======================================= Gear Krieg Frequently asked Questions about Rules Version 0.99 Last Revision: Nov. 1, 2002 ======================================= ======================================= WELCOME TO THE HG RULES FAQ: --------------------------------------- This document is intended to be both a timesaving device for the Gear Krieg Mailing List as well as a useful resource list for the Gear Krieg player. Like all games, Gear Krieg has rules that need additional explanation or interpretation, and this tries to cover that ground. If you need a rules clarification that cannot be found in this FAQ, please do not hesitate to ask the GKML at large -- you will very likely get a useful response, and your question will likely be added to the next version of the Rules FAQ. This document will be updated semi-regularly. This means: 1) Whenever a question is asked a lot. 2) People seem to be having a lot of trouble with a section of rules. 3) People ask for it. 4) I get REALLY bored again and reformat. This FAQ is meant to cover Rules issues only. Anything else is covered in the errata's or upcoming FAQ's. If this document contains any errors, is missing something important, or is confusing in any of it's clarifications, please contact me at: saskdemoteam@demoni.ca And I will be more than glad to correct/ clear up any problems. Please keep in mind the difference between FAQ's and Errata when sending questions. Most book errors fall under errata, and as such are not covered in the FAQ. CURRENTLY, THE FAQ IS COMPLETELY UNNOFICIAL. ITEMS MARKED WITH A ‘*’ ARE MY BEST GUESS, AND ARE NOT TO BE CONSIDERED CANON. ITEMS WITHOUT THE ASTERISK, WHILE NOT OFFICIAL, ARE MOST LIKELY CORRECT. THE ANSWERS HAVE BEEN PULLED FROM OTHER SOURCES. ======================================= ======================================= TABLE OF CONTENTS: --------------------------------------- 0: HISTORY OF THE FAQ 1: DISCLAIMER. 2: MINUTIAE 2.1 General Notes 2.2 What's New? 2.3 Errata 2.4 Gear Krieg Mailing List. 2.5 Contacting DP9. 3: GENERAL RULES 3.1 General Notes. 3.2 Rolling and Modifiers 4: ROLEPLAYING RULES 4.1 General 4.2 Character Generation 4.3 Skills 4.4 Combat 5: TACTICAL RULES 5.1 General 5.2 Vehicles 5.3 Vehicle Damage 5.4 Infantry 5.5 Initiative / Command Points 5.6 Indirect Fire/ Guided Weapons 5.7 Skirmish Scale 6: Luft Krieg 6.1 General 6.2 Combat 7: LIST OF CONTRIBUTORS ======================================= ======================================= 0: HISTORY OF THE RULES FAQ --------------------------------------- Ver. 0.99: John Buckmaster Starts work on the GK Rules FAQ. ======================================= ======================================= 1: DISCLAIMER --------------------------------------- This document is a product of a fan of Gear Krieg, for fans of Gear KriegGear Krieg, Luft Krieg, and the SILHOUETTE SYSTEM are all trademarks of Dream Pod 9, Inc. and this document should be in no way construed as a legal challenge to those trademarks. This document may be distributed freely in any medium so long as no profit is derived from the transaction. Though I kind of doubt anybody is ever going to sell this thing for a profit... ======================================= ======================================= 2: MINUTIAE --------------------------------------- 2.1 GENERAL NOTES 2.1.1 DID YOU READ THE RULEBOOK? It may seem a stupid question, but many of your garden-variety rules questions can be answered quickly and easily by looking in the handy index and reading the appropriate section. This document should be the second thing you grab for when you have a question -- the rulebook being the first. 2.1.2 WHAT IF MY QUESTION ISN'T COVERED BY THIS FAQ? Well, there's always the Gear Krieg Mailing List, where we're glad to answer any relevant question. 