Page 5 Page present: 2263 present: Page 90: First Example: Page 96: Step Two: (d): Page 101: CAV Personnel Skill Level Costs:

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Errata For the second printing of the CAV main rulebook as of July 2002 Page 5: System (172) Miriamas should be system (171) Miriamas Page 35: Change 2163 present: to 2263 present: Page 90: First Example: Total cost for the move was 10 MM. Page 96: Step Two: (d): Change Attack Situation Modifiers to Defense Situation Modifiers Page 101: CAV Personnel Skill Level Costs: Vehicles, aircraft and Infantry may upgrade to the Ace rating. Page 102: Movement Upgrades: CAVs, vehicles, aircraft and Infantry may upgrade their movement. Page 103: Armor Upgrades: CAVs, vehicles, aircraft and Infantry may upgrade their armor. Page 110: Infantry Weapons: The AA-52 Direct Fire Missile Pack is on the incorrect line. It should use the stat line that is currently listed as the 1A2 Direct Fire Missile Pack. The 1A2 Direct Fire Missile Pack uses what is currently the AA- 52 statline and is mislabeled, it should read 1A2 Automatic Grenade Launcher. Specter CAV: The Specter uses 4 Power when it moves, not 6 Wraith CAV: The Hf 26b IF Missile Pack uses 1 Power, not 2. Lance Tank: All Lance tank equipment is made by Hughes-Marietta, not Mark IV as stated in the Systems & Weapons modification section. Kikyu Gunship: The Odoroki Gauss Gatling Cannon uses 4 Power, not 1. Poltergeist Tank: Both FA 45 Machine Guns use 1 Power Updated Rules The CAV main rulebook is the only reference required for normal play and the above errata section contains changes to the printing of that edition. Players who become more involved with CAV may have a desire for new equipment, new options, and further rules clarifications or updates. Each Journal of Recognition will feature an Updated Rules section detailing alterations that players may find useful in their games of CAV. Updated Rules are actual changes, not merely errata for printing errors or omissions. Updated Rules come in two types; Core Updates and Scenario Rules. Core Updates should be considered an official clarification/change/addition to what has been presented in the CAV main rulebook. A Scenario Rule is an optional rule that players may or may not find useful in their style of play. When hosting or playing a CAV game, make sure all players are aware of what Scenario Rules are being used since not all players wish to add to the complexity of the game. Scenario Rules invariably slow game play and are not suggested for players new to CAV or players who enjoy the speed and flow of a normal CAV game. If an opponent uses an optional rule that was not discussed before play, you are entitled to refuse to allow it or complete the current turn without it and have the rule come into effect in the following turn. Core Updates Battle Size The original can be found in CAV main rulebook page 84 The suggested battle size for new players is around 3000 points, plus or minus 1000 points. Once players are familiar with the rules, a rough guide for duration of play would be each 1000 points per side roughly equates to one hour of game length. DATA CARDS Most CAVs have updated point costs. 128

CAV Personnel Skill Level Cost Table The original can be found in CAV main rulebook page 102 PILOT/COMMANDER DATA CARD DAMAGE POINT COLUMNS Skill Level Modifier Suppression 1 2 3 4 5 6 7 8 Ace +3 2 45 84 120 153 183 210 234 255 Elite +2 3 30 56 80 102 122 140 156 170 Veteran +1 4 15 28 40 51 61 70 78 85 Regular +0 5 0 0 0 0 0 0 0 0 WEAPONS SYSTEM OFFICER DATA CARD DAMAGE POINT COLUMNS Skill Level Modifier 1 2 3 4 5 6 7 8 Ace +3 45 84 120 153 183 210 234 255 Elite +2 30 56 80 102 122 140 156 170 Veteran +1 15 28 40 51 61 70 78 85 Regular +0 0 0 0 0 0 0 0 0 Title Clarification: For a Vehicle s Data Card the Pilot is a Commander, and the Weapons System Officer is a Gunner. On an Infantry Data Card the Pilot is Training, and the Weapons System Officer is Equipment. For an Aircraft Data Card the titles remain the same. Upgrades The original rules can be found in CAV main rulebook page 102-103 ARMOR UPGRADE DATA CARD DAMAGE POINT COLUMNS Armor Increase 1 2 3 4 5 6 7 8 +1 15 28 40 51 61 70 78 85 EQUIPMENT UPGRADE DATA CARD DAMAGE POINT COLUMNS Equipment Type Power Cost 1 2 3 4 5 6 7 8 Chain Lock 2 12 19 25 30 34 37 39 40 ECCM 3 25 26 27 29 31 33 37 41 CAVs The original rules can be found in CAV main rulebook page 104 CAVs are divided into three classes, small chassis (2-3 Damage Tracks on the Data Card), large chassis (4-6 Damage Tracks on the Data Card), and super chassis (7-8 Damage Tracks on the Data Card). Equipment from a smaller chassis may be installed on a larger chassis CAV; however, equipment from a larger chassis CAV may not be installed on a smaller chassis. Repair: Always a Chance A natural roll of 10 when attempting a Repair or Move & Repair Activity is always a success. No other rules change regarding Repair (as presented on page 91 in the CAV main rulebook). Change to Defensive Fire: Indirect Fire attack when LoS is present An Indirect Fire attack does not provoke Defensive Fire. Some players have taken this to mean that Indirect Fire can be used to gain a free shot on an enemy model by running up close to a target, firing off an IDF volley, and running away again and never being tagged by Defensive Fire, even though they had clear LoS and Range for a normal Direct Fire attack. This was never the intent behind Indirect Fire. a) A targeted model may return Defensive Fire with its Direct Fire weapons if the attacker is in Line of Sight and in Range. 129

