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Grav Armor

designed by Arnold Hendrick

1982, Heritage USA/Dwarfstar


Grav Armor's game gem is the terrain chart. There is a different chart for the various planetary type, from murky Venus type to airless moon. The games are all played on the same geomorphic map, but the terrain chart specified for the scenario utterly changes the meaning of each type of colored hex.

The different terrain effects have such drastic effect on gameplay that it is almost an entirely different game. It is truly startling how sensitive gameplay is to this one small factor.

On a Venus world (Scenario Four, class "H" world), the tanks move freely, but blindly. Effective combat range is only a couple of hexes. And even then it is difficult to successfully damage one's target.

An airless frozen ice world (Scenario Three, class "F" world) is totally different. Tanks move slowly through the broken terrain of the mountains. Venturing out onto the plains is virtual suicide. Every single hostile tank on the map can see you even if they are on the far side of the map, and you will quickly be mission-killed in the ensuing hail of weapons-fire.

The Details:

Each terrain type has a combat value. This is determined by the terrain effects chart in use for the current scenario (i.e., it depends upon what kind of planet the battle is taking place on).

First, a target can only be fired upon if it is detected. To determine if tank Alfa can see target tank Zebra, draw an imaginary line between, and total the combat values of all hexes along the line. As is standard, don't count the firer's hex but do count the target's hex. If the total value is larger than tank Alfa's EW value, tank Alfa cannot detect tank Zebra. Naturally on murky Venus, all terrain types have high combat values. Tanks there wear black glasses and use long white canes. Meanwhile, on other planet types, the plains have a combat value of zero. This means infinite range.

Assuming tank Alfa can detect tank Zebra, Alfa's owner rolls on the Combat Results Table to see if they hit. The column used on the table depends on a differential between the firer's attack value and the target's defense value. But there are many other factors that modify the differential. Of course, one of them is the combat value of the hex the target is sitting in.


Earth-like planet (class "T" world)
hex color
combat value
description
yellow, orange
0
plains, farmland
blue
1
lakes, seas
green
2
forests
brown
2
mountains
city marker
3
city


Brightside Mercury (class "M" world)
hex color
combat value
description
yellow, blue
0
solid plains
orange
1
hot plains
red-brown lines
2
liquid metal rivers
brown
2
cliffs, mountains
green
3
volcanic mountains


Frozen iceworld / gas giant's moon (class "F" world)
hex color
combat value
description
yellow, blue
0
ice plains
orange
0
rock plains
red-brown
0 detect, 2 def
deep chasm
green
1
icefall, talus
brown
2
mountains


Venus type, high pressure hothouse (class "H" world)
hex color
combat value
description
yellow, blue, orange
1
plains
green, red-brown line
2
rough, broken plains
brown
3
mountains


Mars type / dead world with little or no atmosphere (class "D" world)
hex color
combat value
description
yellow
0
old crater plains
blue
1
ice seas
orange
1
broken rubble plain
red-brown lines
0 detect, 2 def
canyons
green
1
low peaks, valleys
brown
2
high peaks, chasms
city marker
3
city