cav: strike operations rulebook base standard for the

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1 CAV: Strike Operations Rulebook Official Update 3.4.2: The Rules As much as we strive to make sure our rules are error-free, mistakes inevitability do make it in or the intent of this rule or that, might not be as transparent as we think (not to mention players finding ways to use a particular rule in a way we never imagined). These documents collect any amendments or changes to the CSO rules as well as present our responses to players' frequently asked questions (FAQ). Whenever updated, the document includes a version number and publishing date for players to reference. Note: Going forward, sections in a document highlighted in denote any changes from the blue previous version number. For any additional questions, please email us at: [email protected] P.36- Q: Please clarify what a “10+ Roll” is. The 10+ Roll is a type Target-Point Roll (10) that A: is always successful with an unmodified roll of 10, 11, or 12 (2d6), regardless of any (-) Situation Modifiers (SM) that apply. A 10+ Roll can also succeed with the addition of any (+) SM that results in a modified “10” or more. A model is attempting a task that calls Example: for a 10+ Roll with a (+1) and (-2) SM. If the roll is a natural “10” or more, it has succeeded and nothing more is required, but if not, a “10” or more is still needed as the (-) SM has countered the (+) SM. P.37- Model Task: Delete the Specialist: The is redundant as it Model Task: Specialist performs the same function as the SA: Specialist. P.39- Q: Please clarify what makes a “legal” squad as it relates to Faction Doctrines. Any Force Group wanting to use a specific A: Faction Doctrine and remain “legal” for play must follow the force structure and model distribution as detailed under each faction's description in the Tactical Briefing section of the rulebook (pp. 67-97). Example: A Force Group looking to use the NADO (Adonese) Force Structure (p. 70) for a combat vehicle squad to remain “legal” may only contain four combat vehicles as part of an Attack, Fire-Support, or Recon Squad at the beginning of the game. The only exception to this requirement is the Specialist Squad (or one formed as a result of the Regroup Action, p. 64). P.40- Q: So why does the description of an Attack Squad say, “…must begin play with four to six CAV and/or combat vehicle models?” The Force Group selection rules provide the A: base standard for the selection of a “legal” squad as part of an Independent Force Group. Note: Any Force Group that does not follow a specific faction's Force Structure, is considered an Independent Force Group as it pertains to Force Group selection. Example: A player chooses to build an all-Rach Force Group but decides they want an Attack Squad with four CAVs and two combat vehicles. The standard Force Group selection rules allow for that, as an Independent Force Group, making it ineligible to select a Faction Doctrine. Q: Certain squads require a set number (75%) of models to have a specific model task. How does that work if this percentage does not produce a whole number? As a result of “rounding-up,” this rule prevents A: any squad from having more than one off-task model each as it relates to Squad Type. P.41- Force Group Selection The no longer applies, as it relates to SA: Bulky selecting which models a squad may field under Force Group selection ONLY. The remains in effect SA: Bulky for determining how many “slots” a model requires for transportation. P.41- Mechanized Infantry and Mortar Squads A mechanized infantry or mortar squad may only add the number of models with the Task: Transport (not SA) required to “load” all of them. Example: A Terran player has decided to use Tsukai combat vehicles ( Transport with Model Task: SA: Transport 3) to transport a Mechanized Light Infantry Squad with five models. As each light infantry model only takes one transport slot, the Terran player may only add two Tsukais to the squad. Q: Can Infantry be used as a recon-type squad? No. Infantry always has the A: Model Task: Attack (or for mortar-equipped models). Fire Support P.41- Using C3 Points Q: How does “Seize the Initiative” work when using single-model activation? A player may spend a single C3 point to allow A: for one additional model (that has not yet activated this turn) to also activate as part of another friendly model’s current activation. P.42- Force Group Specialization Reduce the TV bonus pool to 10%. Players may still use an additional 10% of their base Force Group TVP as well. P.45- The Draw Deck Change this section to read:

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Page 1: CAV: Strike Operations Rulebook base standard for the

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CAV: Strike Operations Rulebook

Official Update 3.4.2: The RulesAs much as we strive to make sure our rules are

error-free, mistakes inevitability do make it in or theintent of this rule or that, might not be as transparentas we think (not to mention players finding ways touse a particular rule in a way we never imagined).

These documents collect any amendments orchanges to the CSO rules as well as present ourresponses to players' frequently asked questions (FAQ).Whenever updated, the document includes a versionnumber and publishing date for players to reference.

Note: Going forward, sections in a documenthighlighted in denote any changes from theblueprevious version number.

For any additional questions, please email us at:[email protected]

P.36- Q: Please clarify what a “10+ Roll” is.The 10+ Roll is a type Target-Point Roll (10) thatA:

is always successful with an unmodified roll of 10, 11,or 12 (2d6), regardless of any (-) Situation Modifiers (SM)that apply.

A 10+ Roll can also succeed with the addition ofany (+) SM that results in a modified “10” or more.

A model is attempting a task that callsExample:for a 10+ Roll with a (+1) and (-2) SM. If the roll is anatural “10” or more, it has succeeded and nothingmore is required, but if not, a “10” or more is stillneeded as the (-) SM has countered the (+) SM.

P.37- Model Task:Delete the Specialist:The is redundant as itModel Task: Specialist

performs the same function as the SA: Specialist.

P.39- Q: Please clarify what makes a “legal” squad as itrelates to Faction Doctrines.

Any Force Group wanting to use a specificA:Faction Doctrine and remain “legal” for play mustfollow the force structure and model distribution asdetailed under each faction's description in theTactical Briefing section of the rulebook (pp. 67-97).

Example: A Force Group looking to use the NADO(Adonese) Force Structure (p. 70) for a combat vehiclesquad to remain “legal” may only contain four combatvehicles as part of an Attack, Fire-Support, or ReconSquad at the beginning of the game.

The only exception to this requirement is theSpecialist Squad (or one formed as a result of theRegroup Action, p. 64).

P.40- Q: So why does the description of an AttackSquad say, “…must begin play with four to six CAVand/or combat vehicle models?”

The Force Group selection rules provide theA:

base standard for the selection of a “legal” squad aspart of an Independent Force Group.

Note: Any Force Group that does not follow aspecific faction's Force Structure, is considered anIndependent Force Group as it pertains to Force Groupselection.

Example: A player chooses to build an all-RachForce Group but decides they want an Attack Squadwith four CAVs and two combat vehicles. The standardForce Group selection rules allow for that, as anIndependent Force Group, making it ineligible toselect a Faction Doctrine.

Q: Certain squads require a set number (75%) ofmodels to have a specific model task. How does thatwork if this percentage does not produce a wholenumber?

As a result of “rounding-up,” this rule preventsA:any squad from having more than one off-task modeleach as it relates to Squad Type.

P.41- Force Group SelectionThe no longer applies, as it relates toSA: Bulky

selecting which models a squad may field under ForceGroup selection ONLY. The remains in effectSA: Bulkyfor determining how many “slots” a model requires fortransportation.

P.41- Mechanized Infantry and Mortar SquadsA mechanized infantry or mortar squad may only

add the number of models with the Task: Transport(not SA) required to “load” all of them.

Example: A Terran player has decided to useTsukai combat vehicles ( Transport withModel Task:SA: Transport 3) to transport a Mechanized LightInfantry Squad with five models. As each lightinfantry model only takes one transport slot, theTerran player may only add two Tsukais to the squad.

