), but their real purpose is 
  anything but battle. Their size and strength makes them ideal for large 
  scale military construction and field engineering operations. Their size 
  and strength makes them ideal for large scale military. 
  SERVICE RECORO 
  When the military high command wishes to build an advanced base, up to 
  a full engineering company can be sent to build the required installations. 
  The standard machine is used for tasks such as light construction, for- 
  estry work and heavy machinery reparation. 
  SPECIFICATIONS 
  Code name 
  Engineering Grinly 
  I 
  Production code 
  HACS-02HG-ENG 
  Manufacturer 
  Northco I 
  Use 
  field engineering 
  Height 
  5 1 meters 
  Width 
  3 1 meters 
  Average armor thickness 
  52 mm 
  Armor material 
  durasheet 
  Standard operational weight: 
  8940 kg 
  Maximum speed on clear ground 
  65 kph 
  ~
  .
  .
   
  Add six-shot AP Grenade Launcher (fixed to one ai 
  Replace one pincer by plasma cutting torch 
  Cleats (ImDroved Off-road Caoacitv) 
  Powerplant 
  S-V22OOZ V-engine I Horsepower 
  956hp 
  WEAPONS 
  Name 
  Ammunition Payload I Name 
  Ammunilion Payload 
  None as standard 
  OPTIONS 
  Name 
  Modified Threat Value 
  Name 
  Modified Threat Value 
  Field Variant ll-B (replace one Tool Arm by Manipulator 7) 
  120 
  Add Light MG wn00 shots in arm mount (F fire arc) 
  122 
  IC) 
  107 
  Replace one pincer by chaincuter 
  101 
  101 
  Replace one pincer arm by a Size 7 crane arm 
  126 
  High Torque (Walk 3/5. Triple Towing Capacity) 
  153 
  Foraging (Improved Sensors (tl), Micro-Lab) 
  140 
  Miner (Geological Sensors, Micro-Lab) 
  147 
  Reinforced frame (+2 Armor) 
  116 
  Add Grapple Launcher (250 m, Rating 7) 
  133 
  Add Snub Cannon (F, 5 shots Anti-Structure) 
  328 
  105 
  Field Variant IV (add Light Duty Mininq Equipment) 
  101 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Pi-OS VFllENCE 
  ..... 
  ................................................. 
  ........... 
  ".. 
  : "  
  i I"-." 
  .... 1 
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  , 
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  ..... :" - " .. 
  OVERVIEW 
  The Valenceis an all-purpose Work Gear chassis designed by Paxton both 
  for its internal use and for foreign sales. It is quite similar in layout and 
  function to other commercial Work Gear designs such as the Ground Hog 
  or Prairie Dog. Like them, it features semi-modular arms to which a wide 
  variety of tools can be attached. 
  The pilot/operator sits in an open cockpit protected by thick rollbars. Pad- 
  ding is often added to the rollbars to reduce damage from minor collisions 
  and scrapesthat occur during routine work. The Valencecarry just enough 
  sensor equipment to supply its neural net with basic environmental infor- 
  mation; the pilot must rely on his own eyes and judgment for the rest. For 
  the same economic reasons, the Valence is not equipped with a fire con- 
  trol computer, though it is possible to jury-rig basic circuitry to handle 
  minor anti-personnel weapons. 
  The basic frame of the machine is quite sturdy but completely unarmored. 
  A new model, the Valencell, offers and enclosed cockpit with air condi- 
  tioning. The powerful V-engine, located in the backpack, is manufactured 
  exclusively for the Valence. 
  The backpackassembly featuresan improved transmission and main pump 
  assembly, cooled by an extra radiator, to provide high pressure levels to 
  the variousactuators. Partsare readilyavailableatall Paxton retail outlets. 
  SERVICE AECORO 
  Paxton will sell Valences to anyone with the money to buy them. So far, 
  onlyafew homesteadsand villages in the nearby Paxton Protectorate have 
  purchased the machine. Most of the production goes to work in Paxton's 
  own factories and warehouses, where it is the only design in use. 
  SPECIFICATIONS 
  Code name: 
  Valence 
  I 
  Production code: 
  PW-05 
  Manufacturer: 
  Paxton 
  I 
  Use: 
  all-purpose commercial Work Gear 
  ~ 
  steel allov 
  Height: 
  4.4 meters I Width: 
  Averaoe armor thickness: 
  15 mrn I Arrnnr rnatprial. 
  .- . . . . . . .  
  "..".. 
  30 kph 
  750 hp ' L  
  Standard operational weight: 
  6235 kg 
  Maximum speed on clear ground: 
  Powerplant: 
  V-engine 
  Horsepower: 
  WEAPONS 
  L 
  Ammunition Payload 
  Name 
  Ammunition Payload 
  Name 
  None as standard 
  I 
  OPTIONS 
  d 
  A 
  Waylon Wyatt (order #5625757)
  
  e IWOV. LEMON DICE: 
  3 
  Waylon Wyatt (order #5625757)
  
