TEXT: JUST STARTING OUT INTRODUCTION 
  If you’re a new player just starting our the latest edition of Heavy Gear Blitz, you most likely picked up this Quick Start Rulebook 
  along with one or more of our four new plastic miniature army boxes or the two player starter set. At present we have army 
  boxes for the North, South, Colonial Expeditionary Force (CEF), and Caprice factions, plus a two player starter set that includes 
  the North and South armies and a copy of this rulebook. 
  The Quick Start Rulebook includes all the rules and appendices needed to play following the quick start section. Plus the North, 
  South, CEF, and Caprice force options and model lists for the new plastic miniatures. We recommend that you download our free 
  Living Rulebook ebook, available via a link on the www.dp9.com website. The Living Rulebook includes faction background and 
  history, along with their complete model lists. Plus it includes the Peace River, NuCoal, Leagueless, Black Talon, Utopia, and Eden 
  factions with their background and complete model lists. Extra pdf downloads are also included with the Living Rulebook ebook, 
  like badlands buildings, stoneheads, and rock terrain sheets that you can download, print, and cutout to make your first battlefield 
  table top to play the game on.
  Northern Army Box  DP9-9340
  Southern Army Box  DP9-9341
  Caprice Army Box  DP9-9343
  CEF Army Box  DP9-9342
  Heavy Gear Blitz Living Rulebook ebook  DP9-9337
  Free Living Rulebook Extra Downloads
  Badlands 
  Buildings
  Stoneheads
  Rock Terrain
  1
  QUICK START: BEGINNER PLAYERS START HERE
  Quick Start Rulebook  Ver. 2.0
  
  MODEL ASSEMBLY FOR YOUR FIRST GAME 
  We’ll go over the basics of Heavy Gear miniature assembly for the new plastic miniatures on this page, with what tools and 
  supplies you’ll need and safety tips to follow. We’ll use the Southern Jager Gear in the example below as we’ll be using General 
  Purpose (GP) squads of Jagers and Northern Hunters in most of the Quick Start demo learning games on the pages that follow.
  Tools and Supplies Needed (Clippers, Super Glue or 
  Plastic Model Glue, Hobby Knife, Fine Grit Hobby 
  Files or Sandpaper, and Hand Drill with 1/16 bit).
  TO ASSEMBLE YOUR GEARS, FOLLOW THESE STEPS:
   
   Carefully remove the parts from the sprue with clippers for your first model.
   
   Use a fine grit hobby file or a hobby knife to trim any excess flash from parts.
   
   Assemble one model at a time to prevent mixing of parts.
   
   When gluing wait until glue is set before advancing to the                                                                                                                                               
  next of the following gluing steps.
  1. Using super or plastic glue attach the legs to the hips (select leg pose)
  2. Use glue to attach the models feet to the hex or round base.
  3. Use glue to attach engine to torso.
  4. Clip or cut the gun grip off and glue to right arm
  5. Use glue to attach arms to torso one at a time.
  6. Use glue to attach torso/arms/engine assembly to hips.
  7. Use glue to attach head to torso.
  8. Use glue to attach rocket pod to shoulder  
   
   
   
   
   
   
   
   
      mount (models left side).
  Jager Parts Sprue
  Jager Exploded Parts View
  Jager with special right arm       Jager standing pose legs     Jager with running pose right
  with weapon across torso.          and straight right arm.         leg used & special right arm.
  SAFETY TIP:
  Hobby knives are very sharp and must be used with great care, or serious 
  injuries can occur. We urge you to use clippers when removing parts for the 
  sprue. And use a fine grit hobby file whenever possible to remove any plastic 
  flash or smoothing out the area where the part was connected to the sprue.
  Assembled plastic Jager models (Stock, Command, Striking, and Stock). Forming a Combat Group with GP Squad Primary Unit.
  2
  QUICK START: BEGINNER PLAYERS START HERE
  Quick Start Rulebook  Ver. 2.0
  
  PRIMING AND PAINTING YOUR MODELS 
  Now that you have assembled your models we’ll touch on the basics of priming and painted them. If the plastic models got 
  dirty or oily from your fingers while assembling you should wash them with soapy water and then let them fully dry before 
  priming. It’s important that the plastic surfaces are clean for the primer to get a strong bond to the surface. We have found that 
  fine grey primer works best and is a neutral color when you go to paint up the models in either light or dark color schemes.
  We have selected a grey paint scheme for the Southern Jagers and a tan paint scheme for the Northern Hunters, with a black 
  wash to get the lowered lining details and a lighter grey or tan to highlight the edges. But, you’re the commander and can 
  decide on any paint scheme you like. We have some painting guides on the DP9 website and will be posting more in the future.
  Southern General Purpose (GP) Primary Unit of Jagers primed in grey above and painted in grey paint scheme below.
  Northern General Purpose (GP) Primary Unit of Hunters (UC, Assault, Stock, and Headhunter) painted in tan paint scheme below.
  HEAVY GEAR BLITZ MASTER SERIES PAINT SET
  Produced by our friends over at Reaper Miniatures, the set includes 36 Master Series paints designed by Dream Pod 9 
  and formulated by Reaper Miniatures. The set can be purchased on the Dream Pod 9 or Reaper Miniatures online stores.
  Color Chart above shows all 36 colors with Heavy Gear themed naming.
  3
  QUICK START: BEGINNER PLAYERS START HERE
  Quick Start Rulebook  Ver. 2.0
  
