Some rules for purely tactical games. Whenever there's a gamemaster present,
she can do what she wants.
Note that these are not my own rules, but only my own collection of rules from
various websites and members of the Heavy Gear Mailing List.
- Don't Panic
- Advanced NNets
These are highly abusive and not allowed.
Not more than one is allowed.
- Hazardous Ammo/Fuel Storage
Nope. The vehicle is gone either way, so this makes only sense in an
- Poor towing capacity
"Cheapo loser flaw number one", to quote he Technical FAQ.
- Vulnerable to Haywire
Only allowed if the vehicle has
- two or more levels of ECM and/or ECCM or
- sensor and/or communication ratings of +3 or more or
- satellite uplink
- Difficult to modify
Only allowed in prolonged campaigns where you have the opportunity to
- Electronic Warfare
- The ECM rules on HG2-136 state that an active ECM's threshold is
applied against all Sensor and Communication rolls, forcing the
pilots of affected vehicles to
While the first point has serious consequences in itself, the second
often makes it impossible to use either of these systems at all. To
compensate for that, a failed ECCM action does decrease the effective
level of ECM by its threshold.
- use an action whenever they want to use their sensors or
their communication, and
- make a roll against the ECM's threshold.
Example: Vehicle A has a ECM with a threshold of 5 and Vehicle B uses
ECCM to counter it, getting a threshold of 3. All units on B's side
do not test against the ECM threshold of 5 but against the margin of
The costs of related perks do not change.
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