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RENEGADE LEGION

CENTURION BLOOD & STEEL

Design: Jordan Weisman, Sam Lewis


Additional Design: Thom Gressman, Dallen Masters
Development: L. Ross Babcock III, David Wiley
Writing: Sam Lewis
Layout: Tzeentch
Cover Art: Erik Vander Palen
Illustrations: Denis Nielson, Jim Nelson, Jeff Laubenstein, Steve Venters, David Martin, Dana Knutson, Ernie
Hernandez, Tony Szczudlo, Mike Jackson, Mike Nielson, Karl Martin, Rick Harris

CENTURION, LEVIATHAN, INTERCEPTOR and RENEGADE LEGION are Registered Trademarks of FASA Corporation.
TOG, LEGIONNAIRE and CENTURION are trademarks of FASA Corporation
INTRODUCTION

The Imperial TOG Battleship Group reports that the last of the Centurion is a game for any number of players. Grav tanks and
Renegade and Commonwealth naval units have been driven from infantry squads of the Commonwealth and its Renegade Legion
space. TOG controls the system, but not the planet below. Orbital allies fight a desperate struggle against the Terran Overlord
bombardment has been futile against the planetary defense Governments attempt to conquer the galaxy. Players command
installations. The Strike Legion is readied and the assault begins. grav tank units, infantry squads, orbital and conventional artillery,
Screaming down through the atmosphere, with a fusion-created and space defense installations in this game of tactical ground
hell bursting all around, the assault boats release medium and light warfare.
grav tanks 5 kilometers above the surface of the planet. After a The Basic Rules present all the information required to play.
brief and deadly fire fight with planetary militia, the landing zones The Optional Rules give players additional, diverse elements for
are secured and the heavy equipment is offloaded. The Legions their game. Centurion can also be combined with the Interceptor,
Cohorts form and move toward the first of their objectives, a Leviathan, and Legionnaire games to create a fully integrated
Renegade Navy spaceport. Traveling at over 300 kilometers per space/air/land battle. Included in a separate book is extensive
hour, the TOG grav tanks give up the safety of hugging the ground background information on the ground forces and technology of
for speed. Suddenly artillery airbursts appear over the lead the Terran Overlord Government, the Commonwealth, and the
Century, as Renegade artillery rains mines down to block their Renegade Legion.
path. At the same time, three TOG Aeneas light tanks explode as
150mm Gauss cannons rip open their bellies.
Rising up from their hidden position. Renegade Liberators
ascend to meet the onrushing TOG horde. A TOG Centurion
orders his tanks down to deal with the threat. Artillery missions are
called in. the orbital Thor satellites pick out targets to spear with
their deadly falling javelins, and a pair of TOG Spiculum space
fighters rushes to engage a group of Renegade Guardians lifting off
from a secret base. The battle for the planet has now begun.
GAME SET-UP
COMPONENTS Rubble
Rubble is what is left of buildings and
forests when the military is finished with
COUNTERS them. Weapons fire can reduce any building to
rubble. Both forests and buildings can be
Grav Vehicle nibbled by the use of artillery-delivered HELL
Grav vehicle figures rounds. Though it is more difficult to move
represent the most through rubble, this terrain does offer limited protection and cover
technologically advanced from weapons fire. Rubble has no Elevation Level.
combat vehicle ever
manufactured. Fast, heavily Minefield
armored, and with enough Minefield counters represent a field of artillery-
firepower to raze a city, the delivered anti-tank and anti-personnel mines. The
grav tank has totally hex that the counter occupies is seeded with mines.
changed the nature of ground warfare.

Infantry Squad
Infantry Squad counters
represent the men and
women who hold the terrain
won by the more glamorous Smoke
grav tanks. Each squad contains up to eight troopers armed with Smoke counters indicate that the hex
weapons such as painting lasers, Gauss rifles, and a variety of anti- is filled with smoke. Most vehicles can
tank weapons. Squads are also equipped with bounce packs that fire smoke rounds and often carry smoke
give them the limited ability to move quickly while dismounted. projectors or smoke canister launchers.
The continuing need for infantry in warfare proves the adage that
the more things change, the more they remain the same. Pathway
Pathway counters indicate that a
Vehicle Crew path has been cut through trees or
Vehicle Crew counters represent TOG and through minefields. There are two
Commonwealth vehicle crew members who have types of pathway counters: straight
been forced to abandon their vehicles. and curved. These counters are
aligned with the hex to indicate which
Crater hex-side is the entrance and which is
Crater counters represent field the exit.
emplacements hastily dug out by
the specialized digging charges
carried by most vehicles.

Thor Satellite
A Thor satellite uses kinetic energy weap-
ons to bombard a planet from orbit.

Building
Building counters represent non-
military facilities constructed from Thor Cluster
a variety of materials. The scenario Thor Clusters represent the kinetic energy pro-
generally assigns a height to each jectiles released by a Thor satellite.
building, with each level of a
building equal to 20 meters. Each
building counter represents HELL Missile
approximately one city block. For HELL missiles serve to protect ground targets
line-of-sight purposes, buildings from orbital bombardments. They use a gravitically
add their Elevation Level to the elevation of the hex they occupy. induced fusion reaction to create an airburst explo-
A building’s armor rating indicates how much damage each story sion that can vaporize unshielded targets.
can absorb before that level is destroyed.
Painting
A painting counter is placed next to a unit to
show that it has attempted to paint a target with a River
special laser during that turn. River terrain indicates that a wide river or
stream flows through the hex. In this terrain,
Painted ground vehicle movement is restricted, while
The painted counter is placed next to a unit that grav vehicles can use the river like a road.
has been successfully painted during the Painting
Segment of the Combat Phase.

Fired Lake
This counter is placed next to a unit to show A Lake hex is covered with water, either
that it has fired its weapons during the turn. in the form of a lake, pond, or swamp.
Ground vehicles or infantry are prohibited
from moving into this terrain.
TTF
A TTF counter is placed next to a grav vehicle
to show that it is operating in Tree-Top Flight
mode.

LAF
A LAF counter is placed next to a grav vehicle
to show that it is operating in Low-Altitude Flight
mode.

MAPSHEETS
Centurion is played on two 24” x 36” mapsheets. To help
regulate movement and combat, the map is divided into six-sided
areas called hexes. Units move from hex to hex.
Hex maps help make movement more realistic because they
provide six possible movement directions instead of the four
possible with square grids. Each hex on the mapsheet represents an
area of ground 200 meters (roughly 656 feet) across, and each turn
represents one minute of real time.
The forests, rivers, hills, and buildings on the mapsheet
represent a typical mixture of the terrain in the populated areas on
Contour Lines
the inhabited planets in the year 6830. Shown below are the
Hills are defined on the map by contour lines. Each line
symbols used for each terrain type.
represents a one-level change in elevation, or about 20 meters. The
Elevation Level of any hex is equal to the height of the highest
Clear
contour line. Moving from a lower elevation hex to a higher
These are typical fields, meadows, and other
elevation hex is called going Up Slope. The Elevation Level
grasslands. The ground is firm and may be gently
increase is equal to the difference between the Elevation Levels of
rolling, but its elevation does not change
the two hexes. Going Down Slope is moving from a higher
significantly from one side of the hex to the other.
elevation to a lower elevation hex. The level decrease is the
difference between the Elevation Levels of the two hexes.
Light Woods
Light woods terrain is sparsely covered with
20-meter-high trees, Movement through these trees
is fairly easy, It is impossible to see through light
woods. For line-of-sight purposes, light woods add
one Elevation Level to the terrain’s normal
Elevation Level.

Heavy Woods
Heavy woods terrain is thickly covered
with 20-meter-tall trees and heavy
undergrowth. Movement through these areas
is very difficult. Heavy woods are too dense
to be seen through. For line-of-sight purposes,
heavy woods add one Elevation Level to the
terrain’s normal Elevation Level.
RECORD SHEETS squad, the number of TVLG missiles or mortars the squad has, and
its Movement Points (MP).
Grav Vehicle Record Sheets
Ground Vehicle Record Sheets
Conventionally powered ground vehicles have a specialized
record sheet. It is the same as the Grav Vehicle Record Sheet,
except that the Internal Systems blocks are laid out differently, and
the Velocity Record Track is eliminated along with the Shield
Factor boxes.

