Heavy Gear - Thunder Run Version 2.0

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    Heavy gear: thunder run2.1 Echo version

    Hi.

    Im back.

    So, the first edition of my rules for Heavy Gear: Thunder Runis now over a year old. With the

    passing of time, a lot has begun to change.

    The current alpha version of Dream Pod 9s Heavy Gear Blitzversion 5.0 has been steadilyapproaching its beta form.

    Corvus Belli has finally leaked that their Infinityversion 3.0 rules are soon to be delivered to the

    world.

    Where does that leave me?

    Hacking the old Infinityrules and plugging them into Heavy Gear: Thunder Run.

    This was my original intent when I got started, but after I began I promptly abandoned the

    idea, seeing the vast plethora of war machines that are in the repertoire of Terra Nova, Earth, and the

    other planets. I also didnt even know if I could do it.

    Well, you only live once, so Im revisiting the original idea. Below you will find the compilation. Every Heavy Gear, strider, APC, IFV, and tank {carro de

    combate, right Corvus Belli? ;) } will be given an Infinityprofile, with a few distinct changes to

    accommodate Heavy Gears unique style.

    Hopefully for Infinityplayers, this will be like revisiting an old friend who just worked out a bit.

    For Heavy Gear(and you newcomer) players, if you need references, please aim your cursors

    to Corvus Bellis Infinitypage and download the free rules for Infinity 2.0and Human Sphere.

    When I approached the idea previously with a few rather wise individuals, they did point out

    that Infinityoperates at a personnel-scale while Heavy Gearoperates on a vehicular-scale.

    They are absolutely right.

    So I cannot say that everything here will work as well as I want it to. Hopefully though those

    who see these rules will give them a going over and share their experiences with me (selfish of me,

    but I do love reading battle reports and looking at great pictures of friends enjoying themselves).

    Whatever needs revision or work, please do let me know. I welcome and relish the feedback.

    RuLEs..PaGE 2

    Northern Army Creation and GEaRs..PaGE 14

    Southern Army Creation and GearsPaGE 24

    Riveran ARMy CREatION aND GEaRs.PaGE 41

    NuCOaL aRMy CREatION aND GEaRs.PaGE51

    wEaPONs.PaGE 61

    2.1E version

    Appending in loss of lieutenant rule for individual squads/cadres; modified

    Wounds/Valor: Dogged/Valor: no Wound Incapacitation; Added Inferior Dodge

    and Hyper-Dynamics

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    First, allow me to give you an example of the basic Heavy Gear: Thunder Runprofile. Lets start

    with the classics.

    Hunter Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava3-3 / sms 4-4 12 12 11 11 5 (3) 10 2 10 total

    Regular Not impetuous Onnet

    name Bs wpns Cc wpns swc c

    standard Autocannon, Rocket pod Vibroblade,

    Ap grenades

    0 10

    Tankhunter

    (Field Armor)

    Snub cannon Vibroblade,

    Ap grenades

    0.5 15

    Marksman

    (X Visor)

    40mm rifle, rocket pod Vibroblade,

    Ap grenades

    0 19

    FO

    (Forward observer)

    Autocannon, Rocket pod Vibroblade,

    Ap grenades

    0 24

    Minelayer Autocannon, Rocket Pod Vibroblade, AP

    Grenades

    0.5 17

    Orders and order Pools

    Heavy Gear: Thunder Runoperates with each squadron/section/cadre acting as its own

    independent Order Pool. So, a single Squad of 5 Hunters would have 6 Orders (5+1 Leader Order) in

    their Pool to expend.Every Unit has an assigned Order count. Heavy Gears will typically provide a single Order to

    their Pool (this is not always the case), in addition to the Ranger/Lieutenant Order that is given

    normally to the Leader of the Unit. So, while a General Purpose Gear Squadron/Cadre runs with 6

    Orders, a Fire Element of 2 Aller Tanks would have 7 Orders (6+1 Leader Order) to expend on

    themselves.

    The largest Order Pool possible would involve the use of Kodiaks, King Cobras or Gearstriders.

    If used in a single Fire Support Squadron, this could result in up t o 9 Orders in their Units Order Pool.

    After Deployment, the Active Player chooses TWO of his Units/Combat Groups to use their

    assigned Order Pools. AROs by the Reactive Players Models are handled normally.

    Once the Active Player has used up all the Orders available to his Units, the Reactive Player

    becomes the Active Player and chooses two of his Units to maneuver using their assigned Order

    Pools.

    This concludes 1 Game Turn.

    The Active Player can choose whichever Units he or she wishes to maneuver. The same Units

    can be maneuvered as many times as desired in consecutive Turns.

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    Order Pools for Smaller Engagements

    For those who want to run with 10 Models or less, feel free to follow the rules given about

    Order Pools in the Infinityruleset.

    Note on Armor Values

    Infinityplayers will recognize the second Armor (ARM) attribute used (in the Hunters case,

    Armor is 5 [3]). With the wide plethora of weapons available to the war machines of Heavy Gear, this

    second attribute represents two different values:

    - The value of Armor from the war machines front arcagainst AP weapons.

    - The value of Armor on the war machines rear arc.

    The first value is used whenever a hit is scored with an Armor-Piercing (AP) weapon. If the

    weapon does not have the Armor-Piercing trait, use the regular value given. So, against a Jagers

    Autocannon, the Hunters Armor save would be with a value of 5. Against a Black Mambas 30mm

    Autocannon, the Hunters Armor save would be with a value of 3.

    The second value determines the war machines Armor value against hits from the rear arc.

    In Infinity, Armor-Piercing weapons reduce the value of armor by half with a minimum of 1.

    In Heavy Gear: Thunder Run, Armor-Piercing weapons reduce the value of armor by half with aminimum of 0. Thus, if an Armor-Piercing weapon strikes a Gear with a rear armor value of 1, the

    Armor save is the base roll.

    So, against an Autocannon from the Rear, a Hunters Armor is 3. Against a 30mm Autocannon

    with the Armor-Piercing designator (AP), it is 2.

    Rules for Heavy Gears

    Heavy Gears in Walker mode maneuver like Heavy Infantry, Light Infantry or Skirmishers in

    Infinity. They are free to make Moves in any direction and Change Facing as they desire while Moving.

    If it is using its walker movement, a Heavy Gear can traverse through tight spaces much more

    easily than a standard war machine would possibly. It treats Dense terrain as passable, but travels at

    half its normal Walker Movement. A Heavy Gear cannot pass through Destroyed Buildings or Wrecked

    Vehicles.

    Most Heavy Gears use a secondary movement system (SMS) that consists of wheels or treads

    in the feet. While in SMS, a Heavy Gear treats Dense terrain as Impassable as if it were a regular

    vehicle.

    A Heavy Gear must be declared to be using either its regular walking movement or its SMS

    movement before it is moved.

    Once declared, a Heavy Gear must use the same Movement System for the rest of its

    Activation. It cannot change Movement Systems from Walker to SMS in the middle of Active phase.

    Sixth Sense

    Heavy Gears are equipped with multiple sensors across their bodies which are used for

    interpreting data so that an ONNET can be trained to navigate the various different types of terrain it

    encounters. The ONNET is also able to interpret these signals at a rate of speed that is faster even

    than the human mind. As a result of this, every Heavy Gear is given the Sixth Sense Level 1 Special

    Skill, with the following changes:

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    - The Model is allowed to respond to Speculative Fire Attacks that are made outside its Line of

    Fire.

    - Models with Sixth Sense ignore the requirement to declare an ARO as soon as eligible to do so;

    instead they are allowed to wait for the entire order declaration to declare ARO.

    Thanks to these changes, a Heavy Gear can make a Dodge attempt against a Speculative Fire

    attempt. It also will not be required to Change Facing if an opponent uses a Move order to come

    within its Zone of Control as would normally be the case in Infinity.

    Guts Rolls

    Like Infantry in Infinity, Heavy Gears and all other vehicles take Guts rolls. They arent robots;

    theyre war machines piloted and crewed by flesh-and-blood human beings. There are exceptions.

    Normal CEF (Colonial Expeditionary Force) GRELs do not take Guts rolls. PAK (Port Arthur

    Korps) GRELs do take Guts rolls.

    FLAILs of any kind do not take Guts rolls.

    Utopian drones do not take Guts rolls.

    Note on ONNETsInfinityinfantry carry Cubes. Heavy Gears carry ONNETs (Optical Neural Nets).

    If a Heavy Gear is reduced to zero Wounds, that Heavy Gear is considered destroyed. But this

    does not mean the pilot (and his very precious ONNET) are dead. Make a Willpower (WIP) roll.

    If the Willpower roll is passed, the pilot has abandoned his vehicle, dragging his ONNET with

    him.

    If the Willpower roll is failed, the pilot and the ONNET are lost.

    If a Heavy Gear is reduced to zero Wounds by an Explosive(EXP) weapon and there still remain

    some Wound checks to be made, continue rolling with the Gears Armor value. If the Heavy Gear fails

    and goes below zero Wounds, the Gear, its pilot and ONNET are catastrophically destroyed (no

    chance of escape).

    If you want to play with great verisimilitude, escaping pilots can have a marker laid down on

    the battlefield and treated as having 1 Order to expend each Player Turn (this Order is not added to

    their squads pool). They are treated as regular infantry, and can make ARO attempts against other

    infantry. If they escape off the board, they are treated as escaped from the battlefield and can have

    their skills carried over to the next mission.

    No ONNET

    Those war machines that have no ONNET usually have more than one crew member (they may

    still have neural nets for a CPU, but dont get confused by the designation NNets are much cheaperthan Optical Neural Nets). If reduced to zero wounds, make a WIP roll. If the WIP roll is succeeded,

    the crew escapes. Treat them as an infantry squad/cadre.

    If failed, the crew is trapped, but has one more Player Turn to make an attempt to escape

    (representing the vehicle catching fire). If they fail a second time, or a coup de graceshot is delivered

    before they do, the crew is killed.