2.1.3 I'M NEW TO Gear Krieg WHAT BOOKS SHOULD I BUY FIRST? Well, it depends what you're looking for. If you are more interested in the roleplaying aspects of Gear Krieg, then the Gear Krieg Roleplaying game (DP9- 504). is what you're going for. If you're primarily a tactical player, then you want the Gear Krieg Rulebook (DP9-501), and most likely the Wargaming Companion (DP9-503). The Axis Sourcebook and Allies Sourcebooks are also useful for more info on the appropriate armies --------------------------------------- 2.2 WHAT'S NEW? This FAQ. For a full list of the updates, see the Section 0, History. --------------------------------------- 2.3 ERRATA All errata for DP9 products can be found at www.dp9.com, under FAQ/Erratas, the same page this document can be found on. Keep in mind, most book errors fall under errata, and as such are not covered in the FAQ. If the errata on that page do not cover something, the GKML will gladly help out. --------------------------------------- 2.4 HEAVY GEAR MAILING LIST. 2.4.1 HOW DO I JOIN THE GEAR KRIEG MAILING LIST? Go to http://groups.yahoo.com/group/GearKrieg/ From there, you will need to login and join. Instructions are found on the site 2.4.2 HOW DO I UNSUBSCRIBE FROM THE GEAR KRIEG MAILING LIST? To unsubscribe, go to the address above, go to 'My Groups' and then 'Edit My groups' from there you can change settings and unsubscribe 2.4.3 WHAT IF I GET KICKED OFF THE LIST BY ACCIDENT? This has been known to happen -- generally if Yahoo has issues. Just go back to the above address and follow the instructions again. --------------------------------------- 2.5 CONTACTING DP9. The easiest way to contact DP9 is at www.dp9.com, or by e-mailing support@dp9.com Keep in mind that they are busy people, and replies may take a while. Also, their phone and snail mail address can be found on the inside of any DP9 product. ======================================= ======================================= 3: GENERAL RULES --------------------------------------- 3.1 GENERAL NOTES. 3.1.1 CAN I USE DICE OTHER THAN SIX SIDED? It's only a game. You could use eight sided or four sided if you like. But be aware that modifiers in Silhouette are very powerful. A +1 when using an eight sided die will mean a lot less than a +1 when using a six sided die. Silhouette is designed to work with the standard six sider, so I don't recommend using anything else unless you're a serious game hacker. --------------------------------------- 3.2 ROLLING AND MODIFIERS 3.2.1 CAN MY DICE COME UP NEGATIVES? No. The lowest you can _ever_ roll in Heavy Gear is a ZERO. This includes defense rolls. 3.2.2 IS THERE A LIMIT TO THE MARGIN OF SUCCESS OR MARGIN OF FAILURE ON A DIE ROLL? The MOS or MOF is inherently limited by the dice and modifiers being used. For example, when rolling 3D6 the best possible result is an 8 (a six plus two extra sixes) unless there are other modifiers. And as noted above, a roll cannot go below zero in any case. There will be cases in a game where a weapon simply cannot damage a target because it cannot get enough of a margin of success, ever! There is a 'cap' of a MoS of 6 in the wargame. 3.2.3 IF I FUMBLE, DO THE MODIFIERS COUNT? No. ======================================= ======================================= 4: ROLEPLAYING RULES --------------------------------------- 4.1 GENERAL 4.1.1 HOW MANY SKILL POINTS DO SIDEKICKS GET? The same as if the Sidekick were a character. 