Building Record Sheets

The Vehicle Record Sheet shown in the diagram is for keeping The Building Record Sheet is used to keep track of the status of
track of the damage done to individual grav vehicles during buildings. It is simply an Armor Diagram showing the current
combat. Each record sheet may be used to record the information status of each level of the building.
for any grav vehicles and infantry assigned to a platoon. Each sheet
includes three separate records to represent three individual DAMAGE TEMPLATE
vehicles.
The Armor Diagram shows how much armor each section of The damage template is made up of die-cut diagrams showing
the vehicle has, along with the section’s shield factor. The Shield the damage profile for each weapon in the game, except lasers. It is
Factor is the vehicle’s Shield Rating for that section, divided by used to mark off weapon damage on a target’s armor and internal
10. structure.
Immediately below the Armor Diagram are the internal systems
of the vehicle. The use and effects of each of these areas are
explained in the Combat and Damage sections of the rules.
Players will use the spaces on the left-hand side of the Grav
Vehicle Record Sheet to record the number and type of missiles
that vehicle carries.
The Velocity Record Track is used to record the vehicle’s
velocity at the end of each turn, and is located along the right-hand
side of the form. The box marked “0” is for recording the vehicle’s
velocity at the start of the game.
The Maximum Thrust box is located below the Velocity Record
Track. Players record the maximum thrust for the vehicle here.
Weapons information is recorded in the Weapons Tables
located in the lower-left section of the form. Up to eight weapon
systems may be mounted on a vehicle. Boxes are provided to
record the weapon’s Type, Location, Damage, and Maximum
Range. In most cases, the weapon’s damage profile is on the DIE
template, and is represented by a ‘T’ in the Damage box. An ‘S’
means that the weapon is used in a special manner, as described Centurion uses a ten-sided die (1D10), whose sides are
later in the rules. A number in the Damage box indicates that the numbered from 0 to 9, with 0 representing 10. To succeed in
weapon is a laser. A laser destroys a vertical column of armor actions such as hitting a target, avoiding a tree, and so on, the rules
boxes equal to its damage number. generally indicate a modified to-hit number. Unless otherwise
To the right of the Weapons Tables is a box for recording any noted, the player must roll a die result less than or equal to the
tiring modifiers due to targeting computer hits. Below the Fire modified to-hit number for the action to be successful. No matter
Modifier boxes are locations for recording the number of smoke what the circumstances, a roll of 1 is an automatic success and a
and digging charges the vehicle has. roll of 10 means automatic failure in this game.
Finally, if an infantry squad is assigned to the vehicle, the
player fills out the Infantry Squad Table. The Infantry Squad Table
has spaces to record the number of active troops still left with the
LEGIONS
FILL OUT RECORD SHEETS
This is a separate booklet containing descriptions of the organi- Before the game starts, each player must first decide which
zational structure of TOG, Commonwealth, and Renegade ground Centurion units he will control, then record the information for his
forces, game stats and descriptions of grav vehicles, and notable units on individual record sheets. It is best to use a pencil, as this
units. information is likely to change during the course of play. The
infantry portion of a Vehicle Record Sheet must indicate whether
the squad carries anti-vehicle missiles or mortars. Unless otherwise
PREPARATION FOR PLAY noted, all infantry squads start with a full complement of eight
men.
Before play begins, players decide whether to play a published
All units should be assigned to platoons. There are three
scenario or one of their own design. They should then choose sides
vehicles and/or infantry squads to a platoon, and the record sheet.
and fill out record sheets for each unit to be used in the battle.
From that point on, the players will simply follow the Sequence of
Play and the rules given for each Game Phase.

MAPSHEET LAYOUT
Lay out two or more mapsheets on a table or a floor in a way
agreeable to all players. If buildings or other counters are desired
or called for by the scenario, place them on the mapsheet now.
This can be done randomly, or the players can take turns choosing
where to place the counters.

The player starts by filling out the record sheet for the first Next, the player fills in weapons. The Viper has one 25mm
platoon. He decides to assign three light Renegade Viper APCs Gauss cannon and an SMLM 2 in the turret. A ‘T’ is used to
to that platoon, along with three infantry squads. He then fills indicate that the weapon’s damage is on the damage template.
in the numbers that will represent these vehicles in the game. The maximum range for each weapon is written in the
In this case, they are Vehicle #7, #8, and #9. appropriate section. The Viper has a TVLG 2 Launcher in
Next, he fills in the shields for each section of the vehicle, both its Hull 1 and Hull 2 positions. The Viper carries a total of
The Viper has a Stern Shield of 50, Left Shield of 40, Front two SMLM missiles and four TVLG missiles.
Shield of 50, Right Shield of 40, and Bottom Shield of 40. The The Viper is equipped with a smoke projector and a digging
Shield Factors are therefore 5,4,5,4, and 4. cannon. Each smoke projector has four charges, as does the
Next, the player should cross out the unused armor blocks digging cannon.
in each section. Each row of boxes equals 10 points. Starting An infantry squad is assigned to the vehicle, The player
from the top, the player crosses off armor in rows often. The decides that the infantry carries TVLGs, and so two of the
Viper is a lightly armored tank. As it has 50 points of armor on Mortar boxes are filled in.
the front and turret, the player crosses out the other 50 points Finally, the Viper has a Maximum Thrust of 8 points. This
in each of those two sections. The sides and stem each have 40 is recorded in the Maximum Thrust box.
points of armor, and so the player crosses off 60 unused points
front each of those sections, The Viper has 20 points of bottom
armor, so 80 points in that section need to be blocked out.
PLAYING THE GAME
To play Centurion, the players simply move playing pieces and 5. Record Ending Velocity.
roll the die. The challenge of the game is for one player to outwit
his opponent and to make better use of his forces. Though it Team B then moves one platoon. Each unit in the platoon is
requires skill to win consistently, even a novice can sometimes moved individually in any order. Grav vehicles move by carrying
make a shot lucky enough to cripple the experienced player. out each step listed below in order:

SEQUENCE OF PLAY 1. Apply Acceleration.


2. Move the vehicle according to its total velocity, counting all
The following is a summary of the Game Phases that make up Terrain Costs. If the vehicle exceeds the speed limit in any hex that
the Sequence of Play. This is provided for quick reference by the it enters, make a Piloting Skill Roll for that hex, and take any
players. The complete rules for each phase and segment arc fully damage.
described in the chapter devoted to that aspect of the game. 3. Apply any Deceleration.
4. Ground, if desired or required.
5. Record Ending Velocity.

Movement alternates until all platoons have moved or declared


their intention NOT to move.
Team B should always move one of its platoons last. Movement
should alternate between sides, but because platoons may be
destroyed during the course of the game, this might not be
possible. If, prior to any pair of movements, one team has twice as
many platoons left to move as the other team, that team moves two
platoons rather than one. (If one team has three times as many
units, it moves three each time. and so on.) This means that the
team that won the initiative moves at least one of its units last. Any
platoon that has not had all of its vehicles and infantry destroyed
may be moved.

For example, Team A has five platoons and Team B has


three platoons. The movement of the units should follow this
sequence:

Team A moves one platoon.


