DP9-919

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Back Cover Blurb

To celebrate the 10th Anniversary of Heavy Gear, we bring you the new 3rd Edition of miniature rules! The new Silhouette Core Heavy Gear Miniature Rules takes the acclaimed Silhouette game mechanics to the next level, with game play from one on one Melee Scale to massive Fleet Scale battles. The Tactical Scale has been revamped to speed up the game and save time on record keeping. Rules updates include improved Command Point usage, streamlined ammunition tracking, plus new artillery, air and orbital strikes rules. The best in Giant Robot miniature games just got better!

The Silhouette Core Heavy Gear Miniature Rules includes rules for the following:

• Tactical Scale, the main Heavy Gear miniature battle scale.

• Melee Scale, character-scale battles with rules for converting SilCORE RPG characters into miniature stats.

• Duelist Scale, for one on one duelist gear battles in close quarters skirmishes.

• Fleet Scale, massive battles with landships and squad stands.

• Weapon tables, combat tables and datacards included.

A core miniature game rulebook for all players; a few six-sided dice, miniatures, measuring tape, pen and paper are required to play the game. For two to six players, age 8 and older

Table of Contents

CHAPTER 1 THE RULES 
  1.1 INTRODUCTION
  1.2 DICE AND DIE ROLLING 
  1.3 RATINGS, SKILLS AND SKILL TESTS 
  1.4 MARGIN OF SUCCESS/FAILURE 
  1.5 COMBAT UNITS AND COMBAT GROUPS
  1.6 VEHICLE DATACARD 
  1.7 THE COMBAT ROUND
  1.8 NUMBER OF ACTIONS
  1.9 MOVEMENT AND TERRAIN 
    1.9.1 STATIONARY/HULL DOWN 
    1.9.2 COMBAT SPEED 
    1.9.3 TOP SPEED 
    1.9.4 MULTIPLE MOVEMENT SYSTEMS 
    1.9.5 TURNING 
    1.9.6 TERRAIN 
    1.9.7 STACKING 
  1.10 LINE OF SIGHT & OBSCUREMENT
    1.10.1 CONCEALMENT
    1.10.2 DETECTION RATING 
    1.10.3 ACTIVE SENSOR LOS
    1.10.4 COMMUNICATIONS, ECM AND ECCM EFFECTS 
    1.10.5 STEALTH EFFECTS 
    1.10.6 FIRING ARCS 
  1.11 ATTACKS 
    1.11.1 ATTACKER MODIFIERS
    1.11.2 DEFENDER MODIFIERS
    1.11.3 PHYSICAL ATTACKS 
    1.11.4 EVASIVE MANEUVERS
    1.11.5 CALLED SHOTS 
    1.11.6 INDIRECT FIRE 
  1.12 ATTACKS USING RATE OF FIRE (ROF) 
    1.12.1 BURST FIRE 
    1.12.2 AREA EFFECT WEAPONS
  1.13 DAMAGE 
    1.13.1 SYSTEMS DAMAGE 
    1.13.2 DAMAGE TO ARMOR 
    1.13.3 DAMAGE TO ARMS 
    1.13.4 PICKING UP GUNS 
  1.14 INFANTRY RULES
  1.15 PERKS 
  1.16 FLAWS

CHAPTER 2 OPTIONAL RULES 
  2.0 OPTIONAL AMMUNITION RULES 
  2.1 MORALE 
    2.1.1 MORALE CHECKS
    2.1.2 CONDITIONS AND SITUATIONS 
    2.1.3 RALLYING 
  2.2 ADVANCED OPTIONS 
    CHAPTER 3 TACTICAL SCALE 
    QUICK PLAY GAME TABLES 
    WEAPONS TABLES 
    THREAT VALUE (TV) CALCULATION TABLE 
  3.1 THREAT VALUE CALCULATION OF CUSTOM GEARS
  3.2 TACTICAL SCENARIOS 
    3.2.1 TACTICAL SCENARIO GENERATOR 
  3.3 ARMY LIST INTRODUCTION 
  3.4 EARTH COMBAT GROUP
  3.5 NORTHERN CORE COMBAT GROUP 
  3.6 NORTHERN ELITE COMBAT GROUP 
  3.7 NORTHERN SPECIALIST COMBAT GROUP 
  3.8 NORTHERN SUPPORT COMBAT GROUP 
  3.9 SOUTHERN CORE COMBAT GROUP 
  3.10 SOUTHERN ELITE COMBAT GROUP
  3.11 SOUTHERN SPECIALIST COMBAT GROUP 
  3.12 SOUTHERN SUPPORT COMBAT GROUP 
  TACTICAL SCALE DATACARDS

