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Ist edition rules

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  • 2IntroductionCAV is the new game of mecha combat from Reaper

    Miniatures. Set in the 23rd century, the Galaxy is recoveringfrom a long and brutal war and the factions and govern-ments that make up the universe of CAV strive to find acommon ground to live by and co-exist. But the lure ofwealth and power, along with age-old rivalries and animosi-ties, keep any hope of a lasting peace fragile at best.

    This demo set of the rules is designed to show youhow to play the game of CAV. This demo is a completestand-alone game system and no additional books arerequired to play. It is suggested you read through the entiredemo to become more comfortable with the rule systembefore actual play.

    CAV incorporates Reapers Damage TrackTM systemfor faster and more realistic game play. As units are dam-aged in combat, their ability to function is downgradeduntil they are destroyed and removed from play.

    If you should have any questions about CAV, pleaseread the FAQ located at the end of this demo or visit theCAV website at www.CavHQ.com. If you are unable toaccess the web or still have questions or any comments,our contact information is listed in the FAQ as well. Pleaseformat any questions so they can be answered yes or no.This allows us to respond to you faster.

    Thank you for downloading the CAV demo rule setand we hope you have as much fun playing it as we do.

    Reaper Miniatures

    Materials Needed for Play1 Ten-, eight-, and six-sided dice (d10, d8, and d6).2 One deck of standard playing cards.3 (Optional) Rulers or tape measures are needed for

    non-hex-grid tabletop games.

    MeasurementsAll measurements in the game, such as movement

    distances and weapon ranges, are listed in inches. Gamesusing a tabletop hex grid larger than one inch (1) shouldcut in half the movement and range values presented,rounding any fractions up.

    Reading the DiceSeveral dice are used in CAV. Please refer to this

    section as you read the rules to understand the terms used.1d10:1d10:1d10:1d10:1d10: Roll one ten-sided die and use the number

    that appears. A zero (0) is read as a 10.1d6:1d6:1d6:1d6:1d6: Roll one six-sided die and use the number that

    appears.

    Tied dice rolls are always to the defenders favor.Example:Example:Example:Example:Example: Two players make a Target Lock roll and tie

    in their die roll result. The defender wins and prevents theattackers Target Lock.

    Six- and eight-sided dice are also used as marker dicefor the damage points of models.

    Game Set-upIt is now time to prepare the battleground and

    determine the scenario or objectives of the engagement. Atabletop or section of floor will work perfectly for yourbattlefield. An area of 6 x 4 feet will initially allow enoughspace for you to skillfully maneuver your forces and defeatyour foe.

    Battle SizeTwo or more players can easily play CAV within a

    three- to five-hour time period using 32 to 60 total modelson the table. It is recommended that games be limited to2,000 to 4,000 points total on the tabletop until playersbecome familiar with the rules and the play of the game.

    Army SelectionPlayers will need to choose their forces and have

    them ready prior to play. The type of force used by a playershould accentuate his style of play. It is suggested that theinitial forces you create should be modest endeavors. Theycan grow in size as you master the tactics of play.

    G A M E R U L E S

  • 3TerrainUnlike your tabletop, the world is not flat and

    featureless. Throughout the ages the terrain on which theywere fought decided countless battles. To help you intransforming your flat tabletop into a battlefield we havelisted several options for determining terrain selection andplacement.

    TTTTTournament Set-upournament Set-upournament Set-upournament Set-upournament Set-upIn a two-player game, each player rolls 1d6+3 to

    determine how many pieces of terrain he will be able toplace on the battlefield. The player with the most pieces ofterrain will start by placing one piece of terrain, alternatingwith the other player, until all terrain has been placed. Ifboth players have an equal amount of terrain to place roll1d10 to determine who places the first piece of terrain, highdie roll placing first.

    Option OneOption OneOption OneOption OneOption OneDivide the square footage of the table by two and use

    that number as the maximum number of terrain pieces thatmay be placed on the table. Example:Example:Example:Example:Example: 4' x 6' table=24square feet divided by 2=12 pieces of terrain to be placed.

    Each side, or each player in a free-for-all game, rolls1d10 to determine who places the first piece of terrain. Thehigh die roll places one piece of terrain, then the nexthighest, alternating until all terrain has been placed. Thissystem tends to ensure a fairly balanced battlefield.

    Option TOption TOption TOption TOption TwowowowowoIn a multiplayer free-for-all game, one person rolls

    2d6+8 to determine how many pieces of terrain will beplaced on the battlefield. Each player then rolls 1d10 todetermine who places the first piece of terrain. The high dieroll places one piece, followed by the next highest die roll,until all terrain has been placed.

    Terrain Types, Dimensions, and PlacementFor open tabletop play terrain pieces should have

    irregular bases that realistically represent the terrain types.For hex-based tabletop play terrain pieces should

    have a hex pattern base that conforms to the hex grid onthe tabletop.

    WWWWWoodsoodsoodsoodsoodsOne stand or piece of forest terrain, regardless of

    type, should not exceed a diameter of 8 hexes/inches. Itmay be placed on clear terrain, including clear hills orpartially on a hill, with the rest on a flat clear area. Multiplepieces connected together can create large wooded areas.

    RRRRRough Tough Tough Tough Tough TerrainerrainerrainerrainerrainOne piece of rough terrain should not exceed a

    diameter of 8 hexes/inches, and may be placed on clearterrain, including clear hills or partially on a hill, with therest on a flat clear area.

    RRRRRoadsoadsoadsoadsoadsRoads are up to 4 hexes/inches wide, trails are 2

    hexes/inches wide. One piece can be up to 36 hexes/incheslong. Connecting multiple pieces can create longer roads ortrails. They may be placed on any terrain except rivers, rivercrossings, marshes, fieldworks, or walls.

    RiversRiversRiversRiversRiversRivers are 4 to 6 hexes/inches wide and one piece

    can be up to 36 hexes/inches long. Again, connectingmultiple pieces can create longer rivers. Rivers may only beplaced on clear terrain areas.

    River CrRiver CrRiver CrRiver CrRiver CrossingsossingsossingsossingsossingsRiver crossings and bridges may be up to 4 hexes/

    inches wide and up to 6 hexes/inches long. Any combina-tion of three of these, up to 4 hexes/inches wide, may beplaced as one terrain piece selection. They must be placedover a river or ditch, and cannot be placed over anypreprepared defensive fieldworks.

    Defensive FDefensive FDefensive FDefensive FDefensive FieldworksieldworksieldworksieldworksieldworksFieldworks are 1/2 to 1 hex/inch wide and can be up

    to 18 hexes/inches in length. Fieldworks can be placedanywhere except across roads, trails, rivers, bridges, rivercrossings, marshes, and walls.

    WWWWWallsallsallsallsallsWalls are 1/2 to 1 hex/inch wide and 1 tall, and can

    be up to 12 hexes/inches in length. Walls should be fairlystraight and can have one bend per piece selected. Wallscan be placed anywhere except across roads, trails, rivers,bridges, river crossings, marshes, and fieldworks.

    MarshMarshMarshMarshMarshOne piece of marsh terrain should not exceed a

    diameter of 8 hexes/inches, and can only be placed eithernext to or straddling both sides of a river. Except for rivers,marshes cannot be placed over any other terrain.

    HillsHillsHillsHillsHillsHills should not exceed a diameter of 12 hexes/inches

    or a height of 1 tall, and may be placed only on clearterrain or on top of a larger clear hill.

  • 4Organization of ForcesBattles are fought between opposing sides with one

    or more players controlling each side. The rules are designedwith multiple options that can easily accommodate anynumber of players and sides.

    A model is one basic combat model such as a singleCAV or a group of infantry. All sides are organized intoSections of four models each. Due to the point structure ofthe game, each side is allowed to have one Section withless than four models.

    Sections may be composed of any type of model thescenario allows for or the controlling player desires.

    Each model of a Section should be easily identifiableas part of the same section. Paint schemes, numberedbases, and identification labels are all acceptable ways ofidentifying the members of a single Section.

    Deployment of ForcesA regular deck of playing cards is used to determine

    deployment. Each side is given a specific type of card torepresent it during deployment. In a game with only twosides either the red or black cards represent each side. In afour-sided game each card suit represents a side. Anycombination of representation will work as long as specificcards represent each side.

    A deployment deck is constructed from the regularcard deck and contains one card for each Section present ineach sides force and one card for each off-board CommandStructure purchased.

    The deck is shuffled by one side and cut by a differentside. The top card is turned over, and the side it representschooses one of the opposing sides to deploy one of itsSections onto the tabletop battlefield. After the Section isdeployed, the next card is turned over, and the Side itrepresents chooses one of the opposing sides to deploy oneof its Sections onto the tabletop battlefield. This procedure

    is continued until all Sections have been deployed.If not previously decided by the scenario, a side may

    deploy its Sections up to 6 hexes/inches in from the tableedge. If the table is over 48 hexes/inches wide and there areonly two sides in the engagement, the forces may bedeployed up to 12 hexes/inches in from the table edge.

    Ending the GameSeveral ways can be used to determine the winner of

    a battle.

    Bitter EndBitter EndBitter EndBitter EndBitter EndA game can be played to the bitter end with only one

    side having any remaining models that are capable ofcontinuing the battle.

    Inevitable ConclusionInevitable ConclusionInevitable ConclusionInevitable ConclusionInevitable ConclusionA side or player may concede victory to the oppo-

    nent at any time.

    Tournament Time LimitPrior to the start of a game, the tournament director

    decides on a time limit for round of battles. When a timelimit is used, players should finish any turn that is beingplayed at the expiration of time.

    Most games with a total of 2,000 to 4,000 pointscan easily be finished in a few hours.

    TTTTTournament Vournament Vournament Vournament Vournament VictorictorictorictorictoryyyyyShould the time limit expire and no clear victor is

    present, use the following formula to determine a winner:Each side receives the full point value for all of its

    models remaining on the battlefield tabletop. Each side alsoreceives the full point value for all casualties it causedto each and every opposing side on the tabletop battlefield.Add these two values together to determine a sides finalscore. The highest total point score wins.