  YOUR FIRST BATTLEFIELD (GAME TABLETOP) 
  It’s always nice to play on a beautiful wargaming table (Battlefield) with lots of terrain and buildings to hide behind, that takes 
  time and resouces to make. We want to get you started fast so we have made some free to download and print pdf sheets with 
  Badlands Buliding, Stoneheads, and Rock Terrain with their heights indicated on them. All you need to do is get the free Living 
  Rulebook ebook and they are included in the extra downloads. These sheets can be printed and cut out. See the example below 
  for a possible layout.
  Badlands Outpost resin terrain set.
  Four Stoneheads in Sand resin terrain (above)
  Four Stoneheads resin terrain (below).
  Battlefield using black table with painted resin Badlands 
  Buildings, Stoneheads, and styrofoam Rocks.
  Easy to make Battlefield using black table with cutout 
  Badlands Buildings, Stoneheads, and Rocks.
  Demo Table Battlefield made using a 28” diameter piece of 0.25” MDF board with styrofoam hills and rocks, resin 
  stoneheads and destroyed vehicles glued on and painted. Plus some of our resin Badlands Buildings placed on top.
  Also Free Downloadable Papercraft Buildings 
  availabe on the DP9 Website. See the Urban 
  and Military Base Themed examples below.  
  MODELLING TIP:
  You can make styrofoam rocks using pieces 
  of foam insulation panels available at most 
  home renovation stores. Simply cut it into 
  small rock and hill shapes and then paint 
  them with 2 coats of white carpenter glue to 
  seal them. Once the glue is dry you can paint 
  them and the foam won’t melt any more.
  4
  QUICK START: BEGINNER PLAYERS START HERE
  Quick Start Rulebook  Ver. 2.0
  
  Tape Measure and at least 4 Dice (D6).
  Terrain Tokens: Buildings, Rocks, and Stoneheads.
  Status & Damage Tokens, 
  for use by both players.
  4 Jager Gears, for the Southern player.
  4 Hunter Gears, for the Northern player.
  GAME SCALE
  Heavy Gear Blitz uses 1/144th or N gauge as a model scale with all models being to scale. This makes an ordinary human approximately 0.5” 
  (13 mm) tall on the table top Battlefield. Heavy Gear models range from about 20 mm tall for a Ferret in ground mode to 48 mm for a Kodiak 
  and Strider models can be even larger. A basic trooper Gear like the 14’ (4.3 m) tall Hunter or Jager uses a 30 mm tall model.
  COMPONENTS
  USING THE QUICK START RULES SECTION 
  New players should read this section to learn the basics of how to play the game of Heavy Gear Blitz and all the components needed. This 
  section specifically omits some special case rules to simplify play for your first few games. The Rules section later contains all the complete 
  and up to date game rules.
  THE OBJECTIVE OF THE GAME
  Heavy Gear Blitz is a competitive game where each player controls a Force of Models. By moving and attacking with their 
  models the players try to achieve their Objectives. In the Learning Scenario the goal is to be the first player to destroy or 
  critically damage all the opposing models. At the end of the sixth Round if no player has achieved victory then the game ends. 
  In the case of the game ending after six Rounds the player with the most Threat value Points (TV) remaining is the winner.
  Models, Units, and Unit Availability:
  Throughout the rules the term “model” refers to a fully assembled 
  model complete with base. The term “Unit” refers to a group of 
  models that have been designated together to comprise a unit. We 
  use Unit Availability (UA) codes (GP, SK, FS, etc) to let you know which 
  models can placed together in a Unit.
  Combat Groups:
  A combat group is made up of a Primary Unit with 4 to 6 actions, in the 
  case of this demo a UA: GP squad of 4 Hunters or Jagers with 1 action 
  each. So in the full game you could add 2 more Hunters or Jagers to 
  your Primary Unit bring them up to 6 actions each. The combat group 
  can also include a Support Unit with half the number of actions as the 
  Primary (rounded up). The Support unit can also be a different UA 
  type than the Primary. So for example you could add up to 2 action 
  Support Unit with UA:SK including 2 Jaguars or Black Mambas with 1 
  action each. Making the North Force 1 Combat Group with 6 models 
  (4 Hunters and 2 Jaguars) and the South Force 1 Combat Group with 
  6 models (4 Jagers and 2 Black Mambas). 
  Force:
  The game term used for a faction army of models. A Force is 
  made up of one or more Combat Groups.
  COMMON GAME TERMS
  Below are some common games terms found in Heavy Gear Blitz and a quick explanation of each.
  Threat Value:
  Is the points cost given to each model and is used when 
  building your Force to make balanced battles.
  Actions:
  Each model has 1 or more actions, which are used to 
  attack or do other functions. Most gears have 1 action, 
  but a tank could have 3. The total number of actions is also 
  used to help balance the players combat groups.  
  Commander:
  A Commander is a model that is selected to be a leader of a Force 
  of models, or a Combat Group of models. Commanders take 
  initiative tests, give orders, and distribute command point Rerolls. 
  For the demo the Commander is the Combat Group Leader (CGL) and 
  has an Initiative Skill of 5+ and 1 Command Point.
  Command Points:
  A Commander may use a command point 
  to reroll all the dice of any roll made 
  by a friendly model within 6” of the 
  commander, including the commander. 
  The commander may also use their 
  command point to give an Order as a free 
  action at any time during their activation.
  5
  QUICK START: BEGINNER PLAYERS START HERE
  Quick Start Rulebook  Ver. 2.0
  
