call to honor rulebook

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    MECHWARRIOR: CALL TO HONOR

    MECHWARRIOR: CALL TO HONOR is a variant rule set to use with the miniatures available from the Mechwarrior: ar!A"e an# Mechwarrior: A"e of estruction $ames% Call to Honor is an e&ic in scale' science fiction war "ame that ta!es&lace within the (attletech universe% The "oal of this rule set is to &rovi#e a wa) to sta"e lar"e scale Mechwarriorbattles that move *uic!l) an# have a realistic feel% These rules were written usin" the Mechwarrior: A"e of estructionrule boo! as a tem&late an# variant chan"es re&lace those rules in the necessar) areas% These rules are unofficial an#inten#e# for non+&rofit &ersonnel use onl)% All &ictures an# Mechwarrior: A"e of estruction te,ts are &ro&ert) of their

    res&ective co&)ri"ht hol#ers% All -ariant Rules an# i#eas &resente# here are the &ro&ert) of R)an Mor"an%

    FOUNDATION

    At the heart of each "ame of Mechwarrior are the miniatures an# the) are calle# units% Each unit belon"s to one ofseveral #ifferent factions' each with a uni*ue faction s)mbol on its base to i#entif) it% Here are some .not all/:

    If a unit has no faction s)mbol on its base' it is a Mercenar) unit% Mercenar) units are sol#iers for hire that have been&ai# to fi"ht for )our arm)% Mercenar) units ma) also be com&ose# into an arm) unto its self' as if the) were their ownfaction%

    Mechwarrior: Call to Honor is #esi"ne# to be &la)e# with two+o&&osin" si#es com&ose# of as man) &la)ers an# armiesas )ou wish% When )ou an# )our frien#s "et to"ether for a Mechwarrior: Call to Honor "ame' )ou each buil# an arm)com&ose# from )our own collection of units% 0ou can buil# )our arm) man) #ifferent wa)s' usin" units from a sin"lefaction or mi,in" units from several factions%

    Mechwarrior Units

    There are three #ifferent unit t)&es in Mechwarrior: Mechs' infantr)' an# vehicles% Each t)&e has a #ifferent base% Eachunit has at least three main com&onents: the fi"ure .the three+#imensional re&resentation of the unit/' the base' an#the combat #ial% Mechs also have a fourth com&onent calle# a heat #ial% The base' combat #ial an# heat #ial are#escribe# below%

    The Combat Dial

    The combat #ial is a uni*ue feature that sets Mechwarrior a&art from all other science fiction miniatures "ames% Thecombat #ial is the rotatin" #is! foun# un#er each unit1s base% It is &rinte# with numerical values that are viewe#throu"h the unit1s stat slot% Each time )our unit is #ama"e#' turn its combat #ial cloc!wise to the ne,t set of numbers2this usuall) re#uces the unit1s effectiveness% When )our unit is re&aire# of #ama"e' turn its combat #ialcountercloc!wise2 this usuall) im&roves the unit1s effectiveness%

    The Heat Dial

    The heat #ial is a tumbler #ial a#3acent to a Mech1s stat slot% As a Mech o&erates' it heats u& an# often becomeshar#er to &ilot% The heat #ial is &rinte# with colore# s*uares an# numbers that tell )ou how the Mech1s accumulate#

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    heat is affectin" it% When a Mech "ains heat' clic! its heat #ial countercloc!wise2 when it loses heat' clic! its heat #ialcloc!wise%

    Combat al!es

    Combat values are numbers that tell )ou how well )our unit com&letes certain actions% The) a&&ear in a unit1s stat slotan# on its base%

    Infantr) an# vehicles each have si, combat values% 4our of these values a&&ear in the stat slot an# chan"e as the unitis #ealt or re&aire# of #ama"e: #ama"e' s&ee#' attac!' an# #efense% The other two values are &rinte# on each unit1sbase an# #o not chan"e as the unit is #ealt or re&aire# of #ama"e: minimum ran"e an# ma,imum ran"e% Each valuea&&ears ne,t to its s)mbol% Mechs have ten combat values% 4ive of these values a&&ear in the stat slot: &rimar)#ama"e' secon#ar) #ama"e' s&ee#' attac!' an# #efense% The other five values are &rinte# on each unit1s base:minimum ran"e an# ma,imum ran"e .for the &rimar) #ama"e value an# secon#ar) #ama"e value/ an# vent ratin"%

    Each unit also has a "reen startin" mar!er ."reen arrow/ an# ma) have one or more blac! re&air mar!ers .blac!

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    arrow/ on its combat #ial% 5tartin" mar!ers show the startin" &osition of each unit1s combat #ial .how the #ial shoul#be oriente# to be"in the "ame/' an# re&air mar!ers re&resent how #ifficult a unit1s re&airs are%

    Items Re"!ire# For $la%

    Mechwarrior: Call to Honor is a stron" #e&arture from Mechwarrior: A"e of estruction in re"ar#s to the amount ofresources recommen#e# for &la)% Call to Honor is s&ecificall) #esi"ne# for &la) between lar"e armies% It isrecommen#e# that &la)ers buil# armies with a buil# total consistin" of at least 6788 &oints% What this means is that)ou will nee# a man#ator) 98 units to fiel# a Call to Honor arm)%

    In a##ition to )our MechWarrior units an# these rules' )ou will nee# the followin" items to &la): a ta&e measuremar!e# in 6; increments that measures at least 1?@1 an# the o&timal area is@1,

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    ictor% con#ition .: controllin) the battle/iel#

    -ictor) con#ition 9 rewar#s a &la)er for #ominatin" a conteste# area%Each able unit in )our battleforce that remains on the battlefiel# when the "ame en#s is worth a number of victor)&oints to )ou e*ual to its &oint value2 these are survivin" units% If )ou have no survivin" units' )ou "et no &oints forthis victor) con#ition%Each ca&tive )ou control that occu&ies )our #e&lo)ment Jone when the "ame en#s is worth a number of victor) &ointsto )ou e*ual to #ouble its &oint value% 0ou "et no &oints for infantr) an# vehicle ca&tives )ou control that #o not

    occu&) )our #e&lo)ment Jone% 0ou alwa)s receive &oints for a 1Mech ca&tive )ou control' even if it #oes not en# the"ame in )our #e&lo)ment Jone%Each o&&osin" unit with 5alva"e s&ecial e*ui&ment that is not in its controller1s #e&lo)ment Jone when the "ame en#sis worth a number of victor) &oints to )ou e*ual to its &oint value%

    To summariJe' &oints "aine# from victor) con#ition 9 e*ual the followin": #ouble the &oints of ca&ture# o&&osin" infantr) an# vehicles in )our #e&lo)ment Jone' =L5 #ouble the &oints of ca&ture# o&&osin" 1Mechs' =L5 &oints of survivin" units' =L5 &oints of o&&osin" units with 5alva"e s&ecial e*ui&ment not in their controller1s #e&lo)ment Jone%

    ictor% con#ition 0: controllin) %o!r o++onent1s #e+lo%ment 2one

    5u&&l) lines' ammunition stoc!&iles' an# rear+line communications are all essential to successful futuristic combat%-ictor) con#ition B re&resents a &la)er1s abilit) to #isru&t an o&&onent1s lo"istics throu"h occu&ation of his or her

    #e&lo)ment Jone%5core 6 victor) &oint at the be"innin" of each of )our turns for each unit )ou control that occu&ies an o&&onent1s#e&lo)ment Jone%

    ictor% con#ition 3: Missions

    The use of Mission Car#sma) be electe# as an a##itional -ictor) Con#ition at the creation of the scenario% eci#e#when settin" u&: each &la)er ran#oml) "ets 6 Mission Car# .&referre#/' or each &la)er selects 6 Mission Car#% Thecar#s are to be !e&t secret% 5ome Mission car#s state to be &ut face+u& into &la) an# can be completed by any player%The &la)er that receives this Mission car# #raws a new Mission car# after &la)in" the Mission car#% Each &la)er ma)&la) onl) one Mission Car# &er "ame% Mission car#s are i#entifie# b) the M; in their collector1s numbers% The car#contains instructions on how to com&lete the mission% The number of victor) con#itions in the "ame is increase# b)the number of mission car#s &la)e# .see below/% Onl) )ou ma) com&lete the mission car# )ou &la)% 0ou &la) )ourmission car# face #own after terrain has been &lace# an# battlefiel# con#ition car#s have been &la)e#' but beforeforces are #e&lo)e#%

