The Cerberus rulebook is finally online, with lots of goodies. Namely some allied fluff and a nice war chronology, rules for the heavy command squads, heavy walkers and multi-level buildings!
- Very nice that the NCO squads have different abilities form the normal command squads. Smoke grenades are finally introduced. Ammo Dump skill is a godsend for the Steel Rain. Stimulant Kit is CRAZY! Basically the squad uses up all actions for this round and the next, all at once. Imagine heavy rangers moving 8 spaces in one go! Interesting that none of the NCO skills requires a dice roll. Unlike the normal Command Squads, you know exactly what you'll get out of this guys.
- Heavy walkers are lumbering beasts, as they should be. They need to perform MOVE+MOVE in order to fully deploy onto the board, and moving around cluttered terrain will be a hassle. Attack LOS is thankfully quite simple.
- On 3D structures. A pity jumping units cannot land on the roof, it would make perfect sense for them to do so. LOS will probably be a bit tricky at first, specially withe the difference in heights, but it seems they kept the rules nice and simple. Surely sometimes it won't make a lot of sense, but that's something you have to accept in the name of streamlined rules. I wonder if the "directly behind" rule for blocking LOS applies if the target is standing diagonally to the blocking element.