If the attacker s Target Point is a point on the ground and not a specific model: b) One model per player (player s choice) in the Area of Effect may return Defensive Fire Nothing else changes. Defensive Fire is still resolved the same way. Defensive Fire is still performed with only Direct Fire weapons. The attacker may still fire an Indirect Fire volley when they have LoS; however, by doing so they are a valid target for Defensive Fire. The simplest way to ensure a model does not provoke Defensive Fire when performing an Indirect Fire attack is to make sure the target does not have Line of Sight. Scenario Rules Aircraft Hybrid Flight Mode The Aircraft movement rules listed in the CAV main rulebook (page 89) cover aircraft in Nap-of-Earth (NoE) flight mode using only their ducted Bellar fans with the thrust engines off. NoE mode allows the craft to take advantage of terrain and cover; however, sometimes battlefield commanders need faster air support. In situations like this the aircraft rises over the battlefield, engages its thrust engines, and use the Bellar fans to augment the craft s maneuverability. This rule does not apply to missile models (like the Whisper) nor flying vehicles (like the Hedgehog) unless otherwise noted on the Data Card. (a) Aircraft may choose in which flight mode they will operate when in their section s Action Phase. An aircraft may not change flight modes during a turn (a player cannot begin the turn in Nap-of-Earth mode and then switch to hybrid flight mode mid movement). The chosen flight mode is used through the entire turn until the End Phase. (b) The thrust engines allow the aircraft to double the Data Card s listed Movement (MM), the Power Cost for movement is increased by 50% (a Kikyu which costs 4 power to move in NoE mode costs 6 power to move in Hybrid mode). (c) The Aircraft must move forward 4 inches/hexes before it can make 1 hexside/60 degree turn. The first hexside turn is still free. (d) The Aircraft must move all of its Movement (MM) in its turn and it can no longer back up, nor can it remain stationary. (e) The Aircraft ignores terrain features (all terrain modifiers are x1) when calculating movement costs & cannot be Close Assaulted. (f) The Aircraft is always considered in Line-of-Sight (LoS) to all models on the battlefield unless the players beforehand have chosen terrain features/situations where it would not be. In the event of a dispute, consider the aircraft in LoS. (g) When measuring range to attack, an Aircraft flying in Hybrid mode adds 2 inches as a range penalty to represent altitude. (h) To attack an Aircraft or to resolve Defensive Fire against Aircraft in Hybrid mode (or any other altitude higher than NoE), weapons noted as being Anti-Aircraft (AA) on the Data Card, grant the attacker a +2 bonus to any attempts to gain Target Lock and may ignore altitude range penalties. Note that though the Data Card will show Anti-Aircraft ability, this is still an optional scenario rule. (i) When attacking in hybrid flight mode, all missile or turret mounted weapon systems on the Aircraft retain their 360 degree firing ability; however, all Gauss, Laser, or Particle type weaponry are restricted to a firing corridor drawn from the tip of the aircraft model s nose in a straight line out to the weapon s maximum range. The width of the corridor is threequarters of an inch on either side of this line (i.e. the width of a standard CAV hexbase). Limited Defensive Fire Not all weapon mounts or housings allow defensive fire in a full 360-degree arc. Weapon systems with a limited arc of automated defensive fire will be notated with (LDF) on the weapon line. Unless marked with (LDF) assume the weapon has a full 360-degree arc of Defensive Fire. Aircraft and LDF: All weapons on flying models (aircraft, gunships, flying APCs) based on ballistic (i.e. machine gun), gauss, laser, or particle technologies are restricted to the model s forward 90-degree (LDF F 90) arc when conducting defensive fire. Turret mounted or missile type systems on aircraft maintain their full 360-degree defensive fire arc and will not have an LDF notation. Vehicles and LDF: Weapons on vehicles are normally mounted in turrets that allow them to maintain their 360-degree firing arc. Weapon systems that have been noted as (LDF) are usually hull mounted in some way that restricts their ability to return fire. Arcs Types: All arcs are drawn through the center of the Hex-base or model (if not hex mounted). 180 Degree Arcs: Forward, Aft, Left, Right 90 Degree Arcs: Forward, Aft, Left, Right 130

