Tactical Rules

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I modified these rules to reflect my education in tactics.  On this page you will find rules on:
bulletCombat Round
bulletLine of Sight & Obscurement
bulletConcealment
bulletDetection Rating
bulletActive Sensor LOS
bulletECM & ECCM
bulletAttacks
bulletIndirect Fire

7.3 mod - THE COMBAT ROUND

Leader Setup

Each side designates one unit (vehicle) to be considered the leader for that side. The leader's Leadership and Tactics skills are one level higher than the crew level of equal type. Additionally, each side chooses one assistant leader, whose Leadership skills is one higher than the crew level of equal type. If the leader is taken out of action, the assistant leader takes over. If the assistant leader is taken out, then use the normal skills levels of the highest rated crew for initiative and Command Point (CP) purposes.

Tactical CPs

Each side gets a number of Tactical CPs (TCPs) equal to the Tactics skill of the commander. TCPs can be spent by units regardless of ECM status. That is, no communications roll is necessary. TCPs represent the training level of the unit and the leader's ability train that unit to fight even under the most adverse of conditions. TCPs are not replaced throughout the game. Once used, TCPs are not replaced.  (Ambushing unit stuff, et al. to be added)

Initiative

During initiative, each leader has the option of taking one action to make a Command Point roll. This roll is made as a Leadership roll versus the opponent leader's Tactics skill level as a threshold. The MOS of this roll determines the number of Initiative Command Points that side gets. This number cannot exceed the Leadership skill level of the leader.  Excess points are lost. If a leader does no expend an action, they are considered to have rolled a result equal to their Leadership skill level.  This number is treated as a roll and compared to the opposing leader's Tactics skill.

In addition to determining the number of ICPs each side receives, the leaders' rolls determine initiative. The highest result determines the winner, and that winner chooses which side will move a combat group first. If the rolls are tied, see resolving opposing action tests. In the case of neither side taking an action to make an ICP roll, compare the Skill level of the leaders.  If of equal skill, the side with the fewest combat groups makes the decision.

CP Expenditure

CPs can be spent during the turn at any time by either side to do one of four things:

  1. Activate a unit out of sequence
  2. Give a unit a bonus action at no penalty
  3. Give a unit a one time +2 defensive roll bonus
  4. Turn a unit up to 180 degrees

CP expenditures are limited in some ways. ICPs can only be used if the leader can effectively communicate with the unit wishing to spend the ICP. The leader can effectively communicate if:

bulletBoth units have functioning communications and there's no ECM present
bulletThe unit can make a successful Communication roll in the presence of ECM.
bulletThe leader is within 50m to the unit and the leader is in a vehicle that has functioning Manipulator Arms, has Exposed Crew, or is unbuttoned in a Buttoned Up vehicle.

TCPs can be used at any time by any unit regardless of communication status.

Limits on the Amount of CPs expended per turn:

Each side may spend up to the crew's level (Rookie = 1, Qualified = 2, etc.) on CPs of any type on any one vehicle.  The total number includes both TCPs and ICPs. Either type can be used in any combination, as long as the total number spend doesn't exceed the crew's level.

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These rules complicate detection threefold, but they as make it a more engaging as gaining LOS first becomes an issue.  Before you start reading, understand these rules present three ways to gain LOS.  That means three different possible detection values and three different possible concealment values based on the type of detection used.

7.6 - LINE OF SIGHT & OBSCUREMENT

7.6.1 mod - Concealment (HG)

Treat Concealment presented in the Heavy Gear Rule Book, the Obscurement for terrain, as that against passive sensors only.  Remember to add any Stealth Perk rating.

For concealment versus Visual Detection, use the following table of additional modifiers:

Obscurement total plus the following modifiers: 
bulletConcealment Rating if in cover  
bulletMovement (inverse of defense roll movement modifier)
Hexes Moved Concealment Mod. Hexes Moved Concealment Mod.
0 +3 7-9 -1
1-2 +2 10-19 -2
3-4 +1 20-99 -3
5-6 0 100-999 -4
bullet- 1 per ROF and/or each additional shot fired

EXAMPLE:  A Southern Black Adder is waiting in the cover of jungle (1 hex) at night, when a Northern Razorback, in the clear, slowly approaches (2 hex move) the hidden assault gear (10 hexes away).  Normally the Southerner has a concealment of 2 and the Northerner has a concealment of 0.  These values are now used against passive sensors only.  Against normal vision, the Adder has a 5 (2 for jungle + 3 for stationary) and the Razorback has 2 (for movement).

Space Based Battles (JC)

For anime simplicity, don't split Passive Detection as outlined above.  Use the rules in the book but add the modifiers from the table above.

EXAMPLE:  A Jovian Vindicator on a seek and destroy mission...

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7.6.2 mod - Detection Rating (HG,JC)

All Passive Detection, visual or sensor, are affected by the range to the contact and the defensive arc the contact lies in.

