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CAV Rules

Below are links to the PDF version of the CAV game rules and the subsequent published errata. Adobe Acrobat Reader or a compatible pdf viewer is required to view the rules. A link to download Acrobat is available below.

Please be advised, these PDF rules are presented for demonstration purposes only and are not regularly updated with the latest errata or rulings available. In any situation where the PDF wording conflicts with the current printed edition or the official current errata, the printed edition or the official errata will be considered the correct interpretation.

PDF of Rules
PDF of the Errata / FAQ (Published in JOR #1)
Errata to the 1st Printing of the CAV Main rulebook
Unpublished FAQs
PDF of the Galaxy Map (black background)
PDF of the Galaxy Map (white background)
JOR2 Gameplay Errata/Corrections
Get Acrobat Reader

The Proving Grounds

Listed here are rules changes or scenario rules that we found interesting enough to put up for playtesting by the CAV Community at large. Feel free to take them for a spin, kick the tires, and then fire off your opinions at the Reaper Web forum.


Buildings (altered 01/06/2003)
    These are designed to be used with the buildings whose roofs have rubble glued underneath. When the building is destroyed, replace the building with the rubbled underside of the roof. These rules intend to make buildings a haven for Infantry, and to make them difficult to dislodge without extreme force.

    BASIC BUILDING STATS:
      Normal Buildings:
    • 1 DT per floor
    • 2 ARM
    • ECM determined per scenario.
    • DCA determined per scenario, usually -2.
    • Dissipate one damage point per inch within the building
    • Provide infantry at a window one point of cover.

      Reinforced buildings:

    • 3 DT per two floors, round up.
    • 3 ARM
    • ECM determined per scenario.
    • DCA determined per scenario, usually -1.
    • Dissipate two damage points per inch within the building
    • Provide infantry at a window two points of cover.

      Bunkers:

    • 3 DT per floor, or determined per scenario
    • 4 ARM, or determined per scenario
    • ECM determined per scenario.
    • DCA determined per scenario, usually 0.
    • Dissipate three damage points per inch within the building
    • Provide infantry at a window four points of cover, or as determined per scenario.

    INFANTRY IN BUILDINGS:

  • Infantry are normally the only ones that can enter buildings. It takes 1" of movement to go up a floor. Place them on top of the building to indicate their position on the floor, and then a die by them to indicate which floor they're on.
  • Infantry cannot see outside or be seen from outside if they are not at the edge. Indirect fire may not be fired from inside the building, but may be fired from the roof. Infantry on top of the building are considered out in the open, and LOS must be determined by eyeballing between models.
  • If two infantry stands within a building wish to shoot at each other, both are treated as having one point of cover per inch between the two stands.
  • The building takes a point of damage if the shooting die rolls an unmodified:
    • Regular: 9
    • Reinforced: 10
    • Bunker: N/A

    SHOOTING AT BUILDINGS:

  • To shoot at buildings with direct fire, designate a point on the building and roll for TL and effect as normal. If the building has no ECM, TL is automatic. If there are infantry in the building, they receive the same damage as the building, minus the building's damage dissipation per inch they are away from the point of impact.
  • To shoot at buildings with indirect fire, designate a point on the building and resolve fire as though firing on a point on the battlefield. If there are infantry in the building, they receive the same damage as the building, minus the building's damage dissipation per inch they are away from the point of impact.

    CRASHING INTO BUILDINGS:

  • If a model rams into a building, the ramming model is destroyed. The rammed building takes damage as though it has been shot with a weapon of a strength equal to the starting number of damage tracks of the ramming model.

    DESTROYING BUILDINGS:

  • When a building runs out of damage tracks, it is destroyed. Replace the building model with the overturned building's roof, onto the underside of which has been glued suitable rubble.
  • Infantry inside the building roll a suppression test, with their target number increased by one per two levels (rounding up) that the building has. If the suppression test is failed, the infantry is destroyed. Assuming the infantry survives, they are placed outside the edge of the rubble, having moved the shortest distance to get there. Note that the infantry can still only move up to their current MM stat. If they do not have enough movement to get out of the building, they are destroyed. The one exception to this is a suppression roll of 10, which is always a success.
  • A collapsing building has an Area of Effect of the original number of levels, measured from the original edge of the building. Models to the collapsing building must roll a suppression test, the target number increased by the number of levels in the building. A 10 always passes. If the test is failed, the model is hit by rubble, and takes damage equal to the starting number of levels of the building, minus one per inch (or fraction thereof) that they are away from the building.
  • Rubble is considered Rough Terrain, and provides Level One cover to Level Two models. For Level One models, it provides cover the same as Light Woods - one point per inch, and 3 or more means no LOS.