20 Skill Points +10 for each extra 10 CPs the Sidekick has. *4.1.2 WHAT WEAPON 'CLASSES' DO THE ILLUSTRATED WEAPONS BELONG TO? The “class” of weapon is listed underneath the illustration. Rifles are simply listed as rifles, without a designation. Most fall under the classification of medium carbine or Heavy Carbine. *4.1.3 WHY DOES THE ANTI-ARMOR GUN DO AS MUCH DAMAGE AS A 37MM FIELD ATG FROM THE WARGAME? Apparently, it’s a *really* powerful Gun. To make things fair, I would suggest not letting it be able to overkill armored vehicles. --------------------------------------- 4.2 CHARACTER GENERATION 4.2.1 CAN I TRANSFER SKILL POINTS INTO CHARACTER POINTS? No. Of course, it's only a game, so if your Game Master says so, sure, but this is not recommended. --------------------------------------- 4.3 SKILLS 4.3.1 CAN I HAVE MULTIPLE SPECIALIZATIONS IN A SKILL? Sure you can, though only ONE specialisation can apply to a single roll. 4.3.2 CAN I USE ONE SKILL TO AUGMENT ANOTHER? No. Skills are supposed to be entirely self-contained. Even Skills with pre- requisites are self-contained with regards to what they do -- a Sniper does not first roll his Small Arms and then his Sniper Skills, he just rolls his Sniper Skill when sniping. 4.3.3 WHAT IF I DON'T HAVE THAT SKILL? Roll as Unskilled. (2 dice, pick lowest, and add attribute.) 4.3.4 DOES THAT MEAN I CAN USE SKILLS WITH SPECIAL RULES IF I'M UNSKILLED? No. Skills with special rules attached to them (i.e. Sniping, Heavy Gear Architecture) require you to actually have the Skills to use the special rules that cover those situations. --------------------------------------- 4.4 COMBAT 4.4.1 DO MULTIPLE ACTION PENALTIES AFFECT DODGE ROLLS? Yes. While the use of the Dodge Skill (or Melee or Hand-to-Hand for parrying) does not count as an action, they should suffer any penalties from the character using multiple actions. The logic behind this is that it's harder to defend yourself if you're doing all sorts of other things. ======================================= ======================================= 5: TACTICAL RULES --------------------------------------- 5.1 GENERAL 5.1.1 IF I'M USING EVASIVE MANEUVERS, CAN I USE NON-ATTACK ACTIONS? No. The only thing you can do is dodge attacks. 5.1.2 DOES STEALTH AFFECT PASSIVE SENSORS? Only if the stealthy unit has some Concealment other than stealth or if it is night on the battlefield. 5.1.3 DOES AN ACTIVE SENSOR ROLL GIVE AWAY MY POSITION? No, but it does announce your presence on the battlefield. The same goes for ECM and ECCM. 5.1.4 DO MY ALLIES GET THE RESULTS OF MY ACTIVE SENSOR ROLL? Only if you spend an action to be a forward observer. 5.1.5 CAN I FORWARD OBSERVE AGAINST MULTIPLE UNITS? Yes, but each unit requires an action to mark it for forward observation. 5.1.6 DOES ECM AND ECCM AFFECT FRIENDLY UNITS? No. Your buddy's ECCM doesn't shut down your ECM, only the enemy's ECM. Similarly, your ECM has no effect on your buddy's communications or sensors 5.1.7 HOW LONG DOES ECM OR ECCM LAST? DOES IT COST ACTIONS TO MAINTAIN? ECM and/or ECCM lasts for as long as you have it up, and takes no actions to keep up once established. If an ECCM Threshold is set up that is 'higher' than the current opposition's ECM, that ECM is rendered ineffective -- the opponent must try to re-establish a new, higher ECM. 5.1.8 IF I SATURATE AT POINT BLANK, DO I HIT MYSELF? No. Common sense dictates that you would not 'shoot yourself' when Saturating a area. The same does not necessarily hold true for Area Effect attacks, those might hit the attacking vehicle at Point Blank (make a Defense roll as normal). 5.1.9 IF A UNIT IS TARGETED WHILE MOVING, BUT WISHES TO FIRE FIRST, WHO ACTS FIRST? Whoever won initiative fires first. However, if a Command Point is/was spent, the Command Point takes priority. It is possible to spend Command Points in this fashion to 'gain' the opportunity to act first, as the last Command Point takes priority. Yes, you could waste a lot of Command Points in this fashion if you're desperate to act first. 