Drp9-HG Silcoreminir
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DP9-919 ™ MELEE,T H E S C I EDUELIST, N C E F I C T TACTICALI O N R O L E P ANDL A Y I FLEETN G & T SCALEA C T I C A COMBATL G A M E JULY 1995:1995: THETHE HEAVY HEAVY GEAR GEAR RULEBOOK RULEBOOK DP9-001 DP9-001 IS ISRELEASED RELEASED AT GENAT GENCON •CON MARCH • MARCH 1996: 1996: HEAVY HEAVY GEAR MAILINGGEAR MAILING LIST OPENED LIST OPENEDON THE INTERNETON THE INTERNET • 1997: HEAVY• MAY GEAR2004: COMPUTER WORK STARTS GAME ISON RELEASEDTHE NEW BYMINIATURES ACTIVISION RULEBOOK • DECEMBER • SEPTEMBER 1997: SECOND 2004: EDITION THE DREAM HEAVY PODGEAR 9 RULEBOOKFORUM IS DP9-101OPENED ISONLINE RELEASED AT WWW.DP9FORUM.COM• APRIL 1998: HEAVY TO GEARREPLACE TACTICAL THE OLD BOX MAILING SET DP9-043 LIST •IS JANUARY RELEASED 2005 • 1998: PLAYTESTING DREAM POD OF 9THE STARTS NEW FLEETRELEASING SCALE ITS RULES OWN MINIATURESIS FINISHED • •1999: JULY HEAVY2005: GEARTHE NEWII COMPUTESILHOUETTR GAMEE CORE IS RELEASEDHEAVY GEAR • FEBRUARYMINIATURE 2001: RULES TACTICAL IS RELEASED MINIATURES AT COMIC RULES CON DP9-106 TO MARK IS THERELEASED TENTH • ANNIVERSARY2001: HEAVY GEAROF HEAVY ANIMATED GEAR TELEVISION• FUTURE: SERIESLOTS OF IS NEW RELEAS MINIATUREED BY SONYS TO •COME. 2003: SILCORE RPG RULES DP9-909 & SOON AFTER THE HEAVY GEAR THIRD EDITION PLAYERS HANDBOOK DP9-925 ARE RELEASED • SEPTEMBER 2004: THE DREAM POD 9 FORUM IS OPENED ONLINE AT WWW.DP9FORUM.COM TO REPLACE THE OLD MAILING LIST • JULY 2005: THE NEW SILHOUETTE CORE HEAVY GEAR MINIATURE RULES DP9-919 IS RELEASED AT COMIC CON TO MARK THE TENTH ANNIVERSARY OF HEAVY GEAR • FUTURE: LOTS OF NEW MINIATURES. Ross Glenn (free product) 129.33.1.37 T A B L E O F C O N T E N T S 0 TABLE OF CONTENTS.................................................................1 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ 4.2.4 SKILLS............................................................ 46 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ CHAPTER 1 THE RULES ............................................................. 2 4.2.5 BODY SKILLS................................................... 46 1.1 INTRODUCTION.............................................................. 2 4.2.6 AWARENESS SKILLS ........................................ 46 Dream Pod 9 Team 1.2 DICE AND DIE ROLLING ................................................. 3 4.2.7 SPIRIT SKILLS ................................................. 46 1.3 RATINGS, SKILLS AND SKILL TESTS .............................. 3 4.2.8 SPECIAL .......................................................... 47 PROJECT MANAGER/SENIOR EDITOR ROBERT DUBOIS 1.4 MARGIN OF SUCCESS/FAILURE ..................................... 3 4.3 PLAYING THE GAME ............................................. 47 1.5 COMBAT UNITS AND COMBAT GROUPS ............................ 3 4.3.1 SETUP.............................................................. 47 FLEET RULES CONTRIBUTOR STUART ELLE 1.6 VEHICLE DATACARD ..................................................... 4 4.3.2 GAME ORDER ................................................... 47 MELEE RULES CONTRIBUTOR JOHN BUCKMASTER 1.7 THE COMBAT ROUND ..................................................... 5 4.3.3 ACTIONS .......................................................... 47 1.8 NUMBER OF ACTIONS.................................................... 6 4.3.4 MOVEMENT ...................................................... 47 ADDITIONAL CONTRIBUTORS PHILIPPE F. LECLERC, NICK PILON, 1.9 MOVEMENT AND TERRAIN ............................................. 6 4.3.5 JUMPING, CLIMBING, AND FALLING ................... 47 JONATHAN BREESE, DAYVD ATWOOD, MARC-ALEXANDRE VEZINA 1.9.1 STATIONARY/HULL DOWN .................................... 6 4.3.6 DAMAGE .......................................................... 47 1.9.2 COMBAT SPEED .................................................. 6 4.3.7 EFFECTS OF DAMAGE ....................................... 47 ADDITIONAL EDITING JOHN BUCKMASTER, STUART ELLE 1.9.3 TOP SPEED ......................................................... 6 4.4 ADVANCED RULES ..................................................... 48 1.9.4 MULTIPLE MOVEMENT SYSTEMS .......................... 7 4.4.1 CREATURES AND VEHICLES. .............................. 49 DESIGN/LAYOUT PIERRE OUELLETTE, JEAN-FRANÇOIS FORTIER 1.9.5 TURNING ............................................................ 7 4.4.2 CREATURES ..................................................... 49 1.9.6 TERRAIN ............................................................ 7 4.4.3 VEHICLES ........................................................ 49 COVER (KODIAK MODEL KIT) SCULPTING/PAINTING ALAIN GABOIS 1.9.7 STACKING .......................................................... 8 4.4.4 TERRAIN EFFECTS ............................................ 