Corridors: Corridors are the width of a standard CAV hexbase (1.5 inches) pointing Forward or Aft Data Card Notation: LDF weapons will list an arc with a single letter and then the degrees. Examples: (LDF F 90) means Limited Defensive Fire Front 90 degree arc only. (LDF A 180) means Limited Defensive Fire Aft 180 degree arc only. Though the Data Cards will be noted with LDF, it is still a Scenario Rule as is optional. Ejecting Crews A controlling player may declare an ejection at any time during play except when a 10 is rolled on a Critical Events table. An ejected crew that has been upgraded from Regular to Veteran, Elite, or Ace counts as units remaining on the battlefield for victory points if they survive the game. The vehicle left by the ejecting crew counts as destroyed for victory points purposes. The surviving crew is worth an amount in points equal to the amount spent on their upgrade(s). Regular level crews that eject or bail out are not placed on the game table and are worth nothing towards victory points. A surviving crew is represented on the table with a special, custom-built hex base (normally with two figures on it) and uses the normal Infantry Data Card with G11 AP Rifles as both weapons (seasoned crews mount spare rifles on their ejection seats or carry them inside their vehicle). The crew comes into play with 2 DTs of damage. A surviving crew s starting location is determined by the controlling player. First, the controlling player chooses the direction the ejected or bailed out crew will travel in. Second, the controlling player rolls 1d6 with the value equaling the amount in inches/hexes the crew travels away from the destroyed vehicle. Surviving crews may be attacked like anything else on the table. If all that remains of a Section are ejected or bailed out crews, you must remove an initiative card for the destroyed Section from the initiative deck. Attach any surviving crews to a remaining Section of the controlling players choice. Hitching a Ride One stand of Infantry may ride on any vehicle that possesses enough level surfaces to carry it. Infantry cannot ride on CAVs or flying models. If the vehicle is attacked, in any way, the Infantry dismount into an adjacent hex or base-to-base to the vehicle and take an equal amount of any damage the vehicle suffers from the attack (if the vehicle is destroyed the Infantry are destroyed as well). Infantry forced to dismount cannot conduct Defensive Fire. Dismounting Infantry are placed in any adjacent hex desired by the controlling player (or in base to base if not using a hex map). If the dismounting Infantry are forced to dismount due to Indirect Fire, the dismounting Infantry suffer both the damage the vehicle suffers plus are subject to any Area of Effect attacks caused by the Indirect Fire after they dismount (i.e. they are hit twice). In normal play, a Whisper launcher truck is removed immediately after launching the missile, which represents the truck crew s orders to leave the field and rearm. When using the Hitching a Ride rule, a controlling player may wish to use the Whisper s launcher truck to transport Infantry. First, a Whisper launcher truck cannot carry a stand of Heavy Infantry until the Whisper Missile has been launched. However, it can carry one stand of regular Infantry as normal. Second, a Whisper Missile launcher truck has no ACA or DCA value. If Close Assaulted, a Whisper launcher truck is instantly considered destroyed along with all Infantry riding on it. Third, after launching the Whisper Missile, the launcher truck can carry one stand of Heavy Infantry or up to two stands of regular Infantry. Finally, the Whisper launcher truck is an unarmored vehicle and as such is a Soft Target. Defensive Fire Reserves In especially small games (for example, 4 or less total sections on the table) rules abstractions that allow CAV to be quickly resolved between players fielding large armies become problematic for some play styles. To help resolve this, when using the Defensive Fire Reserves Scenario Rule a model may only return Defensive Fire once per turn regardless of how many times it is attacked. The Defensive Fire is conducted using the Power rating that the model began with turn with when determining how many weapons may fire. Models that have conducted Defensive Fire should be marked with a token of some sort (coin, bead, ring, etc.). Frequently Asked Questions As of June 2002 Defensive Fire FAQs Q Can I make a Power Dump or use Emergency Power during my Defensive Fire? A No. Pg 99 Remove word Defending under power Dump and Emergency Power sections. 131