5.1.10 WHEN CAN A UNIT MOVE OUT OF SEQUENCE? CAN IT USE ACTIONS WHILE MOVING OUT OF SEQUENCE? A unit may move out of sequence at any time; between the movement of other units or actually interrupting the movement of other units (in which case the interrupted unit must wait until the out of sequence unit is finished moving). It is also possible to move out of sequence on a unit moving out of sequence -- again, the last Command Point spent takes priority. Units moving out of sequence may spend actions as normal, and if they have actions left, they may use them when their 'normal' activation comes around. 5.1.11 WHAT HAPPENS ON A DOUBLE INITIATIVE ROLL FUMBLE (BOTH SIDES)? Neither side gets Command Points. However, re-roll Leadership to determine who gains the initiative (and only the initiative). 5.1.12 CAN I SAVE MY ACTIONS FOR USE AFTER MY ACTIVATION PHASE? No. When a unit is activated, it must use its action before the next unit is activated, or it loses any leftover actions. The only exception to this is units moved out of sequence with a Command Point -- they may hold onto their actions until their 'normal' activation comes around (so they still aren't really holding their actions past their true activation phase). After your activation phase, you'll need to use Command Points to get actions. *5.1.13 HOW MANY UNITS COMPRISE A COMBAT GROUP? Normally combat groups are made up of a single Platoon/ Vehicle Squadron, or the armies equivalent. Odd vehicles or squads make up their own combat groups. 5.1.14 CAN I RE-ORGANIZE MY COMBAT GROUP(S) ON THE FLY? No. And it’s probably not a good idea anyway. 5.1.15 HOW DO I CALCULATE THE DEFENSE ROLL OF A STRUCTURE? It’s always treated as ZERO (0). 5.1.16 WITH SNAP FIRE, HOW MANY TIMES MAY AN OPPONENT ATTACK? CAN UNITS SNAP FIRE SIMULTANEOUSLY ON A TARGET OR MUST THEY WAIT FOR 1 MP TO HAVE BEEN MOVED BEFORE THE NEXT UNIT SNAP FIRES? One attack every MP, regardless of provenance. Else you'd never get to cover in time... 5.1.17 IS THERE ANY COST TO COMMUNICATE BETWEEN UNITS ON YOUR SIDE? It uses an action. 5.1.18 HOW DO THE RANGE AND MODIFIER NUMBERS FOR COMMUNICATIONS ACTUALLY AFFECT COMM ROLLS? Range is listed in KM, and is the base range of your communications. In most battles this does not matter, as the base range is greater than the size of the battlefield. The modifier number represents the quality of the communications set, and is added directly to the communications test as a modifier. *5.1.19 DOES AN AE ATTACK DO 1/2 OR FULL DAMAGE TO ANYTHING IN ITS EFFECT AREA? THE RULES SEEM CONFUSING HERE. If it is a normal AE attack, it does ½ damage to anything within the area. If it is an artillery attack, it does full damage to everything in the area. *5.1.20 HOW DO YOU CREATE AN ARTILLERY BARRAGE? DO YOU BUY MORE THAN 1 GUN AND CALL THEM IN AT THE SAME TIME, OR USE ONE GUN AND HALVE DAMAGE, BUT INCREASE IT'S AE? Either works just fine. Your best bet would be to choose which suits your purposes better for your mission. *5.1.21 WITH MORALE TESTS, DO ALL YOUR UNITS TEST AT THE SAME TIME, OR JUST THE PLATOON/ VEHICLE SQUADRON AFFECTED? My bet would be only the platoon/vehicle squadron affected. --------------------------------------- 5.2 VEHICLES 5.2.1 CAN I START A GAME AT TOP SPEED? Yes, but it must be declared when the vehicle is placed on the battlefield. 5.2.2 DOES RAMMING COST AN ACTION? Yes. 5.2.3 IF I'M ATTACKED BEFORE MY VEHICLE MOVES, WHAT'S MY DEFENDER SPEED MODIFIER? Base it off of how far you moved the turn previous. If you have not moved yet (first turn), assume the maximum number of MU you could move for combat or top speed, depending on what was declared. 5.2.4 CAN I TURN AROUND AND STILL BE STATIONARY? No. Vehicles can make a SINGLE sixty-degree turn and remain stationary, because that costs no MP. Any other movement, including Command Points to turn the vehicle around, spoil the Stationary Attacker Bonus, moving the vehicle into the Half Combat Attacker Bonus. 