    Example 1:Example 1:Example 1:Example 1:Example 1: Two sides each start with 1,000-pointarmies. At the end of game time Side 1 has 500 points aliveand has killed 750 points of Side 2, for a total of 1,250 points.Side 2 has 250 alive and has killed 500 points of Side 1, for atotal of 750 points.

    Example 2:Example 2:Example 2:Example 2:Example 2: Three sides in a free-for-all each start with1,000-point armies. At the end of game time Side 1 has 500points alive and has killed 750 points of Side 2 and 600points of Side 3, for a total of 1,850 points. Side 2 has 250points alive, plus has killed 500 points of Side 1 and 600points of Side 3, for a total of 1,350 points. Side 3 has 400points still alive and has killed 500 points of Side 1 and 750points of Side 2 for a total of 1,650 points.

  • 5Data CardsThere are several types of combatants available in

    CAV. Each type requires a Data Card that details all of thestatistics and information needed for play. Included in thisbook are the Data Cards for several types of combatants.

    Data Card ExampleThe following is an example of the Data Card for a

    KODA Works CAV, the Dictator and explanations as towhat each section refers to:(1) Model T(1) Model T(1) Model T(1) Model T(1) Model Typeypeypeypeype

    The model represented by this data card.(2) P(2) P(2) P(2) P(2) Pilot/Wilot/Wilot/Wilot/Wilot/Weapons Officer Teapons Officer Teapons Officer Teapons Officer Teapons Officer Typeypeypeypeype

    The skill level(s) of the model.(3) P(3) P(3) P(3) P(3) Pilot/Wilot/Wilot/Wilot/Wilot/Weapons Officer Modifiers and Suppreapons Officer Modifiers and Suppreapons Officer Modifiers and Suppreapons Officer Modifiers and Suppreapons Officer Modifiers and Suppressionessionessionessionession

    The skill level modifiers used to caculate to-hitnumbers and the suppression level of the model.

    (4) Damage P(4) Damage P(4) Damage P(4) Damage P(4) Damage PointsointsointsointsointsThe number of points a model can take in damage

    before it is rendered inoperable and removed from play.(5) & (6) Chassis(5) & (6) Chassis(5) & (6) Chassis(5) & (6) Chassis(5) & (6) Chassis

    The characteristics unique to each model type basedon the selected chassis style are detailed (6) in this area.These characteristics are a fixed value for each chassis type.

    (7) & (8) Modular P(7) & (8) Modular P(7) & (8) Modular P(7) & (8) Modular P(7) & (8) Modular PartsartsartsartsartsIn addition to the chassis, a model has certain

    modular parts that are standard to that unit and can allowfor some customization. These areas detail (8) those partsand lists their specific values.(9) & (10) W(9) & (10) W(9) & (10) W(9) & (10) W(9) & (10) Weapon Systemseapon Systemseapon Systemseapon Systemseapon Systems

    Each model is equipped with one or more weaponsystems. Each weapon is listed and detailed (10) for quickreferance during play.(11) T(11) T(11) T(11) T(11) Total Modifiersotal Modifiersotal Modifiersotal Modifiersotal Modifiers

    This area allows a player to track their combinedmodifiers and total the amounts for quick referance duringplay.(12) Equipment Systems(12) Equipment Systems(12) Equipment Systems(12) Equipment Systems(12) Equipment Systems

    The equipment a model is outfitted with is detailedin this area.

    (13) Combat V(13) Combat V(13) Combat V(13) Combat V(13) Combat ValuealuealuealuealueThe total points a model is worth with the listed

    equipment and weapons.(14) P(14) P(14) P(14) P(14) Power and Cost Vower and Cost Vower and Cost Vower and Cost Vower and Cost Valuesaluesaluesaluesalues

    Each system requiring power is detailed in the lefthand column while point values for weapons and otherequipment is detailed in the right.

  • 6TURN SEQUENCEThe modern battlefield can be described as organized

    chaos in motion. Despite that appearance, there exists ahighly evolved system of maneuver, engagement, andexploitation. The ability to outmaneuver your opponent andbring decisive forces to bear has always been the key tovictory. In CAV this factor is just as important.

    Sequence of PlayCAV is played in turns. Each turn consists of three

    phases:(1) Initiative Phase(1) Initiative Phase(1) Initiative Phase(1) Initiative Phase(1) Initiative Phase

    The initiative deck is built and prepared for the turn.(2) Action Phase(2) Action Phase(2) Action Phase(2) Action Phase(2) Action Phase

    The initiative deck determines the sequence of playfor the turn, with each Section getting a chance to conductits actions once during the turn.(3) End Phase(3) End Phase(3) End Phase(3) End Phase(3) End Phase

    When all Sections of all sides have completed theiractions, the turn is over and you start the next turn withthe Initiative Phase.

    INITIATIVE PHASEBattlefield initiative is an important element in any

    engagement. The commander who possesses it will dictatethe ebb and flow of a battle and can force his opponentsinto situations they might otherwise avoid.

    A regular deck of playing cards is used to determinethe order of play during the turn. As with deployment, eachside is given a specific type of card to represent it during theturn (usually the same type). In a game with only twosides, either the red or black cards represent each side. In afour-sided game, each card suit represents a side. Anycombination of representation will work as long as specificcards represent each side.

    An initiative deck is constructed from the regularcard deck. It contains one card for each Section present ineach sides force and one card for each off-board CommandStructure purchased.

    Off-board Command Structure is purchased in thepoint section of the rules. This represents additionalcommand and control assets such as advance intelligence,satellite communications, and surveillance services.

    The deck is shuffled by one side and cut by a differentside. The top card is turned over and the side that the cardrepresents chooses one Section of its force to conductactions (detailed below) for all models contained in theSection. After the active side has completed its actions forone of its Sections, the next card on the initiative deck isturned over, and the side that the card represents nowchooses one Section of its force to conduct actions for all

    models contained in the Section. This procedure is contin-ued until all Sections on the tabletop battlefield haveconducted actions.

    ACTION PHASEIn general, during the second phase of a turn, each

    side will perform actions with all of its models, by Section,in the order determined by the initiative deck constructed inthe Initiative Phase. Each side is allowed to conduct onlyone action for each model in its force during one completeturn.

    Listed below are the actions you may conduct with amodel:

    PPPPPassassassassass (the model performs no action)MoveMoveMoveMoveMoveMove and then Conduct an ActivityMove and then Conduct an ActivityMove and then Conduct an ActivityMove and then Conduct an ActivityMove and then Conduct an ActivityMove, Conduct an ActivityMove, Conduct an ActivityMove, Conduct an ActivityMove, Conduct an ActivityMove, Conduct an Activity, and then Move again, and then Move again, and then Move again, and then Move again, and then Move againConduct an Activity and then MoveConduct an Activity and then MoveConduct an Activity and then MoveConduct an Activity and then MoveConduct an Activity and then MoveConduct an ActivityConduct an ActivityConduct an ActivityConduct an ActivityConduct an ActivityInfantrInfantrInfantrInfantrInfantry Mount or Dismount Vy Mount or Dismount Vy Mount or Dismount Vy Mount or Dismount Vy Mount or Dismount Vehicleehicleehicleehicleehicle

    Activities include but are not limited to:DirDirDirDirDirect Fect Fect Fect Fect FiririririreeeeeIndirIndirIndirIndirIndirect Fect Fect Fect Fect FiririririreeeeeRRRRRepairepairepairepairepairClose AssaultClose AssaultClose AssaultClose AssaultClose Assault

    Not all actions are necessarily compatible with allactivities.

    Example:Example:Example:Example:Example: You could not Move a model after conduct-ing the activity of Close Assault. A more detailed descriptionof each activity and action follows.

    MovementThere are many types of combatants in CAV, includ-

    ing Infantry, Wheeled, Tracked, Hover, Anti-Grav and, ofcourse, Combat Assault Vehicles. Only movement instruc-tions for hex-based tabletop terrain are given.

    You can move your models only during the appropri-ate Action Phases. Models are moved individually.

    The maximum amount of movement a model has foreach turn is its Maximum Movement (MM). A modelspends its movement based on the type of movement beingconducted. A model may make a move only if it hassufficient movement remaining to pay fully for the move-ment being conducted. Unused movement is lost and maynot be saved, transferred, or carried forward to anotherturn.

    A model may move up to one-half movement andstill initiate and conduct a Close Assault. Initiating a CloseAssault ends a models movement, even if the model has

  • 7movement remaining.For every 1 hex/inch of forward movement a model

    can change its facing up to 60 degrees at no additional costin movement. Models that rotate in place or change theirfacing more than 60 degrees during movement pay oneadditional movement point per 60 degrees of rotationchanged after the first 60 degrees.

    A model that backs up pays double for the move-ment after computing terrain costs.

    TTTTTabletop Hex Grid Movementabletop Hex Grid Movementabletop Hex Grid Movementabletop Hex Grid Movementabletop Hex Grid MovementIf a hex grid is used, a model must end its movement

    with the front hex side of the models base facing a flat sideof the tabletop hex grid.

    Movement Type CostsThe cost in Move(MM) for each type of movement:Move forMove forMove forMove forMove forwarwarwarwarward 1 hex/inchd 1 hex/inchd 1 hex/inchd 1 hex/inchd 1 hex/inch

    Cost: 1 MM per hex/inchMove backwarMove backwarMove backwarMove backwarMove backward 1 hex/inchd 1 hex/inchd 1 hex/inchd 1 hex/inchd 1 hex/inch

    Cost: Computed MM x2Change facing 1 hex side/less than 60 degrChange facing 1 hex side/less than 60 degrChange facing 1 hex side/less than 60 degrChange facing 1 hex side/less than 60 degrChange facing 1 hex side/less than 60 degreeseeseeseesees

    Cost: NoneChange facing 2 hex sides/morChange facing 2 hex sides/morChange facing 2 hex sides/morChange facing 2 hex sides/morChange facing 2 hex sides/more than 60 degre than 60 degre than 60 degre than 60 degre than 60 degreeseeseeseesees

    Cost: 1 MM per hex side/per 60 degreesEach level of incrEach level of incrEach level of incrEach level of incrEach level of increased elevationeased elevationeased elevationeased elevationeased elevation

    Cost: +1 MM per level to normal terrain costEach level of decrEach level of decrEach level of decrEach level of decrEach level of decreased elevationeased elevationeased elevationeased elevationeased elevation

    Cost: None

    Example:Example:Example:Example:Example: In the above example, the Spector picturedbegins in the hex marked (A). To move to the hex marked (B)would require the model to move forward 2 hexes/inches andcost 2 MM of its current movement allowance.