Use Detection values from book (p135)
bulletRange Modification - (if Target Size > 30, +1 detection per extra hex size of vehicle)
Base Range is Target Size: (Size x2 if Walker on ground) Size table for infantry units:
Point Blank (0 hexes) +1 Personnel Unit Size
Short (Size hexes) 0 1 2
Medium (Size x 2 hexes) -1 2+ 3
Long (Size x 4 hexes) -2 4+ 4
Extreme (Size x 8 hexes) -3 8+ 5
Infinite (> Size x 8 hexes) -4 16+ 6
bulletArc of Target Location (Improved Rear Defense Perk reduces penalty)
Target in Front Arc -0 Target in Rear Arc -2
Target in Rear Flank Arc -1

Additionally, if the target of a detection attempt is using Active Sensors, add its sensor range to the electronic detection value.  This applies to passive and active sensor detection. Also, add the rating for any Large Sensor Profile Flaw.

EXAMPLE:  Continued from above: The Adder's pilot has a detection value of 1 visually (2 base at night - 1 range) and 1 passively (1 Electronic Warfare (EW) + 0 sensor - 1 range + 1 large sensor profile).  He can't visually detect the Razorback, though the Razorback does show up faintly on passive sensors (0 concealment versus 1 detection rating).  The Razorback, with an EW skill of 2, can't locate the enemy vehicle (2 concealment > 2 EW + 0 sensor - 1 range), so he activates active sensors.  With the Razorback's sensors emitting the Adder gets a +2 bonus (equal to the Razorback's sensor range) to passive sensors, a total of 3 which better defines the Razorback's position. 

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7.6.3 mod - Active Sensor LOS

Active Sensors may be turned on/off at the beginning of the turn for no action. The value of this wide band probe is the same as the passive sensor value (EW skill level + Sensor value), however the concealment is modified as the normal active detection with penalties to movement and . 

When attempting to detect a unit which has turned on its active sensors, add the active sensor range to the sensor value. 

EXAMPLE:  a J

Actions may still be taken to use active sensors, as per the rules, to use tight beams and gain a higher detection value. The advantage in this will be explained later. 

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7.6.4 mod - ECM and ECCM effects (HG,JC)

The ECM in the game is too effective for my taste.  The reason lies in two issues.   First, for the cost a straight bonus to a EW skill roll is too powerful.   Second, a well trained group of men can function without communication if necessary.   To combat these discrepancies I have two house rules.

When making an ECM/ECCM roll.  Rather than adding the rating as bonus, add additional dice equal to the rating.  These should be of a different color to check for fumble, but otherwise the dice are read as normal.  If an unskilled operator makes an attempt only 6's on the rating dice will help raise the lower skill die.

ECM may be used actively or passively. Active ECM targeting requires an action each turn it is used and the pilot rolls EW + ECM rating dice (different colors to check for fumble). Passive ECM, turned on/off at the beginning of the turn, does not require an action but the ECM rating is counted against all detection attempts on the board, enemy or friendly.

EXAMPLE:  An Iguana turning ECM on would flood the field with a level 2 ECM, enough to stop most passive and a few active detection attempts.

Tactical command points can be used at anytime, with or without an operating communication system.

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In our games we've found Cheetahs survive too long on there maneuverability and speed, while Striders go down on the quick count because they lack those very things.  To smooth the playing field we decided not to compound the positive and negative modifiers.  

7.7 mod - ATTACKS (HG)

When making a defensive roll, do not compound Movement and Maneuver modifiers.  Instead, take the best and the worst applicable.  This includes the bonus for evasive actions.

EXAMPLE:  A Black Mamba moving at top ground speed (14) would gain a bonus of +2, the better of Movement (+2) and Maneuver (+1).  If the BM dropped to combat speed (7), the bonus would be +1.  Going down to half combat speed (3) would net a 0 (Movement -1 and Maneuver +1).  Moving a combat speed and evasive the bonus would be +3 (best of Movement +1, Maneuver +1, and Evasive +3).

·         WPN Acc applied after attack

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7.7.6 mod - Indirect Fire

Calls for fire may not get an MoS on the attack higher than the spotters detection value. 

EXAMPLE:  attacks called from a Jäger sighting a Cheetah, in the open, 8 hexes away, during daylight would be 3 MoS max. At night, 1 MoS max. If the Jäger spends an action, calculate normal active sensor value, from 0 to 6 max. If Cheetah goes active 5 max [1 EW + 5 active sensor range - 1 passive sensor range band].

If using active sensors, all Indirect Fire weapons, direct or called, are penalized only by the active sensor concealment or the obscurement for the terrain the target occupies, whichever is greater. This is usually less than normal concealment because of the target's movement and weapon fire.

EXAMPLE:  a Gear backs 2 hexes deeper into a forest and fires a shot. The Active Concealment is 0 = 3 obscurement - 2 hex move - 1 shot. An active sensor directed IF shot would be penalized by 1 for the forest hex the gear occupies.

Indirect Fire from visual or passive detection are penalized as normal. Direct fire weapons don't gain the benefit either, as they fire through the terrain obscurement

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Saturation Fire Declaration

Saturation fire can be declared at the beginning of the round.  Immediately make the attack roll and compute results.  The area is saturated as long as LOS to the point is maintained.  This becomes true for saturation fire shot during the turn as well.

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