5.2.5 IF I'M IN A TANK AND MY TURRET POINTS BACKWARDS, WHY DO I TAKE REAR DEFENSE PENALTIES? Because your pilot is facing forward (probably), and Gear Krieg also assumes that, like in real life, most vehicles have less armor in the rear area to save on weight. 5.2.6 CAN I GO HULL-DOWN AT TOP SPEED? Considering that you have to declare that you're moving out of Top Speed at the end of a turn's movement and have to actually wait until the next turn to be able to go Stationary, going hull-down while at Top Speed is not allowed. 5.2.7 IF I'M IN A SENSOR DEPENDANT VEHICLE, WHAT'S MY PASSIVE SENSOR RATING? Same as any other vehicle; the best of your visual perception (4 during the day, 2 at night) or your Electronics Warfare Skill level plus your vehicle's Sensor Rating. You see, even Sensor Dependant vehicles still have visual cameras -- all Sensor Dependant means is that if you suffer a 'Sensors Destroyed' result (either through an AUX hit or reaching a Sensor Rating of -5), the vehicle can only move and fire randomly. 5.2.8 DO YOU GET 1 ACTION FOR EVERY 2 CREWMEN, OR IS THE SCALE EXPONENTIAL? The scale is exponential: Crew Actions 1 1 2 2 4 3 8 4 etc. *5.2.9 CAN YOU SNAP FIE YOUR SMOKE LAUNCHERS? Yes. *5.2.10 WALKERS DON'T GET 'BUTTONED UP' AS A FLAW BECAUSE OF THEIR HEIGHT. DOES THIS MEAN THEY GET 'BUTTONED UP' WHEN IN GROUND MODE? No, but you could institute a House Rule for it, as it makes sense *5.2.11 WHAT DOES IT TAKE FOR A WALKER TO STAND UP AFTER BEING KNOCKED DOWN? They simply need to spend 1 MP to get back up. I would suggest a piloting test if in difficult Terrain. 5.2.12 WHAT IS A VEHICLE’S DEFENSE WHEN IT IS HULLED DOWN? As the vehicle is essentially immobile, its defence roll is the same as a structure, or ZERO. 5.2.13 ARE PINTLE MOUNTED WEAPONS AFFECTED BY THE VEHICLES FIRECON? No. Pintle mounted weapons are not affected by the vehicles Firecon. Instead they use the following modifiers: ½ combat speed or less: 0 Combat speed: -1 Top speed: -2 --------------------------------------- 5.3 VEHICLE DAMAGE 5.3.1 DO ACTION LOSSES FROM 'CREW STUNNED' RESULTS CARRY OVER? Yes, they do. You have to pay for them the next round if you've already used your actions this round. Note that Evasive Maneuvers require an action to perform, so a vehicle wishing to go evasive must pay for both the crew stunned carry-over (if any) and the Evasive Maneuver -- probably requiring multiple action penalties on a fully defensive vehicle! 5.3.2 IF I CANNOT MOVE DUE TO A MOVEMENT LOSSES OR POWER TRANSFER FAILURE, WHAT ARE MY DODGE ROLLS? As you are immobile, they are ZERO. You are a rock. 5.3.3 WHEN I SUFFER A MOVEMENT HIT DOES IT APPLY TO ALL MOVEMENT SYSTEMS? No. Only to the one currently in use, unless otherwise specified. 5.3.4 IF I TAKE AN AUXILIARY SYSTEMS HIT BUT HAVE NO AUXILIARY SYSTEMS, DO I RE- ROLL? No. You simply lucked out. 5.3.5 WHAT DOES A -1 TO AN AUXILIARY SYSTEM MEAN ON A NON-RATED SYSTEM? Auxiliary Systems without ratings degrade on the basis of Skill use (-1 to any Skill roll using that device per hit) or efficiency (lose 20% efficiency per hit). Any system that reaches -5 or 100% loss of efficiency is considered destroyed 5.3.6 IF I KEEP ROLLING SIXES ON THE SYSTEM DAMAGE TABLE, DO I KEEP ON RE- ROLLING? Yes. This is commonly called “Cascade Damage.” And, yes it could potentially go on forever. 5.3.7 HOW MUCH DAMAGE CAN MY WEAPONS TAKE? Weapons are not functional when they reach -5 in accuracy penalties (independent of the inherent ACC of the weapon). At -6 they cannot even be salvaged. Note that Fire Control Destroyed results are not the same thing as weapon damage. 5.3.8 BEING AS THOUGH EACH HAND GRENADE IS BOUGHT AS A SEPARATE WEAPON, DOES EACH HAND GRENADE COUNT AS A SEPARATE WEAPON ON WEAPON HIT? Theoretically yes, but as it becomes rather tedious in book keeping, it is not recommended. Obviously the same comment can apply to Panzerfausts and other individual weapons. 