  FOV-41 EVll EYE 
  ,. . 
  u_I_LI_iII_LLI_l_u_.l.~.l.~.l.I.. 
  .I i.......i ...... .i ....... I ...... 1 ...... I ....... I ..... .1._.1._.1_.1._.1._1._.1.._. 
  I 1 l.-.l..... 1 t.-L.l-.l-.i L".4 
  OVERVIEH 
  Forward observers have the thankless job of exposing themselves to enemy fire to spot for friendly artillery. To increase both their efficiency and their 
  survival rate, they are often assigned lightly armored vehicles such as a Heavy Gear or an all-terrain armored car like the EvilEye. 
  The EvilEyeis built on the sturdy Nanchassis. The entire hull has been covered with light steel alloy plate. The rear passenger seats are removed to make 
  room for the electronic suites of the radio and sensor systems, leaving minimal room for the electronic system operator. The four electric engines are 
  supplemented by a standard diesel burner for increased autonomy and power to haul around all the extra mass of the armor and additional equipment. 
  The Evil €ye is only lightly armed with a small autocannon, which is often only used to mark targets. The gun is placed on a restricted travel mount just 
  above and to the right of the driver, who directs it with a small set of controls placed on the wheel. The roof-mounted target designator illuminates targets 
  for the kill by support units, giving its name to the vehicle. A deployable antenna mast located at the rear right side transmits the data back to the waiting 
  artillery unit. Many variants also sport a roof-mounted satellite uplink, but the increased cost of such a piece of equipment makes these vehicles rare. 
  SERVICE RECORD 
  EvilEyeshave seen service in most conditions, but they are most often associated with the large savannahs of the Southern Hemisphere. EvilEyes helped 
  defend the borders against CEF intrusions, often patrolling weeks at a time. Numerous legends and folk's tales have been created by these "ghosts of the 
  night" which often appeared out of nowhere to rain distant fire on unsuspecting CEF troops. 
  SPEClFlCRTlONS 
  Code name: 
  Evil Eye 
  I 
  Production code: 
  FOV-4X 
  Manufacturer: 
  various I Use: 
  forward observer 
  Height: 
  1.86 meters 
  Length: 
  3.6 meters 
  Average armor thickness: 
  20 mm 
  Armor material: 
  steel w/composite 
  Standard ooerational weiaht: 
  1800 ka 
  Maximum soeed on clear around: 
  119 koh 
  Powerplant: 
  diesel/electric I HorseDower: 
  90 hD 
  WEAPONS 
  L 
  Name 
  Ammunition Payload I Name 
  Ammunition Payload 
  15 mm OV-975 autocannon 
  100 belted shells I 
  Modified Threat Value 
  165 1 
  Name 
  Modified Threat Value 
  Name 
  Add Sat. Uplink, Exposed Aux. Systems 
  276 
  112 
  Add smoke launchers (10 shots) 
  Add ECCM 2, Vulnerable to Haywire 
  Waylon Wyatt (order #5625757)
  
  GRME EFFECT 
  d is cramped 
  Waylon Wyatt (order #5625757)
  
  CV-3 MUROOCK 
  OVERVIEW 
  Maintaining the chain of command is one of the prime concerns of the modern military commander. This requires extensive communication equipment as 
  well as several advisers (both human and electronic) to separate the useful information from the rest and quickly place it in front of the commander. The 
  Murdockis designed as a mobile field HQ and C3 (Command, Control and Communication) vehicle, capable of coordinating the attack and movement of 
  several different combat groups at once over a large and extremely mobile battlefield. 
  The vehicle rests on a sturdy six-wheeled chassis powered by a single gas turbine positioned along the long axis of the vehicle. Each wheel has its own 
  independant suspension to minimize jarring during transport. The driver sits up front in an armored cabin. The spacious rear portion of the vehicle houses 
  the large communication system and holographic display which insure that the command staff remains in contact with its combat groups at all times. Two 
  technicians operate the radio equipment and ECCM equipment comes as standard to ensure that enemy ECM will not stop transmissions. All communica- 
  tion systems are heavily redundant and can continue operating after taking severe combat damage. The Murdock has a single, roof-mounted, automatic 
  grenade launcher to defend against marauding infantry. It is normally controlled by the driver, though duplicate controls are found in the officer's chamber. 
  Heavier weaponry is not needed because the vehicle is often escorted by "bodyguards." 
  SERVICE RECORD 
  The Murdock Cee-Three, as its crew call it, is rarely seen in the various Terranovan hot spots. In general, it is only used during large or extended campaigns. 
  It is simply not cost efficient enough to bring it out of the hangar for every small skirmish or patrol. 
  SPEClFlCRTlONS 
  v 
  Murdock 
  Production code: 
  cv-3 
  Code name: 
  Manufacturer: 
  Height: 
  Average armor thickness: 
  Standard operational weight: 
  Hansens Electronics Ltd. 
  Use: 
  light mobile C3 unit 
  3.5 meters 
  Length: 
  7.8 meters 
  14 mm 
  Armor material: 
  durasheet 
  1,670 kg 
  Maximum speed on clear ground: 
  73 kph 
  Powerplant: 
  gas turbine 
  Horsepower: 
  18ohp a 
  WEAPONS 
  L 
  Ammunition Payload 
  Name 
  Ammunition Payload I Name 
  Avey Industries 40 mm grenade launcher 
  80 belted grenades I 
  OPTIONS 
  L 
  Name 
  Modified Threat Value I Name 
  Modified Threat Value 
  315 I Add smoke launchers (10 shots) 
  332 
  Add pintle mount w/9 mm chaingun 
  Waylon Wyatt (order #5625757)
  