Team B moves one platoon.
Team A moves two platoons.
Team B moves one platoon.
Team A moves two platoons.
INITIATIVE PHASE Team B moves one platoon.
One player from each side rolls the die for his team’s Initiative.
The team that rolls lowest may choose to be either Side A or Side
B during the Movement Phase for this turn. The player with a Instead of moving during their portion of the Movement Phase,
Leadership Advantage may subtract some, none, or all of those platoons may choose to declare Opportunity Fire instead. Units in
Advantage Points from the result of his die roll (See Centurions). platoons that declare Opportunity Fire may immediately fire on
He must decide how much of his Leadership Advantage he will any enemy units that move into their line-of-sight during the
use before making the roll. remainder of the turn. Units may not fire at enemy units that move
The players will then alternate moving platoons. All of the until they have declared Opportunity Fire. See the Opportunity
vehicles and infantry squads listed on a vehicle record sheet are Fire rules for a more detailed explanation.
considered one platoon. All of these units will execute their The Movement sequence can also be affected by a player with a
movement during a turn at the same time regardless of combat Leadership Advantage. Depending on the size of the advantage,
casualties. Thus, if a platoon starts off the game with three Viper the player can decide not to move one or more platoons, reserving
APCs and three infantry squads, and, due to combat, the platoon is the right to move them later during the normal Movement of one of
reduced to a single infantry squad, moving that one squad will his other units (see Centurions).
constitute moving a platoon.
COMBAT PHASE
MOVEMENT PHASE
Team A moves one platoon. Each unit in the platoon is moved Declare Laser Painting Fire
individually in any order. Grav vehicles move by carrying out each The team that lost the Initiative declares any laser painting
step listed below in order: attempts that they plan to make with one unit.
The team that won the Initiative then declares any laser painting
1. Apply Acceleration. attempts that they plan to make with one unit.
2. Move the vehicle according to its total current velocity, The declaring alternates until all painting has been declared.
counting all Terrain Costs. If the vehicle exceeds the speed limit of The team that won the Initiative declares the last attack.
any hex it enters, the player makes a Piloting Skill Roll for that
hex, and takes any damage.
3. Apply any Deceleration.
4. Ground, if desired or required
Resolve Laser Painting Fire SEQUENCE OF PLAY
All vehicles and infantry squads may fire painting lasers, one Initiative Phase
unit at a time. Painting lasers do no damage, but improve the Movement Phase
chances of a hit from offboard artillery, missiles, MDCs, or lasers. A. Team A moves 1 platoon
B. Team B moves 1 platoon
Declare Weapons Fire Teams alternate until movement is complete
The team that lost the Initiative declares any attacks that they Combat Phase
plan to make with one of their units. A. Declare Painting Laser Fire
Next, the team that won the Initiative declares any attacks that B. Resolve Painting Laser Fire
they plan to make with one of their units. C. Declare Weapons Fire
The declaring alternates until all fire has been declared. The D. Resolve Weapons Fire
team that won the Initiative declares the last attack. E. Resolve offboard artillery and orbital fire support
End Phase
Resolve Weapons Fire A. Remove widowed armor
Weapons fire is resolved, one firing unit at a time. Damage to B. Call in new artillery and orbital fire support missions
outer armor immediately takes effect, which allows subsequent C. Remove old smoke
shots to strike a weakened area and thus to penetrate the armor. D. Lay down new smoke
Internal vehicle damage and infantry squad losses do not take
effect until the end of the turn, allowing a unit destroyed in the turn
a chance to avenge itself. Note that all weapons attacks by one unit
must be resolved before those of any other unit take place.
Damage is recorded as attacks are resolved, but internal damage
does not affect the unit until after ALL weapons attacks have been
resolved. At that point, all internal damage takes effect
immediately.

Resolve Offboard Artillery and Orbital Fire Support


Any offboard artillery or orbital fire support due to arrive
during this turn is resolved according to the appropriate rules.

END PHASE
All widowed armor is removed after all attacks are resolved.
New artillery and orbital fire missions are called in. The player
should secretly record the target hex and the turn that the mission
will arrive.
Smoke screens laid down on the previous turn are removed.
New smoke screens are laid down.

Play continues with the start of a new Initiative Phase.


MOVEMENT
GRAV VEHICLES velocity by 1. A grav vehicle may ONLY increase its velocity at
the beginning of its movement, and ONLY decrease its velocity at
Ground warfare in the 69th century is highly mobile and very the end of its movement, prior to grounding. The total acceleration
deadly. The vast majority of combat vehicles use grav drives, and deceleration in a turn cannot exceed the vehicle’s total Thrust
which warp and manipulate a planet’s gravity field in order to Points.
move the vehicle. Because the field creates a 95 percent
frictionless surface around the tank, these combat craft can-attain
very high speeds despite their non-aerodynamic appearance. For example, a Horatius tank has a Thrust of 6 and a
Grav drives do have one drawback, however. Short of turning beginning velocity of 5. The player decides to spend 3 of his
off the drive and slamming into the ground, it is difficult to Thrust Points on acceleration this turn, giving the Horatius a
decelerate quickly or to make a sudden turn in a fast moving grav current velocity of 8. This leaves 3 Thrust Points that can be
vehicle. Additionally, because of engineering constraints, grav spent on deceleration after the vehicle has moved.
vehicles must follow ground contours fairly closely. This means
that vehicles traveling at high speeds over rapidly changing terrain
(hills, trees, canyons) run the risk of sinking the ground and GRAV MOVEMENT
damaging the vehicle. After a grav vehicle has applied any acceleration, it must move
Though conventional tracked and wheeled vehicles are much and expend a number of Velocity Points equal to its current
slower than grav vehicles and are more limited by terrain effects, velocity. If a grav vehicle does not, or cannot, expend a number of
they are more easily controlled. Velocity Points equal to its full current velocity, it must ground at
the end of its movement. (It does have the opportunity to
decelerate before grounding).
It costs different amounts of Velocity Points to enter various
terrain features, as indicated on the Terrain Effects Table, p. 18. As
the table indicates, the Velocity Cost to move into a clear hex is I
Velocity Point (VP). The cost to move into a light woods hex is 2
VP.
A grav vehicle must have sufficient Velocity Points remaining
to enter a hex. Turning restrictions might result in a vehicle not
having enough VP to enter the hex that it is facing, even though it
has not expended its full velocity for the turn. If this occurs, the
grav vehicle must ground (see Grounding).
FACING Unless the terrain is prohibited, a grav vehicle may always
move one hex forward, no matter what the Terrain Cost, as long as
that is the only hex the vehicle enters that turn. If turning or other
restrictions might force a grav vehicle to move forward into
prohibited terrain, the vehicle must ground immediately in the
previous hex at its current velocity (after any deceleration).

Every hex on the map has six edges called hexsides. All
vehicles, whether they are grav or conventionally powered, must
be oriented to face one of those six hexsides, which is called
facing. A vehicle’s facing is determined by the direction of its
front, or nose. This facing affects both movement and combat and
can only be changed during the Movement Phase. If a vehicle is
For example, the Horatius from the above example must
improperly aligned, the opposing player may choose which of the move through terrain whose total Velocity Point Cost is 8.
two hexsides the vehicle will face.
Moving from Point A, the Horatius would spend 8 points to go
to B, C, or D. If the Horatius tried to move to F, however, it
ACCELERATION would not have enough VPto enter the hex and would be
forced to ground in F.
Each grav vehicle has a maximum number of Thrust Points that Before grounding, the player could spend his remaining
it can expend during its move. These Thrust Points are used to Thrust Point to lower the velocity of the Horatius to 7, but the
increase or decrease the grav vehicle’s velocity during the turn. vehicle would still be forced to ground after the deceleration.
One Thrust Point can increase or decrease the vehicle’s current
Traveling Up and Down Slope
For example, a Horatius is traveling at a current velocity of
Traveling Up Slope or Down Slope can add or subtract VP to the 10. That means it must travel straight forward for at least two
VP Cost of the terrain. Moving from a higher to a lower elevation hexes before it can change its facing one hexside left or right. If
reduces the VP Cost of the hex, as shown on the Terrain Effects the Horatius had a current velocity of 20, then it would have to
Table. p. 18. When moving from a lower elevation to a higher travel straight for four hexes before it could change facing one
elevation, the VP Cost increases, again per the Terrain Effects hexside left or right.
Table. It is possible for a hex to have a negative VP, such as when
a vehicle moves Down Slope into a clear hex with a slope of 6 or
more. In this case, the cost for entering the terrain is 0. DECELERATION
Thrust Points that were not expended to increase velocity this
turn may now be used to decrease the vehicle’s current velocity.
The current velocity is now recorded on the vehicle’s Velocity
Record Track in the box for this turn. This will indicate the
vehicle’s beginning velocity at the start of the next turn.
Deceleration may only be done after the vehicle has spent all its
VP. A vehicle cannot use unspent Thrust Points to reduce the
amount of VP that it must spend that turn.

For example, the Horatius starts the turn with a current


velocity of 8 and a Thrust of 4. It does not accelerate at the
beginning of the turn. The vehicle must move through terrain
whose total VP Cost is 8. After its movement is complete, the
For example, the Horatius goes from a Heavy Woods hex player has the option of reducing the vehicle’s current velocity
with an Elevation of 5 into a Light Woods hex with Elevation to 4 (8-4).
of 0. The VP Cost for entering that hex is 2—3, or -1.
Therefore, the cost of entering that terrain is 0, If the Horatius
were moving in the opposite direction, the VP Cost would be 3 Traveling in Reverse
+ 5, or 8 VP. While not a common practice, it is possible for a grav vehicle to
move in reverse. If after deceleration a vehicle’s current velocity is
negative, it will move backwards, with all movement costs and
Facing Changes lacing restrictions in effect. Any acceleration applied during sub-
A grav vehicle turns by manipulating the gravity field via sequent turns increases the current velocity. When the current
directional vanes. Thus, there is no Thrust Cost to turn the vehicle. velocity exceeds 0 the grav vehicle will move forward again.
However, the faster the vehicle moves, the larger its turning arc Note that if a player wishes to increase the speed that a vehicle
will be. is traveling backward, the thrust must be applied at the end of
A grav vehicle can only move forward into a hex that it is movement during Deceleration. If the player wishes to decrease the
facing (see Traveling in Reverse for exceptions). A grav vehicle speed of reverse movement, the thrust must be applied at the start
may change its facing only after it has moved at least the required of the unit’s movement during Acceleration.
number of hexes in a straight line. The Facing Change Table gives Because terrain avoidance sensors are primarily oriented forward,
the number of hexes, during a turn, that a grav vehicle must travel the speed limit for all terrain types is halved. (See Exceeding the
before it can make a facing change. Speed Limit.)

