heavy gear dp9-100 - demo game

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  • 8/13/2019 Heavy Gear DP9-100 - Demo Game

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  • 8/13/2019 Heavy Gear DP9-100 - Demo Game

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  • 8/13/2019 Heavy Gear DP9-100 - Demo Game

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    LETS MASH SOME METAL!Youre holding in your hands the perfect train-ing tool to become the pilot of a Heavy Gear, afive-meter tall humanoid Unit with as much fire-power as a 20th-century tank, but with uncannyagility thrown in. This document contains amap, counters and simplified rules designed spe-cifically to teach you the ropes of Heavy Gear,2nd Edition.

    Make copies of the rules and datacards, then cutout the counters, the map and the referencescreen using sharp scissors. Its a good idea toprint a separate copy of the rules and the screento have themhandy during the game. A few six-sided dice will also be required.

    The characteristics of two of the most commonGears are provided; each Player can control oneor several Gears. All Gears have a cost listed asThreat Value; each side should have the sameamount of points to spend to ensure that thebattle is fair. Each Player should have a HeavyGear datacard for each Unit counter in play (makecopies as needed). Players can also modify theweapons load of their Gear; simply recalculate

    the Threat Value.

    GAME SYSTEM BASICSHeavy Gear uses ordinary six-sided dice. Whentwo or more dice are rolled simultaneously, theirresults are not added together: instead, the high-est value rolled is considered to be the outcomeof the die roll. If more than one 6 is rolled,each extra 6 adds one (1) point to the total.If every die rolled turns up 1, the die roll is afumble and an automatic failure. Unless other-wise mentioned, all die rolls are counted thisway. Modifiers can be added to the total of thedie roll. If negative modifiers lower the totalbelow zero, the final result is always zero.

    In the introductory game, all crewmen are stan-dard pilots: they have a Skill level of 2 and theirPerception Attribute is at +1. This means thatwhenever a Skill check must be made, two diceare rolled; a +1 modifier is added to the resultwhen making a ranged attack (to account forthe Perception Attribute).

    If a Players die roll is greater than his opponents,the test succeeds. The degree of success is de-fined by the Margin of Success (MoS), a value equalto the difference between the two rolls. If a Playersdie roll is less than his opponents, the test fails.The degree of failure is defined by the Margin ofFailure (MoF), a value equal to the difference be-tween the two rolls. I f the two die rolls are equal,

    a draw occurs. Draws are won by the defender.

    SETTING UP THE GAMEEach round represents about 30 seconds ofbattlefield time. Each centimeter on the maprepresents approximately 50 meters. Obviously,this means that the scale of the terrain andcounters is not accurate; if the latter were toscale, they would be handled with fine twee-zers! Any combat activity (shooting, line-of-sight, etc.) is measured and dealt with fromthecenterpoint of the counter, with the exceptionof close combat and cover, as explained later.

    The machines are set up on the starting grids onopposite sides of the mapboard. After placing aUnit on the mapboard, the Player must declareits initial speed (stationary, Combat or Topspeed). If, during the first round, a Unit is at-tacked before it has moved, it is treated as if itwere moving at the maximumnumber of centi-meters possible for its speed, for the purposesof Defense rolls.

    THE COMBAT ROUNDA tactical game is subdivided into combat roundsthat simulate approximately 30 seconds of real-life events. During each combat round, the fol-lowing four steps occur in order.

    Step One Declaration Phase:both sides de-clare any extra Actions and evasive maneuversfor the round. Each Gear gets one Action perturn. The pilot can get more Actions by penaliz-ing all his Attack die rolls for the entire roundby one (1) for each additional Action taken. Theseadditional Actions must be declared in this Step,even if they ultimately are never used.

    Step Two Initiative Phase:initiative deter-

    mines which side has the advantage during thepresent round of combat. Each side rolls two dice.Draws are rerolled. Record the MoS of the Initia-tive roll. The winner receives a number of Com-mand Points equal to that MoS. The loser re-ceives just one Command Point.

    The side with the fewest number of Combat Unitsdecides which side will play first. If both sideshave the same number of Combat Units, the win-ner of the die roll makes the decision.

    Step Three Activation Phase:the side whoseturn it is to play may move one of its CombatUnits. Units that shift speeds (Combat/Top) mustdeclare so immediately after movement. Actions,such as firing or activating a system, may be

    resolved at any time before, during or after themovement. Attack penalties are based on theUnits total movement.