  -
  GRME EFFECT 
  Waylon Wyatt (order #5625757)
  
  MDU-15 NlGHTlNGAlE 
  ~ 
  OVERVIEW 
  Mobile Army Surgical Hospitals (MASH) have been around for many centuries. They are generally assigned to the regimental level, though units engaged 
  in long and difficult campaigns have been known to bring more MASHs with them. Although most designs are made of modular structures that are brought 
  by trucks and assembled near the front, few truly mobile MASH designs have been developped by the millitary Casualty Evacuation (Cas-Evac) vehicles, 
  both on the ground and in the air, are used to bring patients back. 
  The Nightingale is atypical example of one such vehicle, It is a cross between an armored ambulance and a full-fledged surgical center. Because it places 
  the emphasis on mobility, it can care for only a few patients at a time and then only for a short period. The steel/composite armor ensures the safety of the 
  wounded should the Nightingale finds itself under fire. As a medical vehicle, the Nightingale is rarely, if ever, equipped with weapons. 
  The vehicle is built around a large, sturdy hydraulic suspension to minimise jarring the patients. Twin gas turbines placed side by side underneath the 
  chassis power both the drive train and the generators providing power to the medical equipment inside. The medical compartment contains four beds and 
  one complete operating theater. The vehicle is also equipped with a micro-lab featuring the latest biological research equipment, allowing medics to 
  perform advanced medical analysis on the spot. 
  SERVICE RECORD 
  As the soldiers like to say, it is better to never have to see a MASH up close, but their presence is a comfort to the troops. Rescue vehicles such as the 
  Nightingaleare generally used closer to the front line and saw extensive action during the War of the Alliance. 
  SPEClFlCRTlONS 
  Code name: 
  Nightingale 
  Produclion code. 
  MDU-15 
  Manulaclurer: 
  various 
  Use: 
  MASH vehicle 
  Height: 
  6.2 meters 
  Length: 
  3.5 meters 
  Average armor Ihickness: 
  45 mm 
  Armor material: 
  steel w/bonded composite 
  Standard operational weight: 
  5400 kg 
  Maximum speed on clear ground: 
  72 kph 
  Powerplant: 
  2 x gas turbines 
  Horsepower. 
  2 x 800 hp 
  WEAPONS 
  L 
  Name 
  Ammunition Payload I Name 
  Ammunition Payload 
  None as standard 
  OPTIONS 
  L 
  Name 
  Modified Threat Value 
  I 
  Name 
  Modilied Threat Value 
  Add extraarmor (t1 Armor) 
  115 I Add smoke launchers (10 shots) 
  122 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  EWV-9 SEEHER 
  OVERVIEW 
  The Seekeris purely an information gathering vehicle. It carries only minimal armor and weaponry, and relies on its limited stealth abilities and the training 
  of its crew to avoid being shot. Its mission is to locate enemy forces, place listening posts and intercept and block enemy transmissions. Many Seekers 
  work in conjunction with one or two scout Heavy Gears which act as its ears and hands on the field. 
  Like the Murdock, the Seeker sensor vehicle is based on a sturdy six-wheeled chassis powered by a single gas turbine. A small auxiliary generator is also 
  present to run the sensor equipment without the main turbine. The Seekerhas a large sensor array , allowing it to keep tabs on almost anything that moves 
  within its sensor range. Two technicians operate the equipment from workstations placed in a roomy compartment in the back. ECCM systems come as 
  standard equipment to ensure that enemy ECM will not stop transmission of the Seekets findings. 
  The vehicle has a roof-mounted machine gun for defense against marauding infantry and a small rocket pod for use against anything heavier. Both are 
  placed within a small limited-transverse turret (to avoid hitting the sensor equipment placed on the roof). The weapons are normally controlled by the driver, 
  though duplicate controls are found at both crew stations. 
  SERVICE RECORD 
  Seekerscan be found in very few front line units, as these usually prefer the more nimble Heavy Gear for scouting purposes. The Seekeris better suited to 
  extended scouting operations, however, and is often assigned to a headquarter unit during large or extended campaigns. Much like the Murdockcommand 
  vehicle, the Seeker is not cost efficient for small skirmishes or patrol. 
  SPECIFICATIONS 
  I 
  Code name: 
  Seeker 
  Production code: 
  EW-7 
  Manufacturer: 
  Hansens Electronics Ltd. 
  Use: 
  light mobile C3 unit 
  Height: 
  3.5 meters 
  Length: 
  7.8 meters 
  Average armor thickness: 
  14 mm 
  Armor material: 
  durasheet 
  73 kph I 
  Standard operational weight: 
  1,670 kg I Maximum speed on clear ground: 
  Powerplant: 
  gas turbine 
  I 
  Horsepower: 
  180hp 
  WEAPONS 
  L 
  Name 
  Ammunition Payload I Name 
  Ammunition Payload 
  10 rnm Guessen machine gun 
  80 belted rounds I 45 mm Q6 rocket pod 
  8 rockets 
  L 
  Name 
  Modified Threat Value 
  I 
  Name 
  Modified Threat Value 
  Artillery Support (add Counter Battery Sensors) 
  616 
  [ 
  Waylon Wyatt (order #5625757)
  