FACING CHANGE TABLE


Current Restrictions For example, a Liberator has a current velocity of 4 and has
Velocity finished its movement. It has not expended any Thrust Points
0 May spin in place and now elects to expend all 6 of its remaining points. The
1-5 1 hex between each hexside turn Liberator will start the next turn with a velocity of -2. If it does
6 - 10 2 hexes between each hexside not apply any acceleration, the Liberator will have to expend 2
turn VP, but it must move backward into the hex immediately
11 - 19 3 hexes between each hexside behind it.
turn
20 - 29 4 hexes between each hexside
turn EXCEEDING THE SPEED LIMIT
30+ 5 hexes between each hexside
turn All terrain has a maximum safe speed. Any grav vehicle whose
current velocity is higher than the speed limit of the terrain it is
Because of these restrictions, a vehicle might not have the entering may take damage as a result. In the case of hexes with
necessary VP to enter the hex that it is immediately facing. In such both slopes and terrain, use the lower speed limit for the hex’s
case, the vehicle must ground in its current hex at the end of its overall speed limit.
turn (though it may decelerate before grounding). When a vehicle’s current velocity is higher than the speed limit
If a grav vehicle starts a turn with a current velocity of 0, it may of the hex it is entering, the player must make a Piloting Skill Roll.
turn to face any direction prior to moving out of the hex. This is The Base Number for this roll is 5, minus I for every 2 points of
the only time when a grav vehicle may change its facing without current velocity (or fraction thereof) that the vehicle is over the
moving into at least the hex directly in front of it. limit. Additional modifiers might be added because of damage the
vehicle has taken.
If the player rolls greater than this target number, the vehicle It costs one additional thrust point to go from being grounded to
takes damage equal in 10 points per point of velocity over the flight. It costs two thrust points to go from a crater to flight.
speed limit. Damage is evenly divided between the front and
bottom sides. (Odd amounts may be divided in groups of ten, as
the player wishes). Mark off Armor blocks starting in the upper For example, the Horatius grounds at the end of its last
left-hand corner, moving left to right down the rows. If the player turn, It accelerates to 3 this turn, but it costs I thrust point to
rolls less than or equal to this target number, the vehicle is not lift up. The Horatius now has 2 thrust points that it must spend
damaged. Remember that a 1 is always an automatic success and a in moving through other terrain.
10 is an automatic failure.
A vehicle’s current velocity is not affected by damage taken
from exceeding the speed limit. All internal damage takes imme- Grounding does not affect the crew or infantry squad of a
diate effect, however, as does the loss of armor. If the internal vehicle unless damage is taken in the appropriate internal compo-
damage hits the Grav Drive or Vehicle Destroyed box, the vehicle nent section.
stops all movement and must ground in the current hex at its GROUND VEHICLES
current velocity. It may not decelerate prior to grounding.
Ground vehicles are conventionally powered vehicles that use
contact with the ground via tracks, wheels, or surface effect skirts
For example, a grav vehicle with a current velocity of 10 to move. Unless otherwise specified, use the Combat and
enters a heavy woods hex, which has a speed limit of 6. This Movement rules for grav vehicles.
requires the player to make a Piloting Skill Roll of 3 or less Ground vehicles are rated in Movement Points rather than
(base of 5- (4 over the limit 1/2)). If the roll fails, the vehicle Thrust. They do not use acceleration or deceleration and do not
will take 40 points of damage (4 over the limit x 10). This keep track of velocity. They may change their facing at any time
damage will be split up, with 20 points to the front armor and during their movement. To move from hex to hex, a ground
20 points to the bottom armor, After resolving the damage, the vehicle must pay the Velocity Point Cost to enter that hex. Note
vehicle continues its movement. that there are some movement restrictions listed on the Terrain
Effects Table.
A player may move a ground vehicle up to the limit of the
GROUNDING unit’s Movement Points (MP). Units may spend some, none, or all
of their MP. Movement Points may not be saved from one turn to
Having completed all deceleration, the player may declare that another, and so the player loses any MP not used during the current
the grav vehicle is grounding. The vehicle must also ground if it turn. Once a unit has used all its MP, it cannot move again until the
has not moved its full VP. A vehicle that grounds may take next turn. A ground unit must have remaining MP sufficient for the
damage and its current velocity is reduced to zero. Only grav cost of entering a hex. Unless the terrain is prohibited, a ground
vehicles may ground themselves. vehicle may always move one hex forward, no matter what the
A grav vehicle may ground itself at the end of its movement. terrain cost, provided it is the only hex the vehicle enters that turn
Grounding occurs when the driver turns off the anti grav field and and that the terrain does not forbid the vehicle to enter.
allows the vehicle to drop to the ground. This stops the vehicle Ground vehicles are never affected by the speed limit
completely and kills all velocity. Depending on the vehicle’s restrictions of the terrain.
current velocity (after deceleration is applied), damage might or Rather than moving forward during a turn, a ground vehicle
might not occur. may elect to travel backward one hex.

For example, a Horatius has a current velocity of 8 and has


only moved one hex. Thus, the vehicle must ground at the end
of its turn. The Horatius applies its maximum of 6 Thrust
Points to decelerate, bringing the current velocity down 102.
Grounding Damage will be taken to the tank based on its new
velocity of 2, not the previous 8.

Grounding in Water
Grav vehicles may ground in a full lake hex. Damage is taken
as one-half normal, but the vehicle cannot fire out at any target nor
be fired upon because it is under water. A grav vehicle that is
under water must spend I additional Thrust Point to rise above the
surface of the water prior to moving (for a total of 2 Thrust Points).
While under water, a grav vehicle may not dismount or mount
infantry. Vehicles may move while under water, but the terrain
speed limit is I. Vehicles under water may only be attacked by For example, a Heavy tank has 4 MP, During its movement,
artillery or orbital fire support missions. the tank may move into any of the indicated hexes.

Damage from Grounding


Damage from grounding is equal to ten times the current DISMOUNTED INFANTRY
velocity of the vehicle.
Grounding damage is always taken on the bottom armor. In order to move, dismounted infantry use what is known as a
Starting in the upper left-hand corner of the Armor row, the bounce pack. This is a small anti-grav device that almost totally
player crosses off damage straight across the row for as many negates the weight of the individual soldier. This allows the
boxes as there are points of damage. Boxes that are already trooper to move in a series of long, low jumps, or bounces, vastly
damaged do not count. increasing his maneuverability.
Dismounted infantry move as though they were ground vehicles A unit that makes an Opportunity Fire Attack may not make
with 3 MP. They receive no Road Bonus. Dismounted infantry any attacks in the Weapons Fire Phase.
may not enter hexes whose terrain is prohibited to ground vehicles. A unit may not use an Opportunity Fire Attack to paint a target.
When inside buildings, an infantry unit may move only one level If Opportunity Fire is declared, but the attack is not actually
per turn. made, the unit may fire normally during the Combat Phase.

LOADING AND UNLOADING INFANTRY


For example, a Horatius ends its last turn with a velocity of
If a dismounted infantry squad begins its Movement Phase in 0. The Horatius’ platoon is third in line to move this turn, but
the same hex as a vehicle that can carry it, the squad can enter the declares no movement, Thus, the Horatius can use
vehicle rather than move. A grav vehicle must have a current Opportunity Fire to fire at enemy units during the remainder
velocity of 0 before a squad can mount it, however. Once mounted, of the Movement Phase, The Horatius cannot fire at the units
the infantry moves with the vehicle and can perform no other of the two enemy platoons that moved before it declared. The
actions. vehicles of the other enemy platoons that have yet to move may
be attacked as they move into the Horatius’s LOS.