Q How much power do I have to allocate to weapons during my defensive fire? A A models power level during defensive fire is equal to the power he started with when attacked. Example: A Dictator with 5 hits has a power level of 6 and is attacked by direct fire. The Dictator may return defensive fire with only one Gkw 12y Gauss Cannon. Each cannon takes 4 power to fire and the Dictator only had 6 available when fired upon. Q How many times can a model return defensive fire in a turn? A Once per Section that attacks it. If four models in a Section all Direct Fire against a model, it may return Defensive Fire against one of the models. If four models, one from each of four Sections, fire at the same model through the course of a turn, then the defending model would return Defensive Fire four times during the turn. Q Does a model conducting Defensive Fire get to attempt a Target Lock? A No. Q Does the act of Target Locking a model cause Defensive Fire? A No. Q A) Why do I not add TL for Defensive Fire? B) Why do I not allocate damage before taking Defensive Fire? A A) Defensive Fire does not involve the WSO. The Targeting Computer fires at center of mass; it is the WSO who sifts through ECM static, targets vital systems allowing the Targeting Computer to strike more effectively. B) Strictly as a universe question, Defensive Fire is performed after an attack lands and damages the CAV as the targeted CAV calculates the reverse trajectory to target. Within the game turn s mechanics, the time elapsed is transparent. Q If a model that is in Range and Line of Sight conducts an Indirect Fire attack do I get to perform Defensive Fire? A Yes. See Core Rules update. Change to Defensive Fire: Indirect attack when LoS is present Q Why must I fire at the enemy if I fail to achieve Target Lock? I am not going to shoot at a [fill in name of high armor CAV] with my [fill in name of any other CAV] unless I have a Target Lock, otherwise Defensive Fire will destroy me. A Precisely. To resolve a Direct Fire attack, all attacks on a model must be declared, which means intent to fire has already been established (page 91). Failing to achieve lock makes no difference because the model is already committed to the attack. Controlling players should select their targets carefully and apply the proper force to maximize effect and minimize collateral damage. Strictly speaking, I suppose a player could declare an attempt to gain a Direct Fire activity Target Lock and not fire as their stated Activity during the Action Phase though why makes no sense. However, a Chain Lock pod is resolved with an Indirect Fire activity Target Lock and declaring an attempt to Target Lock but not fire would make sense in that situation, especially with small recon CAVs like a Panther or Talon. Infantry FAQs Q How many infantry figures are mounted on a hex base? A Any number is acceptable. They are packaged to allow for 4 models to one hex base, but less than or more than that will work. When using the Ejecting Crews Scenario Rule, please take care in mounting the crewmembers so that they do not look similar to infantry stands in your army. Q What is the maximum amount of infantry an APC can carry? A One APC can carry 3 Infantry stands or 1 Heavy Infantry stand or 1 of any mortar armed infantry stand. Q Can infantry ride on a CAV? A No. Q Can infantry ride on tanks? A In normal play No. See Scenario Rules Hitching a Ride. Q Can infantry get a Hull Down bonus? A Yes, it would be in the form of manning trenches, an adjacent hillcrest line, and rough terrain designed to provide that type of cover. 132

Q Are there rules for Ejecting or bailing a crew out of a CAV or vehicle? A See Scenario Rules Ejecting Crews. Chain Lock Pod FAQs Q When I achieve a Target Lock with a vehicle equipped with Chain Lock, and chain in other models in the Section with Indirect Fire weapons, which Target Lock value is used in computing the damage of the chained in Indirect Fire? A You use the Target Lock value of the vehicle that achieved the Target Lock. Q Can the Chain Lock pod be used to chain in Direct Fire? A No, the Chain Lock pod can only be used in Indirect Fire. Q Does a model have to have a Chain Lock pod in order to join another model s Chain Lock? A No, a model only has to be part of the same section to join in a Chain Lock. Q What is the power consumption of a Chain Lock and ECCM Pod? A Chain Lock Pods consume 2 and ECCM pods consume 3 power. Q Can you make a target lock attempt against a target for Chain Lock purposes and not actually fire the Chain Locking model at the target? A Yes, and you use the Target Lock value of the vehicle that achieved the Target Lock even though it does not fire at the target. Q When using an Ace Gunner/WSO, with a +3 modifier to the Target