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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.
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.
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