    In the same manner, a war machine that is hit with an Explosiveweapon must make the same

    Armor checks as the previously stated Heavy Gear. If it fails twomore checks, the crew is

    catastrophically dispatched while the hulk turns into a flaming wreck.

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    Coup De Grace

    A destroyed vehicle that is left sitting might have a crew escape. Extremely vindictive fighters

    can deliver a coup de graceshot (treating the vehicle as a Building Structure with its Armor value) to

    kill off the crew. This is a normal roll. If the roll fails, the crew is still alive and can still manage to

    escape. A Model is only allowed a single coup de graceroll attempt per Turn.

    Destroyed Buildings/Machines

    If Players are so inclined and agree prior to the games deployment, they can assign Armor and

    Structure points to Buildings located on the battlefield. *NoteTerrain like hills, woods, jungles and

    rivers are not affected.

    If an Attack with an Explosive trait or Template strikes a Building, make a Normal Defense roll

    against the Buildings assigned Armor ability. When the Buildings Structure Points are reduced to

    zero, the Building collapses.

    Infantry caught inside the Building collapse are incapacitated (treated as Dead for victory

    purposes and removed from the board).

    The Destroyed Building is treated as Impassable terrain for Heavy Gears and vehicles that donot have the Off-Road Beast trait.

    Likewise, Gears, Striders and Tanks that are Destroyed, but not Catastrophically Overkilled,

    remain on the battlefield afterwards. Infantry and Gears can use these hulks as Cover for the Prone

    position if they desire (see In the Pronebelow). Hulks can be removed only by being crushed (see

    Off-Road Beastsbelow).

    Dense Terrain

    Thick copses of trees, jungles, wrecked buildings, hangar bays, tight alleyways and warehouses.

    All these are Dense terrain that a regular war machine would not travel through. Any terrain

    designated as Dense before the game begins is treated as impassable for war machines, with a few

    exceptions (primarily Heavy Gears in Walker movement, but also Off-Road Beasts).

    Dense Terrain counts as Partial Cover for Models hiding inside or opposite it from another

    Models Line of Fire.

    Note on Off-Road Beast

    These are machines that have suspensions that can handle extreme amounts of punishment,

    allowing them to maneuver in areas that other machines would not be able to maneuver througheasily. An off-road beastcan pass through Dense terrain or destroyed buildings/Models that

    would otherwise be Impassable.

    For smaller machines, this means skewing through the tight corners, while larger machines

    crush through the area.

    Smaller machines will pass through Dense terrain and destroyed Buildings/Models as if they

    were Representational Terrain.

    Smaller Off-Road Beasts move through this terrain as if it were normal open terrain.

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    Larger machines that pass through a destroyed Building or over a destroyed Model will remove

    the Building or Model from the board. Dense terrain remains for simplicity.

    A larger machine that passes through Dense terrain, destroyed Buildings or Models spends 1

    Full Order to make one Short Move Skill.

    The following machines are considered smaller machines:

    - Heavy Gears with the Off-Road Beast trait

    - FLAILs (all FLAILs are considered Off-Road Beasts)

    -

    ATVs, ORVs, Motorcycles (all are considered Off-Road Beasts)

    - Beasts (all are considered Off-Road Beasts)

    The following machines are considered larger:

    - Striders

    - Heavy Tanks

    Units that are not Off-Road Beasts cannot pass through Dense terrain, Destroyed Buildings or

    Models.

    Modification to Forward Observers (Speculative and Stand-By Fire

    Rules for Thunder Run)

    In Infinity, Forward Observers can mark a target by passing a WIP (Willpower) roll. In doing so,

    they remove the Speculative Fire modifier of -6 that is normally applied to another miniature firing

    against the target. Infinity Models can also make a Dodge attempt so that they wont be Forward

    Observed.

    In Heavy Gear: Thunder Run, Models cannot make a Dodge attempt against the Forward

    Observation Short Skill.

    Reactive Models that can draw Line of Fire to a Forward Observer can still use their ARO to

    make a Normal BS roll. In the event that the Reactive Models ARO reduces the Forward Observer to

    zero Wounds with his ARO, the Forward Observation is interrupted.

    Forward Observers use their Communications Skill to attempt a Forward Observation.

    Any Model that is equipped with a Rocket Pod, Cannon, Mortar or Guided Missile can attempt

    to engage a target with a Speculative Shot (Heavy Tank main guns are the exception to this rule; they

    may not attempt Speculative Fire) as given in the Infinityruleset.

    There is another action that Models with Indirect Fire weapons can take. They can spend 1

    Order to put an Indirect Fire weapon into Stand-By.

    While in Stand-By, Models are free to continue spending Orders as they desirethey canMove, Climb, Jump and even make Attacks, but they cannot make an Attack with the Stand-By

    weapon.

    When a friendly Model with the Forward Observer trait marks a target with a successful Comm

    roll, all available Models with weapons in Stand-By can choose to fire on the marked target. This is

    treated as a Coordinated Order, granting the Reactive Model 1 ARO.

    The point of impact for all weapon systems in Stand-By that choose to fire will be the point

    that the Model was marked by the Forward Observer (this is the point of reference for Deviation).

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    The moment that the Player declares which weapons will engage the Model that has been

    Forward Observed, the opponent can attempt to Dodge the incoming fire with their ARO.

    Models that do not use the weapons they put in Stand-By during their Active phase will lose

    their Orders when all Orders have been expended. They must put their weapons in Stand-By again in

    their next Active phase.

    Forward Observers and Guided Weapons

    Some Mortars and Missiles are Guided. When a Forward Observer marks a target with a

    successful Comm roll, Guided munitions gain +3 to their Ballistic Skill rolls for these Guided weapons

    against the marked target.

    Note on Electronic Warfare, Hacking, ECM and ECCM

    In Infinity, personnel can be Hackers who immobilize units through Hacking attacks, while ECM

    is considered to be what Heavy Gear players would liken to an Anti-Missile System, knocking Guided

    munitions out of the sky.

    Thunder Run does not use Hackers, and Anti-Missile Systems are treated in a separate section

    of the rules.All Models have an Electronic Warfare skill, but not all of them can use this.

    An ECM check is a Face-to-Face ARO against a Forward Observer skill check.

    ECM and ECCM are rated with a number afterwards (example ECM:2). In the example given,

    you should roll two twenty-sided dice (d20s). You can then take the most successful roll.

    (Example: a Wild Ferret has ECM:2 and an Electronic warfare skill of 14. The player rolls a 6 and

    a 18. The 6 stands, the 18 does not pass the check. The player then compares in the Face-to-Face roll

    against the opposing Players Comm check.)

    ECCM (if equipped on the war machine) acts to squawk louder than ECM, allowing the other

    player the ability to cut through the contested Face-to-Face roll. Roll the number of dice given in a

    direct Face-to-Face roll against the ECM value and take the most successful roll. If the ECCM EW roll is

    higher than the ECM, the Comm roll is successful even if the ECM is higher initially.

    Note on Satellite Uplinks

    Satellite Uplinks give a Model the capability of talking to high-value rear assets and bringing

    them to bear on the battlefield.

    A Model with a Satellite Uplink can make 1 call for support assets during the Players Active

    phase. This can be contested with a Face-to-Face ARO roll from a model with ECM, and the Satellite

    Uplink is boosted by the models ECCM (if it has it) as normal.

    If the call is failed, the Support Assets are not alerted.If the call succeeds, refer to the Support Assets rules.

    Note on Prone

    Heavy Gears and infantry are capable of going into the Prone position.

    Infantry are capable of going into the Prone position anywhere on the battlefield.

    Heavy Gears must be in base-to-base contact with Dense terrain to go into the Prone position.

    While in the Prone, Heavy Gears and infantry count as having the Sappertrait.

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    Modification to Cautious Movement

    In Infinity, T.A.G.s, motorcycles, remotes and vehicles do not have this skill.

    In Heavy Gear: Thunder Run, all Units have this Skill, except for hover vehicles, aircraft, APCs

    and tanks.

    *NoteA hover vehicle is any vehicle using the Hover movement system. This includes New

    Coalition Heavy Gears, Frames and Armigers if they choose to use their Hover SMS. If they choose to

    use their Walker system they may use Cautious Movement as normal.

    Modification to Climbing

    Going up hills or other gradual elevation areas can be performed by any Model. If there are

    Cliffs or Buildings that Infantry or Heavy Gears wish to scale, use the Infinity 2.0rules as given.

    A Cliff is designated by the Players as a vertical incline at least 2 inches tall in the 1/144th scale

    of Heavy Gear models. Smaller buildings (1 inch in height) cannot be Climbed on; their structures are

    too weak to efficiently hold the weight of a multi-ton war machine moving on their roof. Elevated

    bunkers, oasis towers, and larger skyscrapers are possible to climb up on.

    Motorcycles, Beasts, hovercraft and vehicles are incapable of Climbing.

    Modification to Dodge

    Ground vehicles (APCs, tanks and ORVs) can only Dodge a maximum of 3 inches in distance and

    orientate their hulls 90 degrees to either the left or right of their original facing when they come

    under fire (simulating a tanker turn, moreorless). Like Infinity, Dodging must be done in any direction

    other than the direction of the Model that is engaging them. They apply a -6 modifier to their Dodge

    checks. Hovercraft, Striders, Heavy Gears, and Mounted Infantry (ATVs and Beasts) apply a -6 modifier

    to their Dodge checks, and can Dodge just as Heavy Infantry or Light Infantry could in Infinity 2.0.

    Infantry perform a Dodge with no modifier to their Dodge check.

    Inferior Dodge

    Infinitys Dodge mechanic follows a PH-based roll. Inferior Dodge represents those vehicles

    that, while they might be large in PH, are not as agile as their smaller counterparts. The additional

    modifier is cumulative to the -6 to Dodge that all vehicles already have in their profiles.

    Inferior Dodge Level 1Provides a Modifier of -3 to PH, only applies to Dodge Rolls.

    Inferior Dodge Level 2Provides a Modifier of -6 to PH, only applies to Dodge Rolls.