CHAPTER 4 MELEE SCALE 
  4.1 MELEE SCALE
    4.1.1 SCOPE 
  4.2 CHARACTER INFORMATION 
    4.2.1 ATTRIBUTES 
    4.2.2 BASIC ATTRIBUTES
    4.2.3 DERIVED ATTRIBUTES
    4.2.4 SKILLS
    4.2.5 BODY SKILLS
    4.2.6 AWARENESS SKILLS 
    4.2.7 SPIRIT SKILLS 
    4.2.8 SPECIAL 
  4.3 PLAYING THE GAME
    4.3.1 SETUP
    4.3.2 GAME ORDER 
    4.3.3 ACTIONS 
    4.3.4 MOVEMENT 
    4.3.5 JUMPING, CLIMBING, AND FALLING 
    4.3.6 DAMAGE 
    4.3.7 EFFECTS OF DAMAGE 
  4.4 ADVANCED RULES 
    4.4.1 CREATURES AND VEHICLES
    4.4.2 CREATURES 
    4.4.3 VEHICLES 
    4.4.4 TERRAIN EFFECTS 
  4.5 OPTIONAL EQUIPMENT 
  4.6 WEAPONS 
  4.7 CALCULATING MELEE TV 
    4.7.1 SKILLS 
    4.7.2 MOVEMENT 
    4.7.3 SPECIAL ABILITIES AND NATURAL WEAPONS
    4.7.4 CHARACTER WORKSHEET 
  4.8 ADVANCED CHARACTER OPTIONS 
    4.8.1 PERKS AND FLAWS 
    4.8.2 CYBERWEAR 
    MELEE SCALE DATACARDS 

CHAPTER 5 DUELIST SCALE (SKIRMISH SCALE) 
  5.1 DUELIST SCALE (SKIRMISH SCALE) 
    5.1.1 MOVEMENT 
    5.1.2 LINE OF SIGHT AND DETECTION 
    5.1.3 COMBAT 
    5.1.4 ADVANCED CLOSE COMBAT SYSTEM
    5.1.5 MACROMOVES 
  5.2 DUELING PERKS 
  5.3 DUELING WEAPONS LIST 
  5.4 DUELING WEAPONS AND CUSTOMIZING
  5.5 DUELING TACTICAL SCENARIOS 
    5.5.1 DUELING ARENA 
    5.5.2 FAMOUS DUELISTS AND DATACARDS 
  5.6 HEAVY GEAR CHAMPIONSHIP TOURNAMENT DATACARDS 

CHAPTER 6 FLEET SCALE 
  6.1 FLEET SCALE
    6.1.1 CREATING A FLEET 
    6.1.2 ACTION ROUND 
    6.1.3 ACTIONS 
    6.1.4 COMMAND POINTS
    6.1.5 MOVEMENT
  6.2 SQUADS
    6.2.1 ATTACKING 
    6.2.2 DEFENDING 
    6.2.3 POSTURE 
    6.2.4 FLYING SQUADS 
    6.2.5 COMBAT 
    6.2.6 COORDINATED FIRE 
    6.2.7 DAMAGE 
    6.2.8 CALLED SHOTS VERSUS FLEET VEHICLES 
    6.2.9 VEHICLE SYSTEMS 
    6.2.10 PERKS AND FLAWS 
  6.3 HEAVY GEAR LANDSHIPS 
    6.3.1 CONFEDERATED NORTHERN CITY STATES 
    6.3.2 ALLIED SOUTHERN TERRITORIES 
  6.4 NORTHERN FORCES
    6.4.1 SCENARIO IDEAS 
  6.5 SOUTHERN FORCES
    6.5.1 SCENARIO IDEAS 
  6.6 EARTH FORCES
    6.6.1 SCENARIO IDEAS 
    FLEET SCALE DATACARDS