Both a Viper and a friendly infantry squad start the


Movement Phase in the same hex, with the Viper at a current HULL DOWN
velocity of 0. The infantry squad can mount the Viper this
turn, and the Viper may move normally this turn, If the Viper All vehicles on the battlefield attempt to use terrain to make
had a current velocity greater than 0, the infantry could not themselves more difficult targets. One such method is to use a
have mounted before the vehicle moved. The Viper would have small ridge, crater, or other hole in the ground to cover or hide the
had to complete its movement for the turn and end in the lower portions of the vehicle. A vehicle in such a defensive posture
infantry squad’s hex with a velocity of 0. The squad would is said to be hull down. In Centurion, many vehicles carry digging
then be able to mount during the Movement Phase of the next cannons. This equipment fires a specially designed explosive
turn. Finally, if the squad did not start in the same hex as the charge into the ground immediately under the vehicle. The charge
Viper, it could move to the Viper’s hex during its movement explodes and creates a crater into which the vehicle can drive and
turn. During the next turn’s Movement Phase, the squad could assume a hull-down profile. At the same time, the vehicle fires
mount the vehicle if the Viper’s current velocity is 0. other charges that create a pattern of ten to twelve man-size
foxholes that allow any accompanying infantry to take up
protected positions.
Mounted infantry can dismount a vehicle only at the end of the At any time during a vehicle’s movement, the player can
vehicle’s movement, and if its current velocity is 0. It may not announce that his vehicle is firing a digging charge if functioning
move for the rest of the turn, but may engage in combat as normal. digging cannons and sufficient charges remain. The player then
For all other purposes, the newly dismounted squad is treated as places a crater counter in the hex and marks off one digging charge
normal. from that vehicle’s record sheet.
To gain the defensive benefits of a cratered hex, a vehicle must
ROAD AND RIVER MOVEMENT end its movement grounded in the hex. Ground vehicles only have
to enter the hex to gain the advantage of an existing cratered hex.
Vehicles and dismounted infantry may use roads to negate the A cratered hex gives the occupying unit a defensive modifier. It
effects of terrain as long as the unit moves from one road hex to may fire all weapons, including hull-mounted ones, as normal.
the next adjoining road hex. Similarly, a grav vehicle may use a It normally costs a vehicle I thrust point to lift from grounding.
river in the same manner as a road. It costs a grav vehicle 2 thrust points to raise up from a crater and
A road in a hex does not negate the combat effects of the move normally.
surrounding terrain. Once a crater has been created, it is removed from the board
A ground vehicle may receive a Road Bonus that allows it one only if it is unoccupied and the hex it occupies has been rubbled or
additional hex of movement if it travels along a road for its entire hit by a HELL round. Any unit may use the crater and gain its
turn. To gain this bonus, the vehicle must begin its turn on a road defensive modifiers. Only one vehicle and one infantry unit may
and continue to travel along the road for its entire Movement gain the defensive benefits of a single crater, however. Multiple
Phase. craters are allowed in the same hex.
A vehicle may ground in a cratered hex without taking up a
position inside the crater. Whether or not to use a crater is solely
OPPORTUNITY FIRE up to the discretion of the player that owns the vehicle.
Digging cannons have no effect on enemy units occupying the
Units in a moving platoon may declare Opportunity Fire rather
hex into which they are fired, nor can they be used against
than moving during their portion of the Movement Phase if they
buildings.
have a starting velocity of 0. Units that declare Opportunity Fire
Digging cannons cannot be fired into lake hexes to create
may immediately fire on any enemy units that move into their line-
craters, though they can be fired into river hexes. (The vehicles
of-sight during the remainder of the turn. Units may only fire at
take up positions on the river banks.)
enemy units that move AFTER Opportunity Fire has been
declared.
As enemy units move from hex to hex, the opposing player STACKING
must decide immediately if any eligible units (those having an
LOS to the enemy’s hex) will fire on the enemy unit in that hex. There is no limit to the number of units that can occupy the same
Once a player declares Opportunity Fire, the attack is resolved per hex. Enemy and friendly units in the same hex may engage each
the normal Combat rules, and all damage takes effect immedi- other according to the Combat in the Same Hex rules in the
ately. If the enemy unit survives the attack, it can continue its Combat section.
movement normally.
A unit may make only one Opportunity Fire Attack per turn.
TERRAIN EFFECTS TABLE
Terrain Type Speed Velocity Movement Restrictions Terrain Combat Modifiers
Limit Points
Clear 20 1 VP/hex None
Road 20 1 VP/hex Negates Terrain Effects for Movement None
Light Woods 8 2 VP/hex -1
Heavy Woods 6 3 VP/hex -2
River* 20 1 VP/hex 2 VP for Ground Vehicles None
Lake 20 1 VP for Grav No Ground Vehicles None
Vehicles
Under Water* 1 4 VP/hex Not allowed
Buildings* 10 1 VP/hex -2
Rubble 8 2 VP 4 VP for Ground Vehicles -1
Craters* See Digging Cannon Rules -2

Up Slope
1-Level Increase 20 +1 VP
2-Level Increase 20 +2 VP
3-Level Increase 20 +3 VP
4-Level Increase 16 +4 VP No Ground Vehicles
5-Level Increase 16 +5 VP No Ground Vehicles

Down Slope
I -Level Decrease 20 0 VP
2-Level Decrease 20 -l VP
3-Level Decrease 20 -l VP
4-Level Decrease 16 -2 VP No Ground Vehicles
5-Level Decrease 16 -3 VP No Ground Vehicles
*See appropriate rules section
COMBAT
PAINTING A TARGET the target. This means that all, some, or none of the weapons fired
may hit their target, but those that do hit will all hit the same
Once the Movement Phase ends, all units may choose to section,
designate targets for missiles, lasers, mass driver cannons, and Weapons fire damage first strikes the outer armor of the
offboard artillery by illuminating them with painting lasers. All vehicle. Damage that penetrates the outer armor begins to damage
vehicles are automatically equipped with painting lasers. Maxi- the internal components of the vehicle. This internal damage can
mum range for vehicle painting lasers is 20 hexes. cause the vehicle to lose Thrust Points, knock out weapons or
Painting lasers offer two advantages. First, a painted target shields, or totally destroy the vehicle.
radiates laser energy that allows an indirect fire weapon to home in A vehicle can engage up to two targets a turn. All of a vehicle’s
on it. Second, the painting laser is able to decipher the target’s direct fire weapons (lasers, MDCs, and Gauss cannon weapons)
shield flicker pattern, which is downloaded into all friendly fire- may engage any one target in its firing arc. Any missiles that the
control systems, thus negating the shield’s effectiveness. This vehicle carries can engage that same target or a different target that
tactic is not viable in space, however. Even at close range in space is in the missile’s firing arc.
(15 kilometers), the transmission lag time back to the targeting Though internal damage to a unit does not take effect until the
ship is long enough that the target can change its shield flicker rate end of the turn, the damage to the outer armor takes effect
before an offensive weapons system can be fired. immediately, This factor makes the order in which individual
Painting lasers are fired as normal weapons, following all line- weapons damage is resolved an important aspect of combat. A
of-sight and to-hit modifier restrictions, as described below. A player may fire any of his weapons in any order that he feels
painting laser may fire at a target that is not being engaged by the appropriate. In the case of multiple units firing at one target, the
vehicle’s other weapons systems. This is the only instance when a player may choose the order in which the units fire. All weapons
vehicle can fire at more than two targets. fire from one unit must be resolved before any other unit can fire,
Painting lasers have a 360-degree firing arc. To paint a target, a
vehicle must make a normal to-hit roll, taking into account the LINE-OF-SIGHT (LOS)
target’s shields and other modifiers. If the painting laser hits, all
friendly laser, MDC, and missile attacks on that target ignore the When a player wishes to fire on another unit, he must first
shield modifier for the rest of the turn. discover whether or not his unit can see its intended target. Various
As long as the attack has been appropriately declared, one terrain features can block a unit’s line-of-sight to a target, making a
friendly unit can paint a single target for multiple attacks by any or shot impossible or requiring that the target be engaged by indirect
all friendly units. missile fire.
The effects of painting only last until the end of the turn. A The line-of-sight (LOS) is determined by laying a straightedge
target must be painted anew in subsequent turns. (a ruler or a sheet of paper) from the center of the attacker’s hex to
the center of the target’s hex. Any hex that the straight-edge
INFANTRY SQUAD PAINTING crosses is on the line-of-sight. If the straight-edge passes directly
along the spine between two hexsides, the defender chooses which
Infantry squads need only declare that they are painting a target. hex the line-of-sight passes through. The players then look for
The squad may attempt to paint any target that is within six hexes blocking terrain that is higher than the tallest of the two units. If
and to which they have a valid LOS, The Base Number for the any blocking terrain is higher than the tallest unit, the LOS is
attempt is 9, minus the number of casualties the squad has taken. blocked.
For example, if the squad has taken three casualties, a painting Units are assumed to be at an Elevation Level equal to the level
attempt would be successful on a die roll result of 6 or less. of the underlying terrain of their hex (i.e., the height of any woods
Infantry squads may not paint targets at ranges of greater than 6 in the hex is not added to the Elevation Level of the underlying
hexes. When painting a target, infantry may not fire personal terrain). Blocking terrain is equal to the Elevation Level of the
weapons, missiles, or mortars that turn. terrain plus the height of any buildings or woods in the hex. Woods
add one level to the height of the underlying terrain. Buildings add
their total Elevation Level to the height of the terrain they occupy.
A Viper sees a Horatius in clear terrain ten hexes away. The The line-of-sight may be blocked by higher hills, woods, or
Viper attempts to paint the Horatius with its painting laser at a buildings. Units never block line-of-sight.
Base To-Hit Number of 9. Because the attempt is against the
left side of the Horatius, the player subtracts its Side Shield
Factor of 6 from the base to-hit number, The Viper needs to
roll a 3 or less to paint the Horatius. If a full-strength
Renegade infantry squad were within six hexes of the Horatius
and had a valid line-of-sight to it, the squad could paint the
target on a roll of 9 or less. In this case, the shields of the
Horatius are disregarded.