    Inferior Dodge Level 3Provides a Modifier of -9 to PH, only applies to Dodge Rolls.

    Hyper-DynamicsWhile Infinitypresents Hyper-Dynamics as an evolution of a persons physique and mind,

    ONNETs and Heavy Gears are very much different from their flesh-and-blood counterparts. In

    Thunder Run, Hyper-Dynamics represents the Gears maneuvering capability when attempting to

    Dodge a BS roll made against it.

    Line of fire through representational terrain

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    Infinityuses vast swaths of buildings to break up the battlefield. Heavy Gear: Thunder Run can

    be played in this way, however if the players agree they can use representational terrain, such as

    cutting out a piece of cardboard and placing a few plastic trees representing the area as a Dense

    jungle, thus saving on space to maneuver their Miniatures.

    Line of Fire through Dense Representational Terrain is only possible if the Active Model is

    within 1 inch of the edge of the Representational Terrain, or the Models are in their Zone of Control (8

    inches).

    If the terrain represented is a narrow strip only an inch wide, it does not provide any

    Concealment for Models beyond it and Line of Fire can be measured as normal, although it still counts

    as Impassable terrain for certain vehicle types.

    Creating Your Army

    Every vehicle in Thunder Run has an Availability (AVA) threshold. This is the number of Models

    that can be deployed by a Player in his or her force on the tabletop.

    Models that have the AVA of Total can be fielded without limitation.

    Each Squad type has a minimum number of the selected type of Gears that must be in thesquad for it to be fielded. Thus, a Northern General Purpose Squadron must have a minimum of 4

    Hunters, Hunter Recons, Headhunters, Mad Dog Rs, Tigers or Sabertooths in its ranks to be fielded

    (note: with the AVA of 3 Headhunters, you would still need to choose another type of Trooper Gear to

    field the minimum for the Squadron).

    All Gear Units must have 5 Gears in total. In the case of the Northern GP Squadron, this could

    be another Trooper, a Recon/Scout, Airborne, Assault or Commando Gear.

    Every Unit must have a minimum of 1 NCO or 1 OIC in its ranks.

    Loss of Lieutenant and Retreat!

    (*Note Following rules do not mimic Infinity rules for LoL, please

    read carefully)

    Every Unit in Heavy Gear: Thunder Run must have at least one NCOIC/OIC (Non-Commissioned

    Officer In Charge/Officer in Charge).

    There is a limit of 1 OIC per Unit. There is no Limit on NCOs.

    If the Unit contains both an OIC and an NCOIC, if one is destroyed the other will cover down

    even if they do nothave the Chain of Command capability.

    *NoteThe Chain of Command capability comes into play when all OICs are lost and NCOs

    are all that are left to handle command duties.

    If a Unit loses both its OIC and NCOIC, the remaining members are immediately put intoRetreat! status. They no longer operate with a full Order Pool, instead saving their individual Orders

    for themselves, and they must spend a minimum of 1 Order on a Long Movement Skill to their

    deployment edge by the quickest route possible. They can expend AROs normally.

    If a Model leaves the edge of its home deployment zone it is treated as destroyed for victory

    point purposes and cannot return for the remainder of the game.

    Models in Retreat! status do nothave to turn their backs to the enemy. They can instead

    reverse at their full movement speed (Walker or SMS) while still facing the direction of the enemy.

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    The enlisted mens training kicks in to regroup in an area where they can take stock of what is

    happening.

    A Player can still choose two of his other Units (Squadrons, Cadres, Platoons or Fire Elements)

    to act normally in his Active Phase, but the Unit that has lost its OIC/NCO must also Retreat!,

    expending their Orders to leave the battlefield. This includes all such Units.

    Drive OnIf a Squadron/Cadre is made up completely of NCOICs or NCOICs with a single OIC,

    then the NCOs will continue to operate even if they are down to their very last man. However, the

    Loss of Lieutenant and Loss of NCOIC will remove any Leadership Special Order they would have

    normally. If the NCOs do not have the Chain of Command ability, then when all OICs and NCOICs are

    lost they will Collapseas normal (see below).

    ReligiousCertain future armies will include the Religious trait.

    Chain of Command and collapse

    NCOICs with the Chain of Command capability can act as Officers for the entire listed CombatForce on the battlefield. If all Officers are dispatched, the NCOIC becomes the hard-bitten veteran

    who must corral the junior NCOs and enlisted men out of the shit and onto glory or death.

    If a Force loses every NCOIC with the Chain of Command capability and has no Officers

    remaining, the entire Combat Force goes into Collapse. All Models must spend a minimum of 2

    Orders in Retreat! to their deployment edge, if they have it available (Models with only 1 Order spend

    that Order on themselves as usual).

    While in Collapse, Infantry that have been Dismounted from their assigned carriers must make

    their Move to the closest APC they can find and Mount up. APCs can spend their Orders to remain in

    position to wait for their charges, but they cannot fire in the Active turn (only AROs can be initiated).

    This is the only exception to the standard expenditure of 2 Orders to the rear.

    Models that leave the edge of their deployment zone are counted as destroyed for victory

    point purposes and cannot return for the remainder of the game.

    Arriving in the Nick of Time

    If a new Unit is successfully called to the battlefield while the entire Combat Force is in

    Collapse, those Units that have NCOICs without the Chain of Command capability will immediately

    cease their Retreat! status and be treated as normal Units. Units that have no NCOICs to speak of will

    continue their Retreat! unless Regrouped.

    Regrouping

    Models that are in Retreat! can be corralled by other OICs/NCOICs with a successful WIP check

    (their Leadership Order) if they are in their Zone of Control. A failed WIP check means the Models

    continue Retreating.

    The Models that are in Retreat! will respond to a successful WIP check and immediately attach

    themselves to the new Unit, however they must remain in the OIC/NCOICs Zone of Control as best as

    they can (Stay right in my back pocket, kid.). They now have a Handler (similar to the Ghost:

    Synchronized rulesets).

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    The Regroup attempt extends across all Models from a single Unit that is in Retreat! If one

    Model is in the Handlers Zone of Control and is successfully Regrouped, all his Units comrades must

    spend their next immediate Order to move into the Handlers Zone of Control. If they are incapable of

    doing so with 1 Order, they will continue in Retreat!

    If at the end of the Turn the Models are outside the Zone of Control of their Handler, then in

    the next consecutive Turn they will be put back in Retreat! status.

    While inside the Zone of Control of their Handler, the Models do not add their Orders to the

    Order Pool of their new Unit, instead saving their Orders for themselves. If they do not use these

    Orders, the Orders are wasted at the end of the Turn. They retain their normal AROs.

    Special Weapon Cost Changes

    In Infinity, the Special Weapon Cost has a buffer limit of 5. Heavy Gear: Thunder Run upgrades

    this Special Weapon Cost to 10. The particular reason for this is that many chassis carry a vast

    assortment of weapons that are not standard-issue. The SWC allows for a wide variety of choices, and

    also maintains balance from choosing every high-powered laser cannon for your outfit.

    Of course, these being unofficial rules and not having been tested as of yet, you are welcome

    to modify it at your leisure, and players who do so should let me know how their game went. Mydecision to cap the maximum at 10 might change, or I might alter the SWC costs of some of the more

    common chassis.

    X Visor, Armor-Piercing and AP Grenades

    There is a small amount of overlap here that I feel I should explain straight-up for all players. If

    a chassis has a piece of equipment tied to a specific weapon system, it will be annotated next to the

    weapon (for example, the Black Claws 40mm Rifle has an X Visor next to it). If the chassis piece of

    equipment comes in addition and covers all weapon systems on board, it will be annotated next to

    the selection (the Jaguar Marksman has X Visor for all its weapon systems).

    AP Grenades are not Armor-Piercing Grenades. They are Anti-Personnel Grenades. As such,

    they will not be effective against armored vehicles any use of AP Grenades against a Heavy Gear will

    not be effective.

    Why Are Machine-Guns Close Combat?

    Like AP Grenades, Machine-Guns on board vehicles are used specifically for anti-personnel

    work. They are not effective against armored vehicles. Considering that they are most often used in

    close quarters against infantry, however, I thought it wisest to place them under that category.

    *NoteAn Asp comes equipped with a Machine-Gun as a BS Weapon because that is its hand-

    held weapon. It does not make the weapon capable of engaging Gears.

    How Big a Battle?

    Heavy Gear: Thunder Run incorporates the ranks of NCOs and officers that would commonly be

    found on the front lines (and a few uncommon ones) into the list. In Infinity, only a single Lieutenant

    must be chosen. Heavy Gear: Thunder Run requires at a minimum a junior NCO in each Order Pool,

    and a single Officer on the battlefield at the end of each Players Deployment phase .

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    For this reason, the amount of miniatures that players bring to the battle might fluctuate

    widely. At around 300 points (usually the largest Infinity battles possible), Heavy Gear: Thunder Run

    should run approximately 20-30 miniatures.

    Adding 100-200 points on might be advisable for those who want to run with a pair of heavy

    tanks/tankstriders and still have a full complement of Heavy Gears.

    Since this can change with larger machines being brought to the game (Gearstriders,

    Tankstriders and Tanks, namely), players should find a point cost that is suitable for themselves.

    Where is PAK/Earth/Caprice/Utopia?

    For now Ive concentrated on filling out the lists for the North, South and Peace River (the

    original Big Three, if you will). Now Ive recently been able to get the New Coalition forces a go-over. I

    hope to complete the entire list shortly enough.

    Where are Infantry/Beasts/ATVs?

    First I wanted to focus on making the lists of Heavy Gears, Striders and Tanks as complete as

    possible, and as close to perfection (even if there is no such thing) as I could get them. There is a lot

    still missing, obviously, and those rules and Units will come with time. I hope that those reading thiswill play with what Models are available and relay to me their experiences so that I can continue

    working on Heavy Gear: Thunder Run.

    Inferior Sensors I tHOuGHt I saw sOMEtHING

    Not every Heavy Gear is made equally in its sensor apparatus. Multispectral Visors abound

    among Recon Gears, but that doesnt mean every Gear can see a TO Camo Gear.