  SIZE: 
  4 
  ~DRIGIWRL 
  DEFAULT SIZE: 
  8 
  "Aux" hits are one step higher 
  Waylon Wyatt (order #5625757)
  
  ANTElOPE 
  OVERVIEW 
  There has always been a need for a small transport vehicle capable of limited cross-country travel: the ubiquitous "jeep," from the name of one of the first 
  such vehicles. They can act as courier, infantry transport or light combat vehicles and are always inexpensive both to produce and field. The Antelope is a 
  design that is found in virtually every armed force on the planet. Although its name and overall appearance may differ slightly from place to place, the 
  Antelopeand its copies share a similar performance profile and role. 
  The vehicle is built around a sturdy metal frame. A rugged suspension and a diesel engine (replaced in some variants by a V-engine with a similar 
  performance) are bolted to it and covered with a light sheet-metal hull. This shell is thick enough to stop small shrapnel, but is powerless against most 
  infantry weapons. The open-topped design makes this a moot point, however, since the crew receives no protection from the waist up 
  The simple and rugged design of the vehicle means that several variants have cropped up over the years, most of them increasing the vehicle's capabilities 
  in some ways. 
  It would be pointless to try and list the service record of such a utility vehicle since Antelopelike designs have been used since the early colonization days. 
  They are found in the ranks of all armed forces and salvaged vehicles from the War can often be seen as personal all-terrain vehicles in Badlands 
  communities. 
  SPECIFICATIONS 
  Code name: 
  Antelooe I Production code: 
  ~ 
  various 
  Manufacturer: 
  various 
  Use: 
  light utility vehicle 
  Height: 
  0.9 meters 
  Length: 
  3.6 meters 
  Average armor thickness: 
  5 mm 
  Armor material: 
  steel sheet 
  Standard operational weight: 
  900 kg 
  Maximum speed on clear ground: 
  92 kph 
  WEAPONS 
  Name 
  Ammunition Pavload I Name 
  Ammunition Pavload 
  None as standard 
  .
  b
   
