Professional Documents
Culture Documents
CAV 2 v1 1
CAV 2 v1 1
Hamken CAV Maintenance Facility and defeated, a superior Rach force in the Trax
system.
Meeting Room 3
Local Time: 0315
Ready Room 8
Local Time: 0400
iii
iv
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Tower of Mason
Floor 100
Templar Chief Marshal Carpenters
Office
With a spectacular view of the entire southern
skyline of Viper, Chief Marshall Carpenters office
was the second largest office on the prestigious
100th floor. In charge of the Acquisitions and
Holdings department of the Templar banking
system, Chief Marshall Carpenter was easily one
of the most respected and powerful Knights in
the brotherhood.
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viii
Project Team
Patrick Haughton
Michael L. Hoehne
Ed Pugh
Matt Ragan
Kevin Litch Williams
Graphic Layout
David Y.G.T.B.F.K.M. Pugh
Bryan Stiltz
Contributing Authors
Thane Barnier
Christopher Carlson
Rob Davis
Patrick Haughton
Eric Kelley
Matt Ragan
Shaun Rice
Lanse Tryon
Art
Tim Talin Collier
Chris Lewis
Neil Nowatzki
Roman Papsuev
Editing
Alyscia Clark
CAV, Infantry, and
Equipment Designs
James Burrell
Bobby Jackson
John Bear Ross
James Van Schaik
Neil Nowatzki
ix
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Table of Contents
Introduction
IntraGalactic Survey
Galactic Map
Universal Intragalactic
Communication Command
Technology
2
3
5
6
7
Adon
Malvernis
Rach Empire
Ritterlich
Templar
Terran
14
18
22
26
30
34
Mercenaries
Other Galactic Organizations
Galaxy Wars
United Corporate Organized
Republics
Appendix A
Appendix B
38
40
42
Core Rules
The RAGE system
Declare, then Measure
Roll Dice in the Open
Give Data Card
Information
Tokens and Lying Models
Down
Time Scale and Model
Scale
Bases
Model Facing
Metric and Hexes
Materials Needed
Task Force Creation
Name
Affiliation
Points
Model Type
Model Role Designation
Movement Class
SA
DT
Mov
Exp
CCV
TC
Rpr
DV
Weapon Systems
48
56
58
60
61
61
61
61
61
61
61
61
62
63
63
63
63
64
65
65
65
66
66
66
66
66
66
66
66
68
68
68
69
A Galaxy At War
Faction Affiliation
71
72
72
73
73
73
Turn
74
74
74
75
75
76
77
Movement
79
79
80
80
80
80
Transporting Infantry
Hitching a Ride
Getting on a Transport
81
81
81
84
Cover
Light Cover
85
Heavy Cover
85
Determining Cover Types 85
Ranged Attacks
Direct Fire and Indirect Fire
Ranged Attacks
86
Conducting Ranged
Attacks
86
Declare Your Attacks and
Targets
86
Lost Ranged Attacks
87
Ranged Attacks While
Performing Movement 87
Determine Range
Point Blank Zone
No Fire Zone
Short Range
Medium Range
Long Range
Beyond Long Range
87
88
88
88
88
88
91
91
Run N Gun
91
Close Combat
Close Combat Resolution
96
96
Target Lock
98
Jamming
98
Repair
Repair Action
Lingering Damage
Critical Success
99
99
99
Regrouping Sections
Regroup Action
99
Specialty Actions
100
118
Adon
Fire and Fury Warfare
Doctrine
118
Hyrwyda Dyrnel Doctrine 118
Malvernis
Fanaticism Doctrine
Conscription Doctrine
118
119
Rach Empire
Children of the Storm
Doctrine
No-Mercy Close Combat
Doctrine
119
119
Ritterlich
Superior Tactics Doctrine 120
Lightning Warfare Doctrine120
Templar
Elite Training Doctrine
Superior Equipment
Doctrine
120
120
Terran
Air Superiority Doctrine
Artillery Superiority
Doctrine
120
120
Independents
Spoils Of War Doctrine
Free-Form Organization
Doctrine
120
120
What CAV Is
Its fast, fun, easy to learn, dynamic, futuristic,
high-tech warfare brought home to your dining
room table. CAV is about getting together with
your friends and spending an hour or two rolling
dice, pushing around some technologically
advanced war machinery, and maybe even
making sound effects as things get blown up.
Youll have hours of enjoyment trying to figure
out new ways to outfox your opponents. If you
already know how to play Warlord, youll find
that you already know the basics of playing
CAV.
New to CAV?
If youre new to CAV, new to science fiction
war games, or even new to miniatures games
in general, we welcome you. Allow us to take a
moment to describe what CAV is and what CAV
isnt.
The IGS maintains its neutrality in the current Galaxy War and
continues to conduct exploration operations in the Galactic
Frontier. By several treaties, the location of any military deserter
is to be transmitted to the proper authorities. However, it is
well known that the IGS doesnt actively look for deserters in
its own ranks, and if a deserter keeps a low profile, they are
effectively safe.
Galactic Rings
Jump Stations
Most of us are well familiar with the Primary
Lanes that provide our worlds with goods brought
from all over the civilized galaxy. Currently
there are 197 public jump stations that form the
Primary Lanes of the IGS Public Jump Network.
Each IGS Jump Station is a fortress of weaponry,
satellites, equipment, and patrol craft dedicated
to defending itself. Strict neutrality has kept
the IGS uninvolved with the two Galaxy Wars.
Stations accept transmitted tolls, assist with
jumps, monitor traffic, and relay information.
However, the IGS Public Jump Network is not
the only jump station network in the galaxy.
Breeders
Breeders are the workhorse energy source for
anything smaller than a starship or city and larger
than personal electronics. The smallest breeders
require an area roughly 30cm by 10cm by
10cm (not including the T-Gel cells). Such small
breeders provide barely more energy than some
HCC batteries, but lifespan is the advantage.
With even a mere fist sized T-Gel cell, a small
breeder can run for days. The largest breeders
are, of course, used in industrial or military
hardware like CAVs, large civilian transports, and
small atmospheric flying craft. T-Gel is inert, and
Breeders are considered very safe. Nevertheless,
it has been documented that, if a breeder is
severely damaged or ruptured mid-cycle, the
damage can result in a very large instantaneous
electrical discharge.
Power
Without electrical power, the universe stops
functioning. There are multiple methods of
providing electrical energy to the masses, but
were going to focus on the primary three.
Fusion
Fusion systems provide starships, space stations,
urbmon cities, (Urban Monoliths, the vertical
super-cities common on heavily developed
worlds), and flodi cities (the floating super-cities
common to water worlds), with power. Fusion
systems are huge and extremely complex. At
its most basic level, a nuclear fusion system
takes light nuclei and combines them to create
energy. As an energy source, fusion has several
advantages since light nuclei are plentiful and
the end products of fusion are light stable nuclei
rather than heavy radioactive nuclei. While
the principle of fusion is simple, the actual
machinery and technologies involved are not.
Fusion systems are too cumbersome in terms
of size, cost, and maintenance for anything
less massive than a city or starship. For these
large power consumers, nothing less than fusion
power provides sufficient levels of energy to
meet demands.
Bellar Joints
Chances are you use Bellar Joints every day,
even if you dont realize it. These frictionless,
computer controlled electromagnetic joints are
found in everything from cargo doors and wheels
to artificial limbs. While we may take them for
granted, the military certainly does not.
HCC Batteries
High Capacity Chemical (HCC) batteries vary in
size from nano applications to extremely large
space ship applications. They are rechargeable,
and we use them in nearly every personal
electronic device we own. Most personal
weapons use HCC batteries where needed.
Additionally, HCC batteries are used to initiate
breeder reactions and provide us with electrical
backup power in the event of a problem.
Depending on how quickly electrical energy is
being used, an HCC device can last an entire
day of regular usage or mere seconds of intense
discharge.
Infantry Protection
The mandates of survivability and functionality
have driven the latest technology of individual
infantry protection to a standard only dreamed
of during the first Galaxy War. Known as the
Valdak Armor Protection System (VAPS), VAPS
was developed by the SyRam Kendric Labs
division during the First Galaxy War. Widespread
deployment of VAPS into Terran military units
began in 2165 and as with any truly innovative
idea, reverse engineered copies soon found their
way into several large and small military forces
across the galaxy. Infringement lawsuits brought
by SyRam earned minor financial results and, by
2269, SyRam had completely stopped pursuing
violators.
supply of oxygen for truly poisonous or lowoxygen environments. Bellar Joints throughout
the suit amplify the users own abilities and
allow for increased strength and movement.
Climbing and rappelling gear are built into most
suits and enable powered troopers to go almost
anywhere. The most common options seen on
Powered Armor is gyro-balanced weapon mounts
and integrated ammo bins which allow a single
soldier to use crew-served heavy weapons.
CAV and Vehicle Armor
The most effective armors are not single
component systems, but rather multi-component
armors that combine layers of dissimilar
materials. Multi-component armor systems are
designed to provide protection by controlling
the disintegration of the armor itself as it stops
the incoming attack.