  DEMO GAME LEARNING SCENARIO SETUP
  1. On a stable surface like a dining or kitchen table mark a two foot square play area (2’ x 2’)  
  2. Each player should choose which faction they will play by choosing one of the units.
  3. Place the terrain tokens in the center of the play area within eight inches of the middle of the board with at least four     
      inches between each piece or groupings of pieces.
  4. The player who chose the North faction will have the initiative for deployment and will choose which table edge they        
      wish to use for deployment. The North player then places each of their models within 8” of the chosen table edge.
  5. The South player will then deploy their models within 8” of the opposite edge.
  6. Each player indicates one model to be their commander - that model receives a command point token.
  Notes: The next page includes the North and South Forces and Weapons Sheets with permission to photocopy, for use 
  playing the demo. And the last page of the Quick Start Rulebook has a Game Tokens Sheet with all the status, damage, 
  command point, and other tokens that you can also photocopy and cutout and use in the demo learning scenario.
  Learning Scenario Setup on round Demo Table Battlefield.
  Closer sideview of the Learning Scenario Setup on the Demo Table.
  N1
  S2
  S1
  N2
  N3
  N4
  S4
  S3
  6
  QUICK START: DEMO GAME LEARNING SCENARIO SETUP
  Quick Start Rulebook  Ver. 2.0
  
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Hunter 
  UC
  6
  GP, SK
  W:5”
  G:6”
  6
  4 / 2
  1
  4+
  4+
  6+
  MFC (Arm), LRP, APGL, 
  LPZ, LVB (Arm)
  Arms
  Gear
  1.5"
  Assault 
  Hunter
  7
  GP, FS
  W:5”
  G:6”
  6
  4 / 2
  1
  4+
  4+
  6+
  LSC (Arm), APGL, LVB 
  (Arm)
  Arms
  Gear
  1.5"
  Hunter
  6
  GP(0+), 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LPZ, LVB (Arm)
  Arms
  Gear
  1.5"
  Hunter
  +Headhunter upgrade
  6
  GP(0+), 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LPZ, LVB (Arm)
  Arms
  Gear
  1.5"
  Headhunter upgrade
  +1
  +(CMD)
  -
  -
  -
  -
  -
  -
  5+
  -
  Comms:1
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Jager
  6
  GP (0+), SK, 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LHG, LVB (Arm)
  Arms
  Gear
  1.5"
  Striking 
  Jager
  7
  GP, SK, FS
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LBZ (Arm), LRP, APGL, 
  LVB (Arm)
  Arms
  Gear
  1.5"
  Jager
  +Command Upgrade
  6
  GP (0+), SK, 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LHG, LVB (Arm)
  Arms
  Gear
  1.5"
  Command upgrade
  +1
  +(CMD)
  -
  -
  -
  -
  -
  -
  5+
  -
  +Comms:1
  Jager
  6
  GP (0+), SK, 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LHG, LVB (Arm)
  Arms
  Gear
  1.5"
  North Combat Group #1 includes a Primary Unit with the 
  GP Unit Availability (UA) code and the following models:
  1x Hunter UC with Medium Frag Cannon main weapon.
  1x Assault Hunter with Light Snub Cannon main weapon.
  1x Hunter with Light Auto-Cannon main weapon.
  1x Headhunter with Light Auto-Cannon main weapon.
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Auto-Cannon
  *AC
  6-18 / 36”
  6
  7
  8
  Burst:1, Split:2
  Ballistic
  Anti-Vehicle Rocket Pack
  *RP
  6-18 / 36”
  7
  8
  9
  AE:4”
  Ballistic, Indirect
  Bazooka
  *BZ
  6-12 / 24”
  7
  8
  9
  AP:2/3/4
  Ballistic
  Grenades
  *HG
  3-6 / 9”
  8
  9
  10
  AE:3”, Blast, AP:1
  Indirect
  Vibro Blade
  *VB
  0-0 / 0” ***
  7
  8
  9
  AP:1/3/5
  Melee
  Anti-Personnel Grenade Launchers
  APGL
  0”
  3
  -
  -
  Proximity: 3”, AI, Frag
  Ballistic, Indirect
  NORTH FORCES AND WEAPONS SHEET 
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Auto-Cannon
  *AC
  6-18 / 36”
  6
  7
  8
  Burst:1, Split:2
  Ballistic
  Anti-Vehicle Rocket Pack
  *RP
  6-18 / 36”
  7
  8
  9
  AE:4”
  Ballistic, Indirect
  Snub Cannon
  *SC
  3-9 / 18”
  8
  9
  10
  AP:2/3/4, AS
  Ballistic
  Frag Cannon
  *FC
  3-9 / 18”
  5
  6
  7
  Ammo: AP:1, Ammo: Frag (AI)
  Ballistic
  Panzerfaust
  *PZ
  3-6 / 9”
  6
  7
  8
  AP:2/3/4
  Ballistic
  Vibro Blade
  *VB
  0-0 / 0” ***
  7
  8
  9
  AP:1/3/5
  Melee
  Anti-Personnel Grenade Launchers
  APGL
  0”
  3
  -
  -
  Proximity: 3”, AI, Frag
  Ballistic, Indirect
  SOUTH FORCES AND WEAPONS SHEET 
  N1            N2             N3             N4
  S1             S2              S3             S4
  N1               
  N2               
  N3      
  N4
  S1               
  S2               
  S3      
            
  S4
  South Combat Group #1 includes a Primary Unit with the 
  GP Unit Availability (UA) code and the following models:
  2x Jager with Light Auto-Cannon main weapon.
  1x Striking Jager with Light Bazooka main weapon.
  1x Command Jager with Light Auto-Cannon main weapon.
  Permission granted to photocopy or printout for personal use.
  7
  QUICK START: DEMO GAME FORCES AND WEAPONS SHEET
  Quick Start Rulebook  Ver. 2.0
  