  OPTIONS 
  Name 
  Modified Threat Value 
  Name 
  Modified Threat Value 
  Add APGL (F, 30 shots) 
  51 
  Add pintle mount t 9 mm Lt Machinegun 
  48 
  Add pintle mount t 9 mm Chaingun 
  48 
  Add pintle mount t 37 mm Grenade Rifle 
  50 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  diesel engine I Horsepower 
  Ammunition Payload 
  I 
  Name 
  Ammunition Payload 
  None as standard 
  ~ 
  OVERVIEH 
  Supply trucks like the Five-Ton or the Camel have been around since the invention of the motorized army. They are used for just about anything: troop 
  transport, fuel tanker, ammunition carrier, etc. Whenever there is a road (or at least a relatively flat surface). the Five-Jon can deliver its cargo without 
  problems. The truck can also venture onto more treacherous grounds if needed, but will have to be extremely careful not to get stuck. The Five-Ton is 
  intended for road transport and does not have a true off-road capacity. 
  The Five-Ton uses the classic six-wheeled layout, with the cargo bay at the back and the driver and passengers in the cabin. A sturdy gas turbine is linked 
  to acomouter-controlled transmission for increased reliabilitv and Dower at reduced fuel consumtion. The carao area is usuallv covered with a liaht heat- 
  formed polymer cover to protect against the elements, but the cover can be removed easily if a tall charge neeis to be carried.>Some units have yeplaced 
  their factory-provided polymer covers with more manageable cloth or tarp covers. 
  The driver sits in a roomy forward cabin. There are two additional seats for passengers, although there have been instances of more than two people 
  crowding in them. The cabin is not armored, though it is made of tough steel plating that may be sufficient to stop small caliber weapons and low velocity 
  shrapnel. The windows are slightly polarized to protect against glare and targeting laser devices. 
  SERVICE RECORD 
  Five-Jonsare mostly seen in rear areas, ferrying troops and supplies from one post to the next. Trucks of similar design are sometimes used by security and 
  police forces in the city-states. This truck is also very similar to several civilian designs, although the military model is somewhat sturdier. 
  SPECIFICATIONS 
  Code name: 
  Five-Ton 
  Production code: 
  various 
  transport vehicle 
  Manufacturer: 
  various 
  Use: 
  Height: 
  2.8 meters 
  Length: 
  5.3 mete2 
  Standard operational weight: 
  3,100 kg 
  Maximum speed on clear ground: 
  MU kph 
  - 
  Average armor thickness: 
  6 mm 
  Armor material: 
  5 
  steel ola 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Standard operational weight 
  1,200 kg 
  I 
  Maximum speed on clear ground 
  Powerplant 
  diesel engine 
  [ 
  Horsepower 
  OVERVIEW 
  The designation cargo jeep is usually assigned to small utilitarian vehicles used to ferry light cargo over short or medium distances. The Springer is a 
  perfect example of suchavehicle. Although it is in service with the Southern army (being the standard light cargo hauler of the MILICIA), similar designs 
  can be found in all Terranovan armies. 
  The Springer has a rugged suspension that gives it good off-road performance for a wheeled design, although not at the level of a true off-road capable 
  vehicle. The entire vehicle is built around a standard diesel engine, a powerplant that is simple and easy to replace and repair. Some models have salvaged 
  V-engines from Gears, but the complex transmission required sometimes more problems than field technicians are willing to cope with. 
  The spacious rear cargo bay can easily accomodate several different kinds of supplies, such as ammo boxes, food packs, water or fuel tanks, or even 
  stretchers. The cargo bay (or the entire vehicle, for that matter) is not armored - 
  the hull is made of thin metal sheets stamped into shape and bolted over 
  the chassis. Some models have a removable cargo bay cover to transport tall cargo. 
  SERVICE RE CORD 
  The Springer or one of its many cousins can be found on almost all Southern military bases. Designs vary, but most have about the same performance. 
  Civilian models are also sold without the military communication equipment. Thev are extremely [IoDUIar with Badlanders because of their extremelv sturdv 
  . .  . 
  ~I 
  construction. 
  SPECIFICATIONS 
  Code name: 
  Springer 
  Production code: 
  various 
  light cargo vehicle 
  Manufacturer: 
  various 
  Use: 
  Height: 
  1.8 meters 
  Length: 
  3.4 meters 
  Average armor thickness: 
  6 mm 
  Armor material: 
  steel plates 
  WEAPONS 
  L 
  Name 
  Ammunition Payload I Name 
  Ammunition Payload 
  None as standard 
  OrnlONS 
  Name 
  Modified Threat Value 
  Name 
  Modified Threat Value 
  Add pintle mount w/!3 mm machinegun 
  41 
  Add pintle mount w/9 mm chaingun 
  41 
  Add pintle mount w/37 mm grenade rifle 
  43 
  Add smoke launchers (10 shots) 
  40 
  A 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  OVERVIEW 
  Fuel is avital commodity for troops on the march. Although most military engines can gulp down almost any liquid that can burn, their performance usually 
  suffers unless they run on properly refined fuel. Armored fuel trucks such as the Tankercan be seen on all military bases and in convoys. 
  This particular vehicle is based on a sturdy welded alloy chassis which is light but very strong. A hydraulic self-correcting suspension gives the vehicle a 
  limited off-road capacity, allowing the truck to follow the troops in almost any terrain. Each of the smaller road wheel can be adjusted separately should the 
  driver needs it. Even though the vehicle is not supposed to find itself under combat conditions, the sides of the truck are armored for protection against light 
  weapon fire and shrapnel. The driver and up to two helpers ride in the forward cab, which contains an air conditioning system for long haul operations. The 
  high position of the cab gives an excellent field of vision to the crew. 
  Several 50-meter long flexible fuel hoses are carried in compartments located under the chassis or are simply rolled on a drum mounted on the rear of the 
  vehicle. Some trucks, notably on airbases. are also equipped with an extendable ladder for refueling tall aircraft and shuttles. A few rare models have robotic 
  tool arms equipped with high pressure pumps for fast refueling. 
  SERVICE RECORD 
  Fuel trucks of similar designs to the Tanker can be found on military bases across the planet. Civilian modelsare also similar, but do not feature the rugged 
  off-road suspension nor the armor plating protecting the fuel. They also tend to be smaller and have a lower fuel capacity. 
  SPECIFICATIONS 
  Code name: 
  Tanker 
  Production code: 
  various 
  bel transport 
  Manufacturer: 
  various 
  Use: 
  Height: 
  6.6 meters 
  Lenoth: 
  17 9 rnplprc 
  -
  -
   