    At the en# of the "ame .or earlier if in#icate# b) the car#/ the mission car#s are reveale#' an# &la)ers #etermine ifthe) com&lete# their mission% If a &la)er #oes' he or she wins the victor) con#ition for that car#% Ties are resolve# ascovere# in the Rules of Warfare% Each mission car# a##s an a##itional victor) con#ition to the "ame% This victor)con#ition can be won onl) b) the &la)er who &ut the mission into &la)' unless the mission states otherwise% 5omemissions have re*uirements that must be met before the) can be &la)e#2 an) a##itional re*uirements for a missioncar# will be &rinte# on the car#% A mission is &ut into &la) face+#own ne,t to the battlefiel# after terrain has been&lace# an# battlefiel# con#itions have been &la)e# but before battleforces are #e&lo)e#% Onl) the &la)er who &uts amission into &la) !nows what the mission is% A mission is not reveale# until the en# of the "ame or until as in#icate#on the car#% When the "ame en#s' all &la)ers reveal an) unreveale# mission car#s an# #etermine if the missionin#icate# on each car# has been com&lete#% If missions are use# in a "ame' the number of victor) con#itions for that"ame increases b) one for each mission car# &la)e#' re"ar#less of whether the mission is com&lete#% If a &la)ercom&letes a mission .as in#icate# on the mission car#/' he or she has won that victor) con#ition%

    Determinin) the winner

    5core victor) &oints for each victor) con#ition se&aratel)% The &la)er with the hi"hest &oint total for a victor) con#itionwins that victor) con#ition' an# the &la)er who wins the most victor) con#itions wins the "ame%If &la)ers tie for &oints for a &articular victor) con#ition' no one wins that victor) con#ition% If two or more &la)ers tiefor winnin" the most victor) con#itions' the &la)er who score# the most victor) con#ition 9 &oints wins% If this total isalso tie#' the &la)er who score# the most victor) con#ition 6 &oints wins% If this total is also tie#' the &la)er who rollshi"hest on a si,+si#e# #ie wins%

    With#rawin)

    urin" )our turn an# before the "ame en#s' )ou ma) leave the battlefiel#% This is calle# with#rawin"%If )ou with#raw' )our o&&onents retain the victor) &oints for an) of )our units that the) eliminate# #urin" the "ame% Ifone of )our units is a ca&tive when )ou with#raw' the &la)er who controls it receives victor) &oints as if he or she ha#eliminate# it% 0ou remove all of )our units from the battlefiel#% An) ca&tives )ou control cease bein" ca&tives%

    $RE$ARIN& THE (ATTLEFIELD

    4in# a flat area about >1 wi#e an# @1 lon"% =o&ulate this area with as much terrain as #esirable% =lace at least: B &iecesof bloc!in" terrain an# B &ieces of hin#erin" terrain' All &la)ers shoul# a"ree on the la)out of the area% Each &la)er

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    then selects one e#"e of the battlefiel# to be his or her startin" e#"e%

    Ne,t' each &la)er rolls three si,+si#e# #ice an# a##s to"ether the results2 re+roll ties% Whoever rolls the hi"hest total iscalle# the first &la)er%

    After terrain has been &lace# an# startin" e#"es have been #etermine#' each &la)er turns his or her units1 combat#ials so that the startin" mar!er ."reen arrow/ shows in the stat slot of each unit% Mechs must have their heat #ialsturne# so that three "reen s*uares are showin"% This is the Mech1s heat startin" &osition% Now it1s time to #e&lo) )ourarm)%

    The 4irst &la)er #e&lo)s his or her arm) first% Each unit moves on to the table from the &la)ers startin" e#"e% Eachunit must en# this move with its base entirel) on the table% nits nee# not move their entire move value% After thefirst &la)er is finishe# #e&lo)in"' the &la)er to the left of the first &la)er #e&lo)s his or her arm) as state# above% Ifthere are more than two &la)ers' continue this &rocess cloc!wise aroun# the battlefiel#% When all units have been#e&lo)e#' the battle is rea#) to be"in%

    HOW TO $LA*

    =la)ers alternate movin" their units an# attac!in" o&&osin" units to win the battle%

    T!rns4 $hases4 an# 'e)ments

    The "ame is &la)e# in a series of turns% The first &la)er an# his teammates ta!e the first turn% The secon# &la)er an#

    his teammates ta!e the ne,t turn' an# &la) alternates bac! an# forth%

    Each Turn is #ivi#e# into three &hases an# the secon# &hase of each turn is #ivi#e# into si, se"ments% The turn is lai#out thusl):

    $LA*ER - T!rn

    $hase A:=la)er 6 removes move mar!ers' ne,t moves an# mar!s all of his forces$hase (: Combat

    'e)ment -:=la)er 6 ma!es a##itional -TOL moves' a##s move mar!er'e)ment .:&la)er 9 resolves artiller) fire an# #irectl) a&&lies its effects'e)ment 0:=la)er 6 fires or en"a"es in close combat with all able units'e)ment 3:=la)er 9 fires or en"a"es in close combat with all able units'e)ment 5:=la)er 6 &laces artiller) mar!ers'e)ment 6:All &la)ers a&&l) all combat effects heat

    $hase C:=la)er 6 removes move mar!ers' ne,t moves an# mar!s his forces or removes an) -ent or#ers

    $LA*ER . T!rn

    $hase A:=la)er 9 removes move mar!ers' ne,t moves an# mar!s all of his forces$hase (:Combat

    'e)ment -:=la)er 9 ma!es a##itional -TOL moves' a##s move mar!er'e)ment .:=la)er 6 resolves artiller) fire an# #irectl) a&&lies its effects'e)ment 0:=la)er 9 fires or en"a"es in close combat with all able units'e)ment 3:=la)er 6 fires or en"a"es in close combat with all able units'e)ment 5:=la)er 9 &laces artiller) mar!ers'e)ment 6:All &la)ers a&&l) all combat effects heat

    $hase C:=la)er 9 removes move mar!ers' ne,t moves an# mar!s his forces or removes an) -ent or#ers

    IM$ORTANT &AME CONCE$T'

    (ase Contact

    A unit is in base contact with another unit if their bases are touchin"% A unit can also be in base contact with a terrainfeature or other item if its base is touchin" an#Kor overla&&in" it%

    Facin)

    The &osition of a unit1s front arc relative to the battlefiel# in#icates its facin"% When )ou move a unit' )ou #etermine itsfacin" at the en# of movement% A unit1s facin" is im&ortant because it ma) ma!e ran"e# or close combat attac!s onl)throu"h its front arc% Infantr) have no facin"%

    Frien#l% an# o++osin) !nits

    4rien#l) units are units )ou control in the "ame or units controlle# b) an allie# teammate% O&&osin" units are an)units controlle# b) an o&&onent% 4rien#l) an# o&&osin" status is set at the be"innin" of the "ame but ma) chan"e#urin" the "ame%

    Meas!rin)

    When measurin" #istances' such as for setu&' movement' an# ran"e# combat' alwa)s measure from the e#"e of a

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    unit1s base to the e#"e of a unit1s base over the line that &asses throu"h both .virtual/ base center #ots% 0ou ma) not&re+measure an) combat ran"es #urin" the "ame% There can be no tar"et switchin" after measurin"%

    Mo#i/iers

    Combat values ma) be altere# #urin" the "ame% Numbers that alter combat values are calle# mo#ifiers% A mo#ifier canbe either &ositive or ne"ative' a##in" to or subtractin" from the value to which it is a&&lie#% 5&ecial e*ui&ment'combat enhancement car#s' an# terrain are amon" the "ame effects that can mo#if) combat values%

    A combat value cannot be ne"ative% If a mo#ifier woul# cause a value to be ne"ative' the value is 8 instea#%

    Alwa)s use a unit1s mo#ifie# .if a&&licable/ combat values unless a rule or s&ecial e*ui&ment s&ecificall) states that theunit1s unmo#ifie# combat value shoul# be use#% If an effect sa)s to #ouble or halve an unmo#ifie# combat value'mo#ifiers shoul# be a&&lie# onl) after the increase or #ecrease is ma#e%

    A sin"le attac! affectin" multi&le tar"ets can have se&arate mo#ifiers s&ecific to each tar"et%

