<chunkynotes version="1.0" title="Heavy Gear Roleplaying">
      <summary>Notes and materials for roleplaying in the Heavy Gear
         universe.</summary>

      <intro> <p>This stuff is oriented towards 2nd Edition Heavy Gear
            roleplaying - that's the one I have a pile of sourcebooks
            for and still use as of now (late 2007). I haven't touched
            the D20 one, but I have looked at the 3rd ed Silhouette
            rules and might move to them.</p> </intro>

<chunk title="Improved Character Sheet">
    <blockquote><a href="hg_charsheet.PDF">hg_charsheet.PDF</a> - 7,053 Bytes</blockquote>
    <p>This character sheet isn't as pretty as
    the standard one, but has extra spaces for such things as movement
    speeds, weight, CP, SP and XP.</p>
 </chunk>

 <chunk title="Technical Tools Clarification">

    <blockquote>This is intended to clarify exactly what can be done
            with different tools; see the HG Rulebook, 2nd edition, page
            75 for equipment details. I use the following rules
            regarding tool sets for Mechanical and/or Electrical
            tasks.</blockquote>

    <p>The 2nd edition rulebook mentions "Jury-rigging" in the
    descriptions for the Mechanical and Electrical tool kits. For game
    purposes "Jury-rigging" is defined as a <i>simple</i> merging of two
    pieces of equipment to form another - such as fixing a sight to a
    gun, or connecting a speaker to a communicator. Use the higher of
    tinker and mechanic for mechanical tasks and the higher of tinker
    and electronic for electrical tasks.</p>

    <p>Devices such as WFP Army Knives and Omnitools (i.e. Swiss Army
    Knives and Leatherman-like devices - see the Equipment
    Guide) <i>may</i> offer a +1 to Tinker/Mechanical/Electrical rolls
    at the GMs discretion. This bonus would be less likely to apply for
    devices with fewer attatchments. This bonus does <b>not</b> apply if
    there are more advanced tools available - a Mechanical Tool Kit
    makes your pocket knife redundant.</p>

    <p>A Mechanical tool kit can be used for any Mechanical maintenance
    and repair and is required for advanced modification or building new
    Mechanical devices. Since mechanical devices use simple physics the
    GM can allow other devices (including omnitools) and improvised
    tools to be used at a penalty.</p>

    <p>A Electronic tool kit can be used for any
    Electronic maintenace and repair and is required for advanced
    modification or building new Electronic devices. Note that
    electronic equipment such as multimeters and most consumables (with
    the exception of wire) <i>cannot</i> be improvised so a character
    without electrical tools will find it difficult, if not impossible,
    to perform electrical tasks. However, suitable consumables may be
    acquired by cannibalising other equipment (make a electronics roll
    to salvage equipment in this way).</p>

    <p>Equipment that is both electronic and mechanical in nature, such
    as most Terranovan vehicles (including gears) require both
    Electronics and Mechanics rolls to successfully maintain, build or
    repair. Most cheap civilian equipment (e.g. cars) has very simple
    electronics, with a routine (2) threshold.</p>

    <p>The Tech Rig (2nd edition rulebook page 76) is suitable for 
    <i>most</i> mechanical tasks and <i>some</i> electronic tasks. It is
    intended to be used by Gear and Vehicle mechanics (see the paragraph
    above). However it has a smaller supply of consumables and is less
    suited for construction of new equimpent.</p>
</chunk>

<chunk title="Links">
    <ul class="nobullets">
    <li><a href="http://www.dp9.com">Dream Pod 9, the creators of Heavy Gear</a></li>
    <li><a href="http://www.dp9.com/Products/HGRPGstart.htm"> Dream Pod 9's Heavy
            Gear Roleplaying Page</a></li>
    <li><a href="http://www.dp9.com/Funhouse/hghumor.htm">Heavy Gear Funnies</a> (You will need to
    learn the background and rules of the game before these make any sense, however :)</li>
    </ul>
 </chunk>
</chunkynotes>