The structure of modern CAV armor usually
includes an outer ceramic layer which acts to
blunt and wear down the projectile of a kinetic
attack or, with its amorphous structure reflect,
deflect, and resist energy based attacks. A
more flexible, yet stronger, layer of liquid steel
supports the armors ceramic layer and traps the
slowing pieces of a kinetic projectile or absorbs
the heat created from an energy attack. The
third layer is made up of woven fiber designed
to consume the remaining energy of a kinetic
attack as it catches any remaining pieces of a
kinetic attack. The forth layer consists of an antispalling layer designed to keep pieces of the
armor from breaking off and becoming internal
projectiles.
Immersive Fire Control Systems (IFC)
The IFC consists of a full-face helmet, a pair of
sensor gloves that can interpret the smallest of
hand movements and a score of cables that feed
from both helmet and gloves into the vehicles
fire control computer. While In Deep, the term
wizzos use to denote an active IFC, they are
completely cut off from the real world. For the
wizzo, the IFC generates a view of the computer-
10
Wherever the
battlefield takes
you, the Scorpion
gets you there!
11
Weapon Technologies
Energy Weapons
There are three basic energy types in use today
on the battlefield: laser bolt gun (LBG), the
particle bolt gun (PBG), and what is now being
officially referred to as the Psyro Plasma Gun
(PPG).
Propellant Weapons
Efficient in all environments, combustible
propellant is used in everything from pistols to
large artillery. Named after the engineer and
the lab that developed the first deployable
propellant system, the Harkon-Lucet Propellant
system (HLP) is todays battlefield standard.
The HLP system is a disposable magazine that
contains three components: a case-less projectile,
unmixed gel in two separate chambers, and a
battery. When the weapon is fired, a piston in
the magazine mixes the two-stage propellant.
Once mixed, an electrical current ignites the
mixture creating an explosive chemical reaction
that ejects the round. HLP weapons also do well
in the rate of fire category. Single barrel systems
are capable of maintaining rates of fire around
500-650 rounds per minute. Multiple rotary
barrel and multiple firing chamber systems can
reach rates of fire upwards of 5000 rounds per
minute.
Missile Systems
Modern day missile systems fall into three
general categories: direct, indirect, and cruise.
Direct-fire missiles, such as the systems found
on most CAVs, are small but deadly. They
sacrifice a large warhead in exchange for
speed and targeting capabilities. When a wizzo
gives the missile its launch order, he simply
designates the target and deploys the missile.
The missiles internal targeting system evaluates
terrain and other threats to determine the best
path to the target and the point where the target
is most vulnerable.
Indirect-fire missiles are much larger than their
direct-fire brothers and require constant control
by their wizzo to ensure an accurate on-target
delivery. Their size allows for multi-warhead
delivery systems to rain shrapnel and concussive
force down on everything in their blast radius.
Cruise missiles are easily the biggest threat facing
any force on the modern battlefield. Capable of
delivering a wide array of munitions including
atomic bombs, cruise missiles are a very high
priority target. Cruise missiles are capable of
sustained nap of the Earth flight and are agile
enough to take advantage of most terrain to
cover their approach. Their targeting systems are
on par with those of any CAV and allow them
to avoid enemy units until they have acquired
their target.
The Warlord
Superior Firepower
Superior Technology
Superior Price
13
ADON
Government: Adon Economic Community (AEC)
Star Systems
Home: Avalorr (0)
Major: Baten (1), Janoch (63), Mig (85),
Procyon (19), Sar (71), Suhail (30)
Total: 19
Census Estimate: 98 billion
Racial Composition: 97% Adonese,
1% Terran, 2% Other
14
the wild blue frost blossoms will stay with you all
your life. Simply stand and observe the beauty
and power of a white seven-tined Okuran stag
in a snowfall with hot geysers behind causing
steam to drift by and bejewel your clothing
with ice crystals. Friends, Ive been to a lot of
15
16
Torfel 55
Nickname(s): Double Trouble
Headquarters: Okura, Avalorr
Commander:
AtUtaran Arana
HanMel
Battle Honors:
Hades, Cesair, Lir,
Procyon
Notes: The 55th
is not only a highly
decorated military
unit, it is also
something of a celebrity in the Adonese army.
Recently, a series of highly successful movies
have been made about Avar MaxGar, an ace
CAV Pilot and his WSO. MaxGars unit is the
55th. Due to the popularity of the show and
availability of mechandise, the bullethole
riddled yellow smiling face has been adopted
as the official unit patch. The shows theme,
The Gauss Lullabye has also been adopted as
the official unit march.
Headquarters
AEC Central Headquarters Westinhall, Breonne,
Adon, Avalorr
Torfel 72
Nickname(s): Stormwind
Headquarters:
Okura, Avalorr
Commander:
AtUtaran Omaro
RazNel
Battle Honors: Hades,
Lir, Procyon
Notes: The warriors
of Stormwind have
earned a reputation
of dependability and ferocity under fire. When
the storm winds blow, the wise seek cover or
must face the consequences of their choice.
Legendary Units:
1st Leska Rannad Raniadel
Nickname(s): Red Spear
Headquarters: Breonne, Avalorr
Commander:
AtUtaran Arnos
JorDanel
Battle Honors: Loki,
Hades, Medea, Lir,
Procyon
Notes: The Red Spear
is one of the premier
military units in the
Adonese army. The
17
MALVERNIS
Government: Empire of Malvernis
Star Systems
Home: Capella Prime (17)
Major: Hydra (65), Syrma (165), Priam
(14),
Tania (108)
Total: 19
Census Estimate: 78 billion
Racial Composition: 88% Malvernian, 6%
Terran, 4% Adonese, 2% Other
77th Targulla
Nickname(s): Ice
Lightning
Headquarters: Petard,
Priam (14)
Commander: Genarix
Karras Kothmore
Battle Honors: 34
Honors of the Faithful, 39
Orders of the Black Onyx
Fist, 74 Orders of the Red
Fist
Notes: Fast, decisive,
this unit is renowned for
its quick strike abilities.
Relying on the most
manueverable combat assets available, this
targulla can tie an enemy unit in knots before
sliding the noose closed and locking them in a
strangle hold.
Legendary Units:
1st Targulla
Nickname(s): High
Guard
Headquarters: Capella
Prime
Commander: High
Genarix Mangu Timar
Battle Honors: 35
Honors of the Faithful, 42
Orders of the Black Onyx
Fist, 96 Orders of the Red
Fist
Notes: The High Guard is
the prize of the Empires
army. Comprised of the
most experienced warriors
and the best equipment, it is suited for any
21
RACH EMPIRE
Government: Empire of The Rach
Star Systems
Home: Mohr (31)
Major: Aeneas (46)
Total: 22
Census Estimate: 91 billion
Racial Composition: 97% Rach, 3% Other
22
23
24
Legendary Units
The Kharlong
The Kharlong is the
Kaharachs personal
bodyguard and oversees
the security of the Imperial
Palace. The force is primarily
composed of former Ong
Bak winners who pledge
themselves to the protection
of the Emperor. Since they
have resided in the palace,
an insurgency has not taken
place. They are primarily
composed of specialty
infantry, armored, and CAV units along with
their support.
25
RITTERLICH
Government: The Ritterlich Confederacy
Star Systems
Home: Avalorr (0) (Official), Neuritter
(189) (Unofficial)
Major: Crater (35), Neuritter (aka Cygni)
(189), Gladatores (29), Rigel (32)
Total: 18
Census Estimate: 90 billion
Racial Composition: 96% Ritterlich, 2%
Adonese, 1% Terran, 1% Other
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27
Noble Ranks
Prince honorary only, as the Chancellor is an
elected official
Duke
Margrave exists only off Avalorr
Count
Viscount
Baron
Knight
Esquire
Gentry (descended from a titled family,
but no title of their own)
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Legendary Units
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30
31
32
spearhead of every
major Templar offensive
in the last century and
is the unit that Vax Spiro
commanded before
assuming the mantel of
the First Knight.
Legendary Units
1st Regiment of Mason
Nickname(s): Hammer of the Temple
Headquarters: Viper, Tor-Nor
Commander: Knight Archon Terence Lorthar
Battle Honors: Regimental Star of Pelles, True
Cross of the Knight, Regimental Star of Tor-Nor,
Regimental Gold Cross, Order of the Cross
History: The Hammers have formed the
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34
35
36
Legendary Units
42nd Legion
Nickname(s): The
Blackwatch
Headquarters:
Balhousie Castle, Perth,
Scotland, Earth, Sol
Commander: Consular
General Gordon Wallace
Honors: Fourteen silver
battle stars, nine platinum
assault stars, Order of the
Wounded Lion and Order
of the Eagle awarded
43rd Legion
Nickname(s): The
White Knights
Headquarters: Fort
Shukov, Landing City,
Asimov, Alpha Centauri
Commander: Consular
General Aleksandra
Shura Fedorov
Honors: Sixteen silver
battle stars, ten platinum
assault stars. Three time
winner of the Order of
the Eagle for actions on
Setanta, Alpha Centauri,
and Aeneas.
101st Legion
Nickname(s): The Silver
Eagles
Headquarters: Fort
Leonidas, Sparta, Greece,
Earth, Sol
Commander: Consular
General Gregor Mittman
Honors: Twelve silver
battle stars, eleven
platinum assault stars.
Only Legion ever awarded
the Order of the Wolf as
a whole for their assault
on Setanta during the first
Galaxy War.