  PLAYING HEAVY GEAR BLITZ
  Heavy Gear Blitz is a game that is played over six Rounds. Each Round consists of three phases: The Initiative phase, the 
  Activation phase, and the Cleanup phase.
  1. Initiative phase: Players roll off to determine which player will choose who activates first in the Round.
  2. Activation phase: In turns each player will activate one unit of models, one at a time.
  3. Cleanup phase: Some status tokens are removed in this phase, used Actions and Command Points are refreshed.
  HEAVY GEAR BLITZ: DEMO GAME LEARNING SCENARIO
  The Interpolar War: The world of Terra Nova once again convulses with war between the two superpowers of the Northern Confederated 
  City States and the Allied Southern Territories. Armies clash with no more rational objective than the crushing of their foes.
  PHASE 1: INITIATIVE PHASE
  In the Learning Scenario each player rolls Two six-sided dice (2D6) and chooses one die with the 
  highest value to be their result. If the second die rolled is a five or a six then the player may add one to 
  the value of their result. The Initiative roll is a special kind of roll where a clear winner is required and 
  the rolls are rerolled until a clear winner is determined. 
  Demo Game Learning Scenario Starts
  North player rolls (2D6) and gets 5 and 3, giving a result of 5.
  South player rolls (2D6) and gets 5 and 5, giving a result of 6.
  South player wins Initiative with the higher roll and chooses to Activate First.
  PHASE 2: ACTIVATION PHASE
  During the Activation phase the players alternate activating their units. The player with the Initiative for the Round will choose 
  if they will Activate a unit first or second. 
  When a player Activates a unit they select one model from that unit and Activate it completely before moving on to the next 
  model in the unit.
  When activating a model a player must first choose its posture. There are three postures to choose from: Braced for shooting, 
  Combat Speed, and Top Speed. And then select its Movement Type normaly Walker or Ground.
  Combat Speed, and Top Speed. And then select its Movement Type normaly Walker or Ground.
  Braced for shooting does not allow 
  a model to move and it may only make 
  one 90 degree turn. The model gains 
  a +1D6 modifier to any Attack Rolls 
  the model makes but a -1D6 modifier 
  to any Defense Rolls it makes while 
  Braced. After Bracing to fire the 
  model returns to Combat speed at the 
  end of its activation.
  Combat Speed is the default posture 
  that is assumed to be used unless stated 
  otherwise. A model using the Combat 
  Speed posture may make one Move up 
  to the maximum of the movement type 
  selected indicated in the MR column of 
  the Model sheet. There are no bonuses 
  or penalty modifiers for combat speed.
  Top Speed allows a model to make 
  two Moves of up to the maximum of the 
  movement type selected indicated in the 
  MR column of the Model sheet. Each 
  Move may use a different Movement 
  Type. The model gains a +1D6 modifier 
  to any Defense Rolls the model makes 
  but a -1D6 modifier to any Attack Rolls it 
  makes while at Top Speed.
  W: Walker Movement Type: A walker model is not affected by difficult terrain and may make any number of turns and 
  move in any dirrection (forward, backward, sideways, etc.) when it moves.
  G: Ground Movement Type: A ground model halves its movement in difficult terrain and may make one Turn of up to 90 
  degrees during each move.
  When activating a model a player must first choose its posture. There are three postures to choose from: Braced for shooting, 
  Combat Speed, and Top Speed. And then select its Movement Type normaly Walker or Ground.
  Combat Speed, and Top Speed. And then select its Movement Type normaly Walker or Ground.
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Jager
  6
  GP (0+), SK, 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LHG, LVB (Arm)
  Arms
  Gear
  1.5"
  S1           
  South player activates their GP unit and selects model #1 Jager to activate first. They then look at the Movement Rating (MR) on the models 
  stat line, shown below. And select to move at Combat Speed using the Walker Movement Type, allowing them to move the model up to 5” in 
  any direction. The player moves the model #1 Jager upto 5” using a tape measure into position to attack one of the North models.
  8
  QUICK START: DEMO GAME LEARNING SCENARIO
  Quick Start Rulebook  Ver. 2.0
  