5.3.9 WHEN ARMOR VALUES ARE HALVED (WEAK FACING, ARMOR PIERCING), DO YOU ROUND HALF VALUES UP OR DOWN? Round upwards. The same is done for movement system speeds (combat/top) -- a 5 top speed results in a 3 combat speed, not a 2, for example. --------------------------------------- 5.4 INFANTRY 5.4.1 HOW DOES FACING APPLY TO INFANTRY? In brief, it does not. Infantry don't have front, flank or rear defense arcs -- all incoming attacks are dealt with the same (+0 defense). Infantry can attack in a 360 degree arc, as if they all used turreted weaponry. They don't spend MPs to make turns. 5.4.2 WHAT ABOUT MOBILE INFANTRY? Infantry in APCs have to worry about things like facing, because they're in an actual vehicle. Heavy Gear does not, however, consider very small vehicles like one-man ATVs, motorcycles, and jet packs to be worth bothering over -- so aside from the bigger movement rate, troops equipped with such are treated like normal infantry. Such troops are always considered to be moving at Combat Speed, and may fire while 'mounted'. 5.4.3 HOW LONG DOES IT TAKE TO DISEMBARK INFANTRY? A vehicle can 'disgorge' a number of infantrymen equal to the vehicles actual Size at the cost of one action -- as long as those infantrymen are passengers, of course. This can only be done at Combat Speed or less. 5.4.4 CAN INFANTRY DECLARE EXTRA ACTIONS? No -- though they can get them through Command Points. 5.4.5 BUT MY INFANTRY GET MULTIPLE ATTACKS? Yes and no. Infantry typically come equipped with multiple types of weapons. These can be fired at different targets, however, but all weapons of the same type must be fired at the same target. *5.4.6 DO INFANTRY GET MOVEMENT PENALTIES AND BONUSES FOR ATTACK OR DEFENSE? Infantry suffer no penalties for moving slowly and as such always "dodge" using their skill with no modifier. Any infantry movement counts as "combat speed" and as such, they do not get the 1/2 combat speed bonus. In HG, they do gain the stationary bonus if they choose to remain stationary, but this could unbalance the game slightly, so it’s really up to you. 5.4.7 DOES THE ROF BONUS FOR FIRING AGAINST INFANTRY APPLY TO THE MOS OR TO THE ATTACK ROLL PROPER? (I.E. BEFORE OR AFTER DETERMINING TO HIT). To the attack roll. 5.4.8 IF MY INFANTRY SQUAD GETS HIT BY A SINGLE ENEMY ROUND, HOW COME SO MANY DIE? All sorts of reasons. Secondary effects like concussion and shrapnel (and heat for energy weapons) could kill fragile infantry just as easily as a direct hit. *5.4.9 CAN AN INFANTRY SQUAD BE SPLIT UP? Yes, but it isn't recommended. *5.4.10 IF A UNIT IS PINNED AND THERE ARE NO ENEMY UNITS IN LOS, DOES IT STILL NEED TO ROLL TO REMOVE PINNED COUNTERS? Yes, but as a house rule you could remove double or all counters. *5.4.11 IS THERE A MAXIMUM NUMBER OF PINNED COUNTERS? A maximum of 4 seems like it’s enough. 5.4.12 WHAT DOES AN INFANTRY SQUAD ROLL FOR DEFENSE? They roll their skill level, modified only for morale effects. 5.4.13 IF MORE THAN ONE SQUAD IS FRING AT THE SAME TARGET, CAN YOU TOTAL THE WEAPONS BETWEEN SQUADS FOR ROF PURPOSES? No. *5.4.14 DO LOADERS JUST SIT THERE, OR DO THEY COUNT TOWARDS ROF WITH WHATEVER WEAPON THEY HAVE? They count towards RoF with whatever weapon they do have. *5.4.15 DO INFANTRY USE THE SAME LEADERSHIP AS VEHICLE CREWS, OR IS IT JUST THEIR GENERAL INFANTRY SKILL? I would say it’s the same as vehicle skill, as otherwise they might be too good. *5.5.16 HOW DO YOU APPLY THE EXTRA ARMOR TO HULL DOWN INFANTRY? Divide the extra armor evenly between each trooper, rounding as normal. *5.5.17 CAN AN INFANTRY UNIT SPLIT ITS ATTACKS AMONGST MULTIPLE UNITS? (IE COMMANDER CALL DOWN ARTILLERY, AT GUN ATTACKS A PANZER, MORTAR SHOOTS INFANTRY?) Yes. 5.6.18 CAN INFANTRY SNAP FIRE? Yes. --------------------------------------- 5.5 INITIATIVE / COMMAND POINTS 5.5.1 FOR THOSE WHO DON'T OWN THE WARGAMING COMPANION, EXACTLY HOW DO YOU GET COMMAND POINTS? You get a number of TCPs equal to your commander’s Tactics skill. These can be spent regardless of ECM or communications. You may gain ICPs by having your leader take his action during the Initiative phase. Roll Tactics vs a Threshold of the opposing leader’s tactics skill. The MoS is the number of ICPs you gain, with a maximum of your leader’s Tactics skill. 