    E//ect To7ens

    5ince all combat ta!es &lace simultaneousl) effect to!ens are use# to trac! certain combat effects #urin" =hase ( ofan) "iven turn% 5ome e,am&les of effects that the to!ens can trac! are movement' #ama"e ta!en' heat receive# an#ventin" in &ro"ress% When the rules call for an effect to!en to be &lace# or state that an effect is #ealt; to a unit'sim&l) &lace a to!en that corres&on#s to the effect ne,t to the unit that receive# it% It is a "oo# i#ea to have man)#ifferent t)&es or colors of to!ens% 4or e,am&le )ou ma) want to have an assortment of chan"e such as &ennies'

    nic!els' an# #imes or #ifferent colore# &o!er chi&s%

    Re+lacement al!es

    5ome "ame effects tell )ou to use a s&ecific value in &lace of a combat value' such as when one value becomes; or isuse# instea# of; another value2 this new value is a re&lacement value% The ori"inal combat value #oes not a&&l) whilethe re&lacement value a&&lies%

    Ro!n#in)

    5ome "ame effects tell )ou to #ivi#e .usuall) halve/ a number% If such #ivision results in a fraction' alwa)s roun# u&%

    '+ecial E"!i+ment

    Colore# areas mi"ht a&&ear in a unit1s stat slot' associate# with a &articular combat value% These colore# areas

    re&resent s&ecial e*ui&ment that )our unit &ossesses% These areas are usuall) sha&e# li!e s*uares' thou"h the) ma)also be sha&e# li!e circles .see below/% 5&ecial e*ui&ment is lost or comes into o&eration as )our unit is #ealt orre&aire# of #ama"e% 5&ecial e*ui&ment rules are &rinte# on the Mechwarrior s&ecial e*ui&ment section .5E5/ of this#ocument% 5&ecial e*ui&ment rules ta!e &rece#ence over "ame rules' e,ce&t where note#%

    5&ecial e*ui&ment is able to affect "ame &la) onl) while it a&&ears in a unit1s stat slot% If s&ecial e*ui&ment is#escribe# as o&tional' it is assume# to be in effect unless it is cancele#% A &la)er ma) cancel an) of his or her unit1ss&ecial e*ui&ment at an) time &rior to rollin" #ice% The s&ecial e*ui&ment remains cancele# until the en# of that turn%At the be"innin" of the ne,t turn' it is in effect a"ain%

    O&tional s&ecial e*ui&ment is use# when a &la)er elects to use it or #oes not cancel it an# the re*uirements for thats&ecial e*ui&ment are met% 5&ecial e*ui&ment that is not o&tional is use# when the re*uirements for that s&eciale*ui&ment are met%

    nless state# otherwise' s&ecial e*ui&ment that a&&ears on a Mech1s &rimar) or secon#ar) #ama"e values ma) beuse# onl) when resolvin" attac!s usin" the Mech1s &rimar) or secon#ar) #ama"e value' res&ectivel)%

    '+ecial e"!i+ment as circles

    5&ecial e*ui&ment colors sha&e# li!e circles are the same as s*uares' e,ce&t that the unit usin" that s&eciale*ui&ment is #ealt 6 #ama"e after the action resolves%

    MOEMENT

    A unit1s s&ee# value a&&ears on its combat #ial% This is the number of inches )ou ma) move that unit

    urin" =hases A an# C of )our turn )ou ma) move all of the units in )our arm)% When )ou move a unit' &lace the ruleron the battlefiel#' an# measure from the e#"e of the unit1s base to the #esire# #estination%

    When a unit moves it ma) not cross an) enem) unit1s base an# ma) not &ass between two or more frien#l) an#

    enem) units in base contact% There must be room for the movin" unit1s base to rest com&letel) on the battlefiel# atthe en# of its movement &ath% 0ou #etermine the unit1s facin" after the move% Mar! the unit with a Move mar!er%

    (rea7in) awa%

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    If )ou "ive a move or#er to a unit that is in base contact with one or more o&&osin" units' that unit must attem&t tobrea! awa) safel)% Roll one si,+si#e# #ie% nits with the um& ets 5E a## 6 to the roll result%

    Infantr) an# vehicles fail to brea! awa) safel) on results of 6B% Mechs fail to brea! awa) safel) on results of 6 or 9'thou"h )ou ma) still chan"e their facin" if the) are in contact with a non+Mech unit% nits that fail the chec! roll "et tochoose: either #ont move' or receive 6 #ama"e to!en .re"ar#less of armor/ an# move normall)%

    A unit ma) move without nee#in" to chec! for safel) brea!in" awa) if the onl) o&&osin" unit it is in base contact with

    is a shut#own 1Mech or a unit with 5alva"e s&ecial e*ui&ment%

    Free s+in

    If a unit en#s its movement in base contact with one or more o&&osin" units' those o&&osin" units ma) chan"e theirfacin"% Mechs with the Pua# Mech s&ee# mo#e an# vehicles ma) not ma!e free s&ins%

    '+ee# mo#es

    The followin" s&ee# mo#e entries are characteriJe# &rimaril) b) how the) interact with terrain% All terrain t)&es are#escribe# in Terrain'; &% B>%

    FOOT

    A unit with the foot s&ee# mo#e e,ists at NOE .na&e of the earth/ level% NOE level is an) &oint on the battlefiel# that isnot elevate#% It interacts with all terrain t)&es &er the rules for those t)&es%

    A8UATIC

    A unit with the a*uatic s&ee# mo#e e,ists at NOE level% It interacts with all terrain t)&es &er the rules for those t)&ese,ce&t that this unit treats level 9 water terrain as clear terrain for movement &ur&oses an# level B water terrain as#ifficult "roun# for movement &ur&oses% If it occu&ies level 9 or B water terrain' it is submer"e#%

    HOER

    A unit with the hover s&ee# mo#e e,ists at NOE level% It interacts with all terrain t)&es &er the rules for those t)&ese,ce&t that it treats all water terrain as clear terrain an# all hin#erin" terrain as bloc!in" terrain for movement

    &ur&oses% If it occu&ies water terrain' it is not submer"e#% It fails to brea! awa) onl) on a #ie roll result of 6%

    TRAC9ED

    A unit with the trac!e# s&ee# mo#e e,ists at NOE level% It interacts with all terrain t)&es &er the rules for those t)&ese,ce&t that it treats all hin#erin" terrain as clear terrain for movement &ur&oses%

    WHEELED

    A unit with the wheele# s&ee# mo#e e,ists at NOE level% It interacts with all terrain t)&es &er the rules for those t)&ese,ce&t that this unit treats level 9 an# B water terrain as bloc!in" terrain for movement &ur&oses

    MECH

    A unit with the Mech s&ee# mo#e e,ists at NOE level% It interacts with all terrain t)&es &er the rules for those t)&ese,ce&t that it treats level 6 water terrain as clear terrain an# level 9 water terrain as #ifficult terrain for movement&ur&oses% If this unit occu&ies level B water terrain it is submer"e#% This unit1s movement &ath ma) cross enem)infantr) bases' an# it #eals 6 #ama"e to an) o&&osin" infantr) in base contact with it when it successfull) brea!sawa)%

    R!n o+tion% A unit with the Mech s&ee# mo#e can use the run o&tion when movin"2 this allows the unit to ta!e asecon# move action this &hase% 0ou must #eclare that the Mech will run before attem&tin" to move it% Runnin" causesthe unit to "ain 6 heat% If a Mech "iven a move or#er to run fails a brea! awa) roll it ma) re+roll the roll' it "ains 6heat re"ar#less of the result% This action ma) be combine# with the 3um& 3ets s&ecial abilit) an# the Mech "ains 9 heatinstea# of the normal 6% When a Mech "ains Heat' resolve the heat .G turn #ial/ ri"ht after finishin" the action' instea#

    of #urin" =hase ( se"ment @' when normall) Heat is resolve#% Mechs ma) not run while submer"e#%

    8UAD 1MECH

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    A unit with the Pua# Mech s&ee# mo#e e,ists at NOE level% It interacts with all terrain t)&es &er the rules for thoset)&es e,ce&t that it treats level 6 water terrain as clear terrain an# level 9 water terrain as hin#erin" terrain formovement &ur&oses% It this unit occu&ies level B water terrain it is submer"e#% It "ets 6 #efense in Hin#erin" terrain.G hull #own/%