  USING ACTIONS
  When activating each model may use one Action as indicated by the “A” attribute on the model stat line. This action may be used 
  to make one attack. The attack may occur at any point of a model’s activation either before, during, or after a Move. To attack in 
  the middle of a move simply measure part of the models Move and then complete the move once the attack is resolved.
  ATTACK ACTIONS
  To resolve an attack action follow these steps:
  1. Select a target. (Must be in the front 180 degree arc of the firing model.)
  2. Measure the range to the target. (Check if its in the Optimum range of a weapon listing, 
      which is the range X-Y defined before the / and follow by its Maximum range, otherwise 
      penalty modifiers may effect the attack roll made by that weapon.) 
  3. Select a weapon to attack with.
  4. Each model rolls 2D6, add or subtract modifier dice before rolling.
  5. Roll the dice.
  6. Compare roll with the defender’s roll to see if a hit is caused and if so, how successful.
  7. Resolve damage.
  WEAPON ATTRIBUTES
  Each weapon has attributes that detail how it can be used. For the purposes of this Learning Scenario the only weapon 
  categories to consider are the Ballistic category, the Indirect category, and the Melee category.
  Ballistic category weapons suffer a -1D6 modifier at ranges greater or less than the weapons optimum range.
  Indirect category weapons suffer a -1D6 modifier at optimum range and a -2D6 modifier at ranges greater or less than optimal 
  range. Attacks by Indirect category weapons ignore terrain cover modifiers for the Defender of an attack.
  Melee category weapons have very short ranges but can allow multiple attacks for models with more than one action per round.
  Multiple Categories: If a weapon has more than one category select one to use each time it attacks.
  MODEL AND WEAPON TRAITS
  Traits are keywords that describe special rules that apply to a model or a weapon.
  [Arms]: This model can use a weapon with the Arm Arc to Snap Fire. This model may purchase Grenades, Shaped Charges, 
  and Panzerfausts upgrades. This model may climb vertical terrain without requiring the Climbing trait (See 6.5f).
  [AE:X”] Area Effect X”: Models within X inches of a target Primary model or point are Secondary targets. (See 10.2).
  [AP:X] Armor Piercing:X: A Target with an Armor Rating higher than the Penetration Rating of the attack will suffer damage 
  equal to the Margin of Success up to the rating of the trait, or normal damage, whichever is greater. Area Effect attacks with 
  the AP trait only resolve the AP trait against primary targets.
  [AS] Anti-Structure: Double the Margin of Success of an attack when resolving damage against Terrain, Structures, or Fortifications.
  [Burst:X]: Add a +XD6 modifier to any attack roll made with this weapon.
  [Split:X] Split Fire:X: This weapon may split attacks between X targets (See 10.5: must be within 6” and attacks have -1D6 
  modifier).
  [AI] Anti-Infantry: This weapon may do more than one damage per attack against models with the Infantry type.
  [Frag] Fragmentation: Weapon with Frag add a +2D6 modifier to attack rolls targeting Infantry.
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Jager
  6
  GP (0+), SK, 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LHG, LVB (Arm)
  Arms
  Gear
  1.5"
  S1           
  Now that the South players model #1 Jager has moved into position to attack we need to check how many Actions (A) it has 
  on the model stats to know how many attacks it can make. All the models selected for the demo have just 1 action each. The 
  player selects the LAC (Arm) a Light Auto-Cannon mounted on the arm which has good range and the Burst:1, Split:2 traits, 
  after looking over the Weapons Table shown below. And declares thier attack on the north model, then measures the range 
  using a measuring tape and rolls their attack dice.
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Auto-Cannon
  *AC
  6-18 / 36”
  6
  7
  8
  Burst:1, Split:2
  Ballistic
  9
  QUICK START: DEMO GAME LEARNING SCENARIO
  Quick Start Rulebook  Ver. 2.0
  
  ATTACK AND DEFENSE MODIFIERS
  Attacker modif ers
  -1D6 Model is Crippled.
  -1D6 Ballistic category at sub-optimal range.
  -1D6 Indirect category at optimal range.
  -2D6 Indirect category at sub-optimal range.
  +1D6 Weapon has the Burst trait.
  +1D6 Attack Gear or Strider from Back Arc.
  Defense Modif ers
  -1D6 Model is Crippled.
  +1D6 Model is behind Light cover*.
  +2D6 Model is behind Heavy cover*.
  *Any part of the base must be behind the cover and the 
   cover must be at least half the height of the model.
  Zero Dice rolls
  If a roll is reduced to 0D6 or less the result is a 1.
  ROLLING TO ATTACK
  Regardless of weapon type the attack procedures are the 
  same: The attacker and defender both take two dice (2D6) 
  and add or subtract dice for any modifiers (-/+XD6).
  The attacker uses their Gunnery skill (GU) for a Ballistic or 
  Indirect attack. For a melee attack use the Piloting skill (PI).
  The defender always uses their Piloting skill (PI) for a 
  Defense roll.
  Each player rolls the dice and chooses their highest value 
  dice as their result die.
  A Skill is used to determine if the non-reult dice add a 
  bonus to the result die. If any non-result dice are equal or 
  greater than the Skill used it will add +1 to the value of the 
  result dice.
  Example: A Hunter with GU:4+ rolls three dice to attack with 
  an autocannon. It rolls a 6, a 4, and a 2. The 6 is the result 
  and since the 4 is equal or greater than the Gunnery Skill of 
  4+ it adds one to the 6 making it a total result of 7.
  Subtract the defender’s total result from the attackers total 
  result. If the value is zero or greater the attack has resulted 
  in a hit! The greater the difference between the rolls the 
  greater the Margin and the more damage the hit may make. 
  South player model #1 is in position to attack and has 
  checked the range, which is 7” and inside of the LAC 
  optimum range of 6” - 18”. The South Player rolls 3D6 
  for their attack roll (2 for the basic attack at combat 
  speed +1 for the LAC weapon Burst trait) and gets 6, 
  5, and 3. He keeps the 6 as the highest dice rolled and 
  checks the other two against the model Gunnery skill 
  (GU) which is 4+, so the 5 gives a +1 to his highest 
  dice roll of 6 making his total Roll a 7.
  The North Player checks if he has any cover defenses 
  modifiers, but has none, so only rolls the basic 2D6 
  for their defense roll and gets a 3 and 1. He keeps the 
  3 as the highest dice rolled and checks the other one 
  against the model Piloting skil (PI) which is 4+ and 
  does not improve the Defense roll which is 3.
  The Defense roll of 3 is then subtracted from the 
  Attack roll of 7 giving a 4 Margin of Success (MOS). 
  DAMAGE
  To determine Damage you need to know the Penetration rating of the weapon.
  Add the margin (MOS) of the attack to the Pen of the weapon and 
  subtract the Armor rating of the target model. The result is the 
  number of damage points the model will suffer.
  Example: a Hunter with AR:6 is hit with a margin of 2 by a weapon 
  with a PEN:7. 2+7-6 = 3 damage points.
  DAMAGE CAPACITY
  Each model in the demo has a damage capacity rating of 6 divided 
  into Hull and Structure ratings: Example 4/2.
  The first number is the Hull rating, the second number is the Structure 
  rating. Apply damage to Hull first before applying it to the structure. When 
  all six points have been removed the model is destroyed. Place a destroyed 
  token next to the model. Destroyed models count as light cover and cannot 
  be activated. When all Structure points have been removed the model 
  will count as Crippled. Place a Crippled token next to the model. Crippled 
  models may not move at top speed and have a -1D6 modifier to all rolls.
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Hunter 
  UC
  6
  GP, SK
  W:5”
  G:6”
  6
  4 / 2
  1
  4+
  4+
  6+
  MFC (Arm), LRP, APGL, 
  LPZ, LVB (Arm)
  Arms
  Gear
  1.5"
  N1   
  Damage is then calculated by taking the MOS of 4 and 
  added it to the attacking Weapon Penetration, for the LAC 
  the penetration is 6 (found in the “L” column of the weapons 
  listing). Then the Armor (AR) of the defending model is 
  subtracted. Hunter UC has AR: 6, which make the Total 
  Damage 4. 
  The North player takes a red 4 damage chip and places beside 
  the model and also checks the model Hull/Structure Rating 
  (H/S) on sees that it is 4/2 for the Hunter UC. As the damage 
  has used all 4 points of Hull the model now also get a Crippled 
  Token applied to it.  
  Example: a Hunter with AR:6 is hit with a margin of 2 by a weapon 
  N1
  S1
  10
  QUICK START: DEMO GAME LEARNING SCENARIO
  Quick Start Rulebook  Ver. 2.0
  