Q: Can Infantry be used as a recon-type squad?No. Infantry always has theA: Model Task: Attack

(or for mortar-equipped models).Fire Support

P.41- Using C3 PointsQ: How does “Seize the Initiative” work when

using single-model activation?A player may spend a single C3 point to allowA:

for one additional model (that has not yet activatedthis turn) to also activate as part of another friendlymodel’s current activation.

P.42- Force Group SpecializationReduce the TV bonus pool to 10%. Players may

still use an additional 10% of their base Force GroupTVP as well.

P.45- The Draw DeckChange this section to read:

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The Draw Deck is assembled from a deck ofstandard playing cards and is used to determine whena player must choose a squad for activation during thecurrent turn. Once activated, all of that squad's modelscan perform any actions allowed to them.

The designation of both Force Groups by cardcolor (or suit if there are more than two “sides”) allowsthe addition of one card of the appropriate color (orsuit) to the Draw Deck for each squad taking part inthe current game.

The Draw Deck, once assembled, is shuffled andplaced in a single stack, face down. Starting with theDeployment Phase, flip over the top card to see whichForce Group is required to activate. With thecompletion of each turn, re-shuffle (after removingany cards for “destroyed” squads) and start the drawagain until the battle is over!

Note: When playing CAV: Strike Operations, it is“highly recommended” you use the Draw Deck forsquad activation as intended, as opposed to single-models. The rules for the game are designed aroundthis central concept, both to speed play and providesituations that make the order of cards drawn anintegral part of the tactics a player may decide to use.

Q: Does a Recon Squad let players “skip” a cardfor both sides or just theirs?

Recon Squads allow the “skipping” any card inA:the Draw Deck once revealed, regardless of “side.”

Q: Would a Flight Squad with two recon aircraftqualify as a Recon Squad?

Yes. Flight Squads receive a sub-designationA:based on the Model Task of the aircraft assigned.

P.48- Facing ClarificationEvery player must be aware of what constitutes

the “front” of any non-infantry models and how thisfront relates to its orientation on the game board,determining a model's current Facing.

This facing affects what direction(s) the modelmay move and what weapon systems, as part of aranged Combat Action, are eligible to attack (see FiringArcs).

Infantry models do not have a “facing.”

P.48- Facing ChangeRemove “Facing Change” from the Action List

Table (p.47).

Q: So, if a “Facing Change” is no longer anallowed action, how do you turn your model?

A facing change is now an element of theA:Move Action and, as such, may not be used withoutfirst declaring the use of that action type. For EACHdeclared Move Action, a model receives one “free”facing change, allowing it to turn left or right up to 90degrees (0 MV). If a model uses both APs during itsactivation to move, both “free” turns are allowed aspart of the same Move Action.

Once a model has used all of its “free” facingchanges, any additional turns during the currentactivation require the model to spend (1 MV) tocomplete.

Example: A model with MV (6) declares the use ofa single Move Action, moving forward 1” beforemaking a 90 degree turn to the right, uses 1 MV, andthe model's “free” facing change (0 MV). The modelthen continues forward an additional 4” (4 MV) anddecides to now turn 90 degrees to the left, requiringthe model's last (1 MV) as it has already used it's “free”facing change during the current move.

Had the model instead declared two MoveActions in the same activation, it could have usedboth “free” facing changes to make the two turns,leaving it with (7 MV) to continue moving.

Q. My model has no free Facing Changes left, andI want to make a turn greater than 90-degrees. Howmany (MV) is required?

Two.A.

P.48- Field Notes: Firing ArcsChange the sidebar to read:Firing Arcs are used to determine which weapon

systems a model can use to “shoot” when attacking anenemy model as part of a declared ranged CombatAction and from what direction an attack has comefrom as it relates to a defending model.

It is important not to confuse Firing Arcs with aweapon system's mounting location (p.38). Themounting location of a weapon system on a modeldetermines what Firing Arc to use (if allowed).

There are four Firing Arcs: Front, Back, Left, andRight. To determine these arcs, refer to the followingdiagram for each model type:

For a non-quad CAV, any weapon system with an(F), (L), or (R) mounting location is allowed, as part of aranged Combat Action, into the model's entire 180-degree Front Firing Arc (this takes into account that anon-quad CAV can rotate their upper torso up to 90-degrees left or right when attacking).

A weapon system with the (B) mounting locationallows for an attack into a non-quad CAV's Back FiringArc.

Quad-CAVs, aircraft, and combat vehicles havemore restricted Firing Arcs determined by the model'sactual width or length, as it relates to a particular arc.

Quad-CAVs and combat vehicles are only allowed

FIR IN G ARCS

CAVFRONT

VEHICLEFRONT

AIRCRAFTFRONT INFANTRY

Non-Quadwith Torso Twist

and Quad-CAV and Turrets (360°)

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to fire a weapon system into a Firing Arc correspond-ing with its mounting location (F for Front, L for Left,R for Right, and B for Back).

Aircraft are allowed to fire any weapon systemwith an (F), (L), or (R) mounting location into its FrontFiring Arc and a (B) mounted weapon system into theBack Firing Arc.

Weapon systems mounted in the (T) Turret of anymodel has a 360-degree arc of fire, allowing for aranged-attack into any Firing Arc.

As infantry models have no Facing, they alsohave a 360-degree arc of fire, allowing for an attackinto any Facing Arc.

Q: Do Firing Arcs have any effect on a Close-Combat Assault?

A CAV may only declare a CCA against a targetA:in its (F) Firing Arc. Infantry has no such restriction.

Q: Is there any benefit when attacking a modelthrough its Back Firing Arc?

Any Direct-Fired Ranged Assault or Close-A:Combat Assault into a non-infantry model's BackFiring Arc provides an attacker with a (+1) to theCombat Roll(s).

Q: Can Quad-CAVs “torso twist?”No.A:

P.49- Movement: Terrain EffectsFoot and wheeled models, when moving across

Road/Paved terrain, now use 1 MV per 1” traveled.Foot, wheeled, tracked, and walker-based models

now receive a (+1) to their overall MV if any part of aMove Action crosses any Road or Paved terrain.

P.49- Update Terrain Effect Modifier Table:

P.49- Q: Please clarify how terrain can affect movinginto B2B contact?

A model may not move into B2B contact withA:another model if it cannot legally move into theterrain-type currently occupied by the targeted model.

Example: A Hover Combat Vehicle could notmove into B2B contact with a CAV occupying a rubble-based terrain object.

P.50- Field Notes: Elevation LevelsChange the sidebar to read:Elevation Levels help measure the height of

every model or terrain-based object in the game andare critical when determining what objects can bemoved (or seen) through and over.

Each Elevation Level (E1) is 10 feet tall (or deep)as it relates to the game board's surface area (E0).

A model may only change one Elevation Level(E1) per 1” moved.

ModelsStanding CAVs have an Elevation Level of three

(E3), while a prone CAV, along with all combat vehicles,infantry, and grounded aircraft, have an ElevationLevel of one (E1).

TreesUnless otherwise noted, trees (light or heavy) do

not have a pre-determined Elevation Level (see Cover,P. 54).

StructuresThe Elevation Level of every structure should be

stated before the start of the game to avoid anyconfusion by the players or pre-determined by thescenario played.