Lock, on a CAV with a Chain Lock pod and a normal TL of 3 on the CAV s Data Card, the total Target Lock is +6. If the target lock is achieved, is the +6 added to the models in the section or just the basic +3 (the Data Card TL value) without the Ace Gunner/WSO? A The section uses the TL value on the Data Card of the Chain Lock Pod equipped CAV, no situational modifiers or Gunner/WSO bonuses. Q Can a model with a Chain Lock pod fire its own weapons since it has already established a Target Lock? A Yes. See page 97, Chain Lock Pod first paragraph. Since a Chain Lock pod uses Indirect Fire action resolution it may not fire Direct Fire weapon systems. Q Chain Lock Pod page 97 for a model to have its Indirect Fire chained into the fire it cannot have already performed an action during its current Action Phase. Does this mean I cannot move my entire Section into range and then Chain Lock and fire? A No. The general process for resolving a Ranged Attack and Direct Fire is on page 91. Indirect Fire follows the basics behind Direct Fire except with differences detailed in its section (page 95-97). A model may move & shoot, shoot & move, or even move, shoot, and move again. The commanding player declares what enemy models will be attacked, moves the attacking models, then resolves all fire. Since a Chain Lock pod equipped unit must establish an Indirect Fire activity Target Lock in order for the rest of the section to benefit it must, by necessity, move and conduct its activity with the rest of its section. If the section is splitting its fire between multiple enemy models, only the CAVs firing at the target painted by the Chain Lock pod equipped model benefit from the Chain Lock pod. Cover/Terrain FAQs Q Can Indirect Fire enter a covered terrain, like a cave or building? What are the effects of elevation? A For hull down/cover purposes, the effect of terrain pieces should be discussed before play. Indirect Fire weapons can be airburst or impact munitions and items that provide protection over the top of the model could allow a cover bonus. Buildings normally should not make units hiding within them immune to Indirect Fire, however a cover bonus to their armor rolls would be applicable in some situations and with certain terrain pieces (for example a bunker). Intervening terrain (such as a low stone wall or trench) and elevation differences normally provide no protection from Indirect Fire. In the event of extreme elevation changes, measure the Area of Effect as a sphere from the Target Model or Target Point. Remember that listed Areas of Effect ignore the Target Hex or Target Point s 1-inch circle/sphere when measuring the radius. 133

Q May I Direct Fire at an enemy if Light or Heavy Woods are in the LOS/Line of Fire? A Yes, if you have LOS. Q Are the effects of Cover cumulative? A Yes, but each type of terrain/cover can only provide one type of cover bonus modifier (defenders choice). Before the beginning of play, the effects of and types of terrain on the table should be covered and, if needed, examples of its use shown. Example: A CAV is standing behind a heavy armored wall that covers over 25% of the CAV s silhouette. The CAV can take either the Heavy Cover bonus of +2 (for the additional armor the wall is providing) OR the +1 Hull Down bonus (for the smaller silhouette shown the enemy). Second Example: A CAV is standing behind a hill that covers over 25% of the CAV s silhouette and on top of the same hill is a stand of Light Woods. In this case the CAV would receive both the +1 Light Cover bonus (from the stand of Light Woods) AND the +1 Hull Down bonus (from the hill). Q How do you compute the cumulative effects of different types of woods for LOS/ Line of Fire? A For intervening wood stands along the path of LOS/Line of Fire simply assign the numbers (1) to light woods, (2) to medium woods, and (3) to heavy woods. Then start adding the numbers of each type of woods along the path of LOS/ Line of Fire together. If the total is greater than 3 then no LOS or Line of Fire exists. Example: An attacker is attempting to fire at a target standing at the edge of Heavy Woods. Between the attacker and defender are one stand of Light Woods and one stand of Medium Woods. Since the Light Woods equal 1 and the Medium Woods equal 2 for a total of 3, LOS/ Line of Fire exists. Since the target is in Heavy Woods it gets the bonus of Heavy Woods. Against the attackers Direct Fire Attack, the defender receives a cover bonus of +4 (+2 for the Heavy Woods, +1 for the Light Woods and +1 for the Medium Woods) Against the Defender s retaliatory Defensive Fire the attacker receives +2 (+1 for the Light Woods and +1 for the Medium Woods) Q What is the difference between Hull Down and Cover? A Hull Down represents earth (surface curvature, hills, mountains, ravines, cliffs) or things far too thick to shoot through by any tactical weapon (Great Wall