5.5.2 WHEN CAN A COMMAND POINT BE USED? At almost any time. Command Points to gain a +2 defense or to turn a unit around must be spent before any applicable attack and defense rolls are made. 5.5.3 CAN I STACK THE DEFENSE BONUSES FROM COMMAND POINTS? No. 5.5.4 IF A SIDE'S COMMANDER AND SUBCOMMANDER ARE KILLED, ARE TACTICAL COMMAND POINTS LOST? No. Tactical Command Points come from a variety of sources -- military intelligence, battle plans before engaging the enemy, possibly even how rested the troops were before the battle. These don't go away even if your commander(s) are killed. *5.4.5 CAN YOU GIVE A UNIT MORE THAN ONE COMMAND POINT, OR ARE YOU LIMITED TO A SINGLE USE OF EACH COMMAND POINT FUNCTION (EXTRA ACTION, TURN AROUND, +2 TO A SINGLE DODGE, ACTIVATE OUT OF SEQUENCE)? While you may give a unit more than one command point in a turn, they DO NOT stack. I.e. you cannot activate twice, or gain a +4 to defend. 5.5.6 IF I USE BOTH EXTRA (DECLARED) ACTIONS AND ACTIONS FROM COMMAND POINTS, DOES THE NORMAL EXTRA ACTION PENALTY APPLY TO THE COMMAND POINT ACTION? Yes -- Command Points don't incur any _extra_ penalties, but if there are already extra action penalties, they will still apply. --------------------------------------- 5.6 INDIRECT FIRE/ GUIDED WEAPONS 5.6.1 CAN I FIRE GUIDED AMMUNTION AT A DESIGNATED TARGET WITHOUT A FORWARD OBSERVER OR LINE OF SIGHT? Yes. Guided weapons can lock on to designated targets as if they had been forward observed. ECM has no direct effect on Target Designators, but the designating unit must be able to communicate with the firer of the guided weapon -- either through a (action-free) communications roll to 'break past' any ECM or direct LOS between the designator and firer. Gears would be especially good at this, having hands and arms to make signals 5.6.2 CAN I FIRE INDIRECTLY WITHOUT A FORWARD OBSERVER TO AVOID OBSCUREMENT PENALTIES? No. Obscurement doesn't just represent stuff 'getting in the way' of your weapons, it also means a less-than-solid target lock through all that cover. Weapons arced over cover without a forward observer still suffers the Obscurement penalties of direct fire. 5.6.3 WHAT HAPPENS IF UNIT A FORWARD OBSERVES FOR UNIT B, AND THE UNIT THAT HAS BEEN OBSERVED MOVES OUT OF A'S LOS BEFORE B CAN FIRE? Unit B may no longer fire. 5.6.4 IN THE ABOVE CASE, COULD UNIT B SNAP FIRE DURING THE "SPOTTED" UNIT'S MOVEMENT? Snap fire is not possible with Unit B (no actual LoS). A CP may be used, if available to fire before the unit completely leaves Unit A's LoS, or to activate Unit B. In effect indirect fire only works during your activation. *5.5.5 DO YOU NEED A RADIO TO CALL IN INDIRECT FIRE, OR CAN IT BE DONE ANOTHER WAY? (LIKE BY YELLING) It can be done by units within command radius, or with LoS to the IF unit. *5.6.6 IT SAYS THAT ARTILLERY CAN TARGET SOMETHING UP TO 2X EXTREME RANGE AT A -4 PENALTY TO HIT. IS THIS ON TOP OF OTHER MODIFIERS OR A REPLACEMENT MODIFIER? On top of other mods. *5.6.8 WHAT IS THE THRESHOLD FOR THE COMM TEST FOR IF? The threshold is equal to 1 or the ECM barrier, if it is higher. *5.6.8 HOW DOES IF WORK ON AE WEAPONS? IF YOU FAIL THE ROLL, THE SHOT SCATTERS AND HITS EVERYONE IN THE AREA. THEY MUST ROLL FOR DEFENSE, BUT YOU ALREADY MISSED, SO WHAT IS THE THRESHOLD? The threshold is the actual roll, modified for accuracy and range. i.e. You rolled a 4 when you needed a 5. The