Movement Class

Terrain Type

Open

Road/Paved

Rough/Broken

Rubble

Light Woods

Heavy Woods

Swamp/Marsh

Water 1

Water 2

Structure

Elevation 1

Elevation 2

Foot

1

+1 MV

2

2

1

1

3

NA

NA

1

1

NA

Wheeled

1

+1 MV

4

NA

4

NA

NA

NA

NA

NA

1

NA

Tracked

1

+1 MV

2

2

2

3

NA

NA

NA

2

1

NA

Hover

1

1

1

NA

4

NA

1

1

1

NA

1

NA

Grav

1

1

1

1

3

4

1

1

1

NA

1

NA

Walker

1

+1 MV

2

2

2

3

4

2

NA

2

1

NA

Air

1

1

1

1

1

1

1

1

1

1

NA

NA

TER RAIN EFFECT M O D IFIERS

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Other Terrain TypesMost other terrain types have an Elevation Level

of zero (E0) except rubble and water. Unless otherwisestated, Rubble is (E1), while water can be (0E) or“deeper” (1E), for example.

HillsHills are terrain-objects that gently rise one

Elevation Level at a time from the game board'ssurface, allowing a model to move up and down, onelevel at a time. For each (E1), a model moves up, add +1MV to the underlying base terrain type.

Moving down does not incur any extra MV cost.

ObstructionsTypically, any terrain-based object with an (E2) or

(2E) Elevation Level (or more) is an Obstruction,preventing the movement of any ground-based modelthrough the indicated area on the game board. Cliffs,sinkholes, and large boulders are just some of theterrain objects that can obstruct movement.

P.51- Moving BackwardsChange this section to read:CAVs, combat vehicles, infantry, and rotor-based

aircraft are the only model types allowed to movebackward (reverse) during a Move Action. Such modeltypes may combine forward and backward movementas part of the same declared action.

When moving backward, a non-infantry modeladds +1 MV to the standard value for each 1” traveledthrough any terrain type permitted it, with anadditional +1 MV per inch moved for EACH extraterrain type present.

Example: A CAV moving backward 1” into LightWoods and down one elevation level would use 4 MVto do so (+2 for the Light Woods, +1 for movingbackward, and another +1 for moving back into an“extra” terrain type (elevation change).

As infantry has no “facing,” they are allowed tomove in any direction at any time without any MVpenalties for backward movement.'

Q: So, a CAV or combat vehicle can movebackward down an elevation level?

Yes, after spending 3 MV (+1 for the move,A:assuming clear/open terrain, +1 for going backward,and +1 for the second terrain type, the elevationchange).

P.52- Nap of EarthChange this section to read:Aircraft models may use a type of low-level

flying, referred to as “Nap of Earth (NoE), declaring atthe beginning of activation its use in an attempt toavoid being attacked by enemy ground models.

A player must declare at the beginning of theaircraft's activation that it is flying “Nap of Earth.”

While flying “Nap of Earth” an aircraft:

May use any Special Action available to the�

model.

Must use its full MV allowance to move�

forward as part of any Move Action, using anadditional +1 MV for each 1” moved as it travels justabove the “deck.”

The model is allowed one free Facing Change aspart of EACH Move Action, but any additional turnsresult in the loss of (NoE).

Cannot be the target of any Ranged Assault by�

a ground-based model unless the aircraft ends itsactivation within 12” of an enemy model with a validLine of Sight to the plane (see the SA: Anti-Aircraft forexceptions).

Other aircraft can always target other aircraftwith no (NoE) restrictions.

Remains “Nap of Earth” until the model's next�

activation provided the aircraft ends the currentactivation with a valid action type after declaring(NoE). Aircraft that declare one or more “No Action(s)”cannot remain “Nap of Earth.”'

Q: Since moving (NoE) reduces my MV by half, doI still get the benefit of the Double-Time whenSA:applicable?

Yes.A:

Q. Can an aircraft use (NoE) in conjunction withRun N' Gun?

Yes.A:

Q: Can an aircraft still use the ImprovedSA:Handling while flying (NoE)?

No.A:

Q: What if an enemy model moves to 12” or lessfrom my current location and has LoS, can it shoot meif I ended my last activation flying (NoE)?

No. Not until the enemy model's nextA:activation.

Q: With the start of a new turn, my aircraftmodel is less than 12” from an enemy model thatmoved there earlier, and I am (NoE). Can that modelshoot me if it activates first?

Yes, provided the enemy model did not moveA:to that location during the current activation.

Q: My aircraft model declares (NoE) for my firstaction then “no action” for my second, am I stillconsidered in (NoE) flight?

No.A:

Q: Does an aircraft using (NoE) count as being"in-flight” as it relates to an indirect-fire RangedAssault?

Yes. An in-flight aircraft model can never beA:the target of an artillery, mortar, or rocket attack.

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P.52- (NoE) Aircraft and the Combat ActionAn aircraft model may not declare a ranged-

assault Combat Action as part of its current activationand remain (NoE) unless equipped with the SA: Pop-Upor as part of a Run N' Gun.

Q. If my aircraft model, while (NoE), is subject toan attack, does it lose its (NoE) status?

No. It remains (NoE) unless destroyed.A.

Q: Can an aircraft wanting to use guidedmissiles as part of a ranged attack use the TAG ifSA:so equipped?

Yes, unless used in conjunction with theA: SA:Pop-Up.

Q: How does the Pop-Up work with anSA:aircraft flying NoE if there is no “cover” available?

The movement of aircraft in CAV: SO is anA.abstraction due to most aircraft's real “cruising” speed.We assume aircraft are always in motion and that anyaction(s) declared is a reflection of their actual timeflying above the battle. So, while there may not be anycover available at the planes' current location, theywill “find” the necessary protection to carry out anattack (as it relates to the ) or fly “NoE.”SA: Pop-Up

P.52- Add the following sections after Nap of Earth:

Aircraft Landing and Take-OffRotor and VTOL aircraft may choose to “land” or

take-off during their activation, typically landing toload or unload infantry models. All other aircraft typesrequire a landing field/runway.

Aircraft models must use an entire Move Actionto perform either maneuver and, when grounded, loseany (NoE) or bonus.SA: Double-Time

Grounded aircraft also provide a (+1) to anyranged Combat Roll made against it (see Model State:Stationary), and a Close-Combat Assault destroys anyaircraft on the ground if initiated.

P.53- The Margin of SuccessQ. Explain the context of The Margin of Success

(MoS) as it appears in more than one entry and seemsto indicate more than one definition.

The Margin of Success refers only to theA.amount a Combat Roll and any applicable SituationModifiers exceeds, if any, the targeted model's AV, asindicated on the Damage Tables found on P. 62.

P.53- Field Notes: The Combat RollRemove this section as there are no primary or

secondary Combat Rolls. The Combat Roll is just that,a Combat Roll.

P.54- Ranged AssaultChange the fifth paragraph to read:Only weapon systems with the SA: Indirect-Fire

are eligible to conduct an indirect-fire Ranged AssaultCombat Action.

Q: So Guided Missiles are not indirect-fire anymore?

No. Guided Missiles are now direct-fire weaponA:systems only but still require a target-lock or the useof before firing.SA: TAG

P.54- Ranged Assaults and B2B ContactAdd the following section:A Ranged Assault may not be initiated as part of

any model's Combat Action if the model remains inB2B contact with an enemy model(s) that it hasalready declared a Close-Combat Assault againstwithout first using a successful Break Action (see p.60).

