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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
Recommended