    To continue to hex (C) would require the model to turn2 hexsides/120 degrees to the left costing an additional 1 MM(the first hex facing change/60 degrees is at no cost) and thenmoving forward two additional hexes/inches (2 more MM) fora total MM cost of 5 points.

    Missile Models and AirMissile Models and AirMissile Models and AirMissile Models and AirMissile Models and Aircraft Movementcraft Movementcraft Movementcraft Movementcraft MovementA missile model must move straight forward at least

    3 hexes/inches before it can make a facing change. Missilescan change their facing up to 60 degrees, or one hex side,for each hex/inch of forward movement conducted. Missilescannot back up or remain stationary. Missiles always flynap-of-the-Earth and as such receive the benefits of terrainthat shields them from enemy fire. Missiles cannot flythrough wooded areas on the tabletop battlefield.

    An aircraft model must move straight forward atleast 2 hexes/inches before it can make a facing change.Aircraft can change their facing up to 60 degrees, or onehex side, for each hex/inch of forward movement con-ducted. Aircraft can back up or remain stationary. Aircraftalways fly nap-of-the-Earth and as such receive the benefitsof any terrain that shields them from enemy fire. Gunshipand helicopter aircraft can fly through wooded areas on thetabletop battlefield. High-speed aircraft cannot fly throughwooded areas on the tabletop battlefield.

    Movement ModifiersCertain types of terrain and obstacles will modify a

    models MM. Movement modifiers apply when a modelenters that type of terrain or negotiates a listed obstacleand stops when it exits.

    To compute the cost in movement to enter a specifictype of terrain, multiply the type of movement by theterrain modifier listed below:

    N/A = Not Allowed

  • 8Example:Example:Example:Example:Example: In the movement example pictured above,the Spector CAV is moving to hex (D) by the path indicatedand will pay the following movement costs:

    To move into the rough terrain in hex (A), multiply themovement cost x2 as indicated by the Movement Cost Tableon page 95 for CAVs for a total MM cost of 2.

    To move into the rough terrain in hex (B), add one tothe hex cost for an increased elevation change and thenmultiply the movement cost by x2 for a total MM cost of 4.

    To move into the open terrain in hex (C), add one tothe hex cost for an increased elevation change and thenmultipy the movement cost by x1 for a total MM cost of 2.

    To complete the move into hex (D), the CAV mustmove through two more open hexes, each costing an addi-tional 1 MM.

    The total cost for the move is 8 MM. Since the CAVnever turned more than one hexside in any one hex there wasno additional cost for that movement type. Moving down anelevation also did not effect the cost of the move.

    Ranged Attack and MovementModels that possess a ranged attack (Direct or

    Indirect Fire capability) may move up to their MM and stillconduct a ranged attack. A model may conduct a rangedattack and then move up to its MM. A model may alsomove, conduct a ranged attack, and then finish its move-ment.

    Infantry and Mounted MovementAn infantry model may mount or dismount any

    vehicle designed to transport it at no cost in movement.Any dismounting infantry cannot conduct any additionalmovement but may dismount and conduct a ranged attackor Close Assault.

    A vehicle loading infantry may load the infantry andmove its MM if the infantry began their Action Phase in anadjacent hex.

    A vehicle that moves to load infantry cannot moveover one-half its MM during the turn. A stationary vehiclethat loads infantry that have moved to it cannot move overone-half its MM during the turn.

    Example:Example:Example:Example:Example: In the example pictured below, the HedgehogAPC in hex (A) could load the infantry from hex (B) andmove its full MM since the infantry began the action phase inan adjacent hex.

    If the infantry in hex (C) moves to the APC and loadsup, the Hedgehog can move only half of its MM.

    DAMAGE

    Damage PointsEach time a model is the subject of an enemys

    successful Close Assault or ranged attack, the target of theattack may or may not suffer damage based on resultsdetermined on the Damage Chart. Each models Data Cardwill reflect how much damage, in the form of DamagePoints, can be taken for that type of model before it isdestroyed. A model is removed from play when DamagePoints exceed the listed damage columns.

    Damage Point Marker DieAs a defending model

    takes damage, a d6 or d8reflecting the current TOTALof Damage Points is placednext to the damaged model.The total number of DamagePoints taken by a model isalso the column used on themodels Data Card to deter-mine all statistics needed forplay at that particular level ofdamage. If the total number

  • 9of Damage Points a model has taken is 2, the column usedto determine the models current MM, R, ARM, etc. is alsotwo.

    Effects of Damage PEffects of Damage PEffects of Damage PEffects of Damage PEffects of Damage PointsointsointsointsointsDirect Fire attacks and Defensive Fire are considered

    simultaneous, as are Close Assault actions.Damage Points due to ranged attacks against a model

    take effect at the completion of all attacking and defendingranged attacks involving the model. Damage Points due to aClose Assault take effect at the completion of the CloseAssault.

    REPAIRMost models have the ability to repair damage. For a

    model to be able to attempt a repair:

    (1) It cannot be in base-to-base contact in a CloseAssault.

    (2) It must not have conducted any action otherthan movement during the current turn.

    Note:Note:Note:Note:Note: Infantry stands cannot attempt a repair if ithas two or more damage points.

    Repair ResolutionListed in each column of a models Data Card is a

    Repair (RP) number. A model attempting to make a repairrolls 1d10. A result equal to or greater than the modelslisted RP number is successful and a single Damage Point isremoved. A model that both moves and attempts to repairmust move first using the damaged models current MMbefore attempting the repair. A damaged model thatattempts to move and repair will subtract an amount equal

    to the total number of Damage Points it currently possessesfrom its repair die roll, making it harder to repair.

    RANGED ATTACKSRanged attacks, whether direct or indirect, are a

    simple two-step process. First, declare all models that willconduct a ranged attack (direct and/or indirect) against agiven target. A ranged attack by a Section against anyparticular model can be made only once during an ActionPhase. This requires all of the models shooting at the targetto declare their attack before you resolve any ranged attacksagainst that target.

    Second, resolve the ranged attacks that have beendeclared. If a target is destroyed before all ranged attacksdeclared against it have been resolved, the unresolvedranged attacks are ignored and may not be reassigned toother targets.

    Direct Fire AttacksThe attacker selects a target to conduct a Direct Fire

    attack against. The attacker then moves all Direct Fire attackarmed models that will be shooting at the chosen target toensure they are within both range (R) and/or line of sight asdesired. The attacker then declares to the defender whichmodels will actually conduct the ranged attack against thedefending target. If during the course of resolving theattackers Direct Fire attacks the defending model is de-stroyed and removed from play before all attacks have beencompleted, the remaining attacks are forfeited and cannotbe redirected against a different target for the remainder ofthat Action Phase.

    If the defending target model is Direct Fire armed andone of the attacking model(s) is within the range of thedefending targets Direct Fire weapons, the defender may

  • 10

    take a defensive Direct Fire attack against one of theattackers. Defensive fire is considered to be simultaneouswith the attackers Direct Fire attack, so it will not matter ifthe defender conducts his defensive fire before or after theattackers Direct Fire attack.

    Infantry Ranged AttacksInfantry can dismount and conduct a ranged attack

    (either Direct or Indirect) or conduct a ranged attack (eitherDirect or Indirect) and then move to a transport and loadup.

    Direct Fire Attack ResolutionFollowing are the steps required to resolve a Direct

    Fire Attack. The shooting model is the attacker and thetarget model is the defender. Modified die rolls can begreater than 10 or less than 0.

    STEP ONE: Target Lock(a) The attacker adds the shooting models Target

    Lock (TL) number, the Weapons Officer Skill (WS), and anyTarget Lock Situation modifiers or enhancements (such as afriendly ECCM Pod) to a 1d10 roll.

    (b) The defender adds the defending models Elec-tronic Countermeasures (ECM) number, the WS, and anyenhancements to a 1d10 roll.

    (c) The two modified die rolls are compared. If theattackers modified die roll is higher than the defendersmodified die roll the attacker has successfully locked on tothe target. If the defenders modified die roll is equal to orhigher than the attackers modified die roll the defender hassuccessfully prevented a Target Lock.

    STEP TWO: Attack Resolution(d) The attacker chooses the first weapon he wishes

    to fire and adds the Attack Value of the weapon and anyDirect Fire Attack Situation Modifiers to a 1d10 roll. If theattacker made a successful Target Lock, add the TL value tothe die roll also.

    (e) The defender adds the target models Armor(ARM), the Pilot Skill (PS), and any Direct Fire DefenseSituation Modifiers to a 1d10 roll.

    (f) The two modified die rolls are compared. If theattackers modified die roll is higher than the defendersmodified die roll the attacker has successfully hit the target.If the defenders modified die roll is equal to or higher thanthe attackers modified die roll the attacker has missed thetarget.

    (g) If a successful hit has been made the DamageChart is consulted to determine the number of DamagePoints the defender suffers, if any.

    Direct Fire Attack Situation ModifiersThe following ranged attack Situation Modifiers may

    modify a models weapons Attack Value:

    +1 Target model is within 12 hexes/inches. Thisdoes not apply to any missile attacks.

    -1 Target model is greater than 24 hexes/inchesaway. This does not apply to any missileattacks.