  ._.I 
  ...". 
  "," 
  Average armor thickness: 
  60 mm 
  Armor material: 
  steel plating 
  Standard operational weight: 
  8200 kg 
  Maximum speed on clear ground: 
  68 kph 
  Powerplant:: 
  diesel engine 
  I 
  Horsepower: 
  250hp b 
  WEAPONS 
  Ammunition Payload 
  Name 
  Ammunilion Payload 
  I 
  Name 
  None as standard 
  OPTIONS 
  Name 
  Modified Threat Value 
  I 
  Name 
  Mndifiad Threat Valiie I 
  ... "_..."" . ... "". ."."" 
  _ .  
  47 
  43 L 
  Add Light Flamer (F, 20 Fire-Fighting Foam ammo) 
  Add extendable ladder (Size 2 Tool Arm, can't punch) 
  43 
  42 
  Add pintle mount w/9 mm rnachinegun 
  Civilian truck (Poor Off-Road, Armor 5) 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  J ACHR ABBlT 
  " .  . , ,  
  DESCRIPTION 
  The Jackrabbitis a typical example of the various models of combat bikes 
  used by motorized infantry forces around the world. It is light enough to 
  be lifted by one man and nimble enough to go almost anywhere. Its small 
  size and great agility combine to make the bike a very difficult target. 
  Jackrabbits are too small to carry any armament, though the passenger 
  may fire his personal weapon(s). Some models have been modified to 
  accept a sidecar equipped with a pintel mount, increasing the firepower of 
  the unit at the cost of some maneuverability. The sidecar also allows more 
  cargo to be carried, although the space could be occupied (uncomfort- 
  ably) by a passenger. 
  SPECIFICATIONS 
  Manufacturer: 
  various 
  Lenqth: 
  2.1 meters 
  Standard operational weight:: 
  275 kg 
  Maximum speed on clear ground: 
  96 kph 
  "1s enoinel40 hD 
  Powerolant:: 
  I 
  Modified Threat Value 
  Sidecar (add one passenger, 1 m3 cargo, Man 0) 
  Pintle Mount (require sidecar) 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Acquiring weapons ................................................................................ 
  38 
  1 Actions .................................................................................................... 
  9 
  Activating auxiliary systems .................................................................. 
  10 
  Activation phase ...................................................................................... 
  8 
  Active sensor LoS .................................................................................. 
  12 
  Additional crew actions in Skirmish scale ...................... 
  Additional terrain obscurement ...................................... 
  Advanced close combat ......................................................................... 35 
  Advanced combat round ........... 
  Antelope ................................... 
  ............................................... 
  110 
  Anti-armor minefields ............................................................................ 
  30 
  ...................................................... 
  30 
  ...................................................... 
  16 
  mpaign ......................................... 
  64 
  Artemis .................................................................................................. 
  74 
  Artillery ammunition .............................................................................. 
  52 
  Artillery and Morale ...... 
  Artillery Commander .... 
  Artillery Crewman .................................................................................. 
  67 
  Artillery damage ................................. 
  Artillery delay time ............................. 
  Artillery direct fire .................................................................................. 
  26 
  Artillery miscellaneous rules .... 
  ......................................... 
  24 
  Artillery missiles ...................... 
  Artillery psychological damage ............................................................. 
  23 
  Arlillery roleplaying campaign ............................................................... 
  58 
  Artillery scatter diagram ........... 
  Artillery support ....................... 
  ..................................................... 
  20 
  Attached artillery ................................................................................... 
  22 
  Automatic target acquisition ..................................................... 
  1 Barbed wire .............................................................................. 
  Batteries ................................................................................... 
  Baxter .................................................................................................... 
  92 
  Bridges .................................................................................................. 
  19 
  Buddy rule ............................................................................................. 
  44 
  Building damage points .............. 
  Burst fire ..................................... 
  Caller hierarchy ..................................................................................... 
  21 
  Canceling lire missions ......................................................................... 
  21 
  ................................................... 
  10 
  Chaplain ................................................................................................ 
  68 
  Clearing minefields ............................................................................... 
  31 
  [ 
  .
  .
  .
  .
   