    With Inferior Sensors, a Model that makes a Discovery check against a Camouflage or TO

    Camouflage Marker rolls two twenty-sided dice (d20s) and takes the worse roll. (Example: A Desert

    Viper rolls a WIP Discovery check on a TO Camo marker. The Desert Vipers Willpoweris 12. He rolls a

    9 and a 13. He must take the 13 and modify from there.)

    On the occasions where a Model has both Inferior Sensors and Multispectral Visor, they must

    still roll two twenty-sided dice, even though with the Multispectral Visor they might not have a

    negative modifier applied to their Discovery checks (I call this returning the Anolis to its old status as

    the whipping boy of Heavy Gear).

    Weapon systems rules

    Flame Cannon/Heavy Flame CannonThese use the Direct Template weapon rules

    detailed in Infinity for Flamethrowers.Frag CannonThis uses the rules of a Boarding Shotgun from Infinity, but applies both its

    AP and Shock effect against Heavy Gears and APCs. Against Striders, Gearstriders, Tankstriders and

    Tanks, it does not have the Shock effect.

    Against Heavy Gears and APCs, the Frag Cannon gains the Small Teardrop Template as detailed

    in the rules for a Boarding Shotgun in Infinity.

    Snub CannonThis uses the rules of a Heavy Shotgun with a Small Teardrop Template that

    extends out from the point of impact if the weapon successfully defeats the Armor of its target on all

    3 Explosive checks.

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    If the weapon does not defeat the Armor of its target on all 3 checks, the Small Teardrop

    Template is not used.

    Junglemower/Peacemaker The Heavy Machine-Gun of Thunder Run, the

    Junglemower or Peacemaker is a 30mm or 40mm Gatling cannon with a high sustainable Rate of Fire.

    Spike GunTreat this as a Monofilament Close Combat weapon with a Strength of 14.

    *NoteAgainst Models with PHY greater than 14, the Spike Gun will cause only 1 Wound as a normal

    CC weapon.

    Heavy Spike GunTreat as a Monofilament Close Combat weapon with a Strength of 16.

    Against Models with a PHY greater than 14, the Heavy Spike Gun still acts as Monofilament weapon.

    Small Circle/Large Circle TemplatesA Small Circle Template for weapons in

    Thunder Run is 2 inches in diameter. A Large Circle Template is 4.75 inches in diameter (you can use

    an old scratched-up CD).

    Armor-Piercing and ExplosiveMany weapon systems in Thunder Run use the same

    rules as InfinityPanzerfausts, combining both Armor-Piercing and Explosive traits.

    LA: Limited Ammo The corresponding number is the number of rounds the weapon can

    fire for the entire game.

    No LA Some weapons are given this designator for exceptionally large vehicles with goodammunition reserves. They will never run out of ammunition during the game.

    Rocket Pods*Rocket Pods have the same Burst as the amount of Ammunition they carry

    for a game. Players can choose to fire the weapon at a lesser Burst (whether in Speculative Fire or a

    direct BS check) and mark off the Ammunition on a scrap of paper. Players can also opt to empty the

    Rocket Pod at full Burst.

    Rocket Pods that are used in direct BS checks do not use Templates.

    Rocket Pods that are fired in Speculative Fire or Stand-By use Templates. Only one Template is

    used; the Models that fall under the Template must defend against the Burst value of the Template.

    Thor RailGun ShockThe THOR Railgun acts with the Shock template given under the

    Infinity Ruleset for Gears. Against Striders, Gearstriders, Tanks and Tankstriders, the THOR Railgun

    acts as if it were a weapon equipped with DA (Double Action) Special Ammunition.

    Field Armor/Shields

    Certain Models come equipped with additional Field Armor or Shields which give them an

    additional Wound. Where Field Armor is included in the Gears profile, the Wound is already added.

    An example of this is the Mauler Bear, which has 3 Wounds compared to its normal Bear counterpart

    (42Wounds). For those that have Field Armor added as a sub-type to their original chassis, add the

    Wound in its profile for the listed cost. So, a Tankhunter Hunter would have 3 Wounds instead of the

    usual 2 Wounds.

    Wounds

    Naturally, Wounds and Structure points in Infinity are the difference between a vehicle (like a

    T.A.G.) and infantry (personnel). For Thunder Run, I have simplified this stat down to Wounds. I began

    with an extremely high number of Wounds for certain chassis (specifically Fire Support Gears), but I

    am modifying these numbers as I go. Wounds are an incredibly powerful statistic, and in some cases I

    believe I went overboard.

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    You are free to modify certain chassis with varying number of Wounds and inform me of how

    your games went.

    Valor: Dogged

    Infinity uses the Valor: Dogged rule as a vast contempt of life. For Heavy Gears, this would not

    be the case; most humans have a very strong desire to see loved ones. In Thunder Run, Valor: Dogged

    represents emergency medical supplies, reinforced cockpits and thick frontal armor that keep a pilot

    alive and in the fight until his Gear can no longer function.

    It works largely in the same way as Valor: Dogged with Infinity, granting the Gear the capability

    of using additional Orders, and when it is finished with Order use it is treated as a Destroyed model.

    Of course, just like the V:Dogged rule, if the Heavy Gear takes another Wound it is also treated as

    Destroyed.

    NoteWhere it is included in the profile of a pilot (such as a Northern Senior Ranger), Valor:

    Dogged represents grim determination to see the mission through to the very end. It has the same

    effects.

    Purchasing and Using Support Assets

    Support Assets arent found in Infinity. Thus a little explanation on them is required.

    Support Assets are (usually) off-board assets that can be purchased by the Players prior to their

    Deployment. Players do not have to purchase Support Assets, and can even nominate to play without

    them, but they are there. For every 100 points in a Force, a Player receives 3 Support Points.

    The given Support Assets and their associated costs are listed below.

    Anti-Aircraft Turret3 Support PointsA Stationary Model, this is a BS 11, Str 11,

    Burst 3 weapon with the Total Reaction and 360-Degree Visor traits (it does not add Orders to any

    Pool). It has 4 Structure points and an Armor value of 3. It cannot Dodge.

    The Model is placed in the Players Deployment Zone as if it were a regular Model, but it must

    be on the Field prior to deploying of other Models.

    Field Gun2 Support PointsA Model that is Stationary except when it is Towed by a

    Model with a PHY of 14 or higher. While Towing, the Model can only move at half its lowest MOV

    rating. It takes One Short Skill to hook the Field Gun to a Towing Model, and it takes one Short Move

    Skill to unload it. During Deployment and when being unloaded the Player can choose what facing the

    Field Gun will have. The Field Gun is a 90mm Cannon with BS 9, 1 active Order, and the capability forSpeculative Fire. It may not add its Order to any Order Pool, but it can put this Order into Stand-By for

    Forward Observers. It has Armor 1 and 1 Structure Point. The Field Gun cannot Dodge attacks, and

    can only use an ARO against a Model in a 90 degree Forward arc of its barrels orientation.

    The Field Gun is placed in the Players Zone as if it were a regular Model, but it must be on the

    Field prior to deploying of other Models. Or, it may be placed already being Towed by another Model.

    Ground AttacK CRaFt (taNK-BustER)4 Support PointsThis is an off-board

    Support Asset in the form of a fast-moving attack aircraft.

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    To call the Tank-Buster, a unit with a Satellite Uplink must receive a Comm check from a

    Forward Observer that has marked an enemy Model. If the Comm check succeeds, the Uplink-

    equipped Model can spend 1 Order to make a Normal Comm check for the Tank-Buster. If this Comm

    check succeeds, the Tank-Buster arrives immediately. If the Comm check fails, the Tank-Buster does

    not arrive and the Model must try again the next Turn.

    *NoteSince the Forward Observer must mark the target first and make a Comm check to a

    specified Satellite Uplink, other Models equipped with the Uplink will not benefit from the Forward

    Observation and cannot make the checks themselves.

    The Tank-Buster arrives from adjacent board edges that are not the Players Deployment

    Zones (similar to the rules for an Air Drop Parachutist).

    A straight line should be drawn across the board (a piece of thread can suffice) and overlap the

    Model that was observed. This Model must be the first Model the Tank-Buster engages.

    The Tank-Buster has the following stats:

    Tank-Buster Orders: 3 Ground Attack Craft

    MOV CC BS PH WIP ARM Comm W Ew Ava

    - - 12 15 12 4 - 2 - -

    Regular Not impetuous

    Name Bs wpns Cc wpns swc c

    Standard Peacemaker, Anti-Tank

    Missiles (LA:2)

    - - -

    The Tank-Buster engages the targeted Model as if it were 24 inches away (+3 to BS). The

    targeted Model is free to attempt to Dodge. Only Models equipped with Anti-Aircraft (AA weapons)

    are capable of contesting with a Face-to-Face ARO, and only if their Facing covers the direction of the

    oncoming Tank-Buster.The Tank-Buster can then engage other Models that are within 3 inches of its path of travel. As

    before, only Models with AA weapons can attempt to shoot down the Tank-Buster.

    If the Tank-Buster is hit, it must make a Guts roll against its WIP of 12. If it succeeds and still

    has Wounds remaining, it can still spend the rest of its Orders to attack along its path of travel.

    If it fails its Guts roll and still has Wounds remaining, the Tank-Buster breaks off its attack path

    and escapes.

    If the Tank-Buster loses its Wounds, the craft is destroyed.

    If there are no further Models in its path of travel and the Tank-Buster still has Orders

    remaining and comes through unscathed, those Orders are lost.

    Artillery Strike3 Support Points per StrikeThe Force has access to an artillery unit

    in their vicinity.

    To call the Artillery, a unit with a Satellite Uplink must receive a Comm check from a Forward

    Observer that has marked an enemy Model. If the Comm check succeeds, the Uplink-equipped Model

    can spend 1 Order to make a Normal Comm check for the Artillery.