    Direct Fire Defense Situation ModifiersBefore play begins participants should determine

    which terrain pieces on their battlefield provide cover and/orif it is Light or Heavy. Cover modifiers apply only in rangedattacks, never in Close Assault.

    The Cover Situation Modifier applies only if thedirection of the ranged attack is such that the cover wouldhelp the defender. The Situation Modifier for Cover is addedto the defenders die roll when resolving the attack.

    Light CoverLight CoverLight CoverLight CoverLight CoverThis includes light and medium woods, rough terrain

    (Infantry Only), and unarmored structures and gives thedefender in a ranged attack +1.

    Heavy CoverHeavy CoverHeavy CoverHeavy CoverHeavy CoverThis includes heavy woods and armored structures

    and gives the Defender +2.

    Hull DownHull DownHull DownHull DownHull DownDefending vehicles which expose less than 50% of

    their silhouette to the attacking model receive a +1 bonusto their ARM.

    EnhancementsEnhancementsEnhancementsEnhancementsEnhancementsSpecific types of equipment, such as ECCM pods, can

    add or subtract various values to the attacking or defendingTarget Lock die rolls as outlined in steps (a) and (b) of theDirect Fire Attack Resolution.

  • 11

    Ranged Attack Damage ChartThe Ranged Attack Damage Chart is composed of

    two columns. The first column is a range of numbers from14+ down to 1-3 and represents the difference betweenthe attackers winning die roll and the defenders losing dieroll. The second column details the amount of DamagePoints suffered and whether or not the defender needs tomake a Suppression Check or consult the Critical Hit Table.

    Target LockMost models possess an active targeting computer

    system. A model that has made a successful Target Lockreceives a bonus and adds its TL value to the weaponsAttack Value for all ranged attacks it makes against anytarget on which it is locked.

    A model may only attempt to Target Lock one modelduring its Action Phase regardless of the number of modelsit conducts ranged attacks against. If the attacker makes asuccessful Target Lock, it can only use the TL bonus againstthe defending model it locked onto during the currentphase.

    If a model attempts to lock on a target and is

    unsuccessful, it may not attempt to lock onto a differenttarget during the same Action Phase.

    Constant ECM attacks and counterattacks requirethat a model equipped with Target Lock capabilities reac-quire its target each turn. A Target Lock cannot be trans-ferred and does not carry over to the following turn.

    TTTTTarararararget Lget Lget Lget Lget Lock Situation Modifiersock Situation Modifiersock Situation Modifiersock Situation Modifiersock Situation ModifiersTarget Lock Situation Modifiers modify the attacking

    models TL and are:

    +1 Target model is within 12 hexes/inches.+1 Attacking model does not move during the

    turn. Facing changes do not count asmovement.

    Direct Fire Combat ExampleThe following example details a Direct Fire Attack:

    Example:Example:Example:Example:Example: The Rhino CAV in hex (A) is conducting adirect fire attack against the Dictator CAV in hex (B). TheRhino must first attempt a target lock. A Rhino with nodamage has a target lock of +3 and has Weapons Officerwith an experience level of Veteran (giving a +1 to the targetlock die roll).

    The Dictator has a ECM of +3 (undamaged as well)and a +1 for a Veteran level Weapons Officer.

    The players now roll 1d10 each, both with a +4modifier. The Rhino gets a 6 and the Dictator gets a 3result. The Rhino has target lock.

    Next the Rhino decides to fire two Gauss RotaryCannons at the defending Dictator. Each weapon has a basebonus number of +8 vs. hard targets. To this is added thetarget lock value of +1 and a direct fire situation modifier of+1 since the target is less than 12 hexes/inches away for atotal roll modifier of +12.

  • 12

    The Dictator receives a +2 modifier for armor, a +0for the pilot skill (regular experience level) and no defensesituation modifiers for a total roll modifier of +2.

    Both players now roll for each attack, adding their dieroll modifiers and comparing the results. The Rhino playerrolls a 6 and a 4 and are modified to a 18 and a 16 whilethe Dictator player rolls a 5 and a 9, for a modified resultof 7 and 11. Both Rhino attacks hit with a hit result differenceof 18-7=11 and 16-11=5.

    Checking the results (the 11 and the 5) on the RangedAttack Damage Table shows the Dictator has taken a total of4 damage points.

    Defensive FireA defending model that has a Direct Fire Attack

    conducted against it by an attacking model(s) may returnfire against one attacker only if the defending model iscapable of a Direct Fire Attack and the attacker is within thedefending models weapons range.

    The side controlling the defending target modelsubject to a ranged attack may choose one of the attackingmodels to conduct a Defensive Direct Fire against. DefensiveFire may only be taken against a model that conducted aranged attack against the defending model.

    A defenders Defensive Fire is simultaneous with theattackers ranged attack(s), so it will not matter if thedefender conducts its Defensive Fire before or after theattackers ranged attack(s).

    A defending target model can always conduct aDefensive Fire, even if it took an action or ranged attackearlier in the current Action Phase.

    Models Eligible to Conduct a Ranged Attack(Direct or Indirect)

    A ranged attack armed model may conduct oneranged attack, for each ranged attack weapon it possessesduring its Action Phase. For a model to be eligible toconduct a ranged attack:

    (1) It must have clear line of sight to the defendingtarget model (Direct Fire only).

    (2) It must not have conducted a Close Assaultduring the current Action Phase.

    (3) The defending target must be within the range ofthe attacking models weapons.

    LINE OF SIGHTA model has line of fire and/or sight if no object,

    wall, model base edge (other than infantry), or terrain typeis within 1/2 inch of a straight path between an attackersbase area and its defending target. The line is drawn from

    any part of the attackers base area to any part of thedefenders base area.

    Models on a higher elevation, such as a hill or wall,have line of fire/sight over models that would otherwiseblock line of fire/sight.

    Line of fire/sight can be traced up to 3 into lightwooded areas, 2 into medium areas, and 1 into heavywooded areas.

    Infantry models do not block line of fire/sight forCAV, Truck, APC, and Tank models but do block line of fire/sight for Infantry models.

    Truck, APC, and Tank models do not block line of fire/sight for CAV models but do block line of fire/sight forInfantry, Truck, APC, and Tank models.

    CAV models block line of fire/sight for CAV, Truck,APC, Infantry, and Tank models.

    Always remember the golden rule of line of fire andsight:

    If you can shoot/see it, it can shoot/see you!

    Tabletop Hex Grid Line of SightAn attacking model has line of fire/sight and may fire

    if it can trace a straight, unobstructed line from the centerof its hex to the center of the targets hex.

    Models on a higher elevation, such as a hill or wall,have line of fire/sight over models that would otherwiseblock line of fire/sight.

    Line of fire/sight can be traced up to 3 hexes intolight wooded areas, 2 hexes into medium areas, and 1 hexinto heavy wooded areas.

    Infantry models do not block line of fire/sight forCAV, Truck, APC, and Tank models but do block line of fire/sight for Infantry models.

    Truck, APC, and Tank models do not block line of fire/sight for CAV models but do block line of fire/sight forInfantry, Truck, APC, and Tank models.

    CAV models do block line of fire/sight for CAV, Truck,APC, Infantry, and Tank models.

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    Line of Sight ExampleThe following details an example of several line of

    sight principles at work during a game. While the exampleillustrates a game using hex grid terrain, the basic conceptsare in use with normal tabletop terrain set-ups as well.

    Example:Example:Example:Example:Example: In a game using hex based terrain, all line ofsight is based on running an invisible line from the center ofone models hex to that of another. When using normaltabletop terrain, the same invisible line is drawn from the baseof the model in question.

    With this in mind, the HedgeHog APC (A) can see theCAV in hex (B) but cannot see any other unit. The terrainledge (the APC is within 1/2 inch of the edge) blocks LOS tothe infantry stand in hex (C) and the CAV in hex (E). LOS tothe CAV in hex (D) is blocked as well since the LOS line goesthrough Heavy Woods 3.

    The CAV in hex (B) has LOS to the APC and theinfantry in hex (C). Everyone else is blocked because of theHeavy Woods. If the CAV was standing in the Heavy Woodshex it could see the CAVs in hex (D) and (E)

    The infantry stand in hex (C) can see everyonebut the APC. Heavy Woods 3 does not block LOS to the CAVin hex (D) as the line runs along the edge of the hex.

    The CAV in hex (D) only has LOS to the CAV in hex (E)and the infantry in hex (C) while the CAV in hex (E) can seethe infantry stand in hex (C) and the the CAV in hex (D). If amodel was located in hex (F), LOS would be blocked by theCAV in hex (D).

    RANGESThe type of weapon the attacker is using determines

    the Range (R) of a models ranged attack. The maximumrange of each weapon type is listed on the models DataCard.

    Weapons listed with a minimum range cannotconduct a ranged attack against a target that is closer tothe model than the minimum range listed.

    INDIRECT FIRE RANGED ATTACKSModels equipped with Indirect Fire attack weapons

    may choose to attack with them rather than the modelsnormal Direct Fire weapons. A model can attack with eitherits Indirect Fire or its Direct Fire weapons during its ActionPhase, but not with both.

    Indirect Fire attacks are resolved in almost the samemanner as a Direct Fire ranged attack. To resolve an IndirectFire attack(s), the attacking model selects a defending targetmodel or a point on the battlefield that is within the rangeof the model. Neither the target model nor the point on thebattlefield need to be within the attackers line of sight.Indirect Fire attacks may be conducted over terrain thatblocks the normal line of sight, such as buildings, hills, orwoods. Determine if the Indirect Fire attack hits or driftsaway from the selected target point.

    When attempting to hit a point on the battlefield,the attacker may attempt to do so one of two ways. Theattacker can attempt to make a successful Target Lockagainst a defending model, or the attacker can make a rollagainst the models WS training level to make a successfulhit as detailed under Drift. Using skill alone would usethis second method primarily if no model is present in thetarget hex and/or the attacker has a better chance to hit thehex.

    Either method may be used, but not both. If driftoccurs, compute the new target point. After the actualtarget point has been determined, compute the Area ofEffect of the Indirect Fire Attack.