  Returning Fire [Snap Fire]
  When attacked a model may choose to use it’s action for the 
  turn to make a Snap Fire action to attack and return fire at the 
  model shooting at it. When returning fire only weapons with 
  either the Arms or Fast Turret firing arcs can be used. Resolve 
  this Snap Fire attack after the triggering attack is resolved.
  Rerolls
  When a Command Point Token or an Order allows a reroll all 
  the dice must be rerolled and the second result, even if it is 
  worse, is used. If both players wish to use a reroll than the 
  players must declare so starting with the activating player.
  The North player seeing that the is now going to be Crippled 
  mainly due to a bad Defense roll considers using a Command 
  Point to have the model reroll its Defense roll but decides not 
  to use the Command Point. Instead he decides on returning fire 
  with what we call a Snap Fire action before the Crippled Token 
  takes effect.
  The player selects the MFG (Medium Frag Cannon) as it’s the 
  only arm mounted weapon available and needed for Snap Fire 
  and that has with the range to reach the Jager. The range of 7” 
  is within the MFG Optimum range of 3” - 9”.
  The North Player picks up 2D6 and makes the Snap Fire attack.
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Hunter 
  UC
  6
  GP, SK
  W:5”
  G:6”
  6
  4 / 2
  1
  4+
  4+
  6+
  MFC (Arm), LRP, APGL, 
  LPZ, LVB (Arm)
  Arms
  Gear
  1.5"
  N1   
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Frag Cannon
  *FC
  3-9 / 18”
  5
  6
  7
  Ammo: AP:1, Ammo: Frag (AI)
  Ballistic
  Place a Action Used Token on the model 
  that did the Snap Fire to remind you that 
  the unit has already used its action when it 
  comes time to move it in the Action Phase.
  ORDERS
  Orders represent tactical leadership and are available to any 
  Commander model. To give an Order, a commander model must be 
  Active at the time and must spend a Command Point. Orders do not 
  use an action, so the commander model can still also do a regular 
  attack or other action.
  Order: Coordinated Attack
  Place a Coordinated Attack Token next to a 
  model within 12” of the commamder model 
  for the demo (full games use Sensor Lock, see 
  Rules 7.0b). For the rest of the unit’s activation 
  any attack that targets that model may re-roll it’s 
  attack roll once and takes the new result. Best 
  used by Activating the commander model first and issuing the Order 
  before its action is taken. Remove the Coordinated Attack Token at the 
  end of the Combat Groups activation.
  Order: Evade 
  Place an Evade Token next to the unit commander. 
  The commander and any friendly model in formation 
  (within 6” for the demo) may reroll any defensive 
  roll once and takes the new result. Best used by 
  Activating the commander model last and issuing 
  the Order after its Action is taken, as all models in 
  formation suffer a -1D6 on any Action or EW rolls they make while evading 
  (See Rules 5.5d). Remove the Evade Token in the Cleanup phase. 
  Note: See Rules 5.5, for Radio Silence and Damage Control Orders.
  OVERKILL 
  If a model suffers a number of damage points from a single attack greater than or equal to the sum of the models starting hull 
  and structure point ratings then it has been Overkilled. An Overkilled model is still destroyed but is removed from the Battlefield 
  instead of generating terrain. Destroyed wrecks may be attacked in the hope of Overkilling them to remove cover. Wrecks always 
  have a defense check of 1D6 with no modifiers.
  Example: A Hunter Gear with a Hull and Structure rating of 4/2 has been reduced to 2/2 and is hit by a powerful attack that does 4 damage. The 
  Hunter will be Destroyed but not Overkilled. A hit that did 6 damage would overkill the Hunter and remove it from the table.
  The North Player rolls a 6 and 4, and keeps the 6 as the highest 
  dice rolled and checks the other dice against the model Gunnery 
  skill (GU) which is 4+, so the 4 gives a +1 to his highest dice roll 
  of 6 making his total Snap Fire Attack Roll a 7.
  The South Player checks for any defenses modifiers, but has 
  none, so only rolls the basic 2D6 for their defense roll and gets 
  a 4 and 3. He keeps the 4 as the highest dice rolled and checks 
  the other one against the model Piloting skil (PI) which is 4+ 
  and does not improve the Defense roll which is 4.
  The Defense roll of 4 is then subtracted from the Attack roll of 7 
  giving a 3 Margin of Success (MOS). Damage is then calculated 
  using the MOS (of the Attack) + PEN (of the MFG) - AR (of the 
  Jager) = DAM, so 3 + 6 - 6 = 3 Damage. 
  The South player takes an orange 3 damage chip and places 
  beside the model, its taken serios damage but not crippled yet.
  N1
  S1
  11
  QUICK START: DEMO GAME LEARNING SCENARIO
  Quick Start Rulebook  Ver. 2.0
  