    If this Comm check succeeds, the Artillery Strike is fired as a Speculative Shot from Long Range

    (-3 to its BS check) with a BS of 15. If the Comm check fails, the Artillery Strike is fired as a Speculative

    Shot from Extreme Range (-6 to its BS check) and deviates double the normal amount.

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    The Artillery Strike is treated as a Large Template with the Explosive trait and Strength 20.

    Infiltrators2 Support Points per ModelA Model has been given equipment and the

    time necessary to camouflage itself. The Model is treated as if it had the Limited Camouflage special

    skill.

    *NoteModels with a PH of 14 or greater that have Limited Camouflage can be discovered

    with a Normal Discover check without the usual -3 modifier to the Model attempting to Discover

    them. Theyre just way too large to get away with looking like a bush.

    Anti-Missile Systems

    (Details still to come)

    Mines and Minelayers

    Mines in Heavy Gear: Thunder Run come with a Strength of 15 instead of the usual 13. They

    are Shock weapons against Heavy Gears with a PH of 14 or less.

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    North

    Fielding a Northern General Purpose Squadron

    A Northern General Purpose Squadron must have a minimum of 4 Trooper Gears in its ranks. It

    must have 5 Gears in total.

    One Gear in the Squadron must be a Ranger or higher in rank.

    A General Purpose Squadron cannot include Infantry, Fire Support Gears, Striders or Tanks in it

    Fielding a Northern Reconnaissance Squadron

    A Northern Reconnaissance Squadron must have a minimum of 4 Recon Gears in its ranks. It

    must have 5 Gears in total.

    One Gear in the Squadron must be a Ranger or higher in rank.A Reconnaissance Squadron cannot include Infantry, Fire Support Gears, Striders or Tanks in it.

    Fielding a Northern Strike Squadron

    A Northern Strike Squadron must have a minimum of 3 Commando Gears in its ranks. It must

    have 5 Gears in total.

    One Gear in the Squadron must be a Ranger or higher in rank.

    A Strike Squadron cannot include Infantry, Striders or Tanks in it.

    Fielding a Northern Fire Support Squadron

    A Northern Fire Support Squadron must have a minimum of 3 Fire Support Gears in its ranks. It

    must have 5 Gears in total.

    One Gear in the Squadron must be a Ranger or higher in rank.

    A Fire Support Squadron cannot include Infantry, Striders or Tanks in it.

    Fielding a Northern Dragoon Squadron

    A Northern Dragoon Squadron must have a minimum of 2 Dragoon Gears in its ranks. It must

    have 5 Gears in total.

    One Gear in the Squadron must be a Ranger or higher in rank.

    A Dragoon Squadron cannot include Infantry, Fire Support Gears or Tanks in it.

    Fielding a Northern Airborne Squadron

    A Northern Airborne Squadron must have 5 Gears with the Air Drop capability (designated

    Airborne). All 5 Gears must be deployed at the same time with the same choice of deployment (you

    cannotdeploy 2 Gears in Combat Jump and 3 Gears in Parachutist, for example).

    One Gear in the Squadron must be a Ranger or higher in rank.

    An Airborne Squadron cannot include any other units.

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    Fielding a Northern Strider fire element

    A Northern Strider Fire Element must have a minimum of 1 Strider. It may have 2 Striders and 2

    Gears in its ranks.

    One Strider in the Section must be a Ranger or higher in rank.

    A Strider Cadre cannot include Infantry, Fire Support Gears or Tanks in it.

    Fielding a Northern Tank Fire Element

    A Northern Tank Fire Element must have a minimum of 1 Tank. It may have up to 2 Tanks.

    One Tank in the Fire Element must be a Ranger or higher in rank.

    A Tank Fire Element cannot include Infantry, Gears or Striders in it.

    *NoteYou cannot take a separate Tank Fire Element until the first Fire Element has the

    maximum allowed number of Tanks in it.

    Fielding a Northern Infantry Force

    A Northern Infantry Force must have a minimum of 1 Infantry Platoon in its ranks. It may have

    up to 2 Infantry Platoons, assigned APCs, and 2 Gears in its ranks.

    One Infantry Section or APC must be a Ranger or higher in rank.A Northern Infantry Force cannot include Commando Gears, Fire Support Gears, Striders or

    Heavy Tanks in it.

    **NoteIf the assigned Infantry Force has the Air Drop capability, they may not take APCs and

    can only be assigned 2 Gears with the Air Drop capability to match them.

    Fielding a Northern Ranger Squadron

    A Northern Ranger Squadron must have 5 Gears with some level of Camouflage and Hiding

    (CH) capability.

    Two Gears in the Squadron must be Rangers or higher in rank.

    A Ranger Squadron cannot have Infantry, Gears with no CH capability, Striders or Tanks.*A Ranger Squadron gains the Superior Infiltration capability.

    Fielding Rangers, Lieutenants and More

    The following Ranking NCOs, NCOICs and OICs can be purchased for any Model prior to the

    Game with their associated costs and capabilities.

    *NoteYou must have a minimum of 1 OIC on the field at the end of Deployment.

    *NoteYou can only choose between 1 Captain or 1 Major, you may not have both.

    Rank capabilities Swc

    (add.)

    C

    (ADD.)

    nco

    ranger Valor: courage 0 5

    Ranger Chain of command 0.5 11

    Senior ranger Chain of command, Valor: dogged 1 12

    Sergeant (MAX 1) Chain of command, veteran 1 19

    oic

    Lieutenant Strategos: 1 0.5 20

    Captain (MAX 1) Strategos: 2, valor: courage 1.5 27

    Major (Max 1) Strategos: 3, Valor: No Wound Incapacitation 1.5 35

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    Northern Trooper Gears

    Hunter Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 12 12 11 11 5 (3) 10 2 10 total

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard Autocannon, Rocket pod Vibroblade,Ap grenades 0 10

    Tankhunter

    (Field Armor)

    Snub cannon Vibroblade,

    Ap grenades

    0.5 15

    Marksman

    (X Visor)

    40mm rifle, rocket pod Vibroblade,

    Ap grenades

    0 19

    Forward observer Autocannon, Rocket pod Vibroblade,

    Ap grenades

    0 24

    Minelayer Autocannon, Rocket Pod Vibroblade, AP

    Grenades

    0.5 12

    headhunter Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 12 12 11 13 5 (3) 12 2 11 Total

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    Standard

    (NCO or OIC)

    Autocannon, Rocket pod Vibroblade, Ap

    grenades

    0 12

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    Hunter recon Orders: 1 Trooper/recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-4 / sms 5-4 12 12 10 11 4 (2) 12 1 10 total

    Regular Not impetuous Onnet

    Equipment

    Hyper-Dynamics 1

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard autocannon vibroblade 0 8

    forward Observer autocannon vibroblade 0 16Engineer Gear Pistol Vibroblade 0.5 9

    tiger Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-3/ sms 5-5 14 14 12 13 7 (4) 10 2 11 10

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm autocannon, 71mm

    rocket pod

    Ap grenades 0 18

    predator Snub cannon Ap grenades 0 23

    Sabertooth Orders: 1 trooperMOV CC BS PH WIP ARM Comm W Ew Ava

    4-3/ sms 5-5 14 14 12 13 7 (4) 13 3 13 3

    Regular Not impetuous Onnet

    Equipment

    ECCM: 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

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    Standard

    (NCO or OIC)

    30mm autocannon, 71mm

    rocket pod, Deployable Pack

    Gun

    Vibroblade, Ap

    grenades

    0 21

    Mad Dog R Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava3-3 / sms 4-4 12 12 11 11 6 (3) 10 2 10 10

    Regular Not impetuous Onnet

    Equipment

    Inferior Sensors

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard 40mm Autocannon,

    Linked 71mm Rocket pods

    Vibroblade,

    Linked Machine-Guns

    0 10

    Hunter paratrooper Orders: 1 airborne

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 14 13 11 12 5 (3) 12 2 10 10

    Regular Not impetuous Onnet

    Equipment

    AirDrop: Combat Jump Off-road beast (walker)

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard Autocannon, 75mm

    grenade launcher

    Spike gun, linked Ap

    grenades

    0 17

    Marksman

    (X visor)

    30mm rifle, rocket

    pod

    Spike gun, linked ap

    grenades

    0.5 25

    forward Observer Autocannon, 75mm

    grenade launcher

    Spike gun, linked Ap

    grenades

    0 19

    Hunter commando Orders: 1 airborneMOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 14 14 11 13 5 (3) 12 3 10 10

    Regular Not impetuous Onnet

    Equipment

    AirDRop: Combat Jump Field Armor Hyper-Dynamics 1

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

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    standard 90mm bazooka, 71mm

    rocket pod

    Spike gun, vibroblade 0 19

    Gunner 30mm Autocannon,

    71mm Rocket Pod

    Spike Gun, Vibroblade 0 17

    Northern Recon Gears

    bobcat Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 7-6 13 11 10 12 3 (1) 13 1 12 total

    Regular Not impetuous Onnet

    Equipment

    Forward observer Off-road beast: SMS Multispectral visor 1

    Hyper-Dynamics 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Deployable pack gun,

    Rocket pod

    Vibroblade, Ap

    grenades

    0 11

    Marksman 25mm Rifle, Rocket Pod Vibroblade, AP

    Grenades

    0 13

    Ferret Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 7-6 13 10 9 10 3 (1) 13 1 12 total

    Regular Not impetuous Onnet

    Equipment

    Forward observer Low profile: sms Multispectral visor 1

    Off-road beast: SMS Hyper-Dynamics 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Deployable pack gun,

    Rocket pod

    Vibroblade, Ap

    grenades

    0 12

    Marksman 25mm Rifle, Rocket Pod Vibroblade, AP

    Grenades

    0 13

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    Wild Ferret Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 7-6 13 10 9 10 3 (1) 13 1 14 4

    Regular Not impetuous Onnet

    Equipment

    Satellite uplink ECM: 2 ECCM: 2 Hyper-Dynamics 2

    Low Profile: SMS Off-road beast: SMS Multispectral visor 1

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Deployable pack gun Vibroblade,