    A Mech with the *ua# Mech s&ee# mo#e i"nores infantr) bases when movin" can use the run o&tion when movin" nee# not ma!e a brea! awa) roll to move awa) from o&&osin" infantr)

    cannot chan"e its facin" if it fails a brea! awa) roll cannot ma!e free s&ins%

    TOL

    A unit with the -TOL s&ee# mo#e can e,ist on the battlefiel# at two #ifferent levels: NOE an# cruisin"% It ma) e,ist atonl) one level at a time% At NOE level' this unit is treate# as if it has the hover s&ee# mo#e%

    A unit with the -TOL s&ee# mo#e can chan"e levels as &art of resolvin" its movement% Each chan"e between levelsre*uires 9Q of the unit1s movement for that or#er% 0ou ma) chan"e levels at an) time #urin" the resolution of thisunit1s move' as lon" as the unit has at least 9Q of movement remainin" to ma!e the chan"e% se the a#3ustable stan#on the unit1s base to in#icate the level of the unit: u& is cruisin"' #own is NOE% A unit with the -TOL s&ee# mo#e ma)be"in the "ame at either level%

    A unit with the -TOL s&ee# mo#e cannot be a member of a formation' cannot be the &assen"er of a trans&ort must imme#iatel) be move# to NOE level if it "ains the emoraliJe# s&ecial e*ui&ment

    Cr!isin)A unit at cruisin" level #oes not interact with or occu&) an) terrain t)&e% Its base #oes not bloc! lines offire% Onl) units with the 3um& 3ets s&ecial abilit) are ever consi#ere# to be in base contact with a unit at cruisin" level'even if their bases are touchin"% Lines of fire #rawn to or from a unit at cruisin" level i"nore bloc!in" terrain an# unitbases% Lines of fire #rawn to or from a unit at cruisin" level i"nore hin#erin" terrain unless the tar"et or attac!eroccu&ies hin#erin" terrain% A unit at cruisin" level i"nores terrain an# unit bases for movement &ath &ur&oses' but itcannot en# its movement overla&&in" another unit1s base%

    Hei)ht;a#

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    affect their trans&ort%

    (oar#in)In or#er for a frien#l) infantr) or vehicle unit to boar# a frien#l) trans&ort that unit must en# its move inbase contact with a frien#l) trans&ort' that has available ca&acit)' an# remove the unit from the battlefiel#% Infantr)an# vehicle units remove# in this wa) shoul# be &lace# in or near its corres&on#in" trans&ort shells% If the trans&orthas not )et move# in that &hase re#uce its s&ee# value b) half for that &hase%

    If a trans&ort is a Mech' it can use this move or#er to run%

    Disembar7in)To #isembar! an) number of &assen"ers from a trans&ort' #eclare that )ou are #isembar!in"&assen"ers an# &lace the #isembar!in" unit in base contact with the trans&orts rear arc% =assen"ers who have#isembar!e# ma) move u& to half their s&ee# value this &hase% A trans&ort ma) move before or after it #isembar!s&assen"ers% When #isembar!in" a &assen"er its base must rest com&letel) on the battlefiel#% If the base of a#isembar!in" &assen"er cannot rest com&letel) on the battlefiel# .#ue to terrain or a lac! of s&ace on the battlefiel#/'it is eliminate#% The trans&ort1s controller #eci#es which &assen"ers to eliminate%

    A trans&ort with emoraliJe# s&ecial e*ui&ment cannot boar# units% If a trans&ort "ains emoraliJe# when it alrea#)has &assen"ers' all of its &assen"ers must #isembar! in the ne,t move =hase% If a trans&ort becomes an enem) unitas a result of the b)&ass s&ecial abilit)' all of its &assen"ers imme#iatel) #isembar!' an# each #isembar!e# &assen"eris #ealt 6#ama"e%

    TOL trans+orts% A trans&ort with the -TOL s&ee# mo#e at cruisin" level can boar# an# #isembar! onl) &assen"erswith um& ets s&ecial e*ui&ment% If a -TOL trans&ort at cruisin" level "ains #emoraliJe# an# has a s&ee# value of 8'an) of its &assen"ers are eliminate# unless the) have um& ets% A trans&ort with the -TOL s&ee# mo#e at NOE level

    boar#s an# #isembar!s units normall)%

    Towin)4 trans+ortin)

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    Mech #ama)e

    In "eneral' Mechs score #ama"e accor#in" to the rules above% Mechs' however' have three s&ecial features that affectthe wa) the) resolve combat: a &rimar) #ama"e value' a secon#ar) #ama"e value' an# the melee ran"e t)&e%

    Ran)e# combat #ama)eWhen a Mech ma!es a ran"e# combat attac!' its controller must announce &rior to rollin"the attac! #ice or measurin" the ran"e whether the &rimar) or secon#ar) #ama"e value will be use#% Thisannouncement also #etermines the ran"e t)&e of the attac! .ballistic or ener")/% If the controller #oes not ma!e this

    announcement' the attac! uses the &rimar) #ama"e value an# its associate# ran"e t)&e b) #efault% If the ran"e#combat attac! is not &ossible usin" the &rimar) #ama"e value' the attac! is cancele# an# the or#er lost%

    ama"e from ran"e# Ener") attac!s a"ainst infantr) #oes onl) 6 &oint of #ama"e .althou"h #ama"e mo#ifiers a&&l)/%

    Close combat #ama)eWhen a Mech ma!es a close combat attac!' it usuall) must use its &rimar) #ama"e value% If'however' the Mech1s secon#ar) #ama"e value has the melee ran"e t)&e' its controller ma) choose to use thesecon#ar) #ama"e value instea#% This #ecision must be announce# &rior to rollin" the attac! #ice% On some units' themelee ran"e t)&e mi"ht be associate# with the &rimar) #ama"e value2 these units ma) use onl) their &rimar) #ama"evalues to resolve close combat attac!s%

    If a Mech with the Pua#+Mech s&ee# mo#e #oesn1t have the melee ran"e t)&e associate# with either of its #ama"evalues' its &rimar) #ama"e value becomes 6 for that close combat attac!%

    Tar)etin) /rien#l% !nits

    4rien#l) units ma) not tar"et each other with #ama"in" attac!s% A##itionall)' a unit ma) never tar"et itself with an)attac! or s&ecial e*ui&ment that scores or re&airs #ama"e%

    Eliminatin) !nits

    As soon as three b!llet holes)mbols a&&ear in a unit1s stat slot' that unit is eliminate# an# must be remove#from the "ame%

    Critical hits an# misses

    When ma!in" an attac! roll as &art of resolvin" a ran"e# or close combat attac!' if the two #ice with matchin" colorscomes u& with a result of @' the attac! automaticall) succee#s2 this is a critical hit% If the attac! was meant to score#ama"e or re&air #ama"e' the critical hit scores or re&airs 6 #ama"e a"ainst each tar"et of the attac!%

    If the two #ice with matchin" colors comes u& with a result of 6' the attac! automaticall) fails2 this is a critical miss.bac!fire;/% 0our unit is #ealt 6 #ama"e after a critical miss% If )ou roll a critical miss when tr)in" to re&air a tar"et of#ama"e' the re&air attem&t automaticall) fails an# the tar"et is #ealt 6 #ama"e%

    Hint. Even if you need an attack roll higher than 18 to hit a target or lower than 3 to hit a target, roll anyway; acritical hit or miss may change the results.