A model that conduct's any Ranged Assault whilein B2B contact with an enemy model is not allowed tomake an Opposed Roll on any subsequent Close-Combat Assault by an enemy model until it has alsodeclared a Close-Combat Assault or made a successfulBreak Action roll.

Any model in B2B contact may be the target of aRanged Assault, provided a valid LoS exists between itand an attacker.

Q: If I'm unable to make my Opposed Roll, do Istill get the benefit of my base Close-Combat Assaultvalue when determining who wins a close-combatattack?

Yes.A:

Q: Can I choose to conduct a Ranged Assaultagainst an enemy model I am in B2B contact with?

Yes, provided you have not already used aA:Combat Action to initiate a Close-Combat Assaultagainst an enemy model that you are still in B2Bcontact with.

P.54- Line of SightChange this section to read:The battlefield is a very cluttered place, full of

things that can make “seeing” an enemy verycomplicated. Determining what a model can (or can't)“see” on the game board is referred to as Line of Sight(LoS) and is a pre-requisite for any direct-fire RangedAssault Combat Action.

Checking Line of SightTo determine if one model can see the other, a

virtual straight line (a string works excellent for this)is “drawn” from the center of one model's base to theother. If this Line of Sight is clear of any other modelsor terrain objects, a valid LoS exists, and the direct-fireattack can continue.

If the Line of Sight contacts other models orterrain objects, the LoS may be obscured or obstructed(see Cover Type), making an attack more difficult orpreventing it outright.

Always remember the Line of Sight Golden Rule,“If you can see it, it can see you!”

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Line of Sight and Indirect-Fire Ranged AssaultsA weapon system with the doesSA: Indirect-Fire

not require a valid Line of Sight, disregarding anyintervening models or terrain objects, the attackdirected at a specific point on the game board instead(see Strike-Point Roll, p.56). Should a valid LoS existfrom the attacking model to that “point,” add a bonusof (+1) to the attacker's Strike-Point Roll.

Line of Sight: Aircraft and Infantry ModelsIn-flight aircraft and infantry models do not

affect a Line of Sight determination.

P.54- CoverChange this section to read:Every model or terrain-based object on the game

board occupies a defined amount of space, risingabove the level of the underlying surface below. Anyobject that helps to obstruct a Line Of Sightdetermination or obscure the target of a CombatAction can provide Cover.

Defining the space any object-type requiresusing a model's base or the outside “edge” of a terrainobject, along with its stated Elevation Level. While theamount of space an object occupies increases thelikelihood of a Line of Sight check intersecting withits location, EACH intervening object determines thetotal amount of Cover provided.

Example: A 6” circle of woods can provide thesame amount of Cover that a 12” circle would as theyare both considered a single terrain object. For terrainto have more of an effect on Cover during play, keepthem smaller and use more of it!

Cover TypeThere are three types of Cover:

An object designated as Light� Light Cover:Cover can provide a (-1) to an attacker's Combat Roll.Example: A (E1) hill or building, rubble, and a combatvehicle.

An object designated as Heavy� Heavy Cover:Cover can provide a (-2) to an attacker's Combat Roll.Example: A (E2) hill or building.

An object designated as� Blocking Cover:Blocking Cover can block a valid LoS, preventing anattacker from making a Direct-Fire Ranged Assault.Example: An (E3) hill or building.

Players should designate the type of Cover eachterrain object provides on the game board before thebeginning of play if not already defined to avoid anyconfusion during the battle.

Cover and Elevation LevelsThe total Elevation Level of a model or other

terrain-based object is its base Elevation Level PLUSthe Elevation Level of the underlying terrain itoccupies.

Example: A standing CAV model (E3), standing onan (E2) hill, would have a total Elevation Level of (E5).

An object with an (E1) Elevation Level canprovide:

Light Cover to a targeted CAV model, if the�

closest, outside edge of its base is 1” (or less) awayfrom the object, and the attacker's LoS passes throughthe (E1) object.

Blocking Cover to a targeted combat vehicle or�

infantry model from an attacker, if the closest, outsideedge of its base is 1” (or less) away from the object, andthe attacker's LoS passes through the (E1) object.

Blocking Cover to a targeted combat model or�

infantry model from an attacking combat vehicle orinfantry model, if the Elevation Level of the Cover isequal to or higher than the Elevation Level of bothmodels, regardless of the distance from the object, andthe attacker's LoS passes through the (E1) object.

An object with an (E2) Elevation Level canprovide:

Heavy Cover to a targeted CAV model, if the�

closest, outside edge of its base is 1” (or less) awayfrom the object, and the attacker's LoS passes throughthe (E2) object.

Blocking Cover to a targeted combat vehicle or�

infantry model from an attacker, if the closest, outsideedge of its base is 1” (or less) away from the object, andthe attacker's LoS passes through the (E2) object.

Blocking Cover to a targeted combat model or�

infantry model from an attacking combat vehicle orinfantry model, if the Elevation Level of the Cover isequal to or higher than the Elevation Level of bothmodels, regardless of the distance from the object, andthe attacker's LoS passes through the (E2) object.

An object with an (E3) Elevation Level (or higher)can provide:

Blocking Cover to any targeted model, if the�

closest, outside edge of its base is 1” (or less) awayfrom the object, and the attacker's LoS passes throughthe (E3) object.

Blocking Cover to any model from an attacking�

model, if the Elevation Level of the Cover is equal to orhigher than the Elevation Level of both models,regardless of the distance from the object, and theattacker's LoS passes through the (E3) object.

Aircraft and CoverFixed-wing and VTOL aircraft in normal flight

mode never receive a Cover bonus unless theattacking ground-based model's base is 1” (or less)from an object providing Blocking Cover or alight/heavy wood terrain object.

Conversely, an aircraft model always ignores

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Cover for any ground model unless the model's base is1” (or less) of an object providing a Cover bonus(remember the “Golden Rule”).

Example: A CAV model standing inside a lightwood would still receive the benefit of Light Coverwhen being targeted by an in-flight aircraft (as wouldthe aircraft model should the CAV decide to attack it).

If instead, the CAV was adjacent (1” or closer) tothe light wood and Line of Sight crosses through it,both models would still receive a Light Cover bonus.

Rotor-based aircraft may choose to use a MoveAction to “hover” behind a terrain object with anelevation level of 2 or greater (E2), receiving thebenefits of any Cover the object may provide from anyground-based model or other rotor-based aircraft“hovering.”

Abstractly, an aircraft model using NoE alwayshas Blocking Cover as it maneuvers across thebattlefield using what geographical features it can,exploiting the rise and fall of the ground to minimizedetection by enemy models. By using NoE, anapproach by the aircraft may be undetected, allowingthe aircraft to “pop-up” and attack a target, turning toescape before the enemy can respond.

Remember, fixed-wing and VTOL aircraft modelsare always in “motion,” their assigned MV a reflectionof the time they can effectively spend over the gameboard.

Q: Will Cover always go both ways?No. There are situations when one model couldA:

receive a Cover bonus that is not reciprocal such as aCAV model, standing adjacent to an (E1) hill wouldreceive a Light Cover bonus from an aircraft attackerwithout the aircraft receiving it in return.

Cover and WoodsLight and heavy wood terrain objects will

typically not have a set Elevation Level and alwaysprovide Cover when intersecting with Line of Sight.Multiple woods-types along the same Line of Sight“stack,” increasing the Cover type:

One light wood terrain object.� Light Cover:

Two light wood terrain objects or� Heavy Cover:one heavy wood terrain object.