WEAPONS FIRE
For one unit to fire at another, it must have a clear line-of-sight
(LOS) to the target (see Missiles and Artillery for exceptions) and
the target must be within the range and firing arc of the weapons
the player will fire. The likelihood of a shot hitting a target is then
calculated based on range, target shielding, laser painting, and
other factors. Players roll separately for each firing weapon’s
attack, The weapons that do hit will all strike the same section of
The Viper in Hex A is in a woods hex on top of a Level 2 The Liberator in Hex A cannot see the Horatius tanks in
hill. It has a LOS to the TOG tanks in Hexes B, C, and D. It Hexes C, E, or F because the Level 3 terrain creates a dead
cannot see the TOG tank in E because the trees on the zone, The Liberator in Hex A cannot see the Viper in Hex B
intervening Level 2 hill block the LOS. The Viper can see the because it is behind one level of elevation, which blocks LOS
TOG tank in Hex F because it is on a Level 4 hill. The Viper completely. The Horatius tanks can see the Viper in Hex B
cannot see the TOG tank in Hex G because the straight-edge since the buildings are one level high. If the buildings were
passes along the spine of two hexes. The TOG player declares three levels high, then the Viper would be in a dead zone.
that the line-of-sight passes through the trees on the tank’s
right rather than through the clear terrain to the left.
FIRING ARCS
Dead Zones Weapons are either mounted in a vehicle’s turret or fixed in the
The dead zone behind or below the peak of an elevated area hull (in either the Hull 1 or Hull 2 position), covering the forward-
may also block line-of-sight. Dead zones can only be created by firing arc. Turret-mounted weapons have a firing arc similar to the
terrain elevations, buildings, woods, or a combination of both. If forward-firing arc, but they can be aligned during the Combat
the attacker is shooting up at more than one-hex range, the LOS is Phase to face any of the six hexsides. Hull-mounted weapons may
blocked if the hex next to the attacker is as high or higher than the only engage targets in the forward-firing arc, but turreted weapons
target’s hex. If the attacker is shooting down at more than one-hex can fire at any target.
range, the LOS is blocked if the target is directly behind a hex as During combat, a vehicle’s direct-fire weapons must be fired at
high or higher than the attacker’s hex. the same target. The vehicle’s missiles may engage the same target
or a different one, however. If a vehicle uses direct-fire weapons to
engage a target outside its forward arc, it may use only the direct-
fire weapons in the turret. Similarly, if a vehicle fires missiles at a
target outside of its forward arc, it may use only the turreted
missiles. It is possible to use hull-mounted missiles to engage a
target in the forward arc while the direct-fire weapons in the turret
engage a target outside of the forward arc, or vice versa.

For example, the Horatius has two targets that it can


engage, one in its front arc and one to its left. The Horatius
could fire all its weapons at the target in its front arc. It could
also rotate its turret and fire both its turreted direct-fire
weapons and missiles at the target to the left. The tank could
fire its hull-mounted direct-fire weapons at the target in its
front arc and fire its turreted missiles at the target to the left.
Finally, the tank could fire its hull-mounted missiles at the
target in its front arc and fire its turreted direct-fire weapons
at the target to the left.

SHELL AND MISSILE SELECTION


If the player is firing a Gauss cannon, he must now declare
which type of shell he is using. Each type of Gauss cannon fires a
different variety of shells, as listed in the Weapons Table, p. 55
(HEAP. APDS, or Hammer Head). Note that 150mm and 200mm
cannon cannot fire Hammer Head rounds. All cannons use anti-
personnel rounds against dismounted infantry. (See Infantry for Shield factors equal the shield rating divided by 10. This
resolving attacks against dismounted infantry.) It is assumed that number is listed in the data section of the vehicle record sheet and
the vehicle carries a sufficient mix of munitions to allow it to fire is applied as a negative modifier to the base to-hit number for all
any type shell any number of times during the course of a game. attacks by lasers, missiles, or MDCs.
Missile ammunition is limited, however. The number of missiles The shield factor modifier is negated for the turn if a friendly
available is listed with each vehicle description. If a player is firing painting laser has successfully hit the target during the Painting
a missile, he may use any of the missile types that his vehicle has segment of that Combat Phase. Regardless of which side is hit, all
currently available. A vehicle may fire only one SMLM and/or two shield factors are negated.
TVLGs per turn. After the missile(s) is fired the player should
mark off the appropriate number on the vehicle’s record sheet. Terrain Modifiers
Terrain also affects the probability of a successful shot because
BASE TO-HIT NUMBER it makes a hit more difficult. The terrain modifier for the target’s
hex lowers the base to-hit number by the amount listed on the
Once the player decides which weapons he can fire, he must Terrain Effects Table. A unit occupying a cratered hex applies
determine the base to-hit number, which is determined solely by the terrain modifiers for both the crater and for the underlying
the range to the target. terrain.
Range is the distance between the attacking unit and its target.
It is also the distance a weapon can fire. The range is determined Hull Down Modifier
by counting the number of hexes from the firing unit to its target. Any unit that is grounded in a crater is considered to be hull
Following the shortest path to the target, begin at the hex next to down. A crater conceals a large portion of the lower hull and
the attacker along the line-of-sight and include the target’s hex. provides a large defensive advantage to the grounded unit. Any
The range has an effect on how easy or difficult it is to hit the shot at a hull down vehicle takes a To-Hit Modifier of -2. If the
target, with distant targets generally being harder to hit. target is hit, the damage will usually apply to the turret, per the Hit
Some weapons are not able to fire at targets beyond a certain Location Table.
range. All weapons are given a maximum range. A player may not
attempt to fire a weapon at a target whose range is greater than this Dismounted Infantry
number. There are no terrain or shield modifiers to the base to-hit
Each time a missile is fired, the player should blank out an number when firing at dismounted infantry. Damage is handled
appropriate space on the vehicle or infantry record sheet. If all differently, as described in the Infantry section of the rules.
missile boxes have been blanked out, that unit can fire no missiles Missiles may not be fired at dismounted infantry. Neither can
for the rest of the game. players directly attack enemy infantry inside of buildings (not just
in a building hex).
BASE TO-HIT NUMBER TABLE
Range (in 1 2-3 4-6 7-10 11-15 16-20 Off- Other Modifiers
hexes) board Other factors can raise or lower the base to-hit number. Primary
Base To- 12 11 10 9 8 7 6 among these are smoke and target painting. Direct damage to the
Hit Number firing unit’s weapon targeting circuits and computers can also
negatively affect the to-hit number. These factors are discussed in
Note to Interceptor players: These base to-hit numbers assume a
later sections of the rules.
Gunnery Skill of 4 for all vehicle gunners. If players wish to use
varying gunnery skills, they may reduce all Base To-Hit Numbers by 4
MODIFIED TO-HIT NUMBER
and add the gunner’s Gunnery skill to the base number.
The modified to-hit number is equal to the base to-hit number
TO-HIT MODIFIERS plus any modifiers that apply. Once the player has determined that
number, he rolls one die. If the result is equal to or less than the
Having determined the base to-hit number, the player must now modified to-hit number, his weapon hit its target. If the result is
add on the modifiers for terrain, shielding, and other factors. All greater than the modified to-hit number, the shot missed.
applicable modifiers are cumulative, except where noted. Remember, a result of I is an automatic hit and a 10 is always a
miss.
Target Shield Modifier
Shield factors only apply to attacks by lasers, painting lasers,
MDCs, HELL rounds, GLAD rounds, infantry weapons fire, and For example, the Horatius is firing at a Liberator that is
missiles. Attacks by Gauss cannons, other artillery rounds, or Thor seven hexes away. The Horatius will fire one SMLM missile,
javelins are not affected by the shields. (Though a shield’s field is one 3/6 laser, and one 150mm HEAP round, in that order, The
proof against energy weapons, it is unable to turn large masses. Liberator is occupying light woods. The Base To-Hit Number
The heavier rounds from Gauss cannons are able to penetrate a is 9 because of the range. Light woods give a -1 modifier. The
shield, The electronic circuitry of a missile is adversely affected by Horatius attacks the Liberator’s right side, which has a Shield
an active shield, causing it to detonate prematurely. It is not Factor of 5. The Modified To-Hit Number for the laser and
possible to accelerate a ballistic shell In the speeds necessary to be SMLM is 9-1-5=3. The Modified To-Hit Number for the
effective in space combat, and so Gauss cannons are only found on 150mm HEAP Round is 9- 1 = 8. The player must roll a 3 or
land-based vehicles, where the engagement ranges and speeds do less for each laser and missile to make a hit with those
not affect the accuracy of the slower projectiles.) weapons. The 150mm HEAP round needs an 8 or less to hit. In
All vehicles carry shield generators. These generators cover the our example, the player rolls a 4, a 1, and a 6 for the 150mm
craft’s front, right, left, stem, and bottom. The bottom shield factor round. A 3/6 laser and the 150mm HEAP round do strike the
is only used when the craft is being attacked from below, primarily side of the Liberator.
by mines. The other four shield facings are illustrated below.
Attacks that originate in the front arc use the front shield factors.
Attacks originating from the left, right, or rear arcs use the
appropriate left, right, or stem shield factors.
HIT LOCATION ARMOR HITS
All weapons fired from the firing vehicle will strike the same Each side of the vehicle has armor, as shown on the Armor
general location of the target vehicle. The player should roll once Diagram of the vehicle record sheet. The Armor boxes are
on the Hit Location Table, using the appropriate flight mode arranged in horizontal rows often. The number of rows depends on
column, to discover which armor section all of his unit’s weapons the amount of armor carried. To determine where the armor has
will strike. An Attacked Side result means that the weapons hit the taken damage, the attacker rolls one die to determine the center of
front, stern, left, or right armor, as appropriate. A Turret result the hit. The defender aligns the arrow of the damage template with
means that the weapons hit the vehicle’s turret armor, and a the appropriate damage profile on the rolled column. He lowers the
Bottom result means that the vehicle’s bottom armor was hit. arrow on the armor diagram until it is above the highest remaining
Armorbox of the indicated column. The area indicated by the
HIT LOCATION TABLE template is the area damaged by the hit. These boxes are marked
Die off on the armor diagram.
Roll Normal Hull Down TFF* LAF* If a very low or very high number is rolled for the column
1 Turret Turret Bottom Bottom location, it is possible that a portion of the damage template will
2 Turret Turret Bottom Bottom not cover any armor boxes in the section. The damage template
3 Turret Turret Bottom Bottom might also cover an area already damaged. In both cases, the
4 Attacked Side Turret Bottom Bottom damage is simply lost.
5 Attacked Side Turret Bottom Bottom
6 Attacked Side Turret Bottom Bottom
7 Attacked Side Turret Bottom Bottom
8 Attacked Side Attacked Side Attacked Side Bottom
9 Attacked Side Attacked Side Attacked Side Bottom
10 Attacked Side Attacked Side Attacked Side Bottom
*See Optional Rules.