    Unconscio!s +ilots

    .rule #oes not a&&l) to infantr)/ When is critical hit has been rolle#' also chec! the thir#' #ifferentl) coloure#' #ie% Ona 7 or @' the coc!&it is hit' ren#erin" the &ilot insi#e tem&oraril) #iJJ)' confuse# or unconscious%

    A unit with an unconscious &ilot can1t be "iven or#ers' e,ce&t for a cool or#er in =hase A%An) unit attac!in" a shut#own Mech "ets > to its attac! value for that attac!%A unit with an unconscious &ilot is susce&tible to units usin" the ()&ass 5E%

    If )ou have a unit with an unconscious &ilot' )ou can attem&t to revive that &ilot at the be"innin" of each &hase .)oursan# o&&onents/ an# each time that unit is #eclare# the tar"et of an attac!% If the attem&t is at the be"innin" of a&hase' this attem&t ha&&ens before an) other actions' "ame effects' or or#ers% Roll a #@ an# a## an) #efensemo#ifiers &rovi#e# b) the &ilot% If the result is > or more' the &ilot re"ains consciousness% Continue with the &hase orattac!%

    Re+airin) #ama)e

    The Re&air s&ecial e*ui&ment allows )ou to re&air a unit of #ama"e% Re&airs are treate# li!e ama"e in that the) area&&lie# simultaneousl) #urin" =hase (' 5e"ment @% When a unit successfull) ma!es a re&air roll &lace a number ofeffect mar!ers e*ual to the amount of #ama"e re&aire# ne,t to the a&&ro&riate unit%

    When a unit is re&aire# of #ama"e #urin" =hase (' 5e"ment @' turn its combat #ial once countercloc!wise for each 6#ama"e re&aire#2 never turn &ast a unit1s startin" mar!er% Alwa)s a&&l) this re&air 6 #ama"e at a time2 )ou must sto&

    re&airin" a unit of #ama"e if a blac! re&air mar!er .blac! arrow/ shows on its combat #ial' even if more #ama"e coul#be re&aire#% If a unit has a blac! re&air mar!er showin" on its combat #ial #urin" the first clic! of re&air' it cost 9re&air #ama"e to clic! &ast the blac! mar!er' that is if )ou were to re&air B clic!s of #ama"e this turn an# a blac!arrow is showin" )ou woul# onl) re&air 9 clic!s of #ama"e because the cost of &assin" the blac! arrow is 9 clic!s ofre&air #ama"e%

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    Attac7 t%+esThere are three attac! t)&es associate# with the re&air s&ecial abilit): crosshairs 4 tria)e 4

    an#wrench % Attac! t)&es come into &la) onl) when re&airin" units of #ama"e2 see the Re&air s&eciale*ui&ment in the 5E5%

    HEAT

    &ainin) heat

    Mechs are the rea#nou"hts of the (attlefiel# able to unleash mass amount of fire&ower an# com&lete fierce closecombat actions that are unmatche# b) an) other unit in the "ame% (ut in or#er to com&lete such actions the) must&a) a &otentiall) terrible &rice in the form of Heat buil# u&% Infantr) an# vehicles ma) onl) be "iven 6 combat or#er&er se"ment but Mechs ma) be "iven 9 at the cost of 6 heat for the secon# or#er% When a Mech receives Heat &lace anumber of effect to!ens e*ual to the amount of heat receive# ne,t to the Mech as a remin#er that it is to be resolve##urin" =hase (' 5e"ment @% As most Mechs receive heat their &erformance #ecreases%

    To a&&l) Heat receive# #urin" =hase (' 5e"ment @2 turn a Mech1s heat #ial countercloc!wise once for each 6 heateffect to!en ne,t to the mech% As it "ains or loses heat' numbers or colore# s*uares mi"ht a&&ear on its heat #ial% Ifthere are more heat effect to!ens than clic!s left in the heat #ial' each heat to!en in e,cess will be ta!en as #ama"eon the mech%

    These numbers an# s*uares are calle# heat effects% 0ou can fin# #escri&tions of all heat effects in the 5E5% If a Mech1sheat #ial shows a number or heat effect in a location corres&on#in" to its &rimar) #ama"e value' secon#ar) #ama"evalue' or s&ee# value' that combat value is affecte# b) that heat effect or mo#ifie# b) that number%

    When a unit "ains .or loses/ heat' a&&l) the total amount of heat "aine# .or lost/ before ma!in" an) #ie rolls re*uire#as a result of that heat "ain2 )ou must ma!e these rolls imme#iatel) after the heat is a&&lie#% 5ome #ie rolls ma)result in a##itional heat "ain% A&&l) an) new heat "ain imme#iatel)' an# then ma!e an) new #ie rolls re*uire# as aresult of these heat effects% Continue this &rocess until the Mech either #oes not "ain a##itional heat or becomesshut#own% Heat effects that #o not re*uire a #ie roll alwa)s a&&l) while the) a&&ear on the heat #ial%

    Eample. !im "ecided to give her #ade Hawk an additional $ombat order for 1 heat. %his turn she also gave it a move

    order to run, which will cause it to gain 1 heat. &o this turn the #ade Hawk has ' heat effect tokens placed net to it.

    "uring (hase ), &egment * !im applies the ' heat to her #ade Hawk )E+-E she checks to see if any heat effects

    reuire her to make heat effect rolls.

    In some cases' multi&le heat effects ma) a&&ear on the #ial at the same time2 if the) #o' roll a se&arate #ie for eachheat effect an# a&&l) the results to the Mech at the same time% 4or e,am&le' if a Mech "ains heat an# both the Avoi#5hut#own an# Avoi# Ammunition E,&losion heat effects a&&ear on the heat #ial' )ou must roll for both effects an#

    a&&l) the results se&aratel)% Thus' it is &ossible to have the Mech shut #own from a faile# Avoi# 5hut#own roll an# alsobe #ealt #ama"e from a faile# Avoi# Ammunition E,&losion roll%

    Eample. !evin/s 0angonel has seen a lot of action in this battle 2ts heat dial shows two 1 modifiers4 one applying to

    the 0angonel/s secondary damage value and one applying to its speed value. 2f !evin needs to refer to the secondary

    damage or speed values for this 0ech, each will be reduced by 1.

    Losin) heat

    Mechs lose heat in four wa)s:

    6%Coolin" #own b) inactivit) If a mech s!i&s its =hase A .not C/' an# thus will not move that &hase' &lace a sin"lene"ative Heat effect to!en ne,t to the Mech%

    9% -entin"% -ent or#ers are the &rimar) wa) of #is&ersin" heat in Call to Honor% urin" =hase ( a Mech ma) be "iven a

    vent or#er .&lace a -ent to!en/ IN =LACE O4 its first combat or#er% To com&lete a vent or#er &lace a number ofne"ative Heat effect to!ens' e*ual to the Mech1s vent ratin"' ne,t to the Mech% If a vent or#er is "iven to a Mech#urin" =hase ( it ma) not move #urin" its ne,t available move &hase .=hase C/' instea# remove the vent to!en% AMech ma) have both &ositive an# ne"ative heat effect to!ens &lace# on it #urin" a turn%

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    Mechs that vent when in .an) level/ water "ain 6 to their vent ratin"%

    B% Mechs that occu&) Level B Water Terrain: an) Mech )ou control that be"an an# en#e# the turn occu&)in" level Bwater terrain ma) imme#iatel) re#uce its heat #ial b) 6 heat without s&en#in" a vent action%

    >% Coolant flush% 5ee the corres&on#in" 5E%

    Eample. "uring his corresponding segment of (hase ), %ony gives his arbalest a vent order to cool. 2ts vent rating is

    ', so he places ' negative heat effect markers near his 0ech. "uring (hase ), segment * he turns its heat dial

    clockwise twice. 5fter applying this heat loss, the 5void &hutdown heat effect appears on the heat dial, so he rolls a

    si6sided die and succeeds.

    Note that when a unit loses heat' heat effects ma) rea&&ear on its heat #ial% Li!e when a unit "ains heat' when aunit loses heat a&&l) the total amount of heat lost before ma!in" an) #ie rolls re*uire# because of heat effects2 ma!ethese rolls imme#iatel) after a&&l)in" the total heat lost%

    'h!t#own

    5hut#own occurs when a Mech1s onboar# s)stems #eci#e its internal heat level is too hi"h to continue o&eration%

    5hut#own automaticall) occurs when three ra#ioactive s)mbols a&&ear on the heat #ial% A shut#own Mechcannot "ain more heat% 5hut#own can also occur if )ou fail a heat effect roll that shuts #own )our Mech% If a Mechbecomes shut#own because of a faile# heat effect roll' #o not turn its heat #ial to the three ra#ioactive s)mbols%

    A shut#own Mech ma) not move #urin" =hase A or C an# ma) be "iven a cool or#er in =hase A an# ma) onl) be "ivena vent or#er #urin" =hase (% O&tional s&ecial e*ui&ment on a shut#own Mech is cancele# until the unit restarts% Ashut#own Mech cannot ma!e free s&ins% An) unit attac!in" a shut#own Mech "ets > to its attac! value for thatattac!%

    Restartin)

    A shut#own unit automaticall) restarts when the heat startin" &osition a&&ears on its heat #ial% Restartin" mi"ht alsooccur because of a successful heat effect roll%

