An Expert in Demand

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The following is pulled from pg 18 of Cry Havoc 3 Gaming Aid.


Becoming a siege engineer requires great intelligence, patience, and loads of courage. There are very few of them and their secrets are highly coveted.


An Expert in Demand: One siege engineer can be deployed for every even incomplete 200 A. P. of war machines (including Allied ones) and their servants in the army when it is built. He is considered to be a servant of all the war machines in his army.

When operating a machine, a siege engineer of the Guild of Architects is always considered to be a servant, never a substi­tute. He must nevertheless meet the conditions imposed by the machine.

He counts as two regular servants when determining the penalties bound to missing crew-members.


A siege engineer knows to get the best out of his men and the machines placed under his authority. The pistol he carries isn't there to protect him, but rather to punish failure - his own as well as that of others.


Coordinated Fire: The INI of the artillerymen of all friendly war machines located within 20 cm or less of a siege engineer is considered to be equal to 4 when determining the order in which shots are resolved dur­ing the firing phase. Only the order in which they are resolved is changed: the other capacities bound to Initiative are resolved in the usual way.

This capacity can be ignored for artillerymen whose INI is greater than 4.


The siege engineers know the machines that they build as if they were their very own children.


A Sharp Eye: Once per round, a friendly war machine located within 20 cm or less of a siege engineer can be selected. It doesn't have to be in his line if sight. It is then excluded from the "Coordinated Fire" rule and its action is resolved last at the end of the firing phase.

Two potential targets are selected. The distance between the machine and each of these targets is measured. The player chooses which of them is then the real target before resolving the shot.