Three light wood terrain� Blocking Cover:objects or one heavy wood terrain object and ANYother wood-based terrain object.

Note: Wood terrain objects occupied by eitherthe attacking or defending model (or both), are notused when determining the over-all Cover type, butwould still provide a (-1) to an attacker's direct-fireCombat Roll.

Example: A model conducting a Direct-FireRanged Assault against an enemy model occupying alight wood terrain object with an intervening secondlight wood between them, remains Light Cover butdoes add a (-2) to the attacker's Combat Roll.

Models ALWAYS receive the benefit of Cover, fordirect AND in-direct Ranged Assault Combat Rolls,from a woods-based terrain object as long as theCENTER point of the model's base remains within theboundaries of the woods.

An attacking model located in a woods-basedterrain object may move to the outside edge of a woodterrain object, allowing it's base edge to overlap thewood's edge to bypass the effect of Cover on anoutgoing direct-fire Ranged Assault.

Cover and SmokeThe use of Smoke, with the or theSA: Smoke

Battlefield Upgrade: , provides a LightSmoke ShellCover bonus for each smoke-based “object”intersecting with a Line of Sight determination.Smoke will also “stack” with other Smoke or woods-based objects, increasing the amount of Coverprovided.

Unlike woods-based objects, a model “inside”Smoke, does NOT receive a Cover bonus for anindirect-fire Combat Roll or a direct-fire Combat Roll ifany part of the model's base extends beyond the edgeof the Smoke object.

Unless otherwise noted, Smoke dissipates at thestart of the initiating model's next activation.

Cover and Other ModelsCAVs, combat vehicles, and grounded aircraft can

also be used for Cover when intersecting a Line ofSight check for a Direct-Fire Ranged Assault.

Intervening CAV (E3) and combat vehicle models(or grounded aircraft) (E1) provides Blocking Coveranytime their total Elevation Level is equal to orhigher than both the attacking and defending modeland LoS passes through any part of its base.

A CAV can also receive a Light Cover bonus fromcombat vehicles or grounded aircraft, provided theCAV is adjacent (1” or closer) to an (E1) model, and theCAV's total Elevation Level is no higher than two (E2)of the model supplying Cover.

Model Cover bonuses can also “stack” with otherelevation-based terrain objects, such as an (E1) hill (seeexample below).

Infantry and in-flight aircraft models NEVERprovide any Cover.

Example: A CAV (E3) standing adjacent andbehind (as it relates to LoS) a combat vehicle (E1),receives a Light Cover Bonus from an attackingenemy model (direct-fire attacks only).

The same CAV (E3) standing on an (E1) hill (E4total), adjacent and “behind” a combat vehicle (E1)would not receive any Cover as the total ElevationLevel difference is higher than two.

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Now the CAV (E3) is standing adjacent andbehind a combat vehicle (E1) located on an (E1) hill (E2total). The Light Cover from both the combat vehicleand (E1) hill stacks, providing a Heavy Cover modifierto an attacker's Combat Roll. If the hill were an (E2),the CAV would receive Blocking Cover.

Cover and Indirect-FireAn indirect-fired Ranged Assault(s) disregards

any intervening Cover located along an attacking anddefending model's LoS check when making a Strike-Point Roll either model's location places it “in” oradjacent ( ) orexample: an E3 or higher building“below” ( ) a terrain-object thatexample: a bridgeprovides Blocking Cover, both of which prevents thistype of attack.

When making a Combat Roll for an indirect-firedRanged Assault(s), the bonus for any Cover a targetedmodel occupies provides a (-) SM to any Combat Roll(s).

Example: A CAV attempting an indirect-fireCombat Roll against a defending CAV standing in lightwoods, would subtract the model's Cover bonus (-1total) from its Combat Roll.

Q. An enemy model is adjacent to an (E3)building, providing Blocking Cover. Can I declare aStrike-Point (2”) behind the model with an AoE (3) andstill “hit” the model with a successful Strike-Point Roll,ignoring the Cover?

No. In this instance, the Blocking CoverA.supersedes the AoE of the attack. Indirect-fire is nottypically a “straight” down attack, allowing the Coverto degrade the effectiveness of the AoE in thatdirection.

Cover and B2B ContactModels in B2B contact ignore any Cover-based

SMs that may apply to an attack, as relative to eachother only.

Example: A CAV is in B2B contact with an enemyCAV, both of which occupy the same light woodsterrain object. Neither model would receive a LightCover bonus on any attack between the two.

P.56- Add the following section to Range Bands:

Firing Multiple Weapon-System TypesWhen attempting to “shoot” at the enemy, the

design of an attacker's onboard fire-control system(made up of the gun data computer, director, andradar) allows it to assist each weapon-system typewith tracking, targeting, and hitting the designatedtarget, each weapon-system guided by a specific sub-routine to calculate the best possible “shot”automatically.

An attack that includes more than one kind ofweapon-system requires the fire-control system toaverage each of these sub-routines into a final “firingsolution,” sacrificing accuracy for more chances to hit.

Direct or in-direct Ranged Assaults (non-infantryonly), using one or more of the same weapon-systemtype, allows for each Combat Roll to use the sameTarget-Point Roll number.

Example: A Dictator CAV firing both of its MACs(RNG 12) at an enemy model 32” away uses the LongRange Band (Target-Point 8+) for both Combat Rolls.

If an attacker uses more than one weapon-system type, each Combat Roll uses the same Target-Point Roll number for the weapon-system type withthe highest Range Band value.

Example: The Dictator decides to fire it's GM(RNG 16) along with the MACs this time. Even thoughit is a Medium Range Band (Target-Point 7+) for theGM, it uses the MACs Long Range Band Target-Point(8+) as a result of multiple weapon-system types aspart of the same attack.

Q: How does that work with not being able tomeasure before I shoot? If I stated I was going to fireeverything but find the ranges don't line upafterward, am I out of luck? Can I decide not to firethe shorter-range weapons to improve my chance?

You would continue the Ranged Assault, usingA:the Target-Point Roll for the farthest Range Band, asnoted above. If one or more weapon-systems ends upbeing out of range, you would still use the highestRange Band Target-Point, but only make a Combat Rollfor those weapon-systems in range.

It is up to the player to mentally gauge theirchance for the most successful shot. Being unable tomeasure beforehand is intended to speed play andintroduce an unknown variable into the game.

Changes in a declared Combat Action are notallowed unless agreed to by the defending player.

P.56- Strike-Point Roll ClarificationsQ: Can a Strike-Point be an enemy model as part

of an indirect-fire Ranged Assault?No. Strike-Points are always a “point” on theA:

game board, though a model may occupy a declaredStrike-Point.

Q: What is the difference between a declaredStrike-Point and a final Strike-Point?

A declared Strike-Point is where you want theA:attack to land, the final Strike-Point is where theattack does land.

Q: If a model with the EST uses a Target-PointSA:Action to “lock-in” a Strike-Point under an enemymodel for an indirect-fire Ranged Assault, can anothermodel in the same squad use that target-lock for adirect-fire attack?

Only if it wants to shoot the “ground,”A:Otherwise, a Strike-Point target-lock and a modeltarget-lock are not inclusive to one another. It's eitherone or the other.

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P.56- Strike-Point Roll: Drift (Clarification)Note: A weapon system with the SA: Indirect-Fire

cannot “drift” beyond its maximum range. Should thishappen, reduce the amount of Drift to the maximumrange it could have traveled from the attacker in thedirection indicated by the d10 roll.