    When a shut#own Mech restarts it ma) &artici&ate in the ne,t a&&licable &hase% If the Mech restarts because of asuccessful heat effect roll' #o not turn its heat #ial to the heat startin" &osition%

    A Mech that restarts because of a successful heat effect roll #oes not roll for an) other heat effects that mi"ht be

    &resent on the heat #ial on that turn%

    RAN&ED COM(AT

    To ma!e a ran"e# combat attac!' a unit must be "iven a ran"e# combat or#er #urin" =hase (% A ran"e# combat attac!has either the (allistic or Ener") ran"e t)&e2 a #ama"e value with the Melee ran"e t)&e will have ran"e values of 8an# so ma) never be use# to resolve a ran"e# combat attac!%

    Ran)e

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    terrain .see Terrain;/ or have a ran"e mo#ifier .5ee 5hort' Me#ium' an# Lon" Ran"e;/% If the line of fire is bloc!e#' a new tar"et must be chosen .when no measurin" has been #one/ or the attac! isconsi#ere# a miss% If a non+Mech unit tar"ets a Mech' the line of fire is bloc!e# if it crosses an) &art of another Mech fi"ure% If a non+Mech unit tar"ets another non+Mech unit' the line of fire is bloc!e# if it crosses an) other unit1s fi"ure% If a Mech unit tar"ets a Mech unit' the line of fire is bloc!e# if it crosses another Mech1s base% (loc!in" terrain mi"ht also bloc! a unit1s line of fire% (ases of units at cruisin" level never bloc! line of fire% 0ou ma) visuall) chec! a &otential line of fire at an) time' but)ou ma) never &re+measure a line of fire%

    If a non+Mech attac!er is in base contact with an) number of o&&osin" units' it ma) not ma!e a ran"e# combatattac! tar"etin" o&&osin" units not in base contact with itself% If a Mech Attac!er is in base contact with an) number of o&&osin" non+Mech units' it ma) ma!e a ran"e# combatattac! tar"etin" o&&osin" units not in base contact with itself% An Attac!er ma) not ma!e a ran"e combat attac! a"ainst a tar"et in base contact with a frien#l) unit%

    Calle#;shot mo#i/ierIf a Mech attac!er' which is in base contact with one or more o&&osin" units' tar"ets ano&&osin" unit with which it is not in base contact' the tar"et "ets 9 to its #efense value2 this is the calle#+shotmo#ifier%

    Ran)e# combat a)ainst m!lti+le tar)ets

    5ome units can tar"et two or more o&&osin" units with a sin"le ran"e# combat attac!% 0ou ma) never' however' tar"eta unit more than once &er ran"e# combat attac!%

    A unit must show two or more (allistic or Ener") ran"e t)&e s)mbols ne,t to its ran"e values in or#er to resolve theran"e# combat a"ainst two or more tar"ets% The number of s)mbols is the ma,imum number of #ifferent units )ourunit ma) tar"et with a sin"le ran"e# combat attac!% 0ou #o not have to tar"et as man) units as the unit has ran"et)&e s)mbols% 0ou must be able to #raw a clear line of fire to each tar"et )ou wish to attac!%

    eclare the amount of #ama"e )ou will be #ivi#in" between the units )ou are tar"etin"%Roll the attac! #ice once an# com&are the attac! result to each tar"et1s #efense value% Each tar"et of a multi&leran"e# combat attac! a&&lies the mo#ifiers s&ecific to its con#ition% It is &ossible for the attac! to succee# a"ainstsome tar"ets but fail a"ainst others%If a multi&le ran"e# combat attac! succee#s a"ainst one or more tar"ets #eal the &reviousl) #eclare# #ama"e a"ainsteach tar"et that was successfull) attac!e#% An) tar"ets that were unsuccessfull) attac!e# are not #ama"e# an# the#ama"e value &reviousl) #eclare# to that tar"et is lost%

    Eample. 0ike Has a unit with three )allistic range type symbols and his unit has a damage value of 7. 0ike hasdrawn a clear line of fire to three enemy units and declares that he will be dividing the damage thusly4 the first unit

    will be dealt 1 damage, the second unit will be dealt ' damage, and the third unit will be dealt ' damage. 0ike makesthe attack roll and succeeds at damaging the first and third targets. 0ike/s opponent places 1 damage effect token on

    the first target and ' damage effect tokens on the third target. %he damage that mike declared against the second

    target is lost because the attack was unsuccessful.

    In#irect;/ire ran)e# combat

    When its line of fire woul# be bloc!e#' a unit can use a (allistic ran"e# combat attac! to ma!e an in#irect+fire ran"e#combat attac! a"ainst a sin"le tar"et2 the tar"et ma) not be in base contact with a unit frien#l) to the attac!er%Another frien#l) unit must act as s&otter: there must be a clear line of fire to the tar"et .ma) be out of s&ottersran"e/% In or#er to ma!e an in#irect+fire ran"e# combat attac!' the attac!in" unit must

    have a ma,imum ran"e value "reater than 8' not be in base contact with an o&&osin" unit' use a #ama"e value with the (allistic ran"e t)&e' an# have an attac! value "reater than 8%

    raw a line of fire 3ust as )ou woul# for a ran"e# combat attac!2 the line i"nores unit bases an# terrain% The tar"et ofthe in#irect+fire ran"e# combat attac! "ets B to its #efense value% If the attac! succee#s' score #ama"e to the tar"ete*ual to the attac!er1s #ama"e value +6% se of formations is allowe#%

    Anti;Aircra/t !nits

    A unit with the AA; abbreviation in its name is an anti+aircraft unit% AA units have two effects a"ainst tar"ets atcruisin" level: The ballistic ma,imum ran"e value is #ouble#% An AA unit1s ran"e# combat attac!s affect the tar"et -TOL an# an) other -TOL1s' frien# or foe' within B; of sai#tar"et% 4irst' ma!e one attac! roll an# com&are the attac! result to the #efense value of the tar"et -TOL% 5core#ama"e &er the rules to tar"et% Then com&are the attac! result to the #efense value of an) other -TOL1s within B; ofthe tar"ets% 5core 6 #ama"e to each -TOL a"ainst which the attac! succee#s% This abilit) can onl) be use# if the&rimar) tar"et is a -TOL%

    Artiller% !nits

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    A unit is an artiller) unit if it has a number in &arentheses &rinte# after its ma,imum ran"e value% A&art from ma!in"normal #irect or in#irect ran"e# attac!s' artiller) units are ca&able of lon"+ran"e bombar#ment on the battlefiel#%

    Artiller% Ran)eThe &rinte# ran"e value in &arenthesis is calle# the artiller) ran"e value% sin" the artiller) ran"evalue' an artiller) unit can ma!e an artiller) attac!' calculatin" its short' me#ium an# lon" ran"e for the attac! 3ustli!e a normal attac!% se ran"e mo#ifiers as normal .me#ium ran"e: +6 to attac! value2 lon" ran"e: +9/%

    Each artiller) unit has its own artiller) mar!er' or +o)' as illustrate#% This mar!er is use# in the "ame to show thelocation of an artiller) attac!% An artiller) attac! scores #ama"e a"ainst units within the attac!1s blast ra#ius%

    In or#er to ma!e an artiller) attac!' #eclare an artiller) or#er for its attac! #urin" =hase (' 5e"ment 7 in either&la)ers turn% The unit ma) not have attac!e# earlier this turn%

    The attac!er ma) not be in base contact with an o&&osin" unit% The line of fire for the artiller) attac! is measure# fromthe e#"e of the attac!ers front arc' an# it must be "reater than the attac!er1s minimum ran"e value but less than ore*ual to its short' me#ium' or lon" artiller) ran"e values% The line of fire nee# not be clear in or#er to ma!e an artiller)attac!% 5elect an) s&ot on the battlefiel#% The attac!er "ets 9 to its attac! value if the line of fire to the mar!er is notbloc!e#%Another frien#l) unit on the battlefiel# that is able to #raw a clear line of fire to this s&ot .ma) e,cee# s&otters ran"e/ma) act as s&otter% The s&otter ma) not be in base contact with an o&&osin" unit% Artiller) attac!s without boths&otter an# a clear line of fire "et an a##itional +9 attac! value mo#ifier%

    =lace the attac!er1s artiller) mar!er on the #esi"nate# s&ot' with the mar!er1s arrow &ointin" in the #irection ofartiller) units forwar# facin"% While an artiller) unit1s mar!er is on the battlefiel# the artiller) unit ma) not move%urin" the ne,t =hase (' resolve the attac! b) "ivin" the artiller) unit another artiller) or#er an# ma!in" an attac!

