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Heavy Gear Tactical Miniatures Rulebook
The HUD came to life, screaming warnings of incoming fire. Duncan gripped the controls, spinning his war machine to face his opponent. The Gear suddenly dropped to one knee, hoping to dodge the blast. It worked, but even through the thick armor, Duncan felt the shockwave from the rockets' near miss. He pushed his vehicle to its feet and began running for the cover of the nearby trees. His fire control system pinpointed the approaching opponent and plotted a firing solution; Duncan squeezed the trigger, and the massive autocannon roared, hurling forth blazing metal rounds. The burst caught the target Gear square in the chest. The metal warrior erupted in a ball of white fire, the burning hulk skidding across the valley floor.
"Overnight, this is Bravo 1 -- Bandit is neutralized, I'm coming home."
Terra Nova is a land full of beauty and mystery: rolling grasslands, rocky precipices, misty jungles, thick forests and harsh deserts. Throughout them all, the military forces of Terra Nova wage their deadly contests in the hopes of besting one another. The Heavy Gear Tactical Miniatures Rulebook now allows players to experience this struggle in miniature play format. This rulebook includes:
- Quick Start Rules to allow you to get a game up and running in no time, whether in Tactical, Skirmish or Toy modes;
- Advanced rules, such as Hull Down, Burst Fire and Detailed Damage to spark up gameplay;
- Instructions and techniques on building and painting miniatures and terrain, presented in glorious color;
- Basic listings for the Northern Guard, Southern MILICIA and Colonial Expeditionary Forces armies;
- Rules for building your own combat regiment (or Rover band) and upgrade your vehicles with extra equipment;
- Six ready-to-play scenarios plus a detailed generator to construct your own.
A few six-sided dice, miniatures, pen and paper are required to play the game.
DP9-106, 96 B&W pages + 12 color pages
SRP $19.95US/$21.95can

Designer's Notes
When we first created Heavy Gear, we knew from the start that we wanted it to cover all the variants of gaming. We designed a rule system that allowed players to roleplay a character in the Heavy Gear universe, and then take this character and use it as the pilot of a combat vehicle in a tactical wargame. At the same time, we were careful to make sure that each aspect of the game -- roleplaying and hex-based tactical combat -- could be played and enjoyed individually.
When miniatures first became available for Heavy Gear, a lot of people asked us for rules to use them on the tabletop. Although there were tabletop conversion rules in the tactical section of the core rulebook, the players felt they weren't precise enough for their needs. So we went back to the drawing board.
This book features the original Heavy Gear tactical rules, adapted and streamlined for tabletop miniature combat. We moved some rule sections around to make the game easier to learn, and we revised a few elements for clarity and better enjoyment. As per the players' requests, we kept the dual scale features that many enjoy: you can play large tactical engagements, using a scale of 1" = 50 meters, or scaled-down brutal Gear-sized skirmishes to allow you to exercise your tabletop modeling abilities to the maximum. All the while, we were careful not to tinker with any of the core concepts of the game, so that it remains compatible with the entire Heavy Gear library.
It's time to mash some metal -- both literally and figuratively. Do you have what it takes?
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