P.56- Updated Strike-Point SM Table (Clarification)

Q: Can Strike-Point Roll SM’s also be used whenmaking a Combat Roll for an Indirect-Fire RangedAssault?

No. Situation Modifiers from the Strike-PointA:Roll Table ONLY apply to the Strike-Point Roll.

Q: What is the “Consecutive attempt (sameStrike-Point, no move” mean?

Models that fail to “hit” a designated Strike-A:Point location receive a (+1) for each consecutive turnspent targeting the same declared Strike-Point,provided the attacker has not moved from the initialfiring point between attempts.

Q: I want to declare an Indirect-Fire RangedAssault on a Strike-Point that I have already “hit” witha successful Strike-Point Roll by the same model, am Irequired to attempt another Strike-Point Roll?

No. You will automatically “hit” a successfulA:Strike-Point during consecutive activations. If youchange to a new Strike-Point location (or choose not toattack), a new Strike-Point Roll is required.

Q. Does it matter if the Strike-Point was theresult of a Drift?

Yes. A Strike-Point that results from a Drift rollA.is not eligible for an automatic “hit” as part of anattack in consecutive turns.

Q: What does a valid LoS have to due with anIndirect-Fire Ranged Assault?

While Indirect-Fire Ranged Assaults allow forA:

an attack on an area you cannot see, they can alsotarget ones you can, allowing for a (+1) to the Strike-Point Roll.

P.57- Add the following NEW section after RangedAssaults and the Move Action:

Ranged Assaults: No Move ActionNon-infantry models that do NOT perform at

least one Move Action during their activation (or aspart of a Close-Combat Assault) immediately receivethe Model State: Stationary.

The Model State remains in effect until thebeginning of the model's next activation.

P.57- Field Notes: Target-Lock Action (Clarification)The Target-Lock Action (1 AP) allows for a model

to acquire an active “lock-on” to an enemy model (fordirect-fire Combat Actions) or a declared Strike-Point(for indirect-fire Combat Actions). A “lock-on” allowsfor:

A model with the� SA: Adv Targeting Computerto add a (+) SM equal to the assigned rating level to anydirect-fire Combat Roll or indirect-fire Strike PointRoll; and

A model equipped with Guided Missiles to�

include them as part of a direct-fire Combat Action;and

A model with the to transfer a “lock-� SA: ESTon” to any other model in the same Squad, allowingthat model(s) to use their SA: Adv Targeting Computerand Guided Missiles without the need of an additionalTarget-Point Action.

The use of a Target-Lock Action (and SA: AdvTargeting Computer) on an enemy model that iscurrently in B2B combat with the activated model isprohibited. The proximity of the models to each otherproduces too much interference for a successful “lock-on” by either.

A model in B2B contact with an enemy modelmay use the Target-Lock Action to target anothermodel outside B2B as part of its activation, but bydoing so receives a (-1) to any Close-Combat AssaultCombat Roll until its next activation.

Q: Can infantry models use the Target-LockAction? Can you target-lock an infantry model?

No.A:

Q: Does the Target-Lock Action have a set range?Does it require Line of Sight?

No. You can target-lock any non-infantryA:model or Strike-Point location on the game boardregardless of range or Line of Sight.

Q: Is a model required to have the AdvSA:Targeting Computer to use the Target-Lock Action?

No. Any non-infantry model may declare aA:target-lock.

STRIKE-PO INT TS ITUA IO N M O D IFIERSValue Combat Roll Situation Modifier

Model State: Burning, Hacked, or Suppressed

Multiple Targets (per additional target)

Range Band: Medium

Range Band: Long

Run ‘N Gun (per weapon fired)

Weapon Systems Crippled

Weapon Systems Damaged

Consecutive Attempt(s) (same strike-point, no move)

LoS (declared strike-point)

SA: Adv Targeting Comp & target-lock (per rating level)

SA: FCS (per additional model, max 2)

SA: Wizzo

Upgrade: Semi-Guided & SA: TAG

-2

-1

-1

-2

-3

-1

-2

-1

+1

+1

+1

+1

+1

+1

Range Band: Extreme

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P.57- Field Notes: SA: TAG (Clarification)The provides a laser designator anSA: TAG

equipped model can use to “paint” a target with (validLoS required) by declaring a Special Action (1 AP) or aspart of a direct-fire Combat Action (0 AP).

A successful “TAG” allows for:

A model equipped with Guided Missiles to�

include them as part of the attack.A model fitted with Semi-Guided Rockets or�

FASCAM Artillery Shells to receive a (+1) to their Strike-Point Roll.

The use of SADARM Artillery Shells.�

Note: A model may not use the TAG inSA:conjunction with the Pop-Up unless provided bySA:another friendly model using a Special Action to do so.

Q. Does the TAG have a maximum effectiveSA:range?

Yes (36”).A.

Q: Does the TAG provide an active “lock-on,”SA:allowing for the use of the Adv TargetingSA:Computer or EST?SA:

No.A:

Q: Can other friendly models also use a model'sactive TAG?

If the is used in conjunction with theA: SA: TAGdeclaration of a Special Action to activate, yes.

If the “TAG” was acquired as part of a CombatAction, the “TAG” can ONLY be used by that model.

P.58- Combat Action: Defensive Fire (New)Change this section to read:A model that has not yet activated during the

current Turn may declare the use of a Defensive FireCombat Action (spending 2 AP) against a single enemymodel attempting a ranged assault towards it,provided a valid LoS exists, and it has not previouslyinitiated in a Close-Assault Combat Roll with anenemy model that is currently in B2B contact.

Only non-GM direct-fire weapon systems atShort- or Medium-Range Bands are eligible forDefensive Fire, receiving a (-2) to any Combat Rolls.

A model using Defensive Fire may not combinethe attack with a Salvo-Fire Strike or receive anytarget-lock or APA-based (+) SM.

All models use their current Damage Point valueat the time of the declaration for any Combat Rolls,even if either model is subsequently damaged ordestroyed by the other's attack.

P.58- Combat Action: Salvo Fire Strike (Clarification)Q. Can different “sizes” of the same weapon

system type be used together for a Salvo Fire Strike?Yes, but the RAV from the smaller-sizedA.

weapon system is used when determining anydamage.

Example: The Templar’s Halberd is equippedwith four Light and two Medium Laser-Bolt Guns. Aplayer could choose to use all six weapons as part of asingle Salvo Fire Strike (+5), but would be required touse the Light’s RAV of 3/3 when determining thechance for any damage.

P.58- Combat Action: Run N' Gun (New)Change this section to read:While similar to combining a Combat Action and

a Move Action (p. 57), the Run 'N Gun sacrificesmaneuverability and accuracy for speed, combiningtwo Move Actions with a ranged-assault CombatAction.

A model using Run 'N Gun reduces their overall(MV) by (-2) and any Combat or Strike-Point Rolls by (-1)for EACH weapon used as part of the attack.

After declaring a Run 'N Gun, the model must useits full MV, moving forward ONLY. The model isallowed one free Facing Change as part of this move,but any additional turns are prohibited.

Note: Models with an MV (4) or less only reducetheir MV by (-1) when performing the Run 'N GunCombat Action sub-type.

P.58- Combat Action: Over-Watch (Clarification)The declaration of Over-Watch by a model allows

it to delay its current activation in hopes that anenemy model that is currently out of range or behindcover moves later to enable an attack.