    Each Unit moves and takes its Actions beforeanother Unit is activated. If a Unit does not moveor act when activated, it cannot do so at a laterpoint in the round. At any time during the acti-vated Units movement, any enemy Unit may useone (or more) of its Actions to fire or performatask against it (and only against it). Attacks maybe directed at any point along the moving Unitspath, but the target Units full movement countstowards its Defense roll.

    Once the Unit has moved and acted (or forfeitedits chance to do either), the other side acti-

    vates one of its own Combat Units, which maymove and take Action. This exchange goes backand forth until all Units have moved and acted.A Unit may only be activated once per combatround. I f one side no longer has any CombatUnits left to activate, the opposing side acti-vates its remaining Combat Units one by oneuntil they all have been activated.

    Step Four Miscellaneous Events Phase:dur-ing this phase, any unusual events, such as long-range artillery and bombing attacks, are resolved.Command Points go back to zero. Any Actionnot spent at this point is lost. Repeat Steps 1to 4 until the battle is resolved or pre-plannedobjectives are met.

    COMMAND POINTS

    Command Points represent the pilots reactingto or anticipating the enemys actions. CPs arevalid for one round only, but are refreshed dur-ing each new Initiative roll. A single CommandPoint may be used as an additional regular Ac-tion incurring no penalty. One Command Pointcan be used to buy a +2 modifier to a singleDefense roll. A Command Point can be used toactivate a Unit out of sequence to get out ofharms way, for example. In the latter case, theUnit must not have been activated (i.e., moved)previously, and it cannot be moved again(though it may act if it has any Actions left).Finally, a Command Point may be used to turn aUnit around by up to 180 degrees, even if it hasbeen activated before (and thus has no MP left).

    A Unit can use only one Command Point perround.

    MOVEMENTA Unit can move a certain number of centimetersbased on its Movement Points (MPs). The Unitsdatacard contains the values for Combat Speed andTop Speed. Speeds are listed in MPs; one MP equalsmovement across one centimeter of clear ground, orabout 6 kph.

    Combat Speed:a Unit normally receives a num-ber of Movement Points equal to its CombatSpeed value. Attacks can be made normally atthis rate of movement. Vehicles moving at halftheir Combat Speed or less gain an additional

    +1 to their attack rolls. A Unit moving at up tohalf Combat Speed can opt to move backwardinstead of forward; reverse movement is notpossible at higher speeds.

    Top Speed:a Unit that expends its full CombatSpeed MPs can shift to Top Speed. This must bedeclared immediately after moving the Unit. TheUnit is considered to be at Top Speed for attackand defense purposes for the rest of the combatround. In subsequent combat rounds, the Unitreceives MPs equal to its Top Speed; the Unitmustexpend a number of MPs greater than itsCombat Speed while moving at Top Speed. AUnit may return to Combat Speed after any num-ber of rounds of Top Speed movement; simply

    declare the return to Combat Speed immediatelyafter moving the Unit. Players should put amarker beside the vehicles moving at Top Speedas a reminder.

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    Multiple Movement Systems:vehicles with mul-tiple movement systems, such as walking andground (rolling), are able to switch modes. A Unitmay only switch modes while at Combat Speed,not at Top Speed. During the switching round,the initial movement mode is used to determinethe available MPs. The Unit expends MPs as itsoriginal movement mode until the switch is de-clared. The remaining MPs are expended at theterrain cost of the new movement mode. I f the

    Unit has already spent more MPs in movementthan it would have in the systemit switches to,then it stops moving after the switch. A Unitwith multiple movement systems may only switchmodes once per round. This option must be an-nounced during the movement phase.

    Turning:a Unit spends zero MP to turn 60 de-grees or less; turning more than 60 degrees andup to 360 degrees (full spin) in a single turncosts one MP. Multiple turns can be performedalong a Units movement, as long as each turnis followed by at least one centimeter of for-ward movement before another turn is per-formed. In this introductory game, Units maynot turn more than 120 degrees at a time while

    moving at Top speed.Terrain:the Terrain Costs table lists the MP costto traverse the different types of terrain shownon the map. Certain types of terrain also reducevisibility: this is represented by the Obscurementscore (more on this later). The terrain on whichmore than half of the counter rest count as theterrain type the Unit currently resides in. In caseof disagreement, roll one die (1-3 owners call,4-6 opponents call).