37
Slayers
Yellow Jackets
Steel Dragons
38
Red Spades
Kolditz
Polar Bear
Furies
39
Pirates
The turmoil caused by the Second Galaxy War
hasnt been detrimental to everyone. The past
few months have seen increased reports of
pirate and scavenger activity as far core ward
as Tarpur.
The Rock Rovers
have been especially
aggressive and even
went so far as to
recently engage a
Templar
salvage
team that was
performing clean
up actions after
a battle on Regor
IIs second moon.
While the salvage
team
worked
the
battle
site
the Rovers swept
Rock Rovers
in
unimpeded.
Their CAVs and armor made short work of the
Hughes-Marietta security force attached to the
recovery team and the pirates made off with an
estimated 125 million T-Reds worth of spoils,
not to mention all of the H-M salvage vehicles.
In a twist of events that may never be accurately
told, the infamous pirate band known as the
Sir Hawkins Social Society has a new leader.
The new leader, Sir Patrick Haughton, has a
firm grasp of the reigns of command and the
absence of Mr. Hawkins has, in no small way,
confirmed Sir Haughtons claim to the position.
A recent press release from the pirate band of Sir
Haughtons Social Society quoted Sir Haughton
as claiming his group was a band of yachting
enthusiasts and not pirates. Widely covered
Black Rose
Corporations
Not every big company is a UCOR. There are
several massive corporations that have never
been granted (in some cases even requested)
a UCOR charter. UCOR charters are expensive,
usually equal to 20 years of the expected income
tax revenue of the UCOR personnel that will
now becomes citizens of the new UCOR. Most
corporations simply dont consider a charter
worth the effort.
Labor Unions
There are several major unions in the galaxy.
They are very powerful and can get the attention
of just about any corporation. Several unions
hire and maintain large security forces of their
own.
Free Traders
The free traders travel the galaxy buying low
and selling high. Sometimes they organize
themselves into trade cartels and move goods
40
Breakers
Bugs
This is really a catch-all term for the various
forms of hostile alien life that can be found in
the galaxy. Not all bugs are actually insectoid,
not all are hive-like, and not all are stupid.
However, there is one thing that all of the lifeforms classed as bugs have in common - they
are hostile. There is a great deal of variety in
the bugs that deep spacers encounter. The I.G.S.
has recorded first contact with both silicone and
ammonia based entities, quasi sentient cloud
creatures, energy based life forms (including a
few rare plasma based life forms), and of course
the myriad other carbon based organisms that
we are so familiar with (other anthropomorphs,
some barely bipedal, a few cephalopodic, and
billions of microbiotic life forms). There has even
been some data gathered that supports a few
theories of primitive forms of radiopanspermia
(life spores pushed along by the force of radiated
energy) at the fringes of our frontier. Its a great
big universe out there and not everything you
meet is willing to discuss matters calmly. When
in doubt, the stereotypical Terran first reaction
of shoot first! may not be so wrong after all.
Its better to be tried in a court of law than eaten
for dinner by a hive of carnivorous bugs.
Salvagers
Salvagers travel the space lanes looking for
abandoned (or depending on the moral code
of the salvager group, mostly abandoned)
space ships to loot. Salvager teams cut-up and
take any and all valuables from the ship. They
usually concentrate on small but valuable key
components that have good resale value on the
black market. During wars, the salvagers arrive
on battlefields in force to scavenge from what
remains. Some salvagers move with the breaker
communities but for the most part, the two are
different.
41
42
43
44
45
Got A Problem?
Well Solve It!
46
47
48
49
50
a few major conflicts. KDM defeated the MitsoTa UCOR in the Cygnus System War, creating
a situation that would indirectly lead to the
Terran Imperial Wars. KDM was also involved
in the Pictor UCOR war, the precursor to the
more recent UCOR War. In the current galactic
conflict, as per the KDM UCOR charter, the full
industrial might of KDM has voluntarily returned
to Ritterlich control.
52
THE LONGBOW
53
54
55
GRT Value
Composition
Adonese Word
1 second
1 minute
1 hour
1 day
1 week
1 month
1 year
baseline unit
100 seconds
100 minutes
10 hours
10 days
10 weeks
10 months
Ailnostel
Audnostel
Ridnostel
Hednostel
Sautnostel
Prydnostel
Sawarnostel
GRT
Ever wonder, forget, or get confused on exactly
how that GRT button or feature on your
wrist chronograph, or PED (Personal Electronic
Device), actually works? For us non-deep space
travelers, every once in a while, we need the grits
(the Terran spacer slang for GRT) spelled out. We
figured that we should take a few paragraphs to
explain it in depth, even if nobody ever uses
it except bankers, computers, or the cold navy
sailors and ground soldiers deployed deep.
Regardless of which world youre on, a second is
pretty much a second no matter which mineral
your race or culture uses as its measure. Luckily,
most everyone in the galaxy, and certainly
everyone with any kind of political and cultural
clout, either used Cesium or Rubidium in their
past, so it wasnt very difficult to get everyone
on the same standardized isotope. In Adonese,
the word for second is Ailnostel. Remember
from your Adonese language classes in school
that when youre talking about time in context,
you can usually drop the nostel suffix.
56
Month Number
1
2
3
4
5
6
7
8
9
10
Name
Honprydel
Dalprydel
Samprydel
Karprydel
Kegprydel
Dekprydel
Jenprydel
Panprydel
Kouprydel
Junprydel
Time Buoys
Theres a saying deep spacers use, Civilization
and Time Buoys no longer function in all the
same places. The IGS maintains a vast network
of pulsing Time Buoys that work in conjunction
with the Jump Stations. These Time Buoys are
synchronized with each other, and the network
is maintained continually. When a ship enters
normal space after a jump, one of the first things
it does is sync up with normal space-time.
The various powerful governments maintain
their own Time Buoys in their own space, but
civilians usually have no access to their coded
transmissions and rely on the IGS.
Dates
Confused yet? Like we mentioned before,
hardly anybody except bankers, deep spacers,
and soldiers use the GRT system. All dates and
references in this book are provided in local
time and year references and are counted by
your local time system.
Method
Written
Terran Standard Local 2274,
January 01, 00:00:00
Galactic Relative
1764, Kouprydel 22, 1:21:17
Chronograph
Notation
2272:001:00:00:00
1764:922:1:21:17
57
58
59
60
Bases
CAV Models come with bases to help provide
strength and add to its visual presence on the
tabletop battlefield. Bases assist players when
measuring range, movement, and conducting
Close Combat. However, they are not strictly
integral to game play. If a Model lacks a base,
conduct all measurement from the center of the
Model (when looking down at it from above). If
attempting Close Combat with or against a Model
without a base, base contact is determined
by bringing any point of the Model without
a base into contact with any flat side of the
base belonging to the target Model. Whenever
possible, measurements are conducted from
center of base to center of base. Some Models
have pieces that prevent the movement of
models into actual contact. When this occurs,
make sure your opponent knows what your
intention is concerning base contact, and simply
move the models as close as possible.
Model Facing
61
Materials Needed
Ten-sided dice (D10)
Six-sided dice (D6) (For damage tracking
purposes only)
Eight-sided dice (D8) (For damage tracking
purposes only)
Various CAV Miniatures (Models)
Measuring devices (flexible tape measures
are best)
A deck of standard playing cards
Pennies, beads, or other small items to use
as tokens.
In
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1) Name
The Model designation.
2) Affiliation
Affiliation represents which galactic Faction may
field this Model. Most Models will have Open
listed as their affiliation. This means that any
Faction may field it. If a Faction is listed, only a
Task Force of that Faction can field this Model.
3) Points
This shows how many points this Model will
cost a player to be part of their Task Force.
Remember, players are allowed to spend less
than or equal to the Game Size maximum, but
never over it.
4) Model Type
Model type represents what exactly the Model
is.
The Four Model Types are:
CAV
Gunship
Infantry
Vehicle
CAV
The first Model Type is the CAV or Combat
Assault Vehicle. CAV are the power base of
the 23rd century battlefield. Towering above
their opponents, they carry tremendous armor,
firepower, and are far more agile. They are the
culmination of centuries of warfare.
Gunship
Gunships provide close air support and fast
striking power. Advances in open shaft drive,
ducted-fan, and other vertical take-off and
landing technologies allow a Gunship to be
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Transport
Infantry may be the key to taking and holding
the battlefield, but they still need to get there
first. Transport Models are essential to getting
your infantry close to the objective or quickly
out of harms way.
Support
Support units make up the vital backbone of
any force. Allowing the combatants to take the
battle to the enemy, the support units continue
to keep the supplies flowing and the forces ready
for action.
6) Movement Class
The Movement Class (MClass) of a Model
determines how well it will negotiate terrain
and obstacles on the battlefield. The Movement
Classes are: Foot, Tracked, Wheeled, Air, Hover,
and Walker.
8) DT
Damage Track (DT) is a representation of how
much Damage the Model may sustain before
it is destroyed or rendered non-functional.
Damage Tracks also determine the Models
current abilities. As the Model takes Damage,
effectiveness will actually degrade. A Model
starts the game undamaged at DT 0. When it
receives Damage, its new stats correspond to
its damaged condition. When performing any
Action, use the value listed on the Models
current DT line. A Models current DT is equal
to how many points of Damage it currently has.