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Striking 
  Jager
  7
  GP, SK, FS
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LBZ (Arm), LRP, APGL,
  LVB (Arm)
  Arms
  Gear
  1.5"
  South player activates model #2 Striking Jager and moves it at Walker Combat Speed for its full 5” into a position with cover to 
  the left and rear. The player then declares an attack on the North 1 Hunter MP from its Back Arc with the Light Bazooka (LBZ), 
  in an attempt to finish it off, and measures the range to be within the Optimum at 7”. Then proceeds to roll 3D6 (2D6 for normal 
  combat speed attack and an extra 1D6 for attacking the Gear model from its Back Arc). 
  S2    
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Bazooka
  *BZ
  6-12 / 24”
  7
  8
  9
  AP:2/3/4
  Ballistic
  N1
  S2
  South player rolls a 5, 4, and 1 with the 
  models GU of 4+ that gives a total roll of 6.
  North player only gets to roll 1D6 (2D6 
  for combat speed posture -1D6 for the 
  Crippled Token) and rolls a 5.
  The South player MOS is 1, and then damage 
  is calculated with MOS 1 + PEN 7 for the LBZ - 
  AR 6 for the model attacked = 2 Damage total. 
  (The weapon trait AP: 2/3/4 does not change 
  the result in this case.)
  South player adds a 2 Damage chip to the 
  model and is informed by the North player that 
  it finished off the last 2 points of Structure and 
  the model is now Destroyed. Place a Destroyed 
  Token beside the model which remains on the 
  Battlefield and can be used for cover until it is 
  Overkilled.
  North player model 1 can’t return fire 
  this time as it has no actions left. But the 
  North model 2 could if it wanted as it’s 
  with 6” of model 1, but it chooses to keep 
  its action for its activation phase.
  N2
  Front Arc
  Back Arc
  South player activates the model #4 Jager and moves it at Walker Combat 
  Speed forward 3”. Then declares an attack on the north model #4 Headhunter 
  and that the Jager will finish its move by backing up into cover after the attack is 
  resolved. The player selects the Light Anti-Vehicle Rocket Pack (LRP) using its 
  Ballistic option as there is a clear line of sight and checks the range, which is 7”.
  N4
  S4
  S3
  N3
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Jager
  6
  GP (0+), SK, 
  FS, ST, HT
  W:5”
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LHG, LVB (Arm)
  Arms
  Gear
  1.5"
  Anti-Vehicle Rocket Pack
  *BZ
  6-18 / 36”
  7
  8
  9
  AE:4”
  Ballistic, Indirect
  S4
  South player then proceeds to roll 2D6 and rolls 6 and 4, which 
  gives a result of 7.
  North model #4 has no cover and rolls 2D6 and gets a 6 and 4, as 
  well giving a 7 result. The South player MOS is 0 which is still a hit. 
  The damage is calculated with MOS 0 + PEN 7 for the LRP - AR 6 for 
  the model attacked = 1 Damage total. The player puts a 1 damage 
  chip beside the Headhunter, decides not to Snap Fire back and the 
  South player finishes the move, backing the Jager into cover.
  South player then activates model #3 the Command Jager and moves it 
  into a position centered between the 3 other models and within 6” of each 
  of them. Then declares an attack on North model #3 the Assault Hunter 
  using the LAC and checks the range, which is 8”. And proceeds to roll 
  2D6 getting a 3 and 1, giving a result of 3. The North model has no cover 
  and rolls 2D6 getting a 5 and 2, giving a result of 5.
  The South player Margin is -2, so the attack misses.
  12
  QUICK START: DEMO GAME LEARNING SCENARIO
  Quick Start Rulebook  Ver. 2.0
  