    Finally, resolve the Indirect Fire Attack as indicatedbelow.

    STEP ONE:(a) The attacker must pick the target point of the

    attack. The target point can be another model or a point onthe battlefield such as a particular hex, fence, or building.

  • 14

    (b) The attacker must make sure the chosen targetpoint is within the attacking models Indirect Fire weaponrange.

    STEP TWO (if attacking another model):(c) The attacker adds the shooting models TL

    number, the WS, and any Target Lock Situation Modifiersthat apply to a 1d10 roll.

    (d) The defender adds the defending models ECMnumber, the WS, and any Attack Situation Modifiers to a1d10 roll.

    (e) The two modified die rolls are compared. If theattackers modified die roll is higher than the defendersmodified die roll the attacker has successfully locked on tothe target. If the defenders modified die roll is equal to orhigher than the attackers modified die roll the defender hassuccessfully prevented a Target Lock and the Indirect Firewill drift.

    STEP TWO (if attacking a point on the battlefield):(c) The attacker consults the Drift section. No

    steps (d) or (e).]

    STEP THREE (attack resolution):(f) The attacker chooses the first Indirect Fire weapon

    he wishes to fire and adds the Attack Value of the weaponto a 1d10 roll. If the attacker made a successful Target Lockadd the TL value to the die roll as well.

    (g) The defender adds the target models ARM to a1d10 roll.

    (h) The two modified die rolls are compared. If theattackers modified die roll is higher than the defendersmodified die roll the attacker has successfully hit the target.If the defenders modified die roll is equal to or higher thanthe attackers modified die roll the attacker has missed thetarget. If the attacker has made a successful hit the DamageChart is consulted to determine the number Damage Pointsthe defender may suffer.

    (i) Step Three is repeated again until all defendingmodels within the Area of Effect of the Indirect Fire weaponhave been attacked. The attackers TL value can be added tothe die roll only against the model on which it obtained asuccessful Target Lock. The TL value cannot be added to theattackers die roll against models merely in the Area ofEffect.

    DriftDrift usually occurs when improper calculations are

    made while setting up an Indirect Fire solution or when anattackers Target Lock attempt fails. A successful Target Lockwill never drift, an unsuccessful Target Lock will always drift.

    When an attacker conducts an Indirect Fire attackagainst a particular hex or point on the battlefield he willneed to determine if the fire is accurate or if it drifts. Todetermine if drift occurs, the attacking side rolls a 1d10. Aresult that is equal to or greater than the WSO Base DriftTable number listed for the models WS is a successful hit. Ifthe die roll is less than the base amount listed below, theIndirect Fire attack drifts and a new Target Point will have tobe computed.

    Determining a New Target PointIf an Indirect Fire attack has drifted, a new target

    point will have to be determined to see where the IndirectFire has actually impacted. The attacker rolls 1d6. Consultthe Drift Direction Diagram below to determine the direc-tion away from the selected target point the Indirect Fireattack travels. The direction of fire is the number 1direction.

    To determine the distance away from the selectedTarget Point/Hex, the attacking side rolls 1d6 and consultsthe WSO Skill Drift table, adding the modifier for WS.

    Do not count the original target point area, a 1circle centered on the original target point, when computingthe distance of the drift. Start the measurement at the edgeof the 1circle in the direction of the drift.

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    TTTTTabletop Hex Grid Driftabletop Hex Grid Driftabletop Hex Grid Driftabletop Hex Grid Driftabletop Hex Grid DriftDo not count the original target hex as the first hex.

    Start with the first hex in the direction of the drift.

    Area of EffectThe area of effect of a weapon is measured in inches/

    hexes out from the Target Point. Area of Effect does notinclude the Target Point 1 circle or the Target Point hex.

    Chain Lock FireModels equipped with Chain Lock Fire have the

    unique ability of coordinating the Indirect Fire of othermodels. To coordinate the Indirect Fire of other models, themodel equipped with Chain Lock Fire must first make asuccessful lock on a defending model as outlined in StepTwo of Indirect Fire Ranged Attacks.

    After a successful Target Lock has been made, theattacker declares which additional models will also fire onthe target. For a model to have its Indirect Fire chained intothe fire it cannot have already performed an action duringits current Action Phase. Models that have failed on a targetlock attempt cannot join the Chain Lock.

    When a Target Lock is achieved by a model withChain Lock and additional models in the same Section withIndirect Fire weapons are chained in, the Target Lock valueused in computing the damage of the chained in IndirectFire is the Target Lock value of the vehicle that originallyachieved the Target Lock.

    Indirect Fire Combat ExampleThe following example details a Indirect Fire Attack:

    Example:Example:Example:Example:Example: A Specter CAV (CAV A) with a Veteran SkillLevel Weapons Officer decides to attempt an indirect fireattack on a nearby enemy Wraith/Regular (CAV B).

    Step One:Step One:Step One:Step One:Step One: Following the steps found on page 13 and114, the Specter chooses the Wraith as its target point . TheShriek II Indirect Fire Missile Pack has a range of 48 inches so

    the Wraith is in range (our example is using a 2 inch hexpattern making the range between the two CAVs 8 inches).

    Step TStep TStep TStep TStep Two:wo:wo:wo:wo: The Specter now adds its Target Lock (+3),its Weapons Officer Skill (Veteran +1), and any Target LockSituation Modifiers (+1 for target being less than 12 inchesaway) for a +5 to add to the d10 roll.

    The Wraith adds its ECM Value (+ 3), its WeaponOfficer Skill (Veteran +1) and any Attack Situation Modifiers(None +0) for a +4 to add to the d10 roll.

    The Specter rolls a 3 for a total of (8) and the Wraithrolls a 5 for a total of (9). Therefore the defender, theWraith, has prevented a Target Lock and the shot will Drift.

    The Specter CAV rolls a 1d6 to determine the directionof the drift and gets a result of 4. A second d6 is rolled,resulting in a 2 and a +4 (for a Veteran skill level) is added(see Weapons Officer Skill Drift Table of page 14) for thedistance of the Drift (a total of 6 inches). The shot lands 2inches away (Area C) from the Specter! With an Area of Effectof 4 inches, the Specter is caught in the blast of its own attack.

    Step ThrStep ThrStep ThrStep ThrStep Three:ee:ee:ee:ee: The Specter rolls 1d10 and adds theWeapons Attack Value (+2) to the result. The roll is a 3 fora total of (5). Another 1d10 roll is made and the SpectersArmor Value (+2) is added. The roll is a 5 for a total of(7). Since the armor roll is higher, the Specter luckly avoidsany damage.

    TARGET TYPESTargets are divided into two category types:

    HarHarHarHarHard d d d d targets include CAVs, armored vehicles,bunkers, reinforced buildings, and structures.

    SoftSoftSoftSoftSoft targets include unarmored vehicles,infantry, aircraft, missile models, and standardbuildings and structures.

  • 16

    CLOSE ASSAULTThe high-tech modern battlefield is fast and brutal,

    bloody and horrific. Close Assault in CAV is not hand-to-hand combat but rather the attempt to outmaneuver andoutshoot your opponent in close quarters. Factories,trenches, and city fighting scenarios will see extensive useof Close Assault.

    Close Assault is an attempt to bring to a quickresolution the combat of two models in base-to-basecontact. Close Assault is usually attempted only whenbattlefield conditions create an opportunity to destroy orpush an enemy model back.

    To initiate a Close Assault, move any models intobase-to-base contact with opposing models and declare theClose Assault. After all Close Assaults have been declared,resolve the attack(s).

    During a sides Action Phase, it may initiate as manyClose Assaults as desired. The active side may initiate CloseAssaults at any time during the current Action Phase.However, the active side must resolve all Close Assaultsinitiated at one time and may not initiate any further CloseAssault attacks once this has begun during the rest of thecurrent Action Phase. An active side may conduct otheractions with any remaining models in the Section that havenot performed any action yet.

    TTTTTabletop Hex Close Assault Base-toabletop Hex Close Assault Base-toabletop Hex Close Assault Base-toabletop Hex Close Assault Base-toabletop Hex Close Assault Base-to-Base Contact-Base Contact-Base Contact-Base Contact-Base ContactModels can be in adjoining hexes and not be in a

    Close Assault combat. To initiate Close Assault you mustmove the attacking model into base-to-base contact withthe defending model.

    Initiating and Supporting Close AssaultsA side may initiate a Close Assault during its Action

    Phase by moving any model under its control into base-to-base contact and declaring an intent for Close Assault.

    Base-to-base contact alone does not cause a CloseAssault to occur. The attacking side must declare a CloseAssault during the Action Phase. A side may support aClose Assault it has initiated by moving additional modelsinto base-to-base contact with the defending model.Support during a Close Assault is very important and couldmean the difference between a glorious victory and ahumiliating defeat.

    An attacking model initiating a Close Assault maychoose to assault more than one enemy model simulta-neously. The attacking model must be able to make base-to-base contact with both defending models and must declarethe Close Assault against both of the models.

    Close Assault ResolutionThe side that initiates a Close Assault is the attacker

    and the side engaged by the attacker is the defender. Theattacker chooses in what order the Close Assaults will beresolved. The model an attacker chooses to compute theClose Assault with can be any one of his models engaged inthe Close Assault and does not have to be the model thatinitiated the Close Assault.

    The model a defender chooses to compute the CloseAssault with must be a model that is in base-to-basecontact with the model the attacker chose to compute theClose Assault with. Generally the model chosen by theattacker will be the one with the best Situation Modifiers tocompute the Close Assault, but that is not always the case.

    To resolve a Close Assault, both the attacker anddefender must total all Close Assault Situation Modifiers(detailed below). The attacker adds his Situation Modifiertotal to the selected attacking models Attack Close AssaultValue (ACA). The defender then adds his Situation Modifiertotal to the selected defending models Defense CloseAssault Value (DCA). This procedure will produce a netmodifier for both the attacking and defending sides. Eachside then rolls 1d10 and adds or subtracts the appropriatenet modifier. Modified die rolls can be greater than 10 orless than 0.