When the Model receives more Damage than it
has DTs, the Model is destroyed.
7) SA
Special Abilities (SA) represent abilities,
equipment, or actions a Model may possess
that make it unique in the game. These Special
Abilities will either be a new type of action not
already represented on the Models Data Card,
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12) TC
Targeting Computer (TC) represents the Models
ability to electronically target other Models.
Targeting computers are used on Models that
have special functions. The higher the TC, the
more likely these functions are to succeed.
13) Rpr
Repair (Rpr) value represents how good a Model
is at repairing itself when conducting a Repair
Action. The higher the number, the more likely
a Repair Action will succeed.
14) DV
Defense Value (DV) represents how hard it is
to inflict Damage to a Model. The higher the
DV, the harder it is for a Model to be damaged
during combat. To inflict Damage, an Attack Roll
must equal or exceed a Models DV.
9) Mov
Movement Value (Mov) is how far, in inches,
a Model may move during a single Movement
Action. The terrain a Model moves through may
affect the final distance a Model will move.
10) Exp
Expertise (Exp) represents how well trained a
Model is and how well it can accomplish certain
special tasks. The higher a Models Exp, the
more likely it is to succeed.
11) CCV
Close Combat Value (CCV) is how well a Model
fights the enemy at extremely short range. Close
Combat in CAV is not hand-to-hand combat
but rather the attempt to outmaneuver and
outshoot an opponent in close quarters. The
higher a Models CCV, the more likely it is to
inflict Damage during Close Combat.
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15b) Rng
15c) RAV
Ranged Attack Value (RAV) represents a weapons
ability to inflict Damage on an opponent. Several
factors can determine the RAV of a Model.
Hard-hitting rounds, explosive munitions, smart
munitions, or advanced targeting systems are all
factors that affect a Models RAV. Whatever the
reason, the higher this value is, the more likely a
weapon is to inflict Damage upon an opponent
when conducting a Ranged Attack.
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Section Type
The first thing that must be determined when
creating a Section in CAV is to decide which
Section Type is to be built. The Section Type
chosen will dictate the type and number of
Models that may be fielded in a given Section.
Primary and Secondary are the two categories
of Section Types. A Task Force cannot have
more Secondary Sections than it has Primary
Sections.
Primary Sections are:
Armor
Mechanized Infantry
Rifle
Specialist
Secondary Sections are:
Fire Support
Flight
Mortar
Recon
Transport
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Specialist Section
Specialist Sections are the catch-all. Models in
the Specialist Section may perform any odd
duties or roles that may be needed to complete
a mission. Specialist Sections may begin play
with as few as one and as many as four Models
of any Model Type and Model Role. All Models
in a Task Force with the Specialist SA must be
part of this Section. If Infantry Models are
taken, then transports may also be taken for
them. These Transports do not count against the
Section Model limit, but Transports taken cannot
exceed the number of Infantry Model stands. A
Task Force may only field one Specialist Section.
A Specialist Section is made up of the following
elements:
1-4 Models of any Model Type and
Model Role.
Transport Models of any Model Type
sufficient to carry all the Infantry Models,
but no more than one Transport per
Infantry Model.
Models with the Bulky SA count as two
Models when determining both Section
size and transport capacity.
Rifle Section
Rifle Sections are the footslogging infantry.
Referred to as grunts, noigung, kharuk, and
other affectionate terms throughout the Galaxy,
the Rifle Sections are the classic image of the
infantry soldier. Rifle Sections may be slow, but
they are capable of devastating firepower once
they arrive. A Rifle Infantry Section is made up
of the following elements:
6-10 Infantry Models with the Model
Role of Attack.
Secondary Section Types
Models with the Bulky SA count as two
Models when determining Section size.
Fire Support Section
A Fire Support Section provides close, indirect
fire capability on the battlefield. Fire Support
Sections are different from true artillery, which
is represented by Strike Assets. A Fire Support
Section is made up of the following elements:
4-6 CAV and/or Vehicle Models
At least 3 of the models must have the
Model Role of Fire Support.
The balance may have the Model Role of
Recon or Attack.
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Flight
A Flight Section provides close air support for
ground forces. A Flight Section is made up of
the following elements:
2 Gunship Models of any Model Role.
If both of the Gunships in the Section
have the Model Role of Recon, then the
Flight Section also gains the abilities of
a Recon Section during the Deployment
Phase.
Recon Section
Recon Sections are the sneakers and peekers of
the ground forces. They are often given the duty
of arriving first and retreating last. They are also
usually tasked with flanking and penetration
missions around or behind enemy lines. A Recon
Section is made up of the following elements:
4-6 CAV and/or Vehicle Models with the
Model Role of Recon.
Mortar Section
A Mortar Section is the Infantry way of reaching
out to touch someone. A Mortar Section is made
up of the following elements:
Transport Section
Transport Sections are available to move units
not normally equipped with their own Transports
like a Rifle Section.
4-6 Models with the Model Role of
Transport.
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Specialist SA
A Model with the Specialist SA may only be
fielded in the Specialist Section of a Task Force.
Adon
Malvernis
Ritterlich
Rach
Templar
Terran
Faction Doctrines
Players fielding a Task Force that consists entirely
of Models that all have the same Government
Faction Affiliation (UCOR doesnt matter) on
their Data Cards may choose one of that factions
Faction Doctrines for their Task Force. Faction
Doctrines may be found in Appendix E.
Open Market Models
The end of the First Galaxy War instantly created
vast stockpiles of modern weapons across the
galaxy. In an attempt to avoid reductions and
cutbacks, the Corporations offered Mercenaries
and security forces across the galaxy deep
discounts and lucrative terms of purchase. This
allowed them to expand in an unprecedented
way.
As the Second Galaxy War quickly heats up
and Factions are activating old units, modern,
ready to roll, equipment is in short supply.
Compounding this situation is the fact that most
of the weapons or inventories a faction currently
uses were probably made by a UCOR that is now
aligned with a potential enemy.
Faction Affiliation
Six galactic empires, each with its own view and
goals, are fighting in the Second Galaxy War.
Your Task Force is just a part of one of these
vast armed forces. The Faction you play is an
important choice, as it will determine both the
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Independent Factions
Players may also choose to field a Task Force
that is not aligned with any major faction. Such
a force is considered an Independent Task
Force. The Independent Task Forces represent
independent soldiers, mercenaries, pirates, local
planetary defense forces, corporate security
troops, etc.
Independent Task Forces are composed of only
Models with the Open Market designation on
their Data Card. Independent Task Forces have
the advantage of flexibility by not being limited
to the Models of one Faction. Independent Task
Forces have the disadvantage of not being able
to employ any of the major factions Doctrines.
Battle Setup
Deployment Zone
Pre-Battle Action Phase
Initiative Phase
Action Phase
End Phase
Battle Setup
To play a game of CAV, you first need a place
in which to play it. Since the earliest days of
the hobby, war games have been played on just
about any available surface, from kitchen and
dining room tables to dedicated game tables
in the den. Players take miniature versions of
buildings, trees, hills, rivers, and more and place
them on the battlefield to simulate the effects
of terrain when they are playing. For CAVs
purposes, we suggest scattering terrain pieces to
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Deployment Zone
After the battlefield has been set up, players
determine their Deployment Zone (DZ). The DZ
is the area in which players will place their Task
Forces at the start of the game. Deployment
Zones will often be determined by scenario rules.
If a scenario lacks a defined DZ, the default DZ
is the width of the table and up to 6 from the
table edge.
Objective
Road
Buildings
4 Feet
DEPLOYMENT ZONE
4
F
e
e
t
13
11"
19"
Building 2A
Building 4A
Building 3A
5"
16"
Conducting Deployment
16"
Building 11"
8"
Building 4B
Building 2B
5"
Building 3B
4"
18"
12
DEPLOYMENT ZONE
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Delayed Deployment
Certain scenarios, Section types, or SAs will
involve delaying deployment of some or all
of your Sections at the beginning of the game.
In these cases, Sections or Models that are not
Deployed add no cards to the Deployment Deck.
They also do not add cards to the Initiative Deck
until the Turn they enter the board. Sections
that delay deployment are placed on the board
according to the instructions of the scenario or by
the instructions of the Section type or SA. In the
absence of delayed deployment instructions, the
Section or Models deploy inside the Deployment
Zone.
Model States
Model States, or effects that normally require
an Action during play, may be considered
performed at the time of initial deployment
unless otherwise described in the Scenario
notes. For example, Infantry may deploy either
Mounted in their Transports or Dismounted with
their Transports nearby.
Action Phase
Initiative Phase
Action Phase
End Phase
Initiative Phase
To keep a game from being a hectic, confusing
mess, games have a system for determining who
goes first or next. In CAV this is called Initiative,
and the Initiative of each player is determined by
the draw of cards from the Draw Deck. Initiative
is an important element of the game and will
dictate the ebb and flow of the battle. Create
a Draw Deck as described in the Deployment
Phase.
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Taking Action
Once a Section has been Activated, its Models
can conduct a move, attack other Models, or
conduct any Action they are allowed to take.
Each Model in an Activated Section may perform
two Actions.