of China). Light Cover is something that obscures vision intermittently like a chain link fence, a hedge, tree foliage, or shrubs. Heavy cover represents a building or facility designed to allow a shooter to fire upon the enemy while maximizing their own protection (bunker, trenches) or Light Cover so thick that it replicates that effect (like heavy forest). Whisper Missile System FAQs Q The Whisper Data Card is confusing. How many damage points can the launcher take? A 4, the zeros on the left hand side of the divider should read - in the 4 th, 5 th, and 6 th damage columns. In addition to this, the (ACA) and (DCA) lines should all read -/-. A launcher that is close assaulted is automatically destroyed and the unlaunched missile does not explode. Q Even though the Whisper missile destroys itself, do I receive any victory points? A No, it is considered a destroyed model. Q Does the Whisper missile launcher carry any point value after the missile is launched? A No, it is automatically removed from play unless using the Scenario Rule Hitching a Ride. Q If the Whisper Missile is launched from a truck that has been damaged, does the missile start flight with the same level of damage? A Yes. Q How is movement of a launched Whisper missile conducted? A The Whisper is a two stage disposable munition. It must move its maximum movement (MM) on the turn it is launched and cannot engage a target. On the following turn it may move less than its MM and close with a target. If it does not close with a target on the turn following the launch turn it is removed from play. 134

Q Since the Whisper moves for a full turn before it actually hits, at which stage of the Whisper s flight do I conduct the Target Lock? A On the second turn of flight, when the section that contains the Whisper Missile declares targets. Q If the Whisper missile fails to gain a target lock, does it still hit? A Yes, although you do not get the target lock bonus. Works just like Direct Fire resolution. Q- Since I must start my Whisper Missile movement by moving 3 hexes/inches straightforward, must I attack an enemy model that has placed itself in my path of flight? A- No, simply pay the appropriate Movement Modifier cost under the Air column to fly over the obstacle. Other Questions Q How does an ECCM Pod work? A The ECCM Pod mounted model blankets enemy models in a circle around it with destructive interference causing their ECM systems to be less effective. The circle has an 18-inch diameter centered on the ECCM mounted model (9 inch radius from the center of the hex base). All enemy models within this 18-inch circle have been blanketed and all friendly models (including the model that actually mounts the ECCM Pod) gain the +2 TL bonus (+1 if damaged). This TL bonus applies even if the friendly model is itself outside the ECCM circle. Remember, the TL bonus only applies during Step One: Target Lock which means an ECCM pod does not help with damage in any way, other than helping attain a Target Lock. ECCM Pod mounted models normally do not survive the battle since they are often targets for everything else on the board. Q When modifying a vehicle do I have to fill all available Main and Secondary weapons system openings? A No, a vehicle can be used that is fully stripped. When modifying a vehicle, reasonable care should be taken to modify the miniature to appropriately reflect major changes in Main and Secondary weapon systems. It would not be unreasonable to see a Specter with only its Indirect Fire system operational still have its arms, even though they do not function. Q If a model performs a Power Dump, how is it treated concerning victory points? A As a destroyed model. Q All members of a Section that are firing at the same target must declare their ranged attacks. Does this mean that Sections activated later may also shoot at the same target? A Yes. Q In what order does immediate Suppression work within simultaneous fire? A All attacking and defending fire are resolved first. Suppression, its effects, and movement occur immediately upon the resolution of the fire. Q If I hit and win the die roll by less than three why is there no damage? A The three you must beat the defender by to do damage represents hull hits. In other words you did hit, but did no appreciable damage. Q Why are there no arcs of fire when attacking? A Originally in play test we gave all CAVs various degrees of forward fire and the rule that you could not conduct defensive fire against any attacks that hit you from the back 60-degree hex side. As the game evolved, arcs of fire for the attacker became pointless with the speed and fluidity of movement present in the game. The ability to avoid return defensive fire created what we dubbed the CAV waltz. The waltz consisted of one CAV walking around a target CAV to face its rear hex side to fire. This was followed by the targeted CAV, (during its action phase) moving to the rear area of the CAV that had shot at it and returning the favor. The process was repeated until one of the CAVs was destroyed. Attempts were made to correct the problem by adding opportunity fire, zones of control and on and on, but all that did was slow the game down, added paper work and tracking counters, shifted the balance of play and basically never corrected the problem of the waltz. In the end simply using a torso and arm 360 degree rotation coupled with the natural neutral steer of a chassis solved the problem and fit in the game world perfectly. Some players have requested a certain level of this complexity to be in their games; see Scenario Rules Limited Defensive Fire. 135