    The defenders modified die roll is subtracted fromthe attackers modified die roll and the Close AssaultDamage Table is consulted to determine the result of theattack.

    Close Assault Damage TableThe Close Assault Damage Chart is composed of two

    columns. The first column is a range of numbers from 6+down to 0 (or less) and represents the difference betweenthe attackers winning die roll and the defenders losing dieroll. The second column details the amount of DamagePoints suffered and whether or not a model must withdrawand move back.

  • 17

    Close Assault Situation ModifiersEach side will need to add any Situation Modifiers

    that apply to the Close Assault. Situation Modifiers arecumulative and will modify the models ACA or DCA:

    +1 For each extra friendly model supporting in aClose Assault. For a model to be able tosupport a friendly model in a Close Assault, itmust be in base-to-base contact with anyportion of an opponents base, as outlined inBase-to-Base Contact, and declare it issupporting the Close Assault.

    -1 If Model is suppressed.

    Close Assault Combat ExampleThe following example details a Close Assault Attack:

    Example:Example:Example:Example:Example: A Power Infantry model (B) has chosen toinitiate a Close Assault Attack on the Puma CAV. The twomodels are in base-to-base contact as required. The infantrysAttack Close Assault Value (ACA) is +3 and the PumasDefense Close Assault Value (DCA) is +3. There is no closeassault situation modifiers, though if the nearby allied lightinfantry unit was also in base to base contact with the CAV,the armored infantry would receive an additional +1.

    The infantry rolls a 9 for a total close assault vale of(12). The Puma rolls a 4 for a total close assault value of(7). The defenders total (the Puma) is subtracted from theattackers for a difference of (5).

    The Close Assault Damage Table on page 16 isconsulted to determine the results. In this case, the defenderreceives two damage points. Way to go infantry!

    SUPPRESSIONSometimes a Damage Chart(s) will require a model to

    make a Suppression Check. A model that must make aSuppression Check rolls 1d10. A result equal to or greaterthan the models listed Suppression Check Number issuccessful. A die roll of 1 (on 1d10) always fails.

    Failed Suppression CheckThe following conditions may apply should a model

    fail the required Suppression Check:

    (1) A model that fails its Suppression Check mayimmediately move one-half of its MM away from the enemy.

    (2) A model that is Suppressed may conduct anyaction as outlined in Action Phase (page 6) but all dice rollsare at -2.

    Note:Note:Note:Note:Note: Suppression is not cumulative. A Suppressedmodel does not make additional Suppression Checks.

    Suppression RecoveryA Suppressed model automatically recovers from

    Suppression after spending one Action Phase Suppressed.

    POWERPower (PW) to your CAVs is provided via a breeder

    power converter connected to a power cell. Under normaloperations power is not a problem, but in a heavily dam-aged CAV power becomes a precious commodity.

    Listed on each models Data Card is the number ofPower Points a model has and can use during the modelsAction Phase. A model may never use an amount of powergreater than the power listed for the model under itscurrent damage level column.

    Allocation of power between weapons and move-ment will probably be required after a few Damage Pointshave been applied to a model.

    Power Consumption and AllocationUnder the PW column on each Data Card is the

    power that is consumed by the model to move or fire theweapon.

    When a model uses its first movement point it usesthe full amount of power listed for movement. Power maybe allocated between weapons and movement as desired.

    Power DumpAn attacking player may perform a power dump by

    dumping the power cell through the breeder all at one time.A power dump temporarily creates enough power for allremaining systems to operate, to move, and to fire allavailable weapons. After the power dump the model isremoved from play.

    Emergency PowerAn attacking player may temporarily increase existing

    available power by 25%. This will allow him to move,shoot, or do both with a damaged model. The model suffers1 Damage Point.

  • 18

    F O R C E C O N S T R U C T I O N

    POINT VALUESPoint values are used to give players a numerical

    rating of equipment available so they can compare therelative strengths and weaknesses of each piece and inbalancing scenarios and tournaments. Point values are alsoused in the upgrade and modification of the various types ofequipment and forces used in CAV.

    The number of points or the total point value usedby each player or side should be chosen before play begins.

    New players should begin with a 2000 to 4000 pointgame until they become more familier with the gamesystem.

    DATA CARD COLUMNSColumns on a data card indicate the statistics such

    as current movement and power available that will be usedby a model. All models begin a game with no damage anduse the statistics under the 0 column. As a model takesdamage the statistics in the column that equal its currentdamage level are used.

    The term Damage PDamage PDamage PDamage PDamage Point Columnsoint Columnsoint Columnsoint Columnsoint Columns is used in thecalculation of several upgrades and additions of equipment.This term represents the number of columns on a data cardafter the 0 column. An example of this is the Rhino CAVthat has nine total Point columns but only eight DamagePoint Columns.

    The terms TTTTTotal Columnsotal Columnsotal Columnsotal Columnsotal Columns or All Columns All Columns All Columns All Columns All Columns representall columns on a data card including the 0 or undamagedcolumn.

    OFF BOARD COMMAND STRUCTUREOff Board Command Structure represents the

    strategic collection of information, analysis of the data, andthe dissemination of the resulting information to tacticalcommanders. During a battle, satellite, surveillance andcommunication resources are all taxed to their limits sopriorities have to be assigned and are not automaticallygranted.

    To help you gain and maintain battlefield initiativeyou may purchase an Off Board Command Structure(OBCS). Each OBCS you possess allows you to add one cardto your deployment and initiative deck (See page 4).

    Each Off BoarEach Off BoarEach Off BoarEach Off BoarEach Off Board Command Structurd Command Structurd Command Structurd Command Structurd Command Structure costs 100e costs 100e costs 100e costs 100e costs 100points. Therpoints. Therpoints. Therpoints. Therpoints. There is no limit to the amount you may pure is no limit to the amount you may pure is no limit to the amount you may pure is no limit to the amount you may pure is no limit to the amount you may pur-----chase.chase.chase.chase.chase.

    CAV PERSONNELWith the exception of the Psyros and a few auto-

    mated weapon systems, the equipment found in the gameof CAV requires someone to push the buttons

    CAV PilotsNo single being receives more training than the pilot

    of a Combat Assault Vehicle. A CAV pilot is required tocommand the vehicle he/she is assigned, coordinate combatwith the Weapons Officer and any other allied units in thetheatre of operations.

    In some instances a CAV pilot must also trackenemy targets and fire the CAVs weapons should theWeapons Officer become wounded and unable to continuein a fight (some CAVs are also single seaters, with noWeapons Officer attached).

    Generally a Force Commander can be found leadingfrom the cockpit of a CAV.

    CAV Weapon OfficersWeapons Officers are assigned to a CAV pilot right

    out of combat school and barring some unfortunateaccident or other event, will remain with the same pilotduring their combat career. Occasionally a Weapons Officeris allowed to transfer and become a CAV pilot themselves,usually assigned to a single-seater.

    A Weapons Officer is tasked with tracking any unitsin the range of the CAVs sensors and radar. coordinatingany combat with the pilot and firing the weapons systemson-board the CAV.

    Aircraft PilotsMost fighting aircraft are assigned a single pilot,

    responsible for flying the plane and firing any weaponsystems (some bombers and fighters are attached additionalpersonnel).

    Aircraft pilots are a cocky lot, well aware of their lifeexpectancy over a modern battlefield or caught up in afurball (slang for a multiple aircraft dogfight) in the upperatmosphere.

    Vehicle CrewsOnly the bond that exists between a CAV pilot and

    weapons officer can be considered on par with that of thecrew of a modern fighting vehicle. Tanks, APCs, and self-propelled artillery using tracks, wheels, hover jets or anti-grav are only some of the types to be found in CAV.

    Each vehicle crew is assigned a commander wholeads the vehicle during a fight, coordinating each positionso that they fight a single fighting unit.

    InfantryThe CAVs and tanks may seize a battlefield but the

    infantry hold it at any cost! While they realize they are thefavorite joke of their larger fighting friends (and enemies),the infantry can always be found slugging it out.

  • 19

    CAV Personnel Skill Level CostAll CAV, vehicle, infantry and aircraft stands need a

    commander or crew to operate and the chart below outlinesthe point cost and statistics for each type of commander orcrew member.

    The Ace rating is ONLY available to CAV Pilots andCAV WSO. To equip a model with a Pilot and/or WSO

    simply cross-index the particular skill line with the modelsnumber of Damage Point Columns and the number locatedthere is the point cost added to the models total pointcost.

    For equipment that requires only one crewmember tooperate you only need purchase a pilot or commander. Theskill level of the pilot doubles as the skill level of the WSO.

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    Example:Example:Example:Example:Example: To purchase an Ace pilot for a Wraith CAV would cost 42 points. The Wraith CAV has 5 Damage Point Columns soyou would cross index the Ace Pilot skill with the number of Damage Point Columns (5 for the Wraith) and the number located thereis the point cost that is added to the models point cost.

    Note:Note:Note:Note:Note: Since you will need a data card for each different type of model in your force it is recommended that you equipsimilar models with the same type of commander or crew.

    F R E Q U E N T L Y A S K E D Q U E S T I O N SFAQ (17 August 2001)

    This FAQ is based on the most commonly askedquestions we have received during the playtest and after thegeneral release concerning CAV. Page numbers indicate thesection in the main rule book and demo rules. All errata hasbeen corrected in this demo rule set.