Types of Actions
In CAV there are three types of Actions: NonRepeatable Actions, Repeatable Actions, and
Free Actions. Each type is fairly self-explanatory.
Sometimes a Model may not want to do
anything at all, or it may want to perform only
one Action. If this is the case, the extra Action
is lost and may not be saved or transferred to
other Models.
An Activated Model may perform up to two
Actions in a turn. Non-Repeatable Actions are
just that, a Model can only use them once during
the Models turn. You can execute two different
Non-Repeatable Actions in the same turn. You
cannot execute the same Non-Repeatable Action
Non-Repeatable Actions:
Ranged Attack
Standard Ranged Attack
Run N Gun (Uses both Actions)
Salvo Strike Fire
Close Combat
Regroup
Specialty
Target Lock
Jamming
Repeatable Actions:
Movement
Mount/Dismount
Repair
Free Actions
Sometimes in the course of reading a description
of an Ability, you may run across Actions that
are referred to as Free Actions. These are Actions
that may be taken by Models without using
either of the two Actions you are allowed to take
when Activated. Unless the Actions description
states otherwise, Free Actions resolve instantly.
Each Free Actions description will give you
instructions on how to resolve it.
Declaring Actions
The first step in performing an Action is to tell
your opponent what Action the Model is going
to attempt. This is called Declaring an Action.
Once you have Declared your Actions, you may
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Resolving Actions
Once you have Declared a Models Action, find
out if the Models Action is successful. How you
determine success depends on the Action you
There are 4 ways an Action may be
Resolved.
Automatic Success
10 Or Better Roll (10+ Roll)
Target Value Or Better Roll (TV+ Roll)
Opposed Roll
are taking.
Automatic Success
With some things there is just no chance of
failure. No die roll is required by this type of
Action; they merely succeed.
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End Phase
After every Section on the battlefield has been
Activated once during a game turn, it is time to
wrap up the loose ends and prepare for a new
Turn. This part of a Turn is called the End Phase.
To end a Turn, the players must quickly review
the progress of the game, determine if the battle
is to continue, and adjust the Initiative Deck as
needed.
Special Rules
Any Special Rules or effects awaiting the End
Phase now take effect. Players establish if any
Scenario Objectives have been met that trigger
other events or possibly even end the game.
Victory or Continue
Players determine if one of the Sides has won
the battle or scenario.
If The Game Ends
If the conditions for ending the game have been
met, then determine the winner of the game.
Review the victory conditions of the game or
scenario and calculate any victory points.
If the Game Continues
If it is determined that the conditions for
ending the game have not been met a new Turn
begins.
Prepare the Initiative Phase and Remove Cards
77
In
Movement Action
To move, a player declares that one of their
Activated Models is performing a Movement
Action. A Movement Action is a Repeatable
Action. The Model performing the Movement
Action may now move from zero to a number
of inches equal to the current Movement Value
(Mov) shown on the Models Data Card.
Measuring Movement
To avoid moving too far, or worse, shorting you
some vital movement distance, all measurements
should be measured from the same point on
the Model each time, usually the center of the
Model.
Facing
Facing is the way a Model is oriented on the
tabletop battlefield, i.e. which side the front of
the Model is turned to face. In some situations
how a Model may react will depend upon the
Terrain
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Terrain Modifiers
As a Model moves across the battlefield, certain types of Terrain may modify a Models Mov
by speeding up or slowing down the Model while the Model negotiates the terrain. Terrain
Modifiers apply when a Model enters that particular type of Terrain (or negotiates a listed
obstacle). Terrain Modifiers stop when a Model exits that particular type of Terrain. When
crossing Terrain, if any part of the Models base touches another type of Terrain, the Model must
use the Terrain Modifier value for the least favorable Terrain Type being traversed.
To compute the cost in movement to negotiate a specific type of Terrain, multiply the type of
movement by the Terrain Modifier listed below.
Models Move Class (MClass)
Foot
Tracked Wheeled
Air
Hover
Walker
Road Bonus
x.5
x1
x.5
x1
x1
x1
Open Terrain
x1
x1
x1
x1
x1
x1
Rough Terrain
x2
x2
x3
x1
x1
x2
Light Woods
x1
x2
x2
x4
x2
x2
Heavy Woods
x2
x4
NA
NA
x4
x3
Marsh, Swamp, Shallow Water
x3
x3
NA
x1
x1
x2
Under Water
NA
x4
Vertical Obstacles, Field Works
x2
x3
Urban Debris
x2
x2
N/A = Impassable to Models with this MClass
NA
NA
x4
NA
x2
x1
NA
x3
x3
x3
x2
x2
Air
Models with MClass Air do not act as an Model
or obstruction for purposes of blocking another
Models movement. Any Model may move
through any Model with this MClass as long as
it does not end its Movement overlapping the
Models base.
Friendly Infantry
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80
Hitching a Ride
The easiest way for Infantry to get somewhere
faster is to get a ride inside a Transport. While
they are inside, the Transport simply moves to
wherever they need to be. Once the Transport
gets there, they jump out and take the fight to
the enemy.
Getting on a Transport
Infantry Models perform a Mount/Dismount
Action to get into or out of a Transport they
are in B2B with. A Mount/Dismount Action is
a Repeatable Action. The Transport must have
available Transport Space for the Infantry
Models.
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Bulky SA
A Model with the Bulky SA counts as being two
Models for the purpose of Transport. The Bulky
SA also affects what type of Sections the Model
may be a part of and how many may be a part
of that Section.
Dropship/# SA
The Model is capable of carrying CAV, Gunship,
& Vehicle Models. The indicated number is the
amount of Transport Space the Model has to
carry Models. A Dropship may only carry Models
equivalent to its Transport Space. Dropships
may also be used to carry Infantry Models. Four
Infantry Models count as one Model. Infantry
Models with the Bulky SA count as two Infantry
Models for this purpose.
Gunport SA
If a Transport has the Gunport SA and is
transporting Infantry, one of the Infantry Models
inside may conduct a single Direct Ranged Attack.
Infantry loaded into a Transport that belongs
to a different Section can only conduct this SA
during the Action Phase of the Transport.
Hauler SA
A Model with the Hauler SA is a Logistics
Transport. Haulers are by default empty if
purchased for use in regular games of CAV. Empty
Haulers function as if they had the Transport/3
and the Gunport SA.
Hauler, Cruise SA
A Model with the Hauler Cruise SA is a Cruise
Missile Transport truck. Cruise Haulers are by
default empty if purchased for use in a regular
game of CAV. Empty Cruise Haulers function as
if they had the Transport/2 and the Gunport SA.
Optionally, a Cruise Hauler Model may add any
single Cruise Missile Strike as an Upgrade Asset.
The point cost of the Strike is added to the cost of
the Model. When a Cruise Missile Strike is added
to the Model, the Model loses the Transport/2
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In
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84
Appropriate Use
Light Cover
Light Cover includes light and medium woods,
rough terrain, and unarmored structures. Ranged
Attacks against a Model in Light Cover suffer a
Light Cover Penalty (-1).
Heavy Cover
Heavy Cover includes heavy woods and armored
structures. Ranged Attacks against a Model in
Heavy Cover suffer a Heavy Cover Penalty (-2).
Pop-Up SA
As a Specialty Action, a Model with the Pop-Up
SA may rise up to fire and then immediately drop
back down. This Pop-Up ability is usually used
from defensive positions to deny an enemy Direct
Fire Ranged Attack by denying the enemy a LOS
Corridor. To represent this, a Model with this SA
would make its Eye Level LOS Corridor check at
a point 1 above the actual model cockpit. This
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Your opponent has fallen into your trap, and it is now time to start shooting and send him back
home crying.
In
Defensive Fire
Defensive Fire Attack Resolution
Critical Hits
Salvo Strike Fire
Run n Gun
86
DA weapons have:
Point Blank Zone
Short Range
Medium Range
Long Range
Beyond Long Range
IA
weapons have:
No Fire Zone
Short Range
Medium Range
Long Range
Beyond Long Range
87
Short Range
ME
36
R A NG E B
RT
A
IA
12
18
DA
Medium Range
NO FIR
SH
M RANGE BAN
DIU
D
ND
RANGE BAND
54
N
K
No Fire Zone
-P
OINT BLA
Long Range
88
89
Determining When a Model Can attacker, the defender can only choose one target
to conduct the Defensive Fire attack against and
Conduct Defensive Fire
Any defending Model attacked by an enemy DA
or IA may check to see if they are eligible to
conduct a Defensive Fire attack. Only a Model
that has both LOS to an attacking Model and a
DA weapon can actually conduct Defensive Fire.
Unless allowed by a specific SA, IA weapons
cannot be used in Defensive Fire. Defending
Models conducting a Defensive Fire can only do
so against enemy Models that attacked them.
Defensive Fire is conducted immediately after
the attacks that initiated it are resolved.
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91
As an Example: An Assassin is firing a Salvo Strike at a hard target model that is 40 away.