Q Does the attacker using Indirect Fire with a successful Target Lock get to use the Target Lock bonus against models in the Area of Effect? A No, it only uses the Target Lock bonus on the model targeted. Q Why are aircraft speeds so low? A See Scenario Rules Aircraft Hybrid Flight Mode. Q Who is who in the picture of the galaxy races on page 101? A Left to right: Ritterlich, Human, Malvernis, AEC, Rach, and the seated Templar is human. Q Is the CAV universe based on the Reaper Miniatures fantasy world of Avalorr? A No, certain elements were taken from the fantasy world, but there is no linear progression or connection to it. Q How do I know which weapons are Direct Fire or Indirect fire? A Direct Fire weapons do not have an Area of Effect. Indirect Fire weapons have an Area of Effect. Q If I make a Suppression check and pass it for a particular model, and later in the same turn I am required to make another Suppression check, do I make it again? A Yes Q - When I change weapons on infantry stands, do I pay the 1.2/1.5 equipment exchange upgrade cost? A - No, the 1.2/1.5 equipment exchange upgrade cost represents the cost of making the new piece fit and function on a chassis that it was not technically designed for. Infantry on the other hand are assumed to be trained and versed in the proper use of the weapons available to them, so no equipment exchange upgrade cost is required. Under Point Cost on page 104 the term *chassis* is used to denote that only machinery will pay the equipment exchange upgrade cost. Q In the Notes area for the Specter it mentions a field variant with four indirect fire systems. Can an indirect system be placed in the Main Weapon system locations? A It depends on the weapon. The rules on page 104 of the main rulebook and clarified in the FAQs still apply. Indirect Weapons that may be placed in Main Weapon System locations will be specifically notated as being able to do so. The fiction is merely that. Q What is the difference between an aircraft, a gunship, and a flying APC like the Hedgehog? A The Hedgehog APC is an armored vehicle and hard target for rules purposes. Aircraft and gunships are the same thing for rules purposes, and are soft targets. Q When a model chooses to give up movement for the Target Lock bonus, and Target Lock is achieved, is that +1 bonus added to the damage as well as the normal target lock and the weapon bonus? A No, to Target Lock only. No situational modifiers are added to damage rolls. No WSO modifiers are added to the damage of the weapon. Q What is the difference between Main and Secondary weapon systems? A Main weapon systems require large and heavy mounting points on a vehicle. Secondary weapon systems are added to a vehicle to round out its mission profile and make vehicles more flexible. When modifying a vehicle, only Main systems can be replaced by Main systems and Secondary systems by Secondary Systems. Secondary weapons are noted in the System & Weapon Modifications chart included in this book. Q If suppressed all actions are at 2, is this for all dice rolls, even Armor? In Close Assault I only have a 1 suppression penalty, is this a typo? A All dice rolls are at a 2 when a model is Suppressed. Suppression represents many things including crew errors caused by panic. In Close Assault the suppressed model adds an additional 1, which makes it a 3 cumulative penalty. 136

Q If a Section of my army has been eliminated, do I remove a card from my Initiative Deck? When? A Yes. At the beginning of a new turn. See page 88, Sequence of Play: Step (1) Initiative Phase The Initiative Deck is built for the turn. Under the Initiative Phase Section. An Initiative Deck contains one card for each Section present in each side s force Q Can a model fire on multiple targets? A Yes. However Target Lock can only be established on one target. See page 93, Target Lock, first sentence, second paragraph. However, note that all the target models may conduct Defensive Fire unless they have already fired on a model in the attacker s section. Q How are the race names pronounced? A Rach = Like the classical composer Bach except with an R. Ritterlich = RIT-ter-lick 137