    LINE OF SIGHT AND DETECTIONA Unit must have a Line of Sight (LOS) to itstarget to fire. Gears are considered to have aLOSunlessone of the following occurs:

    1) Any terrain between the two Units is one ormore elevation levels higher than both the Units(the central Walls).

    2) The Concealment value between the attackerand the target is equal or greater than 4+theSensor rating of the Gear. The Concealment is equalto the Obscurement of all terrain directly betweenthe two Units, plus the Obscurement of the terrainthe defender is in. The Terrain Costs table indicatesthe Obscurement for each type of terrain.

    Firing Arcs:vehicles may only detect and targetopponents that are within their weapons firingarcs. There are six firing arcs: Forward (F), Right(Rt), Left (L), Rear (Rr), Fixed Forward (FF) and

    Turreted (T). The first four are 180-degree arcs;side arcs include directly forward and backward.The fixed forward arc is a 120-degree arc on aUnits front facing. Turreted arcs span 360 de-grees.

    RANGED COMBATIf a Unit has a Line of Sight to a target withinits weapons firing arc and range, it can attackthat target. An Opposed Skill test is required:the attacker uses his Units Gunnery Skill andthe defender uses the Piloting Skill, both rollsmodified by the appropriate Attributes and situ-

    MELEE COMBATWith humanoid Heavy Gears, old-fashioned close-

    in attacks have become common and are usedon the battlefield (and the arena) when ammoruns out. The two Gear counters have to be incontact for close combat.

    Punching and Kicking are both standard attacks.The Damage Multiplier of a kick is equal to theSize of the Gear, while the Damage Multiplier ofa Gears punch is listed under its Perks. To use amelee weapon, the pilot attacks normally: theweapons Damage Multiplier (DM) is listed onthe Gear datacard.

    EVASIVE MANEUVERSAn evasive maneuver MUST be declared duringStep 1 of the combat round. Performing evasivemaneuvers adds a +3 bonus to all defense rollsfor that Unit for the combat round, but forbidsthe Gear from taking any action that round.Multiple evasive maneuvers cannot be declaredto accumulate defensive bonuses.

    BURST FIREAny weapon with a Rate of Fire (ROF) of 1 orgreater is capable of burst fire. Each point ofROF used adds one (1) to the weapons DamageMultiplier. For every point of ROF used, 10 roundsof ammunition are expended. The Player mayelect not to use the weapons entire ROF bonusto save ammo. Rockets and missiles do not ex-pend 10 rounds of ammo per point of ROF used.Instead, the number of missiles used doublesfor each point of ROF. Thus, ROF +1 =2 missiles,ROF +2 =4 missiles, ROF +3 =8 missiles, ROF +4=16 missiles, and so on.

    Walking Fire:weapons capable of burst fire canbe used to attack multiple targets in a singleaction. Walking fire must be declared first, be-fore the attack. The Player then chooses his tar-gets. A number of targets equal to the weaponsROF plus one may be attacked. For each extratarget, the weapons ROF is reduced by one fordamage purposes (but not for ammo expendi-ture). All targets must be within the weapons

    ation modifiers. If the attacker wins the Skilltest, the attack succeeds. If the defender winsor if a draw occurs, the attack misses. A tablecontains a list of the modifiers to both rolls.

    Attack Rolls: combat is always harder undercertain conditions, easier under others. Modifi-ers resolve this by introducing penalties andbonuses to each and every combat roll. Refer tothe Attack Roll table for the complete proce-

    dure. Every ranged weapon has a Base Range(BR); Short Range is equal to Base Range, Me-diumis two times Base, Long is two times Me-dium, and Extreme is two times Long Range.Point Blank is for close combat with countersin contact.

    Defense Roll:targets rely on several modifiersto help themavoid shots. Refer to the DefenseRoll table for the complete procedure. A targetsspeed affects how easy it is to hit. If the de-fender has not moved yet in the round, its lastmovement is used to determine the modifier.

    fire arc. Each different attack is rolled separately.Each individual target may not be attacked morethan once per round by the same weapon.