The Assassin has two Gauss cannons with a RAV 1, Piercing/4, Rng 24 and one DFM with
RAV 2, Rng 32. The Salvo Strike would use the Gauss cannon to be the primary weapon
used in this attack. The Range Band would be 24, as this is the shortest Rng of all the
Weapon Systems used in the attack. The final RAV would be 1+4 for the first weapon and
+1 to that for the second Gauss cannon and +1 for the DFM and 2 for the target being
in the second Range Band, for a total RAV of +5. This +5 is added to the single Attack
Roll and, if successful, will cause a single point of damage. If a Critical Hit occurs, only one
die is rolled.
Adjustable Munitions SA
A Weapon System with this SA may variate
slightly the RAV and AOE of an attack. The
player has two choices:
1)
Or
2)
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AOE/# SA
A Weapon System with this SA does not target
and attack a single Model as in a normal Ranged
Attack. Instead, it targets and attacks all Models
inside the Area Of Effect (AOE) of its attack. The
size of an AOE is listed as a number in the SA.
The number is the radius of the AOE measured
outward from the target point. AOE/2 would
target and attack all friendly and enemy Models
that have at least the center of their model
base area within the circular 2 radius (or 4
diameter).
AOE Target Point Roll
You have double-checked your GPS location, the
target GPS coordinates have been confirmed,
and the computer has a valid firing solution.
Its time to let the attack fly. A Weapon System
with the AOE SA must check to make sure that
the attack hits the intended Target Point. To do
this, the controlling player makes a 10+ Roll by
adding the Models TC to a D10 die roll. If the
sum is less than 10 the attack will Drift.
AOE Drift Roll
When an attack with the AOE SA fails to hit the
originally intended Target Point, it still comes
down somewhere. To determine where an
attack that Drifts comes down, simply roll a ten
sided die (D10). This is called the Drift Roll. This
one roll will indicate a random direction and a
random distance from the original Target Point
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FRS/# SA
A Model with FRS has several additional Fire
Resolution Systems linked together on board.
This allows the Model to deliver a more precise
AOE attack. When a Model with the FRS/# SA fails
its Target Point Roll, the model receives a minus
to the Drift Roll equal to the numeric value of
the SA. FRS/2 would subtract 2 inches from the
Drift Roll. Any sum less than zero results in the
attack hitting the original Target Point.
Counter-Battery SA
A Model may not conduct Defensive Fire with
an Indirect Attack weapon. The exception to this
rule is Models with the Weapon System CounterBattery SA. Weapons with the Counter-Battery
SA may conduct Indirect Attack Defensive Fire
with one of their IA weapons instead of normal
Defensive Fire.
The Counter-Battery SA may be used when
attacking IA fire falls within 6 inches of the
defending Model with the Counter-Battery SA.
If the attacking IA has an AOE, the center of the
AOE must be within 6 inches of the defending
Model with the Counter-Battery SA, after
computing any Drift.
A Model with the Weapon System CounterBattery SA may conduct IA Defensive Fire
regardless of whether or not the attacking
enemy Model has inflicted any damage on any
defending Model.
Remember, if the target of the IA Defensive Fire
attack is inside the No Fire Zone, the IA Defensive
Fire attack for that weapon automatically fails.
Flamer SA
Flamethrowers are a unique weapon type. A
Weapon System with this SA does not target and
Linked SA
A Weapon System with the Linked SA may reroll any missed Attack Roll once. The re-rolled
Attack Roll can be from either conducting a
Ranged Attack or conducting Defensive Fire.
The Linked SA does not grant the ability to roll
twice and keep the preferred result. The Linked
SA does not grant the ability to re-roll a Critical
Hit die roll.
NRF SA
NRF stands for No Rear Fire. A Weapon System
with the NRF SA may not conduct a Ranged
Attack or Defensive Fire attack against any target
inside the Models rear 180-degree arc. The line
for this arc runs from left to right through the
center of the Models base.
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Overdrive SA
A Weapon System with this SA gains the option
to inflict one additional point of damage when
a successful Ranged Attack has been made. The
player must declare the use of an Overdrive
SA shot before resolving it. If the attack is
successful, the defender takes an additional
point of damage, and the attacker takes a
point of damage. If the attack is unsuccessful,
the attacker still takes a point of damage. A
Model with multiple weapons with this SA may
Overdrive each attack. Due to onboard safety
protocols, this SA cannot be used if the damage
received by using this SA would destroy the
Model. The Overdrive SA cannot be used in any
Defensive Fire.
Piercing/# SA
A Weapon System with this SA gains a Situational
Modifier equal to the numeric value of the SA.
Piercing/2 would add a +2 to the Attack Roll
against all Models that do not have the Soft
SA.
Shielding/# SA
Models with the Shielding/# SA are less affected
by Critical Hits. A Critical Hit does less points of
extra damage to a Model equal to the numeric
value of the Shielding/# SA. The Shielding/#
SA does not affect the normal damage inflicted
by any attack and reduces only Critical Hit
damage.
Shredder/# SA
A Weapon System with this SA gains a Situational
Modifier that is equal to the numeric value of the
SA. Shredder/2 would add a +2 to the Attack
Roll against all Models that have the Soft SA.
Smart SA
Munitions with the built-in ability to choose,
track, and guide themselves to a target are
called Smart Weapons. Weapon Systems with
the Smart SA reduce from 2 to -1 the Situation
Modifier penalties of Range Bands.
Soft SA
The Model is considered a Soft Target for all
rules and effects.
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Whether dug-in, shot up, or in need of some friends to help carry the day, you have the tools at
hand to lead your Task Force to victory!
In
Repair
Regrouping Sections
Specialty Actions
96
Avenger/# SA
Models with the Avenger SA are specifically
equipped to attack Infantry in Close Combat.
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ECM Pod SA
A Model with the ECM SA conducts a Jamming
Action to add a Jamming bonus against Ranged
Attacks, equal to its TC, to the DV of all friendly
Models within the AOE. The AOE lasts until the
models next Activation. The number value of
the Models TC is also the radius of the AOE
measured outward from the center of the Model
with this SA. A TC of 2 would affect the DV of
all friendly Models in a circular area with a 2
radius (or 4 diameter). If the attack is an AOE
attack, the bonuses are instead subtracted from
the AOE Target Point roll. Multiple Jamming
Bonuses do not stack. For a Model to benefit
from this SA, it must be within the AOE when it
is attacked.
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Repair Action
A Repair Action requires a 10+ Roll. The Model
conducting the Repair Action simply rolls a D10
and adds its Repair (RpR) to it. If the modified
result is 10 or better, a point of Damage is
removed.
Lingering Damage
While field repairs are better than no repairs,
the Model will still not be as good as new.
Repair Actions cannot repair a Model back to
the undamaged state of Damage Track 0. Once
a Model has been damaged, it will always have
at least one point of damage for the rest of the
battle. This is why Models that do not have at
least 3 Damage Tracks do not have the ability
to Repair (Rpr). Models without a Repair value
may not perform a Repair Action.
Critical Success
On the roll of a Natural 10, the Repair Action
removes an additional point of damage.
Lingering Damage may still not be removed.
Rugged SA
When a Model with the Rugged SA conducts a
successful Repair Action it is always considered to
be a Critical Success, and an additional point of
Regroup Action
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Engineer SA
A Model with the Engineer SA may use Battlefield
Assets that require this SA. Engineers may also
conduct any required scenario Specialty Action
such as clear roads or blow a bridge. Scenario
Specialty Actions are usually resolved by making
a 10+ Roll.
FiST
FiST stands for Fire Support Team. An Infantry
Model with the FiST SA may call in Strikes from
the Task Forces Strike Pool using a Specialty
Action.
Upgrade (Name) SA
This Model comes with an Upgrade or Asset
as standard equipment. The Upgrade or Asset
cannot be purchased a second time. If the gained
Upgrade or Asset is normally a single use item
(such as a Battlefield Asset), Models with this SA
have unlimited uses of that particular Upgrade
or Asset.
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Adjustable Munitions SA
A Weapon System with this SA may variate
slightly the RAV and AOE of an attack. The
player has two choices:
1) Trade a - 1 RAV penalty for an
additional 1 to the AOE of the attack
up to a maximum of 2 steps. The model cannot
lower your RAV below 0.
Or
2) Trade a - 1 AOE penalty for an
additional +1 to the RAV of the attack
up to a maximum of 2 steps. The model cannot
lower your AOE below 0.
If the AOE is lowered to 0, then the attack only
needs to touch any part of the target Models
base.
Avenger/# SA
Models with the Avenger SA are specifically
equipped to attack Infantry in Close Combat.
The Avenger SA can only be used:
a) When a Model with the Avenger SA is the
Primary Attacker against a defender that is an
Infantry Model.
Or
b) When a Model with the Avenger SA is the
defender in a Close Combat Attack where any
Attacker is an Infantry Model.
The Model with the Avenger SA receives a
Situational Modifier, equal to the numeric value
of the SA, to its Attack Roll. If the Model with
the Avenger SA is only a Supporting Attacker, or
there are no Infantry Models attacking it, NO
bonus is given. Avenger/2 would add a +2 to
the Attack Roll against all Infantry Models.
AOE/# SA
A Weapon System with this SA does not target
and attack a single Model as in a normal
Ranged Attack, but instead targets and attacks
all Models inside the Area Of Effect (AOE) of its
attack. The size of an AOE is listed as a number
in the SA. The number is the radius of the AOE
measured outward from the target point. AOE/2
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Assault SA
A Model with the Assault SA reduces the
Situation Modifier penalty caused by the Model
conducting a Run N Gun Action by up to 2
points. The Assault SA does not provide a bonus
to a Models Attack Roll but only reduces the
penalty for the Run N Gun Action.