    Q If a Section of my army has been eliminated, do IQ If a Section of my army has been eliminated, do IQ If a Section of my army has been eliminated, do IQ If a Section of my army has been eliminated, do IQ If a Section of my army has been eliminated, do Irrrrremove a caremove a caremove a caremove a caremove a card frd frd frd frd from my Initiative Deck?om my Initiative Deck?om my Initiative Deck?om my Initiative Deck?om my Initiative Deck?A Yes. Page 88 (Page 6), Sequence of Play: Step (1) InitiativePhase The Initiative Deck is built for the turn. Under theInitiative Phase Section. An Initiative Deckcontains one cardfor each Section present in each sides force

    Q How many infantrQ How many infantrQ How many infantrQ How many infantrQ How many infantry figury figury figury figury figures ares ares ares ares are mounted on a hex base?e mounted on a hex base?e mounted on a hex base?e mounted on a hex base?e mounted on a hex base?A Any number is acceptable. They are packaged to allow for4 models to one hex base but less than, or more than that willwork. Please take care in mounting ejected and abandonedvehicle crew stands so that they do not look similar to infantrystands in your army.

    Q What is the maximum amount of infantrQ What is the maximum amount of infantrQ What is the maximum amount of infantrQ What is the maximum amount of infantrQ What is the maximum amount of infantry an APC cany an APC cany an APC cany an APC cany an APC cancarrcarrcarrcarrcarry?y?y?y?y?A One APC can carry 3 Infantry stands or 1 Heavy Infantrystand or 1 of any mortar armed infantry stand. (See the erratasection)

    Q Can infantrQ Can infantrQ Can infantrQ Can infantrQ Can infantry ride on a CAy ride on a CAy ride on a CAy ride on a CAy ride on a CAV?V?V?V?V?A No.

    Q Can infantrQ Can infantrQ Can infantrQ Can infantrQ Can infantry ride on tanks?y ride on tanks?y ride on tanks?y ride on tanks?y ride on tanks?A 1 Stand of regular Infantry can ride on one tank. If the tankis attacked, in any way, the infantry dismount into an adjacenthex to the tank and take an equal amount of any damage thetank suffers from the attack that forced them to dismount.Infantry forced to dismount cannot conduct defensive fire.Dismounting infantry are placed in any adjacent hex desired bythe controlling player. (See additional tournament rules)

    Q Can infantrQ Can infantrQ Can infantrQ Can infantrQ Can infantry get a Hull Down bonus?y get a Hull Down bonus?y get a Hull Down bonus?y get a Hull Down bonus?y get a Hull Down bonus?A Yes. It would be in the form of manning trenches, anadjacent hillcrest line, and rough terrain designed to providethat type of cover.

    Q Do ejected or bailed out crQ Do ejected or bailed out crQ Do ejected or bailed out crQ Do ejected or bailed out crQ Do ejected or bailed out crews count as units rews count as units rews count as units rews count as units rews count as units remain-emain-emain-emain-emain-ing on the battlefield for tournament victoring on the battlefield for tournament victoring on the battlefield for tournament victoring on the battlefield for tournament victoring on the battlefield for tournament victory points?y points?y points?y points?y points?A Yes, upgraded units do count if ejection rules are beingused in the tournament otherwise they do not.

    Q If an ejected/bailed crQ If an ejected/bailed crQ If an ejected/bailed crQ If an ejected/bailed crQ If an ejected/bailed crew is all that is left in a Sectionew is all that is left in a Sectionew is all that is left in a Sectionew is all that is left in a Sectionew is all that is left in a Sectiondo I rdo I rdo I rdo I rdo I remove an initiative caremove an initiative caremove an initiative caremove an initiative caremove an initiative card and when do they move?d and when do they move?d and when do they move?d and when do they move?d and when do they move?A Yes, you remove an initiative card. Any surviving crews of adissolved Section are simply attached to and perform actionswith a remaining Section.

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    Q When a crQ When a crQ When a crQ When a crQ When a crew ejects or bails out wherew ejects or bails out wherew ejects or bails out wherew ejects or bails out wherew ejects or bails out where do they appeare do they appeare do they appeare do they appeare do they appearon the tabletop?on the tabletop?on the tabletop?on the tabletop?on the tabletop?A A surviving crew is treated as Infantry with 2 DamagePoints. They start in any hex that is adjacent to the destroyedvehicle chosen by the controlling player. (See additionaltournament rules)

    Q Can I makQ Can I makQ Can I makQ Can I makQ Can I make a Pe a Pe a Pe a Pe a Power Dump or use Emerower Dump or use Emerower Dump or use Emerower Dump or use Emerower Dump or use Emergency Pgency Pgency Pgency Pgency Powerowerowerowerowerduring my Defensive Fduring my Defensive Fduring my Defensive Fduring my Defensive Fduring my Defensive Fiririririre?e?e?e?e?A No. Page 99 (Page 17) Remove word Defending underPower Dump and Emergency Power sections (See the erratasection)

    Q How much power do I have to allocate to weaponsQ How much power do I have to allocate to weaponsQ How much power do I have to allocate to weaponsQ How much power do I have to allocate to weaponsQ How much power do I have to allocate to weaponsduring my defensive firduring my defensive firduring my defensive firduring my defensive firduring my defensive fire?e?e?e?e?A A models power level during defensive fire is equal to thepower he started with when attacked.Example:Example:Example:Example:Example: A Dictator with 5 hits has a power level of 6 and isattacked by direct fire. The Dictator may return defensive fire withonly one Gkw 12y Gauss Cannon. Each cannon takes 4 power tofire and the Dictator only had 6 available when fired upon.

    Q How many times can a model rQ How many times can a model rQ How many times can a model rQ How many times can a model rQ How many times can a model return defensive fireturn defensive fireturn defensive fireturn defensive fireturn defensive fire in ae in ae in ae in ae in aturn?turn?turn?turn?turn?A Once per Section that attacks it. If four models in a Sectionall Direct Fire against a model, it may return Defensive Fireagainst one of the models. If four models, one from each offour Sections, fire at the same model through the course of aturn, then the defending model would return Defensive Firefour times during the turn.

    Q Does a model conducting Defensive FQ Does a model conducting Defensive FQ Does a model conducting Defensive FQ Does a model conducting Defensive FQ Does a model conducting Defensive Fiririririre get to attempte get to attempte get to attempte get to attempte get to attempta Ta Ta Ta Ta Tarararararget Lget Lget Lget Lget Lock?ock?ock?ock?ock?A No.

    Q When I achieve a TQ When I achieve a TQ When I achieve a TQ When I achieve a TQ When I achieve a Tarararararget Lget Lget Lget Lget Lock with a vehicle equippedock with a vehicle equippedock with a vehicle equippedock with a vehicle equippedock with a vehicle equippedwith Chain Lwith Chain Lwith Chain Lwith Chain Lwith Chain Lock, and chain in other models in the Sectionock, and chain in other models in the Sectionock, and chain in other models in the Sectionock, and chain in other models in the Sectionock, and chain in other models in the Sectionwith Indirwith Indirwith Indirwith Indirwith Indirect Fect Fect Fect Fect Fiririririre weapons, which Te weapons, which Te weapons, which Te weapons, which Te weapons, which Tarararararget Lget Lget Lget Lget Lock value is usedock value is usedock value is usedock value is usedock value is usedin computing the damage of the chained in Indirin computing the damage of the chained in Indirin computing the damage of the chained in Indirin computing the damage of the chained in Indirin computing the damage of the chained in Indirect Fect Fect Fect Fect Fiririririre?e?e?e?e?A You use the Target Lock value of the vehicle that achievedthe Target Lock (See the errata section)

    Q Can the Chain LQ Can the Chain LQ Can the Chain LQ Can the Chain LQ Can the Chain Lock pod be used to chain in Dirock pod be used to chain in Dirock pod be used to chain in Dirock pod be used to chain in Dirock pod be used to chain in DirectectectectectFFFFFiririririre?e?e?e?e?A No. The Chain Lock pod can only be used in Indirect Fire

    Q Does a model have to have a Chain LQ Does a model have to have a Chain LQ Does a model have to have a Chain LQ Does a model have to have a Chain LQ Does a model have to have a Chain Lock pod in orock pod in orock pod in orock pod in orock pod in orderderderderderto join another models Chain Lto join another models Chain Lto join another models Chain Lto join another models Chain Lto join another models Chain Lock?ock?ock?ock?ock?A No. A model only has to be part of the same section tojoin in a Chain Lock

    Q What is the power consumption of a Chain LQ What is the power consumption of a Chain LQ What is the power consumption of a Chain LQ What is the power consumption of a Chain LQ What is the power consumption of a Chain Lock andock andock andock andock andECCM PECCM PECCM PECCM PECCM Pod?od?od?od?od?A Chain Lock Pods consume 2 and ECCM pods consume 3power. (See the errata section).

    Q Can you makQ Can you makQ Can you makQ Can you makQ Can you make a tare a tare a tare a tare a target lock attempt against a target lock attempt against a target lock attempt against a target lock attempt against a target lock attempt against a targetgetgetgetgetfor Chain Lfor Chain Lfor Chain Lfor Chain Lfor Chain Lock purposes and not actually firock purposes and not actually firock purposes and not actually firock purposes and not actually firock purposes and not actually fire the Chaine the Chaine the Chaine the Chaine the ChainLLLLLocking model at the tarocking model at the tarocking model at the tarocking model at the tarocking model at the target?get?get?get?get?A Yes, and you use the Target Lock value of the vehicle thatachieved the Target Lock even thought it does not fire at thetarget.

    Q What is the differQ What is the differQ What is the differQ What is the differQ What is the difference between Main and Secondarence between Main and Secondarence between Main and Secondarence between Main and Secondarence between Main and Secondaryyyyyweapon systems?weapon systems?weapon systems?weapon systems?weapon systems?A Main weapon systems require large and heavy mountingpoints on a vehicle. Secondary weapon systems are added to avehicle to round out its mission profile and make vehicles moreflexible. When modifying a vehicle, only Main systems can bereplaced by Main systems and Secondary systems by Second-ary Systems. (See errata section)

    Secondary weapons include all Indirect Fire missilepacks and all Direct Fire missile packs except:

    Mk IV Type 77 Heavy Direct Fire Missile PackHughes Marietta Rapier Heavy Direct Fire Missile PackMitso-Ta MT64s Direct Fire Missile Pack

    Q May I DirQ May I DirQ May I DirQ May I DirQ May I Direct Fect Fect Fect Fect Fiririririre at an enemy if Light or Heavy We at an enemy if Light or Heavy We at an enemy if Light or Heavy We at an enemy if Light or Heavy We at an enemy if Light or Heavy Woodsoodsoodsoodsoodsararararare in the Le in the Le in the Le in the Le in the LOS/Line of FOS/Line of FOS/Line of FOS/Line of FOS/Line of Fiririririre?e?e?e?e?A Yes. If you have LOS.