    Saturation Fire:a burst fire weapon (ROF equalor greater than +1) can be used to saturate a1x1 centimeter mapboard area. The attacker rollshis attack normally, except that half the weaponsROF (rounded down) is added to the total. Donot use the ROF to increase the DM of the at-

    tack. The attacker records the total attack roll.Any unit in the hex or that enters the hex laterin the round must defend against this number orbe damaged. The total damage is equal to thedefenders Margin of Failure times the DamageMultiplier of the weapon. There are two limita-tions to this type of fire: the saturation zonecannot be further than the mediumrange of theweapon; and the weapon uses 30 shots (or 8rockets) per ROF point used. If the weapon doesnot have this much ammo left, the result stillstands, (although the magazine is emptied). Aleast 10 rounds of ammunition (or 4 rockets) arerequired to saturate a 1x1 centimeter zone.

    DAMAGEAn attacks damage is equal to the weapons Dam-age Multiplier times the Margin of Success of theattack roll. The final damage is compared to thetargets Armor rating. Check the Damage versusArmor table; only the most severe of the possibleresults applies. Thus a Unit that sustains Heavydamage does not get Light damage as well.

    Light Damage:Units that receive Light Damageare mildly shaken up by the attack, but not seri-ously damaged. Make a note; if, at any time, aUnit accumulates two Light Damage hits, bothare immediately removed and replaced with asingle Heavy Damage result. Light Damage hasno adverse effects, and a Light Damage Unit mayoperate at full power; the only danger is that if

    the Unit gets another Light Damage hit, it willturn into Heavy Damage.

    Heavy Damage:Units that receive a Heavy Damageresult are permanently affected. All values for MPallowance(s) and weapon damage are halved, round-ing up. A Heavy Damage result may not be removed;if a Unit ever has two Heavy Damage results placedon it, it is Overkilled and immediately eliminatedfromthe game in a spectacular explosion.

    Overkill:an Overkill hit results in the Unit beingremoved fromplay. The Unit may be destroyed,or it may just have suffered enough damage tomake it inoperable. The distinction matters little the Unit is out of play.

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    A

    HUNTER

    HUNTER E

    HUNTER

    HUNTERA

    JGER

    JGER C

    JGER

    JGERB

    JGER

    JGER D

    JGER

    JGER B

    HUNTER

    HUNTER D

    HUNTER

    HUNTERC

    HUNTER

    HUNTERE

    JGER

    JGER

    0

    1

    2

    3

    4

    5

    6

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    8

    9

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    ForPoint

    Blank,Gears

    mustbein

    contact

    SHORT

    MEDIUM

    LONG

    EXTREME

    LightAutoCannon,MediumRocketPodorLightBazookaRanges.

    LightRocketPodorSnubCannonRanges.

    SHORT

    MEDIUM

    LONG

    EXTREME

    Grenadescanonlybethrownatadistanceof1cm.

    GRENADES

    TV: 400 Mod. TV. Crew: 1 FireCon:0 Sens: 0/2

    Size: 6 Actions: 1 Man: 0 Com:0/ 10

    WEAP0NS:Name Arc Acc BR Dam. ROF Ammo.

    LAC F 0 2 x8 2 60/LRP/24 F -1 1 x12 3 24/H.GRENADE F -1 0 x15 0 3/V.SWORD F 0 0 x8 0 -

    H.GRENADE F -1 0 x15 0 1/Replace Autocannon by Snub Cannon

    SC F -1 1 x28 0 3/Replace L. Rocket Pod with M. Rocket PodMRP/18 F -1 2 x18 3 18/Replace Autocannon by Light BazookaLBZK F 0 2 x15 0 10/

    Improve Pilot (3 dice +1 attack, 3 dice defense)

    TVMODIF.:

    +10 each

    +150

    +200

    +100TVx2

    15 6/124/7

    HUNTER

    TV: 400 Mod. TV. Crew: 1 FireCon:0 Sens: 0/2

    Size: 6 Actions: 1 Man: 0 Com:0/ 10

    WEAP0NS:Name Arc Acc BR Dam. ROF Ammo.