Blaster SA
The DA Weapon System with the Blaster SA has
an improved chance to land a Critical Hit. If the
attack hits, and the Attack Roll is a natural 9
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Bulky SA
A Model with the Bulky SA counts as being two
Models for the purpose of Transport. The Bulky
SA also affects what type of Sections the Model
may be a part of and how many may be a part
of that Section.
Counter-Battery SA
A Model may not conduct Defensive Fire with
an Indirect Attack weapon. The exception to this
rule is Models with the Weapon System CounterBattery SA. Weapons with the Counter-Battery
SA may conduct Indirect Attack Defensive Fire
with one of their IA weapons instead of normal
Defensive Fire.
The Counter-Battery SA may be used when
attacking IA fire falls within 6 inches of the
Dropship/# SA
The Model is capable of carrying CAV, Gunship,
& Vehicle Models. The indicated number is the
amount of Transport Space the Model has to
carry Models. A Dropship may not have more
Models inside of it than it has Transport Space.
Dropships may also be used to carry Infantry
Models. Four Infantry Models count as one
Model. Infantry Models with the Bulky SA count
as being two Infantry Models for this purpose.
ECM Pod SA
A Model with the ECM SA conducts a Jamming
Action to add a Jamming bonus against Ranged
Attacks, equal to its TC, to the DV of all friendly
Models within the AOE, and the AOE lasts until
the models next Activation. The number value
of the Models TC is also the radius of the AOE
measured outward from the center of the Model
with this SA. A TC of 2 would affect the DV of
all friendly Models in a circular area with a 2
radius (or 4 diameter). If the attack is an AOE
attack, the bonuses are instead subtracted from
the AOE Target Point roll. Multiple Jamming
Bonuses do not stack. For a Model to benefit
from this SA, it must be within the AOE when it
is attacked.
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Engineer SA
A Model with the Engineer SA may use Battlefield
Assets that require this SA. Engineers may also
conduct any required scenario Specialty Action
such as clear roads or blow a bridge. Scenario
Specialty Actions are usually resolved by making
a 10+ Roll.
FiST SA
FiST stands for Fire Support Team. An Infantry
Model with the FiST SA may call in Strikes from
the Task Forces Strike Pool using a Specialty
Action.
Flamer SA
Flamethrowers are a unique weapon type. A
Weapon System with this SA does not target and
attack a single Model as in a normal Ranged
Attack, but instead targets, and attacks, all
Models inside the Area Of Effect of this attack.
The Flamer AOE is a 2 wide rectangle starting at
the edge of the Models base and stretching out
to the end of the weapons Long Range Band.
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FRS/# SA
A Model with FRS has several additional Fire
Resolution Systems linked together on board.
This allows the Model to deliver a more precise
AOE attack. When a Model with the FRS/# SA fails
its Target Point Roll the model receives a minus
to the Drift Roll equal to the numeric value of
the SA. FRS/2 would subtract 2 inches from the
Drift Roll. Any sum less than zero results in the
attack hitting the original Target Point.
Gunport SA
If a Transport has the Gunport SA and is
transporting Infantry, one of the Infantry Models
inside may conduct a single Direct Ranged Attack.
Infantry loaded into a Transport that belong to a
different Section can only conduct this SA during
the Action Phase of the Transport.
Hauler SA
A Model with the Hauler SA is a Logistics
Transport. Haulers are by default empty if
purchased for use in regular games of CAV. Empty
Haulers function as if they had the Transport/3
and the Gunport SA.
Hauler, Cruise SA
A Model with the Hauler Cruise SA is a Cruise
Missile Transport truck. Cruise Haulers are by
default empty if purchased for use in a regular
game of CAV. Empty Cruise Haulers function as
if they had the Transport/2 and the Gunport SA.
Optionally, a Cruise Hauler Model may add any
single Cruise Missile Strike as an Upgrade Asset.
The point cost of the Strike is added to the cost of
the Model. When a Cruise Missile Strike is added
to the Model, the Model loses the Transport/2
and Gunport SA. The Cruise Hauler may now be
used as the point of deployment for the Cruise
Missile Strike instead of the Deployment Zone
table edge.
Increased Mobility SA
A Model with the Increased Mobility SA treats
the following Terrain as Open Terrain:
Rough Terrain
Vertical Obstacles
Field Works
Urban Debris
Infantry, Airborne SA
An Infantry Model with the Infantry, Airborne
SA may leave any Transport at any point during
either its own Action Phase or the Transports
Action Phase. This SA allows the Infantry Models
to dismount, or jump, anywhere along the
movement path of the Transport. The Mount/
Dismount Action of Infantry with the Airborne
SA is a Free Action and does not cost an Action
Point to conduct.
Infantry, Shock SA
The Mount/Dismount Action of Infantry, with
the Infantry Shock SA is a Free Action and does
not cost an Action Point to conduct.
NRF SA
NRF stands for No Rear Fire. A Weapon System
with the NRF SA may not conduct a Ranged
Attack or Defensive Fire attack against any target
inside the Models rear 180-degree arc. The line
for this arc runs from left to right through the
center of the Models base.
Overdrive SA
A Weapon System with this SA gains the option
to inflict one additional point of damage when
a successful Ranged Attack has been made. The
player must declare the use of an Overdrive SA
shot before resolving it. If the attack is successful
the defender takes an additional point of damage
and the attacker takes a point of damage. If the
attack is unsuccessful the attacker still takes a
point of damage. A Model with multiple weapons
with this SA may Overdrive each attack. Due to
onboard safety protocols this SA cannot be used
if the damage received by using this SA would
destroy the Model. The Overdrive SA cannot be
used in any Defensive Fire.
Piercing/# SA
Linked SA
A Weapon System with the Linked SA may reroll any missed Attack Roll once. The re-rolled
Attack Roll can be from either conducting a
Ranged Attack or when conducting Defensive
Fire. The Linked SA does not grant the ability
to roll twice and keep the preferred result. The
Linked SA does not grant the ability to re-roll a
Critical Hit die roll.
Pop-Up SA
As a Specialty Action a Model with the Pop-Up
SA may rise up to fire and then immediately drop
back down. This Pop-Up ability is usually used
from defensive positions to deny an enemy Direct
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Rat SA
Models with the Rat SA treat No Cover as
Light Cover and Light Cover as if it were Heavy
Cover.
Rugged SA
When a Model with the Rugged SA conducts a
successful Repair Action it is always considered
to be a Critical Success and an additional point
of Damage for a total of 2 DTs is repaired. Rolling
a Natural 10 provides no further benefit to
Models with the Rugged SA. Lingering Damage
may still not be removed.
Shielding/# SA
Models with the Shielding/# SA are less affected
by Critical Hits. A Critical Hit does less points of
extra damage to a Model equal to the numeric
value of the Shielding/# SA. The Shielding/#
SA does not affect the normal damage inflicted
by any attack and reduces only Critical Hit
damage.
Shredder/# SA
A Weapon System with this SA gains a Situational
Modifier, equal to the numeric value of the SA.
Shredder/2 would add a +2, to the Attack Roll
against all Models that have the Soft SA.
Smart SA
Munitions with the built-in ability to choose,
track, and guide themselves to a target are
called Smart Weapons. Weapon Systems with
the Smart SA reduce from 2 to -1 the Situation
Modifier penalties of Range Bands.
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Soft SA
Specialist SA
A Model with the Specialist SA may only be
fielded in the Specialist Section of a Task Force.
Transport/# SA
A Model with the Transport SA is the fastest way
to move Infantry Models around the battlefield.
The indicated number is the amount of Transport
Space the Model has to carry Infantry Models.
A Transport may not have more Infantry Models
inside of it than it has Transport Space. Infantry
Models with the Bulky SA count as being two
Models for Transport Space purposes.
Upgrade (Name) SA
This Model comes with an Upgrade or Asset
as standard equipment. The Upgrade or Asset
cannot be purchased a second time. If the
gained Upgrade or Asset is normally a single use
item (such as a Battlefield Asset), Models with
this SA have unlimited uses of that particular
Upgrade or Asset.
Minefields
Modern minefields are self-redistributing. When
a mine detonates, the software of the other
nearby mines will cause them to redeploy in
order to help plug the gap. However, eventually
enough mines are detonated that movement
through the minefield is effectively risk free.
To represent this, a minefield has a limited
duration based on the number of times it has
been breached. Place a six-sided die (D6) on
the template with the 1 facing up/visible. Every
time that the minefield is breached by a Model
it attacks increase the die. When the die reads 6,
remove the minefield from the battlefield.
Players may deploy a Minefield either during
the Deployment Phase or during their turn.
When a minefield is deployed during the
Deployment Phase it can be placed anywhere
on the battlefield, but not within 24 of an
enemy Deployment Zone or within 12 of any
enemy Model.
Minefield, Air
Point Cost: 50 per minefield
Range: B2B
Resolution: 1D10+6 versus DV
Effect: The controlling player may set down a 3
radius (6 diameter) circle template anywhere.