For example, the Liberator has been struck on the right side For example, two 5-point laser shots and an MDC 8 hit the
by two weapons. The player makes one roll on the Hit Location front armor of a Horatius, The Horatius has a total of 80
Table. Because he fails a 7, both weapons hit the right side. On Armor Points on that side. The first laser hits in Column 3,
a result of 1 through 3, the turret would have been hit. and is marked off as shown in Diagram 1. The second laser hits
in Column 5. The MDC 8 hits in Column 6, and the damage is
marked off as shown in Diagram 3. The 2 points of armor
DAMAGE missing from Column 5 were hit by the second laser and are
lost, If the MDC 8 had hit in Column 5, the arrow for the MDC
Once a shot has hit its target and the hit location been 8 hit would be centered over Column 5 and lowered until it
determined, the exact type of damage taken can be calculated. reached an intact Armor box, This would have been in Row 7,
Each weapon is rated according to the amount of damage it does, as the laser shot removed the armor from the first six rows in
which varies according to the type of weapon or shell used. Each Column 5. This damage would have appeared as shown in
point of damage that the weapon inflicts will destroy 1 Armor Diagram 4.
Point or 1 Internal Component box of the target vehicle. Infantry
and buildings are damaged in a different manner, as described in
the appropriate section of these rules. Widowed Armor
During the Recovery Phase, each player should check his
Each weapon type has a different damage profile, as shown on the vehicles for widowed armor. Widowed armor is created when
damage template. Lasers penetrate deeply into armor, while an upper layers of armor are undercut by penetrating hits, as shown in
SMLM’s damage spreads out more laterally. the diagram below. Any such armor is also marked off even though
it has not been hit. Widowed armor is created when any block of
armor remaining on the Armor Diagram cannot trace a continuous
DAMAGE TEMPLATE path of Armor blocks to the bottom row. This path of Armor
blocks must connect at the side and/or top or bottom of the block,
The damage template is made up of die-cut diagrams showing
not on a corner, The following diagram illustrates several
the damage profile for each weapon in the game, except for lasers.
possibilities.
Each shape is labeled for weapon type and is centered by a small
arrow along the top of the shape. Lasers need no template, for their
damage simply descends down a column, The number of boxes
marked off is equal to the strength of the laser.

Remember that widowed armor is not removed until the


Combat Phase is complete.
INTERNAL DAMAGE Gunner Hit (Gunner)
The gunner suffers damage and must make a Consciousness
Below the Armor Diagram is the Internal Component Diagram. Roll. The Base To-Hit Number to remain conscious is 8. For each
It is laid out on a grid just like the armor boxes, except that various box in the Gunner section that is blanked out, apply a -1 modifier
sections are outlined and named for an internal component. to the base to-hit number. In other words, use the total number of
When a damage template extends below the Armor Diagram, blanked-out boxes, not just those blanked out this turn. If the
mark off that portion of the Internal Component Diagram in the player rolls higher than the modified base to-hit number, the
same manner as the armor. For all practical purposes, the Internal gunner is unconscious. Remember, however, that a 1 is an
Component Diagram is treated as an extension of the Armor automatic success and a 10 is an automatic failure. At the End
Diagram, with the following exceptions. Phase of the next turn, the gunner may make a die roll to regain
The boxes in the Internal Component Diagram are not affected consciousness. If the player rolls lower than or equal to the
by widowing. modified base to-hit number, the gunner regains consciousness.
Except where locations are separated (between the turret and When all the boxes are blanked out, the gunner is dead. If the
stern and between the right side and bottom), damage is transfer- vehicle’s gunner and commander are both unconscious, that
able between sections. For example, it is possible that a shot hitting vehicle may fire no weapons until one of them regains conscious-
the front of the vehicle can damage an internal component under ness.
the left side armor,
Note that the Internal Component Diagram for ground vehicles Turret Weapons Hit (Turret Wpns)
is slightly different than that of grav vehicles. All the weapons located in the vehicle’s turret are knocked out.
No turreted weapon systems may be used for the rest of the game.
The vehicle may not paint any target for the remainder of the
DAMAGE LOCATIONS AND EFFECTS game.
Internal systems that are hit (having lost one or more boxes in
Commander Hit (Cmdr)
the section) become inoperative for the remainder of the game,
The commander suffers damage and must make a Con-
except where noted. In some cases, the vehicle will not have any
sciousness Roll, as described under the Gunner Hit rule above. A
components to damage in a location. If this is the case, treat the
vehicle whose commander is dead or unconscious cannot fire
area as having ballistic protection.
indirectly, paint targets, or call for artillery fire. If the vehicle’s
When an Armor box is hit during a campaign game, it takes
gunner and commander are both unconscious, no weapons may be
qualified technicians with adequate tools and spare parts ten
fired by the vehicle until one of them regains consciousness. An
minutes to repair the damaged area. Areas indicated by Internal
unconscious commander can regain consciousness in the same
Component boxes require 30 minutes to fix, and areas under the
manner as a gunner.
Vehicle Destroyed boxes require 60 minutes of repair time each.
The players decide how to determine whether or not adequate
Vehicle Destroyed
repair facilities are available. Note that repairs to crew and infantry
All of the vehicle’s major systems become inoperative. If the
sections can only patch up that compartment; dead and wounded
vehicle is moving, it must immediately ground at its current
crew members cannot be resurrected. Vehicles destroyed by
velocity and take grounding damage, as normal. Crew members
ammunition explosions cannot be repaired.
and any mounted infantry squads may exit the vehicle at the
beginning of the next turn, as normal.
TURRET
Ballistic Protection
Ballistic protection represents the inherent survivability of the
turret’s internal components because of hardening, duplication of
circuitry, and the ruggedness of the system itself. Hits to areas with
ballistic protection have no effect on the vehicle’s performance.
For all purposes except widowing, treat the Ballistic Protection
boxes as Armor.