    LAC F 0 2 x8 2 60/LRP/24 F -1 1 x12 3 24/H.GRENADE F -1 0 x15 0 3/V.SWORD F 0 0 x8 0 -

    H.GRENADE F -1 0 x15 0 1/Replace Autocannon by Snub Cannon

    SC F -1 1 x28 0 3/Replace L. Rocket Pod with M. Rocket PodMRP/18 F -1 2 x18 3 18/Replace Autocannon by Light BazookaLBZK F 0 2 x15 0 10/

    Improve Pilot (3 dice +1 attack, 3 dice defense)

    TVMODIF.:

    +10 each

    +150

    +200

    +100TVx2

    15 6/124/7

    JGERArmor Walker & Ground SpeedArmor Walker & Ground Speed

    TV: 400 Mod. TV. Crew: 1 FireCon:0 Sens: 0/2

    Size: 6 Actions: 1 Man: 0 Com:0/ 10

    WEAP0NS:Name Arc Acc BR Dam. ROF Ammo.

    LAC F 0 2 x8 2 60/LRP/24 F -1 1 x12 3 24/H.GRENADE F -1 0 x15 0 3/V.SWORD F 0 0 x8 0 -

    H.GRENADE F -1 0 x15 0 1/Replace Autocannon by Snub Cannon

    SC F -1 1 x28 0 3/Replace L. Rocket Pod with M. Rocket PodMRP/18 F -1 2 x18 3 18/Replace Autocannon by Light BazookaLBZK F 0 2 x15 0 10/

    Improve Pilot (3 dice +1 attack, 3 dice defense)

    TVMODIF.:

    +10 each

    +150

    +200

    +100TVx2

    15 6/124/7

    HUNTER

    TV: 400 Mod. TV. Crew: 1 FireCon:0 Sens: 0/2

    Size: 6 Actions: 1 Man: 0 Com:0/ 10

    WEAP0NS:Name Arc Acc BR Dam. ROF Ammo.

    LAC F 0 2 x8 2 60/LRP/24 F -1 1 x12 3 24/H.GRENADE F -1 0 x15 0 3/V.SWORD F 0 0 x8 0 -

    H.GRENADE F -1 0 x15 0 1/Replace Autocannon by Snub Cannon

    SC F -1 1 x28 0 3/Replace L. Rocket Pod with M. Rocket PodMRP/18 F -1 2 x18 3 18/Replace Autocannon by Light BazookaLBZK F 0 2 x15 0 10/

    Improve Pilot (3 dice +1 attack, 3 dice defense)

    TVMODIF.:

    +10 each

    +150

    +200

    +100TVx2

    15 6/124/7

    JGERArmor Walker & Ground SpeedArmor Walker & Ground Speed

    TV: 400 Mod. TV. Crew: 1 FireCon:0 Sens: 0/2

    Size: 6 Actions: 1 Man: 0 Com:0/ 10

    WEAP0NS:Name Arc Acc BR Dam. ROF Ammo.LAC F 0 2 x8 2 60/LRP/24 F -1 1 x12 3 24/

    H.GRENADE F -1 0 x15 0 3/V.SWORD F 0 0 x8 0 -

    H.GRENADE F -1 0 x15 0 1/Replace Autocannon by Snub CannonSC F -1 1 x28 0 3/Replace L. Rocket Pod with M. Rocket Pod

    MRP/18 F -1 2 x18 3 18/Replace Autocannon by Light BazookaLBZK F 0 2 x15 0 10/Improve Pilot (3 dice +1 attack, 3 dice defense)

    TVMODIF.:

    +10 each

    +150

    +200

    +100TVx2

    15 6/124/7HUNTER

    TV: 400 Mod. TV. Crew: 1 FireCon:0 Sens: 0/2

    Size: 6 Actions: 1 Man: 0 Com:0/ 10

    WEAP0NS:Name Arc Acc BR Dam. ROF Ammo.LAC F 0 2 x8 2 60/LRP/24 F -1 1 x12 3 24/

    H.GRENADE F -1 0 x15 0 3/V.SWORD F 0 0 x8 0 -

    H.GRENADE F -1 0 x15 0 1/Replace Autocannon by Snub CannonSC F -1 1 x28 0 3/Replace L. Rocket Pod with M. Rocket Pod

    MRP/18 F -1 2 x18 3 18/Replace Autocannon by Light BazookaLBZK F 0 2 x15 0 10/Improve Pilot (3 dice +1 attack, 3 dice defense)

    TVMODIF.:

    +10 each

    +150

    +200

    +100TVx2

    15 6/124/7JGERArmor Walker & Ground SpeedArmor Walker & Ground Speed