The Air Minefield is active immediately. If a
Gunship comes into contact with Air Minefield,
it suffers an Attack Roll versus its current DV. Air
Minefields are capable of Critical Hit Damage.
Minefield, Ground
Point Cost: 75 per minefield
Range: B2B
Resolution: 1D10+6 versus DV
Effect: The controlling player may set down a 3
radius (6 diameter) circle template anywhere.
The Minefield is active immediately. If any
Models other than a Gunship come into contact
with the Minefield, it suffers an Attack Roll
versus its current DV. Minefields are capable of
Critical Hit Damage.
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Minefield, Removal
Repair Module
Point Cost: 25
Range: B2B
Resolution: Automatic Success
Effect: This Battlefield Asset may be used once
each turn. As a Specialty Action, a Model with
the Engineer SA may Repair a single point of
Damage to any non-Infantry Model that is in
B2B. Lingering Damage may not be removed
with a Repair Module. This Battlefield Asset is
never used up and may be used once each
turn.
Armored Nano-Barrier
Point Cost: 50
Range: B2B
Resolution: Automatic Success
Effect: A Model with the Engineer SA may set
down a 2 to 3 long wall that is to 1 tall
with one end of it in B2B with the Engineer. This
wall functions as Heavy Cover. This Battlefield
Asset is never used up and may be used once
each turn.
Un-Armored Nano-Barrier
Point Cost: 25
Range: B2B
Resolution: Automatic Success
Effect: A Model with the Engineer SA may set
down a 2 to 3 long wall that is to 1 tall
with one end of it in B2B with the Engineer. This
wall functions as Light Cover. This Battlefield
Asset is never used up and may be used once
each turn.
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Satchel Charge
Point Cost: 20 per Satchel Charge
Range: B2B
Resolution: Added Bonus Damage
Effect: Satchels are purchased for an Infantry
Section rather than any single Infantry Model.
All Satchels purchased for use in a Section
should be marked or noted with tokens or cards.
Whenever an Infantry Model from that Section
is the Primary Attacker in a Close Combat Attack,
and the defender is a Non-Infantry Model, it
may choose to use a Satchel Charge to gain a
+4 bonus to its Attack Roll. This bonus also
applies to Critical Hit Rolls.
Artillery Strike
Point Cost: 50 per attack
Resolution: 1D10+4 versus DV for Attack Roll
Range: 48
AOE: 3
Effect: Determine a Target Point and this attack
automatically Drifts. Roll for Drift as normal but
subtract 2 from the Drift Distance. Distance
cannot be reduced below 0. All Models in the
AOE suffer an attack.
Artillery Barrage
Point Cost: 100 per attack
Resolution: 1D10+4 versus DV for Attack Roll
Range: 48
AOE: 5
Effect: Determine a Target Point and this attack
automatically Drifts. Roll for Drift as normal but
subtract 2 from the Drift Distance. Distance
cannot be reduced below 0. All Models in the
AOE suffer an attack.
Artillery Bombardment
Point Cost: 150 per attack
Resolution: 1D10+6 versus DV for Attack Roll
Range: 48
AOE: 5
Effect: Determine a Target Point and this attack
automatically Drifts. Roll for Drift as normal but
subtract 4 from the Drift Distance. Distance
cannot be reduced below 0. All Models in the
AOE suffer an attack.
Cruise Missile
Point Cost: 50 per attack
Resolution: 1D10+6 versus DV for Attack Roll
Range: N/A
Effect: When this Strike is called in, place a Cruise
Missile Model on your own sides Deployment
Zone table edge. The Cruise Missile immediately
receives 2 Movement Actions. When the Cruise
Missile comes into B2B with an enemy Model it
will make an Attack Roll versus the target Models
DV as a Free Action and is removed from play.
If the roll is successful, the target Model suffers
two points of Damage. Cruise Missiles may be
targeted by other Models, and therefore may be
destroyed if enough Damage is inflicted upon
them. Cruise Missiles remain on the board until
they find a target or are destroyed.
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112
Orbital Strike
Air Strike
Smoke Strike
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114
/# Costs
The costs of installing or upgrading can get
expensive, but, depending on the mission at
hand, could be more than worth it. Computations
of Upgrade costs are easy. If you want to purchase
a /# upgrade for a Model or Weapon System,
you purchase each level individually up to the
desired level. You cannot increase a /# beyond
the limits listed for the Upgrade. A Model or
Weapon System with an /#SA may be upgraded
to the maximum level listed.
Adjustable Munitions
Availability: Any Weapon System with an AOE
Point Cost: 50 Points
Effect: Grants the Weapon System the benefits
of the Adjustable Munitions SA.
Avenger/#
FRS/#
ECM Pod
Availability: Any Model
Point Cost: 40 Points
Effect: Grants the Model the benefits of the ECM
Pod SA.
EST Pod
Availability: Any Model
Point Cost: 40 Points
Effect: Grants the Model the benefits of the EST
SA.
Engineer
Availability: Infantry only
Point Cost: 20 Points
Effect: Grants the Model the benefits of the
Engineer SA.
FiST
Availability: Infantry only
Point Cost: 10 Points
Effect: Grants the Model the benefits of the FiST
SA.
Infantry, Drop
Availability: Any Infantry stand with the Airborne
SA
Point Cost: 25 per stand in a Section. All stands
must be upgraded.
Effect: Grants the abilities detailed below:
There are times when its important to drop
Infantry behind enemy lines, and a Hedgehog is
a bit too noticeable. Drop Infantry jump out of
highflying spacecraft in the upper atmosphere
(or what would be the upper atmosphere in the
case of planetoids without atmosphere). They
then use a variety of devices (such as singleuse jetpacks) to slow their descent once closer
to the ground (or aid their descent in the case
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FA 45 MG
Availability: Infantry only
Point Cost: 5 Points - Per DT
116
Improved Maintenance
Rugged
Availability: All
Point Cost: 5 Points Per DT
Effect: Grants the Model the benefits of the
Rugged SA.
Piercing/#
Availability: Only a Weapon System with Piercing
SA
Point Cost:
Piercing/1 = Unavailable
Piercing /2 = 10 Points - Per DT
Piercing /3 = 10 Points - Per DT
Effect: Increases the Weapon System benefits
of the Piercing/# SA. Weapon Systems with the
Piercing/# SA may be upgraded to a maximum
of Piercing /3.
Reactive Armor
Availability: All
Point Cost: 25 Points Per DT
Effect: +1 DV.
Shielding/#
Availability: All except Infantry
Point Cost:
Shielding/1 = 5 Points - Per DT
Shielding/2 = 5 Points - Per DT
Shielding/3 = 5 Points - Per DT
Effect: Grants the Model the benefits of the
Shielding/# SA. A Weapon System that already
has the Shielding/# SA may be upgraded to a
maximum of Shielding/3.
Shredder/#
Availability: Only a Weapon System with
Shredder SA
Point Cost:
Shredder/1 = Unavailable
Shredder /2 = 10 Points - Per DT
Shredder /3 = 10 Points - Per DT
Effect: Increases the Weapon System benefits of
the Shredder/# SA. Weapon Systems with the
Shredder/# SA may be upgraded to a maximum
of Shredder /3.
Upgraded Weaponry
Availability: Any Weapon System
Point Cost: 20 Points - Per DT
Effect: +1 RAV to the Weapon System.
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Adaptive Camouflage
All Infantry Models Receive Rat SA.
Fanaticism Doctrine
Hammer of Khardullis (HoK)
When pushed into a corner, or worked up into
a frenzy from the heat of battle, followers of
Khardullis have been known to make the ultimate
sacrifice. In a HoK attack, a non-Infantry Model
sacrifices itself (is removed from play) in a last
ditch attack that may inflict massive damage
against a target. When performing a HoK the
attacking Model fires all of its DA Weapon
Systems in unison in a variation of the Salvo
Strike Fire Action.
118
And
Martial Arts
All Infantry Models receive +2 to their CCV
versus other Infantry Models. This bonus will
stack with the Avenger/# SA.
Conscription Doctrine
Civilian Militia
Each Rifle and/or Mechanized Infantry Section
may receive 1 free Rifle Team Infantry stand.
The inclusion of this free stand is optional.
Optional upgrades and transport must be
purchased normally. This extra stand is added
to the Section and may bring it over the Section
maximum limit of stands.
Storm Strike
Non-Infantry Models firing a DA Ranged Attack
at a target inside the Point Blank Zone receive
the Blaster SA for these attacks.
Berserker
A Infantry Models do an additional point of
damage in Close Combat. When attacking, the
Model must be the Primary Attacker in the Close
Combat to gain the extra damage.
And
Built For Speed
Non-Infantry Models DVs are reduced by 1.
However, their Mov is increased by 2.
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Hunters Edge
Once per turn, you may bury the initiative card
that was just turned over.
Rascher Streik
All Non-Infantry Models gain the Assault SA
Bonds of Knighthood
The following Section Types have their minimum
number of Models reduced by one: Armor, Fire
Support, Flight, and Recon.
And
And
Air Power
You may take up to two Secondary Flight Sections
per Primary Section.
Networked
All Infantry Models receive the FiST SA.
Irregulars
You may have any number of Specialist Sections
in your Force. However, you can have only one
Specialist Section with less than 4 Models.
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