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	<pubDate>5 Apr 2009 16:05:35 GMT</pubDate>
	
	<title>Hex Command Rules</title>
	<description>Updates for the rules</description>
	<link></link>
	<language>en</language>
	<item>
	<title>Hex Command NOVA</title>
	<description>This module for Hex Command Mechanized is being developed for use with that big game company's huge line of fantasy miniatures.  Our first release will be Fall 09 and will first be issued to members of the Archive which we expect to give us feedback; the first segment will be a matrix of weapons they use in their system and how they relate to HCM.

Laser Cannons, Bolters, huge walking mechanical things and guys with jetpacks and all that jazz.  

Initial tests are showing great promise and this lets anyone who uses HCM to play with their miniatures in a faster less non-sensical way; the touch of realism provides at least some way for historical gamers to relate to this bizarre universe and in fact create extremely interesting scenarios.  Remember, still, one stand of infantry is one squad and one vehicle is one vehicle.

The BIGGIE INSANE vehicles will probably not be touched upon because using them on the game table is just down right stupid; the smaller skifs and land-speeder type vehicles are far more realistic and fun to use and they take up less space on 4x4 tables.</description>
	<pubDate>21 Aug 2009 20:45:41 GMT</pubDate>
	<link>http://www.imagineimage.org/hcn_cover.pdf</link>
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	<title>HCM R. 3.1</title>
	<description>This version replaces all previous versions and contains updates that remove the use of Damage Cubes; going forward damage is determined by a comparison table and rolling the CnC cube.  The marker placed on the table is that which is already being used for other markings during the game so the damage cube can be dispensed with.

Remember, armor penetration doesn't exist in these rules.  If you hit the target, you hit it.  How strong the firing gun is compared to the target weight class determines how bad you hit.  Damage allocation is simply another roll of the CnC symbol die: Blue or Red color: Movement affected; Code: Defense affected, Code and Color (red star): Combat affected.  Three hits of any one thing eliminates that thing e.g. all 3 hits of movement, item cannot move.  All three Defense hits, item is rendered swiss cheese.. e.g. it has no appreciable armor intregrity left.  All three combat hits, the item has no combat value.</description>
	<pubDate>21 Aug 2009 20:44:41 GMT</pubDate>
	<link>hcm.pdf</link>
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	<title>HCM Updates 2</title>
	<description>Hex Command Mechanized was updated for entirely SMG units, the Firing Range Chart and AT fired at Infantry.  SMG infantry are normal infantry except +1 firing bonus at all but exrtreme range and in melee are +1.

Anti-tank guns firing at non-vehicles; this is adjusted so that guns that have no HE have reduced effect vs. infantry; they cause no casualty hit but instead will cause a Fatigued or "TE" hit on the target if it's infantry.

Other clarifications: All paratroopers are Elite status with the types of weapons that the player determines e.g. regular or heavy.

Partisans do not aide other troops; they simply move better than other troops.

Obscurity was clarified.

Indirect and Direct HE was clarified. 

The damage allocation at the back of the rules for AT fire was clarified.</description>
	<pubDate>21 Aug 2009 20:43:11 GMT</pubDate>
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	<title>HCM Planes, limber/unlimber</title>
	<description>HCM was updated for straffing planes and limbering/unlimbering causing one fatigued to be added; the legacy rule of -1 hex speed was not caught and removed in the 3.1 update.  Rules on the site at the rules page are updated for both letter size (normal) and booklet versions.</description>
	<pubDate>5 Apr 2009 16:05:35 GMT</pubDate>
	<link>hcm.pdf</link>
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