shot deviates by 1 MU, and everyone in the area must roll vs. a 4 to defend. --------------------------------------- 5.7 SKIRMISH SCALE *5.7.1 WHY DOES A TANK NEED TO SPEND AN ACTION TO SWITCH WEAPON SYSTEMS WHEN THERE'S A GUNNER AT EVERY POSITION? This represents the inefficiency of command within most vehicles. Not everyone in the vehicle is thinking the same, or has communications with the commander. If this explanation is not satisfactory, feel free to ignore the modifier. *5.7.2 WHAT COUNTS AS A MAIN GUN FOR RELOADING PURPOSES? I would think the primary gun on the turret or the equivalent. If there is no “big gun,” the vehicle does not need to worry about reloading. *5.7.3 WHAT RE THE SKIRMISH SCALE RANGES FOR WEAPONS THAT HAVE MULTIPLE RANGE BANDS OF '0' IN TACTICAL SCALE? As each MU represents 10m instead of 50m, multiply the extreme range by 5, and calculate down from there. Assume any weapon with an extreme range of 0 to have a skirmish scale base range of 1, and an extreme range of 4. *5.7.4 WHAT RATING DO YOU USE FOR FIGURING GRENADE RANGES IF THE WALKER HAS NO ARMS? Assume a base range of 10m, or 1 MU. *5.7.5 BECAUSE UNITS ARE NOT 'OFFICIALLY' FORMED INTO COMBAT GROUPS, HOW ARE LEADERS DETERMINED? Assign one unit to contain your overall commander. Otherwise, each squad operates as its own combat group. *5.7.6 IN SKIRMISH SCALE, ARE UNITS STILL GROUPED INTO COMBAT GROUPS FOR MORALE PURPOSES? No. Each unit is it’s own combat group. The overall commander may still allocate CPs and attempt to rally troops if he is within command radius. ======================================= ======================================= 6: AIR WAR SCALE --------------------------------------- 6.1 GENERAL 6.1.1 WHAT CONSTITUTES A STOL OR VSTOL VEHICLE? Nothing under the rules, strictly speaking. But if an air vehicle has a very small stall speed and a large ground (takeoff movement system) speed, it probably can be called either STOL or VSTOL. 6.1.2 IF I'M BOMBING A TARGET, WHICH SCALE DO I USE FOR AREA OF EFFECT? Ground Scale. *6.1.3 HOW DOES AN AIRCRAFT LOSE SPEED OR STALL WITHOUT *NOT* SPENDING MU? By having it’s Movement system damaged, or by attempting manoeuvres that cost more MU than the distance moved. --------------------------------------- 6.2 COMBAT 6.2.1 IF I'M ATTACKING GROUND TARGETS, WHAT RANGE SCALE DO I USE? Air vehicles attacking ground targets must use 50m MU ranges unless they are using Bombs. Ground vehicles attacking air targets use 250m MU ranges unless the air target is flying at altitude 0, in which case use 50m MU ranges. *6.2.2 DOES 'ATTACK FROM ABOVE' APPLY TO ANY ATTACK FROM ABOVE, LIKE INDIRECT FIRE ATTACKS FROM GK? No, only to attacks as listed in Luft Krieg *6.2.4 WHICH SKILLS AND MODS DO YOU USE FOR MISSILE ATTACKS? (IE THE MISSILES ARCS AND MOVEMENT, OR YOURS?) The missiles’ *6.2.4 WITH MISSILES, DO I APPLY THE MANOEUVRE VALUE OR THE ACCURACY VALUE WHEN USING AUTOPILOT? I would think the Manoeuvre, as it is piloting itself, as opposed to being guided as a weapon. ======================================= 7: LIST OF CONTRIBUTORS --------------------------------------- John Buckmaster, Current Author and Maintainer Marc-Alex Vezina, The DP9 rules guru. Jason Andreson Aryk / Eric Jared Brekken (Skywalkre) Wulf Corbett Jeff Critchley (Zurrupeto) Pat Gamblin Douglas Hayden Agis Neugebauer Andrew Paul Alex 'Ironside' Rhodes Riker Gert Sonderby Mr. Southall HTML conversion (eventually): Jason Andreson Andrew Paul > Would the people who have no full/real names get a hold of me if they want their names done up in full? > Special Thanks: The GKML as a whole. Words will never cover what needs to be said. The Pod, for without you guys, we wouldn't be here doing this. Beth, for putting up with my insane ravings about rules and questions. =======================================