    roll' a##in" the attac!er1s attac! value &lus an) ran"e mo#ifiers .!ee& the result of the non+matchin" color attac! #ie2)ou ma) nee# it later/% If the attac!er has been #estro)e# between &lacin" the mar!er an# rollin" for the artiller)attac!' use the mar!ers attac! an# #ama"e values instea# of the attac!ers% Com&are the attac! result to the mar!er1star"et value2 if the result is "reater than or e*ual to the tar"et value' the attac! succee#s a"ainst the mar!er% 5core#ama"e e*ual to the attac!er1s #ama"e value to ever) unit within the blast ra#ius' measure# from the center #ot ofthe artiller) mar!er to the e#"e of an) affecte# unit1s base% After resolvin" the attac!' remove the artiller) mar!erfrom the battlefiel#%

    Dri/tIf the attac! fails a"ainst the mar!er' the mar!er #rifts% rift numbers' labele# 6@' rin" the mar!er% 4in# the#rift number that corres&on#s to the result of the non+matchin" color attac! #ie from the attac! roll2 the mar!er #riftsin that #irection% To #etermine the #istance of the #rift' com&are the attac! result to the mar!er1s attac! result ran"es2the ran"e the attac! value falls in uses that ran"e1s #rift #istance% Measure the #rift #istance from the mar!er1s center#ot throu"h the #rift &oint' an# then &lace the mar!er1s center #ot at the new &osition% 5core #ama"e e*ual to theattac!er1s #ama"e value to ever) unit within the new &osition1s blast ra#ius% After resolvin" the attac!' remove theartiller) mar!er from the battlefiel#% If the mar!er1s center #ot #rifts off of the battlefiel#' the artiller) attac! affects nounits%

    If an artiller) unit has Demorali2e# = 'al

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    infantr) an# Mechs can ma!e close combat attac!s% In or#er to ma!e a close combat attac! a"ainst a tar"et' theattac!er1s front arc must be in base contact with the tar"et% A Mech with the Pua#+Mech s&ee# mo#e can ma!e a closecombat attac! a"ainst a tar"et if an) &art of its base is in base contact with the tar"et% A close combat attac! usesneither the ballistic or ener") ran"e t)&es2 it uses either no ran)et)&e or the Melee ran)e t)&e%

    Tram+le

    1Mechs with attac! values "reater than 8 can ma!e a s&ecial close combat attac! against vehiclescalle# Tram&le%Resolve a normal close combat attac!' where the mech ma) use the Close Combat Wea&on 5E%

    'wee+

    1Mechs with attac! values "reater than 8 can ma!e a s&ecial close combat attac! against infantrycalle# 5wee&% After#eclarin" the 5wee& attac!' resolve a sin"le close combat attac! a"ainst all infantr) units in base contact' even thoseout of the mechs front arc% Each successfull) hit infantr) unit "ets 6 #ama"e counter an# is imme#iatel) move# outof base contact' over a #istance that e*uals the mechs .close combat/ #ama"e value% Infantr) that hit bloc!in"terrain because of bein" sweptare #ealt a secon# #ama"e counter% After the attac!' the mech "ets a free s&in%

    Char)e

    1Mechs with attac! values "reater than 8 can ma!e a s&ecial attac! calle# char"e%The Char"e is announce# before the unit moves in =hase A% raw a line of fire from the attac!er to the tar"et2 this lineof fire #oes not have to &ass throu"h the attac!er1s front arc' an# it i"nores the hin#erin" terrain mo#ifier% If the line offire crosses an) non+water terrain feature or other non+infantr) unit1s base' the tar"et "ets 9 to its #efense value for

    the attac!% $ive the attac!er a move or#er to Run .at 6 heat/2 it must en# the move in base contact with the tar"et%The tar"et is allowe# a free s&in' if able' unless the attac!er1s line of fire &asse# throu"h the tar"et1s rear arc an# theattac!er en#s its move in base contact with the tar"et1s rear arc%

    To resolve the attac!' ma!e an attac! roll an# a## the attac!er1s attac! value% If the attac! result is e*ual to or "reaterthan the tar"et1s #efense value' the attac! succee#s% The attac!er scores im&act #ama"e to the tar"et e*ual to its&rimar) #ama"e value 6% If the attac!er1s line of fire &asse# throu"h the tar"et1s rear arc an# the attac!er en#e# itsmove in base contact with the tar"et1s rear arc' the attac!er "ets 6 #ama"e to the attac! as normal%After resolvin" the attac!' the attac!er is #ealt #ama"e e*ual to half of its &rimar) #ama"e value' minimum 6're"ar#less of whether the attac! succee#s% The attac!er also "ains 6 heat from the attac! .an# 6 heat from the runmove/' in a##ition to an) other heat "enerate# b) the or#er%

    Death /rom Abo

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    Ca&tive 1Mechs ma) not be move# or have their facin"s chan"e#% A ca&tive 1Mech loses heat at the en# of each turn ofthe &la)er who &reviousl) controlle# it' if a&&licable%

    A ca&tive infantr) or vehicle alwa)s moves with its ca&tor' usin" the lower of their two s&ee# values2 a ca&tive must bein base contact with its ca&tor both before an# after movin"% An) s&ee# s&ecial e*ui&ment &ossesse# b) a ca&tor ma)be use# b) the ca&tive% If either the ca&tor or ca&tive cannot occu&) a terrain feature' then neither unit ma) occu&)that feature% The ca&tor1s controller #etermines the ca&tive1s facin" an# location on the battlefiel#2 this #eterminationmust be ma#e after the ca&tor resolves a move or#er%

    If a ca&tor is eliminate#' the ca&tive ceases bein" a ca&tive an# ma) be "iven or#ers normall)% If a ca&tive occu&iesbloc!in" terrain when it ceases bein" a ca&tive' it is eliminate#' an# the &la)er who ha# most recentl) ca&ture# itreceives victor) &oints for eliminatin" it%

    5ome "ame effects can cause a ca&tive to cease bein" a ca&tive .such as the ()&ass s&ecial e*ui&ment/% In thesecases' its ca&tor ceases bein" a ca&tor an# ma) be "iven or#ers normall)%

    ATTAC9 'E8UENCE

    se the followin" se*uence of events to resolve a ran"e# or close combat attac!' re"ar#less of whether or not )ou areusin" a formation% If a ste& or &art of a ste& is not a&&licable to the attac!' i"nore it%

    6% eclare the tar"et.s/ of the attac! an# t)&e of attac!%9% The attac!er chooses which of its o&tional s&ecial e*ui&ment to cancel an# #etermines an) mo#ifiers to its attac!

    value%B% The tar"et chooses which of its o&tional s&ecial e*ui&ment to cancel an# #etermines an) mo#ifiers to its #efensevalue%>% Ma!e an attac! roll an# #etermine if the attac! succee#s%7% Calculate the #ama"e score#:

    a% A&&l) the attac!er1s current heat effects to its #ama"e value%b% Mo#if) the #ama"e score# base# on the attac!er1s s&ecial e*ui&ment an# faction abilities%c% If the attac! is a critical hit' increase the #ama"e score# b) 6%#% Re#uce the #ama"e score# because of the affecte# units1 s&ecial e*ui&ment an# faction abilities%e% ama"e score# is #ealt to the affecte# units% =lace the a&&ro&riate number of effect to!ens on the

    tar"et.s/%% etermine an) heat "aine# to the attac!er an# tar"et% =lace the a&&ro&riate effect to!ens%

    FORMATION'

    A combat or#er "iven to one of )our units ma) be share# amon" other frien#l) units b) usin" formations% sin"formations is o&tional' an# a formation e,ists onl) for the #uration of a combat or#er% =la)ers ma) #eclare a formationwhen the &ro&er con#itions e,ist% A unit that is &art of a formation is calle# a member% All members of a formationmust be from the same faction .#etermine# b) its faction s)mbol/ or have an alliance .see below/ with each other%Mercenar) units ma) create formations with an) other faction' thou"h Mercenaries #o not allow members that are notof the same or allie# faction to create formations with each other% Mercenaries ma) create formations amon"themselves also%