To use, once activated, a model declares the Over-Watch Combat Action, spending (2 AP). By doing so, themodel is choosing to defer activation, for now, hopingfor a “shot” later in the Turn.

A model in Over-Watch can then require anenemy model to “stop” at any point during thatmodel's activation and conduct a ranged attack.Damage, if any, is immediately applied beforeallowing the targeted model to finish the rest of itsdeclared action(s) if able.

Once in Over-Watch, a model remains soprovided it performs no other action type first, using(2 AP) to conduct any further Ranged-Assaults during asubsequent Turn.

Example: A Dictator CAV, during its activation,spends (2 AP) to enter Over-Watch, allowing it toconduct a Ranged-Assault later in the same turnduring an enemy model's activation.

At the start of the next turn, the model remainsin Over-Watch, allowing for a new attack if an enemymodel activates within range of the Dictator,spending (2 AP) again or waiting until activated later.

Q. Is a valid LoS required to use Over-Watch?Only for direct-fire attacks. A model withA.

rockets may choose to declare Over-Watch, hoping amodel may move into range later in the turn.

Q. Can I target-lock or use my Adv TargetingSA:

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Computer as part of an Over-Watch attack? Whatabout guided missiles?

If you declare any action type other than aA.ranged-assault Combat Action, Over-Watch is lost,preventing the attack.

Guided missiles can be part of an Over-Watchattack, provided the target has been “painted” by theSA: TAG or is subject to a target-lock by another modelin the same squad with the .SA: EST

Q. Can I combine a Salvo Fire Strike with Run 'NGun or Over-Watch?

No.A.

P.58- Multiple Targets (Clarification)As part of a Ranged-Assault Combat Action, an

attacking model with more than one available weaponsystem, can “split” an attack (or Actions) betweenmultiple targets as long they are all in the same 180-degree firing arc.

For each additional model targeted, an attackingmodel receives a (-1) to ANY Combat Roll made.

Example: A Dictator CAV has decided to shoottwo separate enemy models in the same firing arc,each with a single Medium MAC. With the addition ofa second target, both attacks receive a (-1).

A model may choose to perform two separateaction types instead, also requiring any targets tooccupy the same 180-degree firing arc.

Example: A CAV could choose to use a Target-Lock Action on one enemy model and a Special Actionto TAG a second one, provided both models are in thesame firing arc.

Q. What if I want to target-lock one model butattack someone else?

As long as both models are in the same 180-A.degree firing arc, you can, but with one of the actionsbeing a Combat Action, any Combat Rolls wouldreceive a (-1) for each additional Action used.

P.59- Ranged Assault Special Rules: ArtilleryQ. Define what an artillery model is?

A model is classified as artillery if it has one orA.more FAS (Field Artillery System) weapon systems.

A model with any FAS weapon system requiresthe designated task of Fire-Support.

P.59- Artillery: Counter-Battery FireRemove this section as the Counter-BatterySA:

now includes Counter-Battery Fire.

P.59- Artillery: Shoot 'N ScootRemove this section and refer to the Counter-SA:

Battery for models using Run 'N Gun and how itinteracts with the SA.

Q. Do I have to conduct the Combat Action

before any movement as part of an artillery model'sRun 'N Gun?

No, other than how a Run N' Gun relates to theA.SA: , the rules to its use remain theCounter-Batterysame as detailed under its description.

P.59- Artillery: Counter-Artillery FireRemove this section as the SA: Point-Defense

now covers Counter-Artillery Fire.

P.59- Aircraft: Bomb Run (Clarification)Aircraft equipped with Pylons (p.115) can use the

Run 'N Gun to make a Bomb Run, allowing thedropping of one or more “bombs” at a Strike-Pointalong the plane's flight path without any of the usual(-) SM for this type of attack.

A Strike-Point Roll Critical Failure results in thebomb(s) becoming “stuck” on the pylon, preventingany further bombing attacks by the aircraft for theremainder of the game.

P.60- Close-Combat Resolution and Close-CombatBreak should now read as:

Close-Combat Assault ResolutionA Close-Combat Assault begins with a CAV or

infantry model (vehicle and aircraft models may NOTinitiate a close-combat assault) activating anddeclaring their intent to move to or remain in B2Bcontact with an eligible enemy model and using aCombat Action for the attack.

Once a Close-Combat Assault begins, both modelsmake a single Opposed Die-Roll, adding theappropriate Close-Combat Value (CCV) from the DataCard to their individual Combat Roll, along with anySituation Modifiers that may apply (ignoring anyCover-based SM's).

Note: A model without one or more weaponsystems capable of causing damage at RNG (0”),typically due to minimum range restrictions or as aresult of a “jam” and over-heating, cannot damageanother model as part of a Close-Combat Assault.

The model with the higher modified Combat Rollis declared the “winner,” using the Margin of Successfrom the Close-Assault Damage Table to determine thedamage result (if any).

A “tie” (MoS 0) results in both models taking onepoint of damage and moving backward 1” (or to theextent terrain permits), ending the Close-CombatAssault.

Infantry and Close-Combat AssaultInfantry models in the same Squad can choose to

use a Close-Combat Assault en masse, moving multiplemodels during the same activation into B2B contactwith the enemy model. Up to six infantry models maycombine for this type of assault on a single defender,designating one model as the primary attacker andthe rest as supporting attackers. Each supporting

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attacker adds a (+1) to the primary attacker's CombatRoll.

Any damage took by the primary attackinginfantry model, as a result of losing the Close-CombatAssault Combat Roll, also applies to EACH supportingmodel involved in the attack.

Close-Combat Assault and Prone CAVsA prone CAV model can still be the target of a

Close-Combat Assault (it may not initiate one), and amodel already in B2B contact that becomes prone,remains in B2B contact with an enemy model(s).

As part of a Close-Combat Assault, prone modelsare unable to cause damage but still make an OpposedDie-Roll without the addition of their current CCV tothe Combat Roll, the attacking model receiving a (+2)to theirs.

A “win” by a prone model does prevent it fromtaking any damage from the enemy model's attackthis turn.

Close-Combat Assault: BreakA model wishing to leave B2B contact with one

or more enemy models after a Close-Combat Assaultmust first use the Break Action before any movementis allowed.

The Break Action is a “tactical withdrawal”designed to minimize damage while putting distancebetween the player's model and an attacker(s).

The Break Action requires (1 AP) and a 10+ Roll todetermine the level of success achieved with theattempt.

When making the 10+ Roll, the model uses itscurrent CCV as a (+) SM to the “Break” roll. For eachenemy model in B2B contact with the model“breaking,” the 10+ Roll receives a (-1).

Example: A defending model with a CCV (3) istrying to “break” from B2B contact with two enemymodels, following a Close-Combat Assault, allowing fora total SM of (+1) to the 10+ Roll.

If the Break Action attempt is successful, themodel may now move away from the B2B contact,using up to 1/2 of its current MV, rounding up, and stillreceiving its one free Facing Change.

If the Break Action attempt is unsuccessful, themodel has two choices:

Remain in B2B contact with the enemy�

model(s), allowing for a (+1) to any Close-AssaultCombat Roll until the model's next activation; or

Take one point of damage and continue with�

the move (1/2 MV).The model may attempt a second Break Action

(provided it has the required AP), but a second failedattempt allows for an additional (+1) to an enemy'sClose-Combat Assault Combat Roll or an extra point ofdamage (two total) if the model chooses to go aheadand complete the move.