  .............................. 
  7 
  ................................. 
  8 
  Conditions for loss of LoS ................................................................... 
  12 
  Construction material ............................................................................ 
  46 
  Converged sheaf artillery barrages ....................................................... 
  22 
  Core sighting ......................................................................................... 26 
  ................................................................ 
  24 
  ................................................................ 
  55 
  Counter-battery fire ............................................................................... 
  24 
  Cratering ammunition ........................................................................... 
  52 
  Crew injuries ......................................................................................... 
  37 
  0 Damage cap ......................................................................................... 37 
  Damage effect repair modifiers .............................................................. 39 
  Damocles .............................................................................................. 
  84 
  Declaration phase .................................................................................... 
  7 
  Deep snow terrain ................................................................................. 
  33 
  Demolition ............................................................................................. 
  40 
  Dense walls .......................................................................................... 18 
  Deploying minefields ............................................................................. 30 
  Depth charges ....................................................................................... 
  17 
  ........................................................ 
  19 
  Detection raling ..................................................................................... 
  12 
  Detection threshold modifiers .............................................................. 
  12 
  Deviation ............................................................................................... 
  22 
  Digging cannons ................................................................................... 
  41 
  Disembarking ........................................................................................ 
  10 
  Ditches .................................................................................................. 
  41 
  Diving equipment .................................................................................. 
  47 
  Dogfighting scale .................................................................................... 
  6 
  Dropping grenades ................................................................................ 36 
  Dumb proximity mines .................... 
  ......................................... 
  28. 30 
  E ECMandECCM .............................. 
  .............................................. 
  13 
  ECM and ECCM range in hexes ............................................................ 
  13 
  Embarking ......................................................................... 
  Emergency field repairs ..................................................... 
  Engineer training and equipment (i 
  y) ........................................... 
  41 
  Engineering Cobra ........................ 
  ................................................ 
  96 
  Engineering equipment ................. 
  ................................................ 
  46 
  Engineering Grizzly ................................................................................ 98 
  Fanatical units ....................................................................................... 
  42 
  Feint ...................................................................................................... 
  35 
  ................................................... 
  68 
  ................................................................................ 
  40 
  Field repair thresholds .......................................................................... 
  39 
  Fire discipline ........................................................................................ 
  44 
  Fire mission attack procedure ... 
  Fire mission request threshold .. 
  Fire missions 
  .......................................... 
  20 
  Firestarting 
  .......................................... 
  19 
  Firing on a moving target .......... 
  ............................................ 
  a 
  Five-Ton .................................... 
  ........................................ 
  112 
  Flame weapons and Morale ................................................................... 
  45 
  Flechette ammunition ................................................... 
  Flight lime ............................................................................................. 
  22 
  Forward Observer ............................................................................ 
  21. 69 
  Fresh troops ............................... 
  General purpose minefields ................................................................... 30 
  ............................................................................ 
  35 
  ............................. 
  ................................ 
  H 
  Haggling ................................................................................................ 
  66 
  Haywire mines .................................................................................. 29. 30 
  Heavy anti-armor minefields ................................................................. 30 
  Heavy artillery gun ................................................................................ 
  50 
  Heavy general purpose minefields ......................................................... 
  30 
  High explosive ammunition ................................................................... 52 
  High-priority missions .......................................................................... 43 
  Hull-down covered systems .................................................................. 
  34 
  Hull-down positions .............................................................................. 
  34 
  Hull-down protection ............................................................................. 
  34 
  Ice terrain .............................................................................................. 
  33 
  I 
  Illumination ammunition ....................................................................... 
  53 
  Impact speed ........................................................................................ 
  14 
  Impact speed damage modifiers ............................................................ 
  15 
  Improved anti-personnel minefields .................................................... 
  30 
  Incendiary ammunition .......................................................................... 
  53 
  Infantry clearing mines .......................................................................... 
  31 
  Infantry equipment .............................................. 
  Infantry roleplaying campaign ............................................................... 
  61 
  Infantry support ....... ; 
  ............................................................................. 25 
  7 8  
  Initiative phase ........................................................................................ 
  7 
  1 Jackrabbit ............................................................................................ 
  118 
  Jumping mines ...................... 
  ......................................... 
  29. 30 
  Kicking .................................................................................................. 15 
  H Labor points .......................................................................................... 39 
  Hull-down MP Costs .............................................................................. 
  34 
  Waylon Wyatt (order #5625757)
  