    Alliances%

    There are three alliance t)&es: situational alliances .not use# in Call to Honor/' House Alliances' an# $ran# Alliances%House Alliances are alliances between two factions% The followin" House Alliances are alwa)s in effect:

    Clan Wolf + 5teel Wolves Clan Nova Cat + 5&irit Cats Clan a#e 4alcon .none/ Clan $host (ear + Rasalha"ue Re&ublic of the 5&here Hi"hlan#ers .althou"h these are &referabl) &la)e# a&art/ 4e#erate# 5uns .House avion/ + 5wor#sworn L)ran Alliance .House 5teiner/ + 5tormhammers raconis Combine .House urita/ + ra"ons 4ur) Ca&ellan Confe#eration .House Liao/ + (annsons Rai#ers .althou"h these are &referabl) &la)e# a&art/ Wolf Hunters are mercenaries

    nits from s&linter factions .that are not mentione# above/ in MW:Ao ma) be treate# as mercenaries K "unslin"ers.e%a% Comstar/%

    Ran)e# combat /ormations

    An) two or three of )our units' with line of site to the same tar"et' ma) be #esi"nate# as a ran"e# combat formation%Onl) units eli"ible to receive ran"e# combat or#ers ma) be members of ran"e# combat formations% When )ou "ive a

    ran"e# combat or#er to all the members' all members contribute to one attac!% Ran"e# combat formations ma) beuse# to attac! an# #ama"e onl) a sin"le o&&osin" tar"et unit% The member to which )ou will be usin" its #ama"e an#attac! value is calle# the &rimar) attac!er% Each member must be able to #raw a clear line of fire to the tar"et an#share the same or "reater Ran"e as the &rimar) member%

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    To resolve the attac!' use the &rimar) attac!er1s attac! an# #ama"e values% Each other member of the formation ma)then a## 9 to the attac! value or 6 to the #ama"e value' which must be #etermine# before the attac! is ma#e% TheRan"e mo#ifiers are #etermine# usin" the "reatest mo#ifier of the formation%

    If )ou roll a critical miss on a ran"e# combat formation attac!' onl) the &rimar) attac!er is #ealt 6 #ama"e%If )ou roll a critical hit on a ran"e# combat formation 6 e,tra #ama"e ma) be allocate# to 6 of the available tar"etunits' comman#er1s choice%

    If the &rimar) attac!er is "iven an or#er that allows it to ma!e two ran"e#' )ou ma) use a ran"e# combat formationonl) for the first attac!Sthe &rimar) attac!er "ets no bonuses to subse*uent attac!s "enerate# b) the or#er%

    Artiller% !nitsArtiller) units follow the rules for ran"e# combat formations' with the followin" e,ce&tions: All members must be artiller) units% The &rimar) attac!er1s artiller) mar!er must be &lace# within an artiller) ran"e value that is e*ual to or lesser thanever) other member of the formation% A s&otter must still establish line of si"ht% se onl) the &rimar) attac!er1s artiller) mar!er%

    Eample. #oe has three units in base contact. nit one has a range of 1'9, unit two has a range of 89 and unit three

    has a range of 1:9. %he ine of fire established is ':.9 nit 1 is the primary attacker. )ecause both units two and three

    are also within range they may create a ranged combat formation. 2f unit three had been the primary member and the

    line of fire :89 then they could not have been a formation because they do not share an eual or greater range. 5lso

    the range modifier for the attack will be 6' because unit two is at long range.

    Close combat /ormations

    If two or three of )our infantr) an#Kor Mechs have their front arcs in base contact with the same sin"le o&&osin"tar"et unit' )ou ma) #esi"nate them a close combat formation% Onl) units eli"ible to receive close combat or#ers ma)be members of close combat formations% Members of a close combat formation #o not have to be in base contact witheach other% 0ou must "ive a close combat or#er to all members2 all members contribute to the attac!% Close combatformations ma) be use# to attac! an# #ama"e onl) a sin"le tar"et o&&osin" unit% The member from whom )ou areusin" the attac! an# #ama"e values is calle# the &rimar) attac!er%

    To resolve the attac!' use the &rimar) attac!er1s attac! value an# #ama"e values% Each other member of the formationma) a## either 9 attac! or 6 #ama"e%If )ou roll a critical miss on a close combat formation attac!' onl) the &rimar) attac!er is #ealt 6 #ama"e%

    TERRAIN

    0ou #o not have to use terrain when )ou fi"ht a MechWarrior battle' but a##in" terrain will ma!e )our "ames morechallen"in" an# interestin"%

    There are four t)&es of terrain: clear4 hin#erin)4 bloc7in)4 an#waterThese cate"ories1 effects ma) be combine#with each other% These terrain t)&es can e,ist at NOE level' or the) can be elevate#% A &iece of terrain &lace# on thebattlefiel# is calle# a terrain feature% A unit occu&ies a terrain feature if its center #ot is in the terrain%

    Terrain im&acts the "ame in two wa)s: movin" an# #rawin" lines of fire% 5ome terrain t)&es affect movement an# linesof fire #ifferentl)% 4or e,am&le' some units have s&ee# mo#es that allow them to b)&ass some terrain restrictions%

    Mo

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    &enalt) of Half the units move%

    'o/t Co

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    elevate# terrain is treate# li!e elevate# terrain' with the followin" e,ce&tions:Infantr) an# Mech units ma) move verticall) u& an abru&t elevate# terrain feature the #istance of U their totalmovement value%nits with um& ets ma) move onto an# off of abru&t elevate# terrain without &enalt)%

    A unit cannot ma!e a close combat attac! a"ainst another unit if one of them is on abru&t elevate# terrain an# theother is not%

    Mechwarrior: Call to Honor > '+ecial E"!i+ment Chart

    5ee se&arate chart%

    RULE' TO (RIN& MECHWARRIOR CLO'ER TO (ATTLETECH.o&tional' a"ree u&on use before startin" a "ame/

    Mo

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    Enhance# Ima)in)% When this unit ma!es a ran"e# combat attac! tar"etin" a sin"le o&&osin" fi"ure' roll one si,+si#e# #ie% On results of >@' the followin" two effects a&&l) to the attac!: .6/ This unit1s line of fire i"nores hin#erin"terrain an# .9/ the tar"et treats hin#erin" terrain as clear terrain%

    'EA FOB

    All 5ea 4o, units &ossess the followin" faction abilities%

    Rene)a#e5ea 4o, units cannot be members of formations%

    'ca

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    (annsons Rai#ers: few or no re&air mar!ers' shorter #ial len"th

    Clan a#e 4alcon: above avera"e s&ee#' above avera"e attac!s' below avera"e ran"es' below avera"e #efenses

    Clan Nova Cat' 5&irit Cats: "oo# heat #ials' above avera"e ener") ran"e an# #ama"e' below avera"e ballistic ran"ean# #ama"e' limite# 5es' lon"est #ials

    Clan 5ea 4o,: few or no re&air mar!ers

    avion' 5wor#sworn: ba# heat #ials' hi"h #ama"e

    ra"ons 4ur): above avera"e s&ee#' below avera"e ran"es' above avera"e attac!' below avera"e #efenseurita: increasin" attac! throu"hout the #ial' lon" ballistic ran"es' ballistic #ama"e #ro&s to 8 before salva"e' little tono salva"e

    Hi"hlan#ers: hi"h #efense' low attac!' lon" #ials

    Liao: above avera"e attac!' above avera"e #efense' little to no salva"e

    Rasalha"ue ominion: increasin" attac! an# #ama"e throu"hout the #ial

    Re&ublic of the 5&here: above avera"e attac!' above avera"e #efense' avera"e ran"es

    5teiner' 5tormhammers: above avera"e attac!s' hi"h #ama"e' avera"e #efense' below avera"e s&ee#s' ba# heat #ials

    Wolf Hunters' 5teel Wolves: berser!er #ials .G"ettin" better after 6 or 9 clic!s of #ama"e/' below avera"e ener")ran"e an# #ama"e' above avera"e ballistic ran"e an# #ama"e

    Wei)ht classes

    Li"ht 98 + B7Me#ium >8 + 77Heav) @8 + 7Assault

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    Hitotsune oJo 77 me#iumac!alo&e B8 Lin!neta#e Haw! 7 Evan ai&les =Aa"uar B7 4ire&ower snea! &ee!u&iter 688 B87arhu @7 heav)in" Crab 688 978' B897 Revise#' B878 Revise#o#ia! 688 B87