Close-Combat Assault and the Move ActionA model may use the Move Action while in B2B

contact (no Break Roll needed) with an enemy model(s)after a Close-Combat Assault Combat Roll as part of itsactivation to change it's Facing or to stand-up.

Q. If my model is part of a Close-Combat Assaultand it doesn't have a valid weapon system to damagean enemy model, and I win the Opposed Roll, whathappens? A “tie” roll?

Neither model takes damage. A “tie” results inA.only your model receiving the one damage point.

Q: Does a model in Close-Combat need to use theBreak Action if the opposing model is stunned orprone?

No. If the enemy model(s) is unable to initiateA:a Combat Action, a model may move away withoutusing the Break Action first.

Q: My model is in B2B contact with an enemymodel(s), but neither side has declared a Close-CombatAssault yet. Do I still need to use the Break Actionwhen it's my turn to activate?

No. If there were no Close-Combat AssaultsA:initiated, both models are allowed to continue with anactivation without requiring a Break Action first.

Q: If my model is “surrounded,” with no clearpath to move through, can it still use the Break Actionto end the Close-Combat Assault?

Yes, but it would be unable to move away..A:

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P.62- Updated Damage Tables (New)We have streamlined the Damage Tables for ease

of use:

Q: My model was hit twice by an enemy modelconducting a Ranged-Assault Combat Action, with anMoS (4) and MoS (6). What target-point do I use for aPilot Check? Does the figureModel State: Suppressioninto this roll? What if more than one enemy modelattacks my model during the same activation?

Once an attacking model(s) has made all of theA:Combat Rolls for the declared action(s), a defendingmodel makes a single Pilot Check, regardless of thenumber of times called for, using the highest target-point number indicated, in this case, a (7).

No. The effect of any given Model State (ordamage) does NOT apply until the end of the currentenemy activation.

Even if you are “hit” by multiple attackersduring the same activation, you only make a singleroll for any given event, using the highest target-pointnumber indicated.

Q: Can you explain the “Breeder Damaged”critical hit?

The affected model loses one of its ActionA:Points for the remainder of the game. If the modelreceives the same critical hit a second time, treat the

13

breeder as destroyed ( ).Model State: Disabled

Q: Can you explain the “Weapon Systems”critical hits?

The affected model receives a (-) SM to anyA:Combat Rolls. The effect of multiple “hits” arecumulative.

Q: Can you explain the “Target SystemsDestroyed” critical hit?

An affected model may not initiate anyA:Combat Actions for the remainder of the game. Themodel, as part of a Close-Combat Assault, is unable todamage an enemy model on a winning roll.

P.63- Model StatesChange these States to read:

Any model with theDisabled: Model State:Disabled prevents the model from activating (0 AP)and allows for a (+2) to any attacker's Combat Roll.

Infantry models are immune to this state.

Any model or object with theImmobile: ModelState: allows for a (+2) to any attacker'sImmobileCombat Roll.

Infantry models are immune to this state.

Any model or object with the(New) Stationary:Model State: allows for a (+1) to anyStationaryattacker's Combat Roll.

Infantry models are immune to this state.'

Q: Can a model be Disabled andModel State:Immobile at the same time? Suppressed and Stunned?

No, as Model States do not “stack,” but a modelA:can “advance” up to a more drastic state.

Example: A model that has the Model State:Immobile may become Disabled as the result offurther damage or Stunned when already Suppressed.

P.64- The Repair Action (Correction)The Repair Action requires a successful Target

Point Roll (10), not a 10+ Roll as indicated.

P.64- The Regroup Action (Clarification)Q. What is the maximum number of models

allowed into a squad formed from the Regroup Action?Four. The Regroup Action provides forA.

additional Specialist Squads, beyond the one squadlimit imposed during Force Group construction.

P.64- Special Action: JammingRemove this section as the use of “jamming” is

now detailed by the and .SA: SA:APA ECM

CO M BAT DAMAGE TAB LE

CRITICAL DAMAGE TAB LE

MoS

2d6

Result

Result

One damage point to defending model.

Breeder Destroyed. Disabled.Model State:

(RA)

(CCA)One damage point to both models & move back 1”.

Breeder Damaged. Lose 1 Action Point.

One damage point to defending model.

Leg or Drive System Crippled. Move reduced by half.

One damage point to defending model.

Leg or Drive System Damaged. Move reduced by one.

One damage point to defending model. Pilot (6).

Model State: Knock-Down and Stunned.

Model State: Knock-Down and Stunned.

Model State: Knock-Down and Stunned.

One damage point to defending model. Pilot (6).

Two damage points to defending model. Pilot (6).

Two damage points to defending model. Pilot (7) & Suppressed.

Weapon Systems Damaged. Combat Roll reduced by one.

Two damage points to defending model. Pilot (7) & Suppressed.

Weapon Systems Crippled. Combat Roll reduced by two.

Two damage points to defending model. Pilot (7) & Suppressed.

Targeting Systems Destroyed. No Combat Actions.

Two damage points to defending model. Pilot (8) & Suppressed.

Cockpit or Crew Compartment Destroyed. Pilot/Crew Killed.

Three damage points to defending model & Critical Hit!

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Page 14: CAV: Strike Operations Rulebook base standard for the

P.65- Structure TypesUpdate all Structures starting AV:

Residential (4)Commercial (6)Industrial (8)Hardened (10).

P.66- Structures: MovementInfantry is the only model type allowed to move

into, through, or onto a structure freely unlessspecifically designed to allow for other model types.

Infantry may also change “floors” inside astructure, when available, spending (2) MV to move upor down one level. Models on different levels are notsubject to standard stacking rules.

A model may not attempt to enter any HardenedStructures during play unless under their “control,”typically set by the current scenario description.

CAV or applicable vehicle models moving into orthrough a non-hardened structure (unless otherwisenoted in the scenario description) are subject to aClose-Combat Assault Combat Roll for EACH sectioncrossed to avoid taking any damage while doing so.

Structures use their current AV as their base fortheir Close-Combat Value.

In-flight aircraft models may move freely “over”and structure, regardless of its elevation level.

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P.66- Updated Structure Damage Tables:

STRUCTU RE DAMAGE TAB LE

STRUCTU RE CRITICAL DAMAGE TAB LE

MoS

2d6

Result

Result

One damage point to structure.

One damage point to structure.

One damage point to structure.

Two damage points to structure.

Two damage points to structure.

Two damage points to structure.

Three damage points to structure.

Three damage points to structure.

Three damage points to structure.

Four damage points to structure.

Four damage points to structure.

Four damage points to structure & Critical Hit!

Section Burning! Damage Points reduced by one per turn.¹

Structural Integrity Damaged. Armor Value reduced by three.

Structural Integrity Damaged. Armor Value reduced by two.

Structural Integrity Damaged. Armor Value reduced by two.

Structural Integrity Damaged. Armor Value reduced by one.

Structural Integrity Damaged. Armor Value reduced by one.

Structural Integrity Damaged. Armor Value reduced by one.

Structural Integrity Damaged. Armor Value reduced by two.

Structural Integrity Damaged. Armor Value reduced by two.

Structural Integrity Damaged. Armor Value reduced by three.

Section Implodes! Reduced to Terrain Type: Rubble.²

¹All models in Section receive Model State: BurningLight & Heavy Infantry destroyed. All other models one damage point.²

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