  The South player then uses the Command Point to issue the Evade 
  Order, putting down it token beside the model. Now all models within 
  Formation (within 6”) of the Commanders model, get a free Defense 
  reroll if they want, until the Cleanup phase.
  That ends the South Player Activation and the North Player can now 
  activate one of the 3 surviving models to move and attack. 
  The North player decides to activate the Commander model #4 
  Headhunter first. And moves it at Walker Combat Speed into a better 
  firing position and then issues a Coordinated Attack Order on the South 
  model #2 Striking Jager. From now to the end of the Combat Groups 
  activation, attackers on that target get a free Attack reroll if they want.
  N2
  S3
  S2
  N4
  N3
  N2
  S3
  The North model #4 Headhunter then declares an attack on the 
  South model #2 using a Light Panzerfaust (LPZ) and checks the 
  range, which is 5”. North player then proceeds to roll 2D6 and 
  rolls 4 and 2, which gives a result of 4.
  South model #2 has light cover and rolls 3D6 getting 5, 4, and 4 
  giving a 7 result. The North player Margin is -3, so the attack misses. 
  North player elects to use the free Attack reroll getting 6 and 
  5, giving the new result of 7. The MOS is now 0 and damage is 
  calculated with MOS 0 + PEN 6 for the LPZ - AR 6 for the model 
  attacked = 0 Damage, but a possible Marginal Hit.
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Hunter
  +Headhunter upgrade
  6
  GP(0+), 
  FS, ST, HT
  W:5”
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LPZ, LVB (Arm)
  Arms
  Gear
  1.5"
  Headhunter upgrade
  +1
  +(CMD)
  -
  -
  -
  -
  -
  -
  5+
  -
  Comms:1
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Panzerfaust
  *PZ
  3-6 / 9”
  6
  7
  8
  AP:2/3/4
  Ballistic
  N4
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Assault 
  Hunter
  7
  GP, FS
  W:5”
  G:6”
  6
  4 / 2
  1
  4+
  4+
  6+
  LSC (Arm), APGL, LVB 
  (Arm)
  Arms
  Gear
  1.5"
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Snub Cannon
  *SC
  3-9 / 18”
  8
  9
  10
  AP:2/3/4, AS
  Ballistic
  N2               
  The North player gets to make a Marginal Hit Roll by rolling 1D6 and if 
  the result is a 4, 5, or 6 the target takes one damage. The player rolls 
  a 3 so the Striking Jager model does not take any damage. The south 
  player did not have use their Evading free Defense reroll on this attack, 
  as their initial roll was pretty good.
  The player now activates the model #2 Assault Hunter and declares that 
  it will be using the Braced posture and is attacking the Striking Jager 
  model with the Light Snub Cannon and the range is 4”. Braced gives +1D6 
  so now 3D6 will be rolled for the attack, and the player gets a great roll of 
  6, 5, and 5 making a total result of 8. The LSC weapon traits (AP:2/4/4, 
  AS) will have no effect as the weapons PEN:8 is equal or greater to the 
  AR:6 its attacking and the target is not a structure.
  The South players has no cover and rolls 2D6 getting a 4 and 1, giving a 
  4 result. This would give the North player a MOS of 4 + PEN :8 of the LSC 
  - AR:6 of the model making 6 total damage, that would Overkill the model. 
  So the South player has to use the Evading reroll now, he rolls the dice and 
  disaster strikes getting a 2 and 1, for a result of 2. The new damage total 
  is now 8 and the model is Overkilled and removed from the Battlefield.
  S2
  S3
  N3
  N4
  N2
  13
  QUICK START: DEMO GAME LEARNING SCENARIO
  Quick Start Rulebook  Ver. 2.0
  
       Northern Commander Tokens Pack            Southern Commander Tokens Pack              CEF Commander Tokens Pack                 Caprice Commander Tokens Pack
  COMMANDER & STATUS TOKEN PACKS, PATCHES, & DECAL PACKS
  There are a few support products we have available, like our acrylic Commander Token Packs for the different factions and 
  Status Token Packs to keep track of damage and effects during play. Maybe a Patch of the faction your playing or a faction 
  Decal Pack to add some logos, numbers and markings on your miniatures once they are painted up. These are available on 
  the Dream Pod 9 Online Store (www.store.dp9.com) or via your local game store.
    Heavy Gear Blitz Status Tokens Pack            CNCS, AST, CEF, & Caprice Patches                CNCS (North), AST (South), CEF/PAK, & Caprice Decals Packs
  North player activates the last model #3 Hunter and moves it at 
  Walker Combat Speed into a direct line of sight position to fire 
  on South model 1. Then declares an attack on the model using 
  the LAC and checks the range to be 11”, in Optimum range. The 
  LAC has Burst:1 so the North player rolls 3D6 for the attack and 
  gets 6, 4, and 1 which give a 7 result.
  The South players checks for cover, but has none so rolls 2D6 getting 
  a 6 and 3 giving a result of 6. This gives the North player a MOS of 1, 
  which is then added to the PEN:6 of the LAC and the AR:6 of the Jager 
  is removed giving a total damage of 1. The South player decides not to 
  try a free reroll after their last bad result. A one damage chip is added 
  to the model bring the total damage to 4, taking its last Hull point. The 
  South model #1 is now Crippled and a Crippled token is placed by it. 
  North player activation is now finished, move on to the Cleanup Phase.
  S1
  N3
  Model
  TV
  UA
  MR
  AR
  H/S
  A
  GU
  PI
  EW
  Weapons
  Traits
  Type/
  Height
  Hunter
  6
  GP(0+), 
  FS, ST, HT
  W:5"
  G:6"
  6
  4 / 2
  1
  4+
  4+
  6+
  LAC (Arm), LRP, APGL, 
  LPZ, LVB (Arm)
  Arms
  Gear
  1.5"
  Weapon Type
  Code
  Range
  L
  M
  H
  Traits
  Category
  Auto-Cannon
  *AC
  6-18 / 36”
  6
  7
  8
  Burst:1, Split:2
  Ballistic
  N3
  PHASE 3: CLEANUP PHASE
  Remove status tokens and damage chips from Destroyed or Overkilled models. 
  Remove Order and other tokens like used Actions that don’t carry over to the next 
  round. Damage chips and Crippled tokens remain on surviving modles. And finally the 
  Command Points are refreshed and your ready to start round 2.
  CONTINUE PLAYING ROUNDS 2 TO 6, IF NEEDED TO DECLARE THE WINNER!
  Repeat the round with its three phases (Initiative, Activation, and Cleanup) upto 5 
  more times to declare the winner. After that take the time to read thru the Rules 
  section and download the free Living Rulebook ebook with all the faction background 
  and complete model lists.  Visit www.dp9.com and click the link at the top right.  
  S1
  N3
  N2
  N4
  S3
  S4
  CLEANUP PHASE
  14
  QUICK START: DEMO GAME LEARNING SCENARIO
  Quick Start Rulebook  Ver. 2.0
  
SOURCE: textdata/thevault/Dream Pod 9/Heavy Gear/9337 - Heavy Gear Blitz Living Rulebook/Heavy Gear Blitz - Beginner Player's Quick Start (18jul16).pdf