    Q ArQ ArQ ArQ ArQ Are the effects of Cover Cumulative?e the effects of Cover Cumulative?e the effects of Cover Cumulative?e the effects of Cover Cumulative?e the effects of Cover Cumulative?A Yes, but each type of terrain/cover can only provide onetype of cover bonus modifier (defenders choice). Before thebeginning of play, the effects of and types of terrain on thetable should be covered and if needed examples of its useshown.

    Example One:Example One:Example One:Example One:Example One: A CAV is standing behind a heavyarmored wall that covers over 25% of the CAVs silhouette. TheCAV can take either the Heavy Cover bonus of +2 (for theadditional armor the wall is providing) OR the +1 Hull Downbonus (for the smaller silhouette shown the enemy).

    Example TExample TExample TExample TExample Two:wo:wo:wo:wo: A CAV is standing behind a hill thatcovers over 25% of the CAVs silhouette and on top of the samehill is a stand of Light Woods. In this case the CAV would receiveboth the +1 Light Cover bonus (from the stand of Light Woods)AND the +1 Hull Down bonus (from the hill).

    Q How do you compute the cumulative effects ofQ How do you compute the cumulative effects ofQ How do you compute the cumulative effects ofQ How do you compute the cumulative effects ofQ How do you compute the cumulative effects ofdifferdifferdifferdifferdifferent types of woods for Lent types of woods for Lent types of woods for Lent types of woods for Lent types of woods for LOS/ Line of FOS/ Line of FOS/ Line of FOS/ Line of FOS/ Line of Fiririririre?e?e?e?e?A For intervening woods stands along the path of LOS/Lineof Fire simply assign the numbers (1) to light woods, (2) tomedium woods and (3) to heavy woods. Then start adding thenumbers of each type of woods along the path of LOS/ Line ofFire together. If the total is greater than 3 then no LOS or Lineof Fire exists.

    Example:Example:Example:Example:Example: An attacker is attempting to fire at a targetstanding at the edge of Heavy Woods. Between the attacker anddefender are one stand of Light Woods and one stand of MediumWoods. Since the Light Woods equal 1 and the Medium Woodsequal 2 for a total of 3, LOS/ Line of Fire exists. Since the target isin Heavy Woods it gets the bonus of Heavy Woods. Against theattackers Direct Fire Attack the defender receives a cover bonus of

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    +4 (+2 for the Heavy Woods, +1 for the Light Woods and +1for the Medium Woods) Against the Defenders retaliatoryDefensive Fire the attacker receives +2 (+1 for the Light Woodsand +1 for the Medium Woods).

    Q When modifying a vehicle do I have to fill all availableQ When modifying a vehicle do I have to fill all availableQ When modifying a vehicle do I have to fill all availableQ When modifying a vehicle do I have to fill all availableQ When modifying a vehicle do I have to fill all availableMain and SecondarMain and SecondarMain and SecondarMain and SecondarMain and Secondary weapons system openings?y weapons system openings?y weapons system openings?y weapons system openings?y weapons system openings?A No. A vehicle can be used that is fully stripped. Whenmodifying a vehicle reasonable care should be taken to modifythe miniature to appropriately reflect major changes in Mainand Secondary weapon systems. It would not be unreasonableto see a Specter with only its Indirect Fire system operationalstill have its arms, even though they do not function.

    Q If a model performs a PQ If a model performs a PQ If a model performs a PQ If a model performs a PQ If a model performs a Power Dump, how is it trower Dump, how is it trower Dump, how is it trower Dump, how is it trower Dump, how is it treatedeatedeatedeatedeatedconcerning victorconcerning victorconcerning victorconcerning victorconcerning victory points?y points?y points?y points?y points?A As a destroyed model.

    Q All members of a Section that arQ All members of a Section that arQ All members of a Section that arQ All members of a Section that arQ All members of a Section that are firing at the samee firing at the samee firing at the samee firing at the samee firing at the sametartartartartarget must declarget must declarget must declarget must declarget must declare their ranged attacks. Does this meane their ranged attacks. Does this meane their ranged attacks. Does this meane their ranged attacks. Does this meane their ranged attacks. Does this meanthat Sections activated later may also shoot at the samethat Sections activated later may also shoot at the samethat Sections activated later may also shoot at the samethat Sections activated later may also shoot at the samethat Sections activated later may also shoot at the sametartartartartarget?get?get?get?get?A Yes.

    Q In what orQ In what orQ In what orQ In what orQ In what order does immediate Supprder does immediate Supprder does immediate Supprder does immediate Supprder does immediate Suppression work withinession work withinession work withinession work withinession work withinsimultaneous firsimultaneous firsimultaneous firsimultaneous firsimultaneous fire?e?e?e?e?A All attacking and defending fire are resolved first. Suppres-sion, its effects and movement occur immediately upon theresolution of the fire.

    Q If I hit and win the die rQ If I hit and win the die rQ If I hit and win the die rQ If I hit and win the die rQ If I hit and win the die roll by less than throll by less than throll by less than throll by less than throll by less than three why isee why isee why isee why isee why isthertherthertherthere no damage?e no damage?e no damage?e no damage?e no damage?A The three you must beat the defender by to do damagerepresents hull hits. In other words you did hit, but did noappreciable damage.

    Q Why arQ Why arQ Why arQ Why arQ Why are there there there there there no are no are no are no are no arcs of fircs of fircs of fircs of fircs of fire?e?e?e?e?A Originally in playtest we gave all CAVs various degrees offorward fire and the rule that you could not conduct defensivefire against any attacks that hit you from the back 60-degreehex side. As the game evolved, arcs of fire for the attackerbecame pointless with the speed and fluidity of movementpresent in the game. The ability to avoid return defensive firecreated what we dubbed the CAV waltz. The waltz consistedof one CAV walking around a target CAV to face its rear hexside to fire. This was followed by the targeted CAV, (during itsaction phase) moving to the rear area of the CAV that had shotat it and returning the favor. The process was repeated untilone of the CAVs was destroyed. Attempts were made tocorrect the problem by adding opportunity fire, zones ofcontrol and on and on, but all that did was slow the gamedown, added paper work and tracking counters, shifted thebalance of play and basically never corrected the problem of thewaltz. In the end simply using a torso 360 degree rotationcoupled with the natural neutral steer of a chassis solved theproblem and fit in the game world perfectly.

    Q Does the attackQ Does the attackQ Does the attackQ Does the attackQ Does the attacker using Indirer using Indirer using Indirer using Indirer using Indirect Fect Fect Fect Fect Fiririririre with a successfule with a successfule with a successfule with a successfule with a successfulTTTTTarararararget Lget Lget Lget Lget Lock get to use the Tock get to use the Tock get to use the Tock get to use the Tock get to use the Tarararararget Lget Lget Lget Lget Lock bonus againstock bonus againstock bonus againstock bonus againstock bonus againstmodels in the Armodels in the Armodels in the Armodels in the Armodels in the Area of Effect?ea of Effect?ea of Effect?ea of Effect?ea of Effect?A No, it only uses the Target Lock bonus on the modeltargeted.

    Q Why arQ Why arQ Why arQ Why arQ Why are aire aire aire aire aircraft speeds so low?craft speeds so low?craft speeds so low?craft speeds so low?craft speeds so low?A They are assumed to always be flying nap of earth andusing all terrain possible for cover. Gunships use their ductedfans to both hover and maneuver, but even with this they muststill move cautiously around terrain that a vehicle can brushpast.

    Q Does the act of TQ Does the act of TQ Does the act of TQ Does the act of TQ Does the act of Tarararararget Lget Lget Lget Lget Locking a model cause Defensiveocking a model cause Defensiveocking a model cause Defensiveocking a model cause Defensiveocking a model cause DefensiveFFFFFiririririre?e?e?e?e?A No.

    Q The Whisper Data CarQ The Whisper Data CarQ The Whisper Data CarQ The Whisper Data CarQ The Whisper Data Card is confusing. How manyd is confusing. How manyd is confusing. How manyd is confusing. How manyd is confusing. How manydamage points can the launcher takdamage points can the launcher takdamage points can the launcher takdamage points can the launcher takdamage points can the launcher take?e?e?e?e?A 4, the zeros on the left hand side of the divider shouldread - in the 4th , 5th and 6th damage columns. In addition tothis, the (ACA) and (DCA) lines should all read -/-. Alauncher that is close assaulted is automatically destroyed andthe unlaunched missile does not explode. (See the erratasection)

    Q Even though the Whisper missile destrQ Even though the Whisper missile destrQ Even though the Whisper missile destrQ Even though the Whisper missile destrQ Even though the Whisper missile destroys itselfoys itselfoys itselfoys itselfoys itself, do I, do I, do I, do I, do Irrrrreceive any victoreceive any victoreceive any victoreceive any victoreceive any victory points?y points?y points?y points?y points?A No. It is considered a destroyed model.

    Q Does the Whisper missile launcher carrQ Does the Whisper missile launcher carrQ Does the Whisper missile launcher carrQ Does the Whisper missile launcher carrQ Does the Whisper missile launcher carry any pointy any pointy any pointy any pointy any pointvalue after the missile is launched?value after the missile is launched?value after the missile is launched?value after the missile is launched?value after the missile is launched?A No, it is automatically removed from play.

    Q If the Whisper Missile is launched frQ If the Whisper Missile is launched frQ If the Whisper Missile is launched frQ If the Whisper Missile is launched frQ If the Whisper Missile is launched from a truck thatom a truck thatom a truck thatom a truck thatom a truck thathas been damaged, do