    Ap grenades

    0 15

    Ferret mk ii Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 8-8 13 10 9 11 3 (1) 14 1 12 5

    Regular Not impetuous Onnet

    Equipment

    Forward observer Low profile: SMS Off-road Beast: SMS

    Multispectral visor 2 Hyper-Dynamics 3

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard autocannon, Rocket pod Vibroblade, Ap

    grenades

    0 17

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    Cheetah Orders: 1 Recon

    MOV CC BS PH WIP ARM Comm W Ew Ava5-6 / sms 8-7 13 11 10 12 3 (1) 14 1 14 Total

    Regular Not impetuous Onnet

    Equipment

    Forward observer Hyper-Dynamics 3

    Multispectral visor 2 Sensor ECM: 3

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Deployable pack gun,

    Rocket pod

    Vibroblade, Ap

    grenades

    0 14

    Marksman 25mm Rifle, Rocket Pod Vibroblade, AP

    Grenades

    0 15

    Strike Cheetah Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    5-5 / sms 7-7 13 12 10 12 4 (2) 12 1 12 5

    Regular Not impetuous Onnet

    EquipmentAirDrop: Combat Jump Hyper-Dynamics 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 71mm rapid-fire bazooka Vibroblade, Ap

    grenades

    0 18

    Field Armor 71mm Rapid-Fire Bazooka Vibroblade, AP

    Grenades

    0 21

    White cat Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    5-6 / sms 8-7 12 11 10 14 3 (1) 15 1 15 4

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 2 Forward observer Satellite uplink

    Hyper-Dynamics 2 Ecm: 4 Eccm: 2

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    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, Rocket pod Vibroblade, Ap

    grenades

    0 14

    Black cat Orders: 1 Commando/ReconMOV CC BS PH WIP ARM Comm W Ew Ava

    5-6 / sms 8-7 14 11 10 14 3 (1) 15 1 15 8

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 2 Forward observer Airdrop: Combat Jump

    CH: TO Camouflage Ecm: 2 Hyper-Dynamics

    Skills

    Marksmanship 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, Rocket pod Vibroblade, Ap

    grenades

    0 34

    Black Claw

    (X Visor)

    40mm Rifle, Rocket Pod Vibroblade, AP

    Grenades

    0 36

    Weasel Orders: 1 Electronic warfare

    MOV CC BS PH WIP ARM Comm W Ew Ava3-3 / sms 4-5 11 8 11 11 4 (2) 15 2 15 3

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 2 Forward observer Satellite uplink

    Ecm: 4 Eccm: 4

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, Rocket pod Vibroblade, Ap

    grenades

    0 15

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    Cheetah paratrooper Orders: 1 airborne

    MOV CC BS PH WIP ARM Comm W Ew Ava

    5-6 / sms 8-7 13 11 10 12 3 (1) 13 1 14 10

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 2 Forward observer AirDrop: Combat Jump

    sensor ECM: 3 Hyper-Dynamics 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, 75mm grenade

    launcher

    Kick/punch 0 18

    Northern Commando Gears

    Jaguar Orders: 1 Commando/airborne

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-5 / sms 5-6 14 14 12 14 6 (3) 13 3 10 15

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 1 Hyper-Dynamics 1 AirDrop: Combat Jump

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm autocannon, rocket

    pod

    Vibroblade, Ap

    grenades

    0 19

    predator Snub cannon Vibroblade, Ap

    grenades

    0.5 22

    Marksman

    (X visor)

    40mm rifle, rocket pod Vibroblade, AP

    grenades

    0 21

    Mountain

    (Climbing Plus)

    30mm Autocannon, Rocket

    Pod

    Vibroblade, AP

    Grenades

    0 20

    Mp

    (Shield, Remove MSV)

    Frag Cannon Vibroblade, AP

    Grenades

    0 16

    Magma

    (Fire-Resistant)

    Flame Cannon, Incendiary

    Rocket Pod

    Vibroblade, AP

    Grenades

    0 18

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    Panther Orders: 1 Commando/airborne

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-5 / sms 5-6 16 14 12 14 6 (3) 13 3 10 7Regular Not impetuous Onnet

    Equipment

    Multispectral visor 1 CH: TO Camouflage AirDrop: Combat Jump

    X Visor Hyper-Dynamics 2

    Skills

    Marksmanship 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 40mm Rifle, rocket pod Vibroblade 0 40predator Snub cannon Vibroblade 0 42

    Northern Fire Support Gears

    Bear Orders: 1 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 13 13 12 8 (4) 12 2 10 10Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 40mm autocannon, linked

    71mm rocket pods, 90mm

    guided mortar, deployable

    pack gun

    Vibroblade, heavy

    Machine-gun

    0 15

    Mauler Bear Orders: 1 Dragoon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 13 13 12 8 (4) 12 3 10 10

    Regular Not impetuous Onnet

    Equipment

    Satellite Uplink Field Armor

    Chassis Sub-Type

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    Name Bs wpns Cc wpns swc c

    Standard 71mm Grenade Launcher,

    linked 71mm rocket pods,

    deployable pack gun

    Vibroblade, Linked heavy

    Machine-guns, AP Grenade

    Launchers, AP Charges

    0 18

    Den Mother Orders: 1 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 13 13 12 8 (4) 13 3 13 3

    Regular Not impetuous Onnet

    Equipment

    Satellite Uplink

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 40mm autocannon, linked71mm rocket pods, 90mm

    guided mortar, deployable

    pack gun

    Vibroblade, heavyMachine-gun

    0 20

    Grizzly Orders: 1 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 14 14 14 8 (4) 12 3 10 10

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 40mm autocannon, linked

    71mm rocket pods, 120mm

    guided mortar, deployable

    pack gun

    Vibroblade, heavy

    Machine-gun

    0 20

    Assault(Field Armor)

    105mm bazooka, linked 71mmrocket pods, deployable

    pack gun

    Vibroblade, heavymachine-gun

    0 25

    destroyer 140mm bazooka, linked 71mm

    rocket pods, 120mm guided

    mortar

    Vibroblade, heavy

    machine-gun

    0 29

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    Rabid Grizzly Orders: 1 dragoon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 14 14 13 8 (4) 12 3 10 5

    Regular Not impetuous Onnet

    Equipment

    Valor: Dogged

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 75mm grenade launcher,

    71mm rocket pod, 120mm

    mortar, deployable pack

    gun

    Vibroblade, heavy

    Machine-gun, ap

    grenades

    0 20

    Polar

    (climbing plus)

    90mm grenade launcher,

    120mm mortar, deployable

    pack gun

    Heavy spike gun,

    heavy machine-

    gun

    0 32

    Kodiak Orders: 2 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 3-3 17 14 15 14 10 (5) 12 3 9 3

    Regular Not impetuous Onnet

    Equipment

    360-degree visor Multispectral Visor 1

    Skills

    Valor: No Wound Incapacitation

    Flaws

    Inferior Dodge 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Particle accelerator, 71mm

    rocket pod, anti-gear

    missiles

    Vibroaxe, Linked

    Machine-guns

    0 52

    Destroyer 140mm bazooka (X Visor),

    71mm rocket pod, anti-gear

    missiles

    Vibroaxe, linked

    machine-guns

    0.5 55

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    razorback Orders: 1 Assault/Dragoon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 14 13 13 12 9 (5) 12 2 10 5

    Regular Not impetuous Onnet

    Equipment

    Valor: Dogged

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Snub cannon, 71mm rocket

    pod, deployable pack gun

    Machine-gun 0 20

    peacemaker peacemaker, 85mm rocket

    pod, deployable pack gun

    Machine-gun 0 26

    Northern Striders

    mammoth Orders: 2 strider

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 12 14 17 14 11 (6) 10 5 10 4

    Regular Not impetuous No Onnet

    Equipment

    Off-road beast Multispectral visor 1

    Flaws

    Inferior Dodge 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm autocannon, Snub

    cannon, anti-tank missiles

    Linked Machine-

    guns

    0 60

    assault Linked snub cannons, 30mm

    autocannon, hydra rocket

    pods

    Linked machine-

    guns

    0 62

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    ThunderHammer Orders: 3 strider

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-2 14 14 17 14 13 (7) 10 4 10 3Regular Not impetuous No Onnet

    Equipment

    Off-road beast 360-Degree Visor MultiSpectral Visor 1

    Flaws

    Inferior Dodge 3

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 40mm autocannon, 71mm

    Rocket Pod, 120mm cannon

    AP Grenades 0 72

    Rainmaker 40mm autocannon, 71mm

    Rocket Pod, Linked 140mm

    Mortars

    AP Grenades 0 76

    Northern APCs and Tanks

    Badger Orders: 2 apc

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-4 12 12 15 12 3 (1) 10 3 11 total

    Regular Not impetuous No Onnet

    Equipment

    Transport: 2 Infantry Squads

    Flaws

    Inferior Dodge 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Linked autocannons Ram/overrun 0 15

    Command

    (OIC Only, ECCM: 2)

    Linked Autocannons Ram/Overrun 0 15

    Cavalry

    (Transport: 1 Squad)

    Linked 71mm Rocket

    Pods

    Ram/overrun 0 17

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    klemm Orders: 2 Light tank

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-4 13 14 17 13 11 (6) 10 5 11 4Regular Not impetuous No Onnet

    Equipment

    MultiSpectral Visor 1

    Flaws

    Inferior Dodge 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, anti-tank

    missiles (LA: 6)

    Ap grenades o 58

    Bandit hunter 40mm rifle, 71mm

    rocket pod

    Ap grenades, heavy

    machine-gun

    0 40

    Aller Orders: 3 Heavy tank

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 13 15 19 13 14 (7) 10 5 11 4

    Regular Not impetuous No Onnet

    EquipmentOff-Road Beast MultiSpectral Visor 1

    Flaws

    Inferior Dodge 3

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Thor railgun, pulse laser

    cannon, 30mm autocannon

    Linked machine-

    guns

    0 101

    hardy 140mm cannon, PeaceMaker,

    30mm autocannon

    Linked machine-

    guns

    0 86

    Naval support Thor railgun, pulse laser

    cannon, Peacemaker, 30mm

    autocannon, heavy anti-tank

    missiles (LA:6)

    Heavy machine-

    gun

    1 125

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    South

    Fielding a Southern General Purpose Cadre

    A Southern General Purpose Cadre must have a minimum of 4 Trooper Gears in its ranks. It

    must have 5 Gears in total.One Gear in the Cadre must be a Sous-Sergent.