  1 Landing zones ....................................................................................... 41 
  Light artillery gun .................................................................................. 
  49 
  Laser designator (infantry) .................................................................... 
  48 
  Light artillery missile 
  ............................. 
  51 
  Line-of-sight and obs 
  ............................................................. 
  12 
  Loading situation mul 
  .................................................... 
  38 
  Locked-on artillery mis 
  .................................................... 
  24 
  Low-priority missions 
  .................................................... 
  43 
  Maneuvering ........................................................................................... 
  9 
  MASH roleplaying campaign . 
  ........................... 
  65 
  Medium artillery gun 
  50 
  Medium artillery missile ........................................................................ 
  51 
  Medium-priority missions ..................................................................... 
  43 
  Melee combat .................... 
  35 
  Melee weapons ...................................................................................... 
  15 
  Mililary roleplaying campaigns ............................................................. 
  57 
  Mine Detectors. perk ............................................................................. 
  55 
  Mine-clearing vehicles ............................................ 
  Minefield costs ...................................................................................... 
  30 
  Minefield hexes .............................. 
  Minefield types ............................... 
  Minefields ....................................................................... 
  Minelayer ammunition ..................................................... 
  Minelaying Equipment, perk ............................................ 
  Minesweeping ...................................................................................... 
  31 
  Minesweeping Equipment, perk ............................................................ 
  55 
  Miscellaneous actions ........................................................................... 38 
  Miscellaneous events phase .................................................................... 
  8 
  Mission priorities .................................................................................. 
  43 
  Morale ................................................................................................... 42 
  Morale checks 
  ........... 42. 43 
  Morale level ........................................................................................... 
  42 
  Morale thresholds ................................................................................. 
  42 
  Movement and terrain ........... 
  NBC Specialist ...................................................................................... 
  69 
  32 
  New weapon system 
  ................................................. 
  49 
  Nightingale .......................................................................................... 
  106 
  Northern Field Artillery 
  ............................... 
  82 
  Obscurement ............... 
  ............................... 
  12 
  ............................... 
  18 
  Open sheaf artillery barrage ................................................................... 
  22 
  Optional rules ........................................................................................ 
  32 
  M 
  ............................................................................. 
  Mine sensors (infantry) ........................................... 
  N New terrain types .... 
  0 Obscurement from urba 
  P Panic altack .................. 
  9 
  Ostrogoth 
  ............................................. 
  88 
  Overpenetr 
  ............................................. 
  37 
  Panic ..................................................................................................... 
  45 
  Physical attacks ..................................................................................... 
  14 
  Pin ......................................................................................................... 
  35 
  Pioneers ................. 
  Portable AAGM launcher (infantry) ........................................................ 
  48 
  POW campaign ...................................................................................... 
  63 
  Powerful weapons and area effect 
  ................................. 
  16 
  Preparing to disembark ............... 
  Preparing to embark .............................................................................. 
  10 
  Primary blast zone ................................................................................. 
  16 
  Proximity mines ............................................................................... 28. 30 
  Punching ............................................................................................... 
  15 
  Quartermaster ......................................................... 
  . 70 
  Rallying ................................................................................................. 
  43 
  Ramming ............................................................................................... 
  14 
  Ranging shot ......................................................................................... 
  23 
  RAP ammunilion ................................................................................... 
  54 
  Rate of Fire weapons ............................................................................. 
  15 
  Red Bull ................................................................................................. 
  76 
  Reloading summary table ...................................................................... 
  38 
  Reloading weapons ............................................................................... 
  38 
  Remote-detonated mines .................................................................. 
  29, 30 
  Requesting fire missions ....................................................................... 20 
  Reserved artillery ................................................................................... 
  22 
  Revetments ............................................................................................ 
  40 
  Rocket pods as artillery ......................................................................... 
  24 
  0 
  R 
  Rocket-assisted projectile ammunilion .................................................. 
  54 
  Rookie Privale ....................................................................................... 
  70 
  .............................................. 
  86 
  Saturation fire ................................ 
  Second-in-command ..... 
  ....................................... 
  7 
  Secondary blast zone ............................................................................ 16 
  Seeker ................................................................................................. 
  108 
  Seeker ammunition ................................................................................ 
  54 
  Seeking mode 
  24 
  Set-Up phase ........................................................................................... 
  7 
  Shifting into top speed/combat speed .................................................. 
  8,9 
  Shutdown .............................................................................................. 10 
  Sinking ............................................................... 
  Situation repair modifiers ................................... 
  Skirmish scale ......................................................................................... 6 
  Skirmish-scale aquatic terrain ............................................................... 
  17 
  Skirmish-scale artillery and support ...................................................... 
  17 
  Skirmish-scale hex size ........................................................................... 
  6 
  Skirmish-scale optional rules ................................................................ 
  17 
  Skirmish-scale round length ................................................................... 
  6 
  Skirmish-scale stacking ........................................................................ 
  11 
  Skirmish-scale terrain costs .................................................................. 
  11 
  Slam ................................................................................ 
  ....... 35 
  Smoke ammunition ......................................................... 
  ....... 54 
  Sniper .............................................................................................. 
  25, 71 
  Sniper equipment .................................................................................. 
  25 
  Snipers and Morale ............................... 
  25 
  Sniping .................................................................................................. 
  66 
  Snow terrain .......................................................................................... 33 
  Southern Field Artillery ................................ 
  Special forces roleplaying campaign ............ 
  Special Morale cases ............................................................................. 44 
  Springer .............................................................................................. 114 
  .............................................. 
  9 
  ............................................ 
  13 
  Stinger ................................................................................................... 
  78 
  Suppolt material .................................................................................... 
  46 
  ......................................... 
  Stomping ............................................................................................... 
  15 
  Support Vehicles .................................................................................. 
  73 
  Surrendering ......................................................................................... 
  45 
  Tactical Command Points 
  78 
  Tanker .............................. 
  ......................... 
  116 
  Tar sands terrain .................................................................................... 
  33 
  Target acquisition .............................................................. 
  9 
  Technician threat values ........................................................................ 
  39 
  Throwing grenades ................................................................................ 
  36 
  Time-detonated mines 
  Torpedoes .............................................................................................. 
  17 
  Tracking ................................................................................................. 
  26 
  Transferring Command Points 
  Trip ......................................... 
  Tube artillery .......................................................................................... 
  49 
  .......................... 
  ............................................................................. 100 
  ............................................................................... 
  80 
  Vehicle damage rules ............................................................................ 
  37 
  Verder .................................................................................................... 
  90 
  Very heavy artillery gun ......................................................................... 
  50 
  Very heavy artillery missile ........................ 
  Wallaby ..................................................... 
  Walls ..................................................................................................... 
  18 
  Warm-up 
  10 
  Weapon attacks ..................................................................................... 
  14 
  Weather ................................................................................................. 
  19 
  White sand deposit terrain ..................................................................... 
  33 
  White sand rough terrain ....................................................................... 
  33 
  White sand lerrain ................................................................................. 
  33 
  w 
  ......................................................................... 
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Send check or money order to 
  Omam Pod 9 
  5000 Iberville. Suite 332 
  Montreal. Quebec 
  Canada, H2H 2S6 
  All Artwork 01996 Dream Pod 9 All Rights Reserved 
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  Waylon Wyatt (order #5625757)
  
  Waylon Wyatt (order #5625757)
  
  Cambridge Ontario, 
  Canada NlR 1P2 
  Actual Miniatures may vary lrom images shown 
  Waylon Wyatt (order #5625757)
  
SOURCE: textdata/thevault/Dream Pod 9/Heavy Gear/016 - Tactical Field Support.pdf