49 MINIATURES SCULPTING/PAINTING PHILIPPE F. LECLERC, ALAIN GABOIS 1.10 LINE OF SIGHT & OBSCUREMENT.................................. 8 4.5 OPTIONAL EQUIPMENT ............................................... 50 1.10.1 CONCEALMENT................................................... 8 4.6 WEAPONS .................................................................. 51 ADDITIONAL ARTWORK GHISLAIN BARBE 1.10.2 DETECTION RATING ............................................ 8 4.7 CALCULATING MELEE TV ............................................ 52 1.10.3 ACTIVE SENSOR LOS.......................................... 8 4.7.1 SKILLS ............................................................ 52 PHOTOS ROBERT DUBOIS, PHILIPPE F. LECLERC, ALAIN GABOIS 1.10.4 COMMUNICATIONS, ECM AND ECCM EFFECTS ....... 9 4.7.2 MOVEMENT ...................................................... 52 SILHOUETTE SYSTEM DESIGNERS GENE MARCIL, STEPHANE I. MATIS 1.10.5 STEALTH EFFECTS ............................................. 9 4.7.3 SPECIAL ABILITIES AND NATURAL WEAPONS...... 52 1.10.6 FIRING ARCS ..................................................... 9 4.7.4 CHARACTER WORKSHEET .................................. 53 ADMINISTRATION ROBERT DUBOIS 1.11 ATTACKS .................................................................... 9 4.8 ADVANCED CHARACTER OPTIONS ................................ 54 1.11.1 ATTACKER MODIFIERS......................................... 9 4.8.1 PERKS AND FLAWS ........................................... 54 SPECIAL THANKS 1.11.2 DEFENDER MODIFIERS....................................... 10 4.8.2 CYBERWEAR .................................................... 54 TO PHILIPPE FOR ALL THE HELP WITH NEW RULES IDEAS AND NEW MINIS. 1.11.3 PHYSICAL ATTACKS .......................................... 10 MELEE SCALE DATACARDS .............................................. 55 1.11.4 EVASIVE MANEUVERS........................................ 11 CHAPTER 5 DUELIST SCALE (SKIRMISH SCALE) ...................... 56 TO JOHN FOR THE MELEE RULES AND STUART FOR THE FLEET RULES. 1.11.5 CALLED SHOTS ................................................. 12 5.1 DUELIST SCALE (SKIRMISH SCALE) ............................ 56 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ PLUS A BIG THANK YOU TO ALL THE PLAYTESTERS. 1.11.6 INDIRECT FIRE .................................................. 12 5.1.1 MOVEMENT ....................................................... 56 1.12 ATTACKS USING RATE OF FIRE (ROF) .......................... 12 5.1.2 LINE OF SIGHT AND DETECTION .......................... 57 1.12.1 BURST FIRE ...................................................... 12 5.1.3 COMBAT ........................................................... 57 1.12.2 AREA EFFECT WEAPONS.................................... 13 5.1.4 ADVANCED CLOSE COMBAT SYSTEM................... 57 1.13 DAMAGE ................................................................... 14 5.1.5 MACROMOVES .................................................. 58 1.13.1 SYSTEMS DAMAGE ............................................ 14 5.2 DUELING PERKS ........................................................ 58 1.13.2 DAMAGE TO ARMOR .......................................... 15 5.3 DUELING WEAPONS LIST ............................................ 59 1.13.3 DAMAGE TO ARMS ............................................ 15 5.4 DUELING WEAPONS AND CUSTOMIZING........................ 59 Produced and Published by 1.13.4 PICKING UP GUNS ............................................. 15 5.5 DUELING TACTICAL SCENARIOS .................................. 60 1.14 INFANTRY RULES....................................................... 16 5.5.1 DUELING ARENA ............................................... 62 1.15 PERKS ...................................................................... 17 5.5.2 FAMOUS DUELISTS AND DATACARDS ................. 62 1.16 FLAWS...................................................................... 17 5.6 HEAVY GEAR CHAMPIONSHIP TOURNAMENT DATACARDS ........... 64 CHAPTER 2 OPTIONAL RULES .................................................. 19 CHAPTER 6 FLEET SCALE ....................................................... 66 2.0 OPTIONAL AMMUNITION RULES .................................... 19 6.1 FLEET SCALE............................................................. 66 2.1 MORALE ..................................................................... 19 6.1.1 CREATING A FLEET ............................................ 66 5000 Iberville, Suite 332 2.1.1 MORALE CHECKS................................................ 19 6.1.2 ACTION ROUND ................................................. 66 Montréal, Québec, Canada, H2H 2S6 2.1.2 CONDITIONS AND SITUATIONS ................................... 19 6.1.3 ACTIONS .........................................................