    A General Purpose Cadre cannot include Infantry, Fire Support Gears, Striders or Tanks in it.

    Fielding a Southern Reconnaissance Cadre

    A Southern Reconnaissance Cadre must have a minimum of 4 Scout Gears in its ranks. It must

    have 5 Gears in total.

    One Gear in the Cadre must be a Sous-Sergent.

    A Reconnaissance Cadre can only include Reconnaissance Gears, Trooper Gears and

    Commando Gears in it.

    Fielding a Southern Military Police Cadre

    A Southern Military Police Cadre must have a minimum of 3 Military Police Gears in its ranks. It

    must have 5 Gears in total.

    One Gear in the Cadre must be a Sous-Sergent.

    A Military Police Cadre can only include Military Police Gears and Civic Defense Gears.

    Fielding a Southern Strike Cadre

    A Southern Strike Cadre must have a minimum of 3 Commando Gears in its ranks. It must have

    5 Gears in total.One Gear in the Cadre must be a Sous-Sergent.

    A Strike Cadre cannot include Infantry, Striders or Tanks in it.

    Fielding a Southern Fire Support Cadre

    A Southern Fire Support Cadre must have a minimum of 3 Fire Support Gears in its ranks. It

    must have 5 Gears in total.

    One Gear in the Cadre must be a Sous-Sergent.

    A Fire Support Cadre cannot include Infantry, Striders or Tanks in it.

    Fielding a Southern Paratroop Cadre

    A Southern Paratroop Cadre must have 5 Gears with the Air Drop capability (designated

    Airborne). All 5 Gears must be deployed at the same time with the same choice of deployment (you

    cannotdeploy 2 Gears in Combat Jump and 3 Gears in Parachutist, for example).

    One Gear in the Squadron must be a Sergent or higher in rank.

    A Paratroop Cadre cannot include any other units.

    Fielding a Southern Strider Cadre

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    A Southern Strider Cadre must have a minimum of 2 Striders in its ranks. It may have 3 Striders

    or 2 Striders and 2 Gears in its ranks.

    One Strider in the Cadre must be a Sous-Sergent.

    A Strider Cadre cannot include Infantry, Fire Support Gears or Tanks in it.

    Fielding a Southern Tank Fire Element

    A Southern Tank Fire Element must have a minimum of 1 Tank. It may have up to 2 Tanks.

    One Tank in the Cadre must be a Sous-Sergent.

    A Tank Cadre cannot include Infantry, Gears or Striders in it.

    *NoteYou cannot take a separate Tank Fire Element until the first Fire Element has the

    maximum allowed number of Tanks in it.

    Fielding a Southern Infantry Force

    A Southern Infantry Force must have a minimum of 1 Infantry Platoon in its ranks. It may have

    up to 2 Infantry Platoons, assigned APCs, and 2 Gears in its ranks. A Southern Infantry Force can

    replace up to 2 APCs with Light Tanks*. *NoteIf the Light Tanks do not have the assigned Transport

    capability, the 2 Infantry Cadres will either be on foot or have to be assigned ATVs, ORVs, beasts ormotorcycles.

    One Infantry Escouade or APC must be a Sous-Sergent.

    A Southern Infantry Force cannot include Commando Gears, Fire Support Gears, Striders or

    Heavy Tanks in it.

    **NoteIf the assigned Infantry Force has the Air Drop capability, they may not take APCs or

    Light Tanks and can only be assigned 2 Gears with the Air Drop capability to match them.

    Fielding a Southern Black Ops Cadre

    A Southern Black Ops Cadre must have 5 Gears with some level of Camouflage and Hiding (CH)

    capability.Two Gears in the Cadre must be Sous-Sergents or higher in rank.

    A Black Ops Cadre cannot have Infantry, Gears with no CH capability, Striders or Tanks.

    *A Black Ops Cadre gains the Superior Infiltration capability.

    Fielding sous-sergents, sous-Lieutenants and More

    The following Ranking NCOs, NCOICs and OICs can be purchased for any Model prior to the

    Game with their associated costs and capabilities.

    *NoteYou must have a minimum of 1 OIC on the field at the end of Deployment.

    *NoteYou can only take 1 Lieutenant or 1 Sous-Commandant, you may not have both.

    Rank capabilities Swc

    (add.)

    C

    (ADD.)

    Nco

    Sous-sergent Valor: courage 0 5

    Sous-Sergent Chain of command 0.5 11

    Sergent Chain of command, Valor: dogged 1 12

    Sous-adjutant (MAX 1) Chain of command, veteran 1 19

    oic

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    Sous-Lieutenant Strategos: 1 0.5 20

    Lieutenant (MAX 1) Strategos: 2, valor: courage 1.5 27

    Sous-Commandant (Max 1) Strategos: 3, Valor: No Wound

    Incapacitation

    1.5 34

    Southern Trooper Gears

    Jager Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 12 12 11 11 5 (3) 10 2 10 total

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard Autocannon, Rocket pod Vibroblade, Ap

    grenades

    0 10

    grenadier Autocannon, 75mm grenade

    launcher

    Vibroblade, Ap

    grenades

    0 14

    Longbow

    (X Visor)

    40mm sniper rifle, rocket

    pod

    Vibroblade, Ap

    grenades

    0 22

    Forward observer Autocannon, Rocket pod Vibroblade, Apgrenades 0 24

    Flammjager

    (Fire-Resistant)

    Flame cannon, rocket pod Vibroblade, ap

    grenades

    0 17

    MineLayer Autocannon, Rocket Pod Vibroblade, AP

    Grenades

    0.5 12

    Striking 90mm Bazooka Vibroblade, AP

    Grenades

    0 21

    Jager command Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 12 12 11 13 5 (3) 13 2 13 3

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    Standard Autocannon, Rocket pod Vibroblade, Ap 0 13

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    (NCO or OIC) grenades

    Gunner

    (NCO or OIC)

    30mm Autocannon, Rocket

    Pod

    Vibroblade, AP

    Grenades

    0 15

    Jager recon Orders: 1 Trooper/recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-4 / sms 5-4 12 12 10 11 4 (2) 12 1 10 total

    Regular Not impetuous Onnet

    Equipment

    Hyper-Dynamics 1

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard autocannon vibroblade 0 8

    Force recon Pulse laser cannon vibroblade 0.5 18

    Fo

    (forward Observer)

    autocannon vibroblade 0 16

    Engineer Gear Pistol Vibroblade 0.5 8

    Jager paratrooper Orders: 1 paratroop

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 14 13 11 12 5 (3) 12 2 10 10

    Regular Not impetuous Onnet

    Equipment

    AirDrop: Combat Jump

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard Autocannon, 75mm grenade

    launcher

    Spike gun, Ap

    grenades

    0 17

    forward Observer Autocannon, 75mm grenade

    launcher

    Spike gun, Ap

    grenades

    0 19

    dartJager Orders: 1 Trooper/recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-4 / sms 5-5 12 12 10 11 3 (1) 11 1 10 10

    Regular Not impetuous Onnet

    Equipment

    Off-road beast: both Hyper-Dynamics 1

    Chassis Sub-Type

    name Bs wpns CC Weapons swc c

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    standard Autocannon, rocket pod Vibroblade 0 9

    Heavy Shooter 90mm Mortar Vibroblade 0.5 16

    Basilisk Orders: 1 Trooper/recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 5-4 12 10 10 11 5 (3) 10 1 10 15

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, Rocket pod Vibroblade, ap

    grenades

    0 8

    gunner 30mm autocannon, rocket

    pod

    Vibroblade, ap

    grenades

    0 10

    Nash(CH: mimetism)

    Autocannon, anti-gearmissile (LA:1)

    Vibroblade, apgrenades

    0 17

    Copperhead Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 12 11 11 11 5 (3) 10 1 10 10

    Regular Not impetuous Onnet

    EquipmentInferior Sensors

    Chassis Sub-Type

    name Bs wpns Cc wpns swc c

    standard Autocannon, Rocket pod Vibroblade, Ap grenades 0 7

    Gunner 30mm Autocannon, Rocket

    Pod

    Vibroblade, AP Grenades 0 9

    Striking 90mm Bazooka, Rocket Pod VibroBlade, Ap Grenades 0 13

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    rattlesnake Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-3 / sms 5-4 12 10 10 11 5 (3) 10 1 10 10Regular Not impetuous Onnet

    Equipment

    Valor: Dogged

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, 71mm Rocket

    pod

    Vibroblade, ap

    grenades

    0 12

    Riotmaster Frag Cannon, 71mm Rocket

    Pod

    Vibroblade, Ap

    Grenades

    0 8

    Swamp

    (Amphibious)

    Frag Cannon, 71mm Rocket

    Pod

    Vibroblade, Ap

    Grenades

    0 13

    sidewinder Orders: 1 trooper

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-4 / sms 5-5 14 13 12 13 6 (3) 11 2 11 8

    Regular Not impetuous Onnet

    Equipment

    Valor: Dogged

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm autocannon, 71mm

    rocket pod

    Vibroblade, Ap

    grenades

    0 17

    Riotmaster Frag Cannon, 71mm Rocket

    Pod

    Vibroblade, Ap

    Grenades

    0 13

    Striking 105mm Bazooka, 71mm

    Rocket Pod

    Vibroblade, Ap

    Grenades

    0 19

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    Southern Military Police/Civic Defense Gears

    Iguana MP Orders: 1 Military Police

    MOV CC BS PH WIP ARM Comm W Ew Ava

    5-5 / sms 7-6 13 11 10 12 5 (3) 12 2 10 Total

    Regular Not impetuous Onnet

    Equipment

    Shield Hyper-Dynamics 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Frag Cannon, rocketpod Vibroblade, Apgrenades 0 10

    Sapper Autocannon, Heavy

    Panzerfausts

    Vibroblade, AP

    Grenades

    0 14

    Salamander Orders: 1 Military Police

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 5-4 13 11 10 11 5 (3) 13 2 13 10

    Regular Not impetuous Onnet

    Equipment

    Multispectral Visor 1 Fire-Resistant Off-Road Beast (SWS)

    Forward Observer Climbing Plus

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm Autocannon, Flame

    Cannon

    ChainSword, ap

    grenades

    0 12

    asp Orders: 1 Civic defense

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 4-4 11 9 9 9 3 (1) 10 1 9 10

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

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    name Bs wpns Cc wpns swc c

    standard Machine-gun Ap grenades 0 6

    Bunker buster Autocannon, Panzerfausts Ap grenades 0 10

    Cobra MP Orders: 1 Military Police

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 13 14 14 9 (5) 12 4 12 10

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard autocannon, heavy

    panzerfausts, anti-

    personnel mortar

    Heavy Spike Gun,

    Machine-gun

    0 19

    Redeye Anti-aircraft cannon, heavypanzerfausts, anti-

    personnel mortar

    Heavy Spike Gun,machine-gun

    0 29

    Southern Recon Gears

    Iguana Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    5-5 / sms 7-6 13 11 10 12 5 (3) 14 1 13 Total

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 1 Forward observer Hyper-Dynamics 2

    ECM: 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Deployable pack gun,

    rocket pod

    Vibroblade, Ap

    grenades

    0 16

    hunting 25mm rifle, rocket pod Vibroblade, ap

    grenades

    0 19

    Black box

    (ecm: 3, ECCM 3)

    Autocannon,

    panzerfausts

    Vibroblade, ap

    grenades

    0.5 19

    Lidded (Multispectral

    visor 2, CH: Mimetism)

    25mm rifle, rocket pod Vibroblade, ap

    grenades

    0 21

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    Street Viper Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    5-5 / sms 7-6 13 11 10 12 3 (2) 10 1 10 5

    Regular Not impetuous Onnet

    Equipment

    Off-Road Beast: SWS Hyper-Dynamics 1

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon Vibroblade, Ap grenades 0 9

    Buster Frag Cannon, Heavy

    Panzerfausts

    Vibroblade, ap grenades 0 15

    Redeye Anti-Aircraft Cannon Vibroblade, ap grenades 0 19

    Anolis R Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    5-5 / sms 7-6 13 10 10 10 3 (1) 13 1 10 Total

    Regular Not impetuous Onnet

    Equipment

    Hyper-Dynamics 1 Forward observer Multispectral Visor 1Flaws

    Inferior Sensors

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, rocket

    pod

    Vibroblade, Ap

    grenades

    0 10

    chatterbox Orders: 1 Electronic WarfareMOV CC BS PH WIP ARM Comm W Ew Ava

    5-5 / sms 7-6 13 11 10 13 5 (3) 14 1 15 3

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 1 Satellite uplink sensor Hyper-Dynamics 1

    ECM: 4 ECM: 4

    Flaws

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    Vulnerable to Haywire

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    standard Deployable pack gun Vibroblade, Ap

    grenades

    0 16

    Silverscale Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 5-4 12 10 10 10 5 (3) 13 1 13 5

    Regular Not impetuous Onnet

    Equipment

    Multispectral Visor 1 Forward Observer Hyper-Dynamics 1 ECM: 2

    Sensor Boom

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Autocannon, Rocket pod Vibroblade, ap

    grenades

    0 10

    Elint Silverscale Orders: 1 recon

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-3 / sms 5-4 12 10 10 10 5 (3) 13 1 13 5

    Regular Not impetuous Onnet

    Equipment

    Multispectral Visor 2 ECCM: 1 Vulnerable to Haywire

    Forward Observer ECM: 2 Hyper-Dynamics 1

    Flaws

    Vulnerable to Haywire

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Deployable Pack Gun Vibroblade, ap

    grenades

    0 14

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    Southern commando gears

    Black mamba Orders: 1 commando

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-5 / sms 6-6 14 14 12 14 7 (4) 13 3 10 10

    Regular Not impetuous Onnet

    Equipment

    Hyper-Dynamics 1 Multispectral visor 1 AirDrop: Combat Jump

    Flaws

    Glassback: 2 (1)

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm autocannon, rocket

    pod

    Vibroblade, Ap

    grenades

    0 20

    longfang 30mm autocannon, Linked

    71mm rocket pod

    Vibroblade, Ap

    grenades

    0 24

    Marksman (X visor) 40mm rifle, rocket pod Vibroblade, Ap

    grenades

    0 21

    blazing Gatling laser cannon Vibroblade, apgrenades

    0 25

    Razor Fang Black mamba Orders: 1 commando

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-5 / sms 6-6 14 14 12 14 7 (4) 14 3 12 3

    Regular Not impetuous Onnet

    Equipment

    Hyper-Dynamics 1 Multispectral visor 1 AirDrop: Combat Jump

    Satellite Uplink

    Flaws

    Glassback: 2 (1)

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm autocannon, rocket Vibroblade, 0 21

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    (NCO or OIC) pod Ap grenades

    Chameleon Orders: 1 Commando

    MOV CC BS PH WIP ARM Comm W Ew Ava5-5 / sms 7-6 14 11 10 12 5 (3) 14 1 13 8

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 2 Forward observer CH: TO Camouflage

    Hyper-Dynamics 3 ECM: 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Deployable pack gun,

    rocket pod

    Vibroblade 0 16

    Hunting 30mm Rifle (X Visor),

    Rocket Pod

    Vibroblade 0 19

    Green Mamba Orders: 1 commando

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-5 / sms 6-6 14 14 12 14 7 (4) 13 3 10 10

    Regular Not impetuous OnnetEquipment

    CH: Camouflage Multispectral visor 1 AirDrop: Combat Jump

    Hyper-Dynamics 1 ECM: 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 30mm autocannon, rocket pod Vibroblade, Ap

    grenades

    0 25

    Gunner 40mm Autocannon, Rocket Pod Vibroblade, AP

    Grenades

    0 27

    Striking 90mm Bazooka, Rocket Pod Vibroblade, AP

    Grenades

    0 25

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    Snakeeye Black Mamba Orders: 1 commando

    MOV CC BS PH WIP ARM Comm W Ew Ava

    4-5 / sms 6-6 14 14 12 14 7 (4) 13 3 10 7

    Regular Not impetuous Onnet

    Equipment

    CH: TO Camouflage Multispectral visor 1 AirDrop: Combat Jump

    Hyper-Dynamics 1

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Laser Cannon (X Visor) Vibroblade, Linked

    Ap grenades

    0 38

    Blazing Gatling Laser Cannon Vibroblade, Linked

    AP Grenades

    0 38

    Southern Fire Support Gears

    Spitting cobra Orders: 1 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 14 14 14 9 (5) 12 4 10 10

    Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 40mm autocannon, 71mm

    rocket pod, 85mm Rocket

    Pod, 90mm guided mortar

    Vibroblade,

    Machine-gun

    0 20

    support Junglemower, 71mm rocket

    pod, 90mm cannon

    Vibroblade,

    Machine-gun

    0.5 25

    striking 105mm bazooka, 71mm rocket

    pod

    Vibroblade,

    machine-gun

    0 19

    flammcobra Heavy flame cannon, 85mm Vibroblade, 0 19

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    rocket pod, incendiary

    rocket pod

    machine-gun

    slashing 40mm autocannon, 71mm

    rocket pod, anti-tank

    missiles (LA: 6)

    Vibroblade,

    machine-gun

    0.5 39

    Razorfang Spitting cobra Orders: 1 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-4 14 14 14 14 9 (5) 12 3 12 3

    Regular Not impetuous Onnet

    Equipment

    Multispectral visor 1 Satellite uplink

    Flaws

    Inferior Dodge 1

    Chassis Sub-TypeName Bs wpns Cc wpns swc c

    Standard

    (OIC)

    40mm autocannon, 71mm

    rocket pod, 90mm guided

    mortar

    Vibroblade,

    Machine-gun

    0 27

    King cobra Orders: 2 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 3-3 17 14 15 14 10 (5) 12 4 13 3

    Regular Not impetuous Onnet

    Equipment

    360-degree visor Valor: No Wound INcapacitation Multispectral visor 1

    Flaws

    Inferior Dodge 2

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard Particle accelerator, 71mm

    rocket pod, 85mm rocket

    pod, 90mm guided mortar,

    autocannon

    Vibroblade, ap

    grenades

    0 52

    Hooded

    (X Visor)

    Laser cannon, 71mm rocket

    pod, autocannon

    Vibroblade, ap

    grenades

    0.5 59

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    Python Orders: 1 Fire support

    MOV CC BS PH WIP ARM Comm W Ew Ava

    2-3 / sms 4-3 13 13 14 13 8 (4) 10 3 10 5Regular Not impetuous Onnet

    Equipment

    Chassis Sub-Type

    Name Bs wpns Cc wpns swc c

    Standard 40mm autocannon, 71mm

    rocket pod, 85mm rocket

    pod, 90mm guided mortar

    Vibroblade,

    AP grenades

    0 18

    Desert Viper Orders: 1 Assault

    MOV CC BS PH WIP ARM Comm W Ew Ava

    3-4 13 12 13 12 7 (3) 10 2 10 5

    Regular Not impetuous Onnet

    Equipment

    Valor: Dogged

    Flaws

    Inverior Sensors

    Chassis Sub-TypeName Bs wpns Cc wpns swc c

    Standard 120mm Grenade Launcher,

    71mm Rocket Pod

    Vibroblade, AP

    grenades

    0 15

    Swamp

    (Amphibious)

    120mm Grenade Launcher,

    71mm Rocket Pod

    Vib