Communications System (Comm)


The intervehicle communications gear is damaged, which
prevents the commander from being able to talk with other vehicle
commanders. In team play, this vehicle’s commander cannot talk
to teammates or taunt the enemy. If a player is controlling more
than one vehicle in a battle and receives this hit, he is not allowed
to talk to his other vehicles. The vehicle can no longer engage in
indirect fire, paint targets, call for artillery fire, or receive any
benefit for firing at a painted target. (The exception is when he
fires at a target that he himself has painted.)

Targeting Control Systems (Targ)


The vehicle’s targeting computers, weapons control linkages,
weapons stabilization controls, and other systems are damaged. For
each box marked off in the Targeting Control System, the vehicle
must apply a -1 modifier to the base to-hit number for any weapons
attacks it makes. Record this modifier in the Fire Mods box on the
record sheet.
STERN Left Shield (L, Shield)
The left shields are rendered inoperative and have a value of O
Ballistic Protection for the remainder of the game. Note that there are two left shield
Ballistic protection represents the inherent survivability of the locations. Both locations must be hit before the left shields stop
stern’s internal components, due to hardening, duplication of operating.
circuitry, and the ruggedness of the system itself. Hits on areas
with ballistic protection have no effect on the performance of the Right Shield (R. Shield)
vehicle. For all purposes except Widowing, treat the Ballistic The right shields are rendered inoperative, and have a value of 0
Protection boxes as Armor. for the remainder of the game. Note that there are two right shield
locations. Both locations must be hit before the right shields stop
Stern Shield (S. Shield) operating.
Stern shields are rendered inoperative and have a value of 0 for
the remainder of the game. Note, however, that there are two stern Left Directional Vanes (Left Vane)
shield locations. Both locations must be hit for the stern shields to A left vane hit means that the grav vehicle may no longer turn
cease functioning. to the left. This hit only affects grav vehicles.

Maximum Thrust/Movement Reduced by 1/4, 1/2, or 3/4 (1/4, Mobility (Mobility)


2, 3) A mobility hit means that a ground vehicle has taken a hit on its
This damage indicates that the Maximum Thrust for the vehicle tracks/wheels/surface-effect skirt. It can no longer move, but may
is reduced by one-quarter, one-half, or three-quarters, with change facings.
fractions rounded up. For convenience, consult the Thrust
Reduction Table below. Right Directional Vanes (Right Vane)
Hits to a ground vehicle in this area reduce the vehicle’s A right vane hit means that the grav vehicle may no longer turn
movement points by the same amount. The results are to the right. This hit only affects grav vehicles.
noncumulative.
Ammo (Ammo Stores Explode)
THRUST REDUCTION TABLE Onboard ammunition explodes or an energy weapons capacitor
Starting destructively discharges. On a Base Roll of 7 or less, there is no
Maximum Reduced To: explosion. A modifier of –1 is applied to this base number for
Thrust 3/4 1/2 1/4 every Internal Component block marked off in this location. If
1 1 1 0 there is an explosion, the vehicle is totally destroyed and cannot be
2 2 1 1 salvaged. The crew or infantry survives on a Base Roll of 8 or less.
3 2 2 1 Apply a modifier of –1 to this base number for every point of
4 3 2 1 current velocity. Make separate die rolls for any infantry squads or
5 4 3 1 crew the vehicle carries. Dismounting in this manner counts as
6 5 3 2 movement for the infantry squad or crew next turn.
7 5 4 2
8 6 4 2 FRONT
9 7 5 2
10 8 5 3 Ballistic Protection
11 8 6 3 Ballistic protection represents the inherent survivability of the
12 9 6 3 front’s internal components, due to hardening, duplication of
13 10 7 3 circuitry, and the ruggedness of the system itself, Hits against areas
14 11 7 4 with ballistic protection have no effect on the performance of the
15 11 8 4 vehicle. For all purposes except widowing, treat the Ballistic
Protection boxes as Armor.

For example, a Liberator has a Thrust of 6. If its thrust Terrain Sensing and Reaction Circuits (TS&R)
were reduced by one-fourth, it would have a new Thrust of 5. When the TS&R system is lost, all terrain speed limits are
If its thrust were reduced by three-fourths, it would have a new reduced by 50 percent of the amount (round fractions up) indicated
Thrust of 2. for that vehicle. Note that there are two TS&R locations, Both
locations must be hit before the system fails.

Infantry Compartment (Infantry) Front Shields (F. Shield)


The vehicle’s infantry compartment has been penetrated. If the The front shields are rendered inoperative and have a value of 0
vehicle is carrying infantry, the squad might also take damage. For for the remainder of the game. Note that there are two front shield
every 4 points of damage taken in the infantry section, one locations. Both locations must be hit before the front shields stop
infantryman is killed. If the entire location is destroyed, the vehicle operating.
cannot carry infantry and all infantry personnel aboard are killed.
Driver Hit (Driver)
SIDE (LEFT OR RIGHT) On a driver hit, the driver must make a Consciousness Roll
similar to the one described under the Gunner Hit rule. If the driver
Ballistic Protection fails the roil, the vehicle cannot apply any thrust and will continue
Ballistic protection represents the inherent survivability of the in its current direction until it strikes something. At that point, its
sides’ internal components, due to hardening, duplication of current velocity falls to 0. If a Piloting Skill Roll is necessary, the
circuitry, and the ruggedness of the system itself. Hits to areas with vehicle will strike the terrain on any die roll result of 2 or greater.
ballistic protection have no effect on the vehicle’s performance. A driver may regain consciousness in the same manner as a
For all purposes except widowing, treat the Ballistic Protection gunner.
boxes as Armor.
Hull Weapons 1 Hit (Hull Weap 1) DESTROYING A UNIT
All the weapons in the vehicle’s Hull 1 location are knocked
out. Any weapon systems located here are destroyed for the rest of A grav or ground vehicle is considered destroyed if: (1) all of
the game. the crew is killed, (2) the vehicle suffers an ammunition explosion,
or (3) it suffers a Vehicle Destroyed result.
Hull Weapons 2 Hit (Hull Weap 2) Infantry squads are considered destroyed if five of its members
All the weapons located in the vehicle’s Hull 2 location are have been killed.
knocked out. Any weapon systems located here are destroyed for
the rest of the game.

BOTTOM
Bottom Shields (B. Shield)
Damage to the bottom shields renders them inoperative and
with a value of 0 for the remainder of the game. Note that there are
two bottom shield locations, Both locations must be hit for the
bottom shields to stop operating.

Digging Cannons (Digging)


Damage to the digging cannons means that the vehicle may not
fire its digging cannons for the remainder of the game.

Helm
Helm damage means that it is no longer possible to steer the
grav vehicle. The vehicle cannot apply thrust and will continue in
its current direction until it strikes something. At that point, its
current velocity will be reduced to 0. If a Piloting Skill Roll is
necessary, the vehicle will strike the terrain on any die roll result of COMBAT IN THE SAME HEX
2 or more.
An enemy unit and a friendly unit may both occupy the same
Grav Drive hex. Resolve attacks against vehicles in the same hex as normal
The grav vehicle’s grav engine is hit and stops functioning. The and at a Range of 1.
vehicle may not move for the rest of the game and it may not The side attacked depends on the facing of the enemy unit at the
change facing. If the vehicle was moving when hit, it must time that the friendly unit enters the hex. If a friendly unit entered a
immediately ground at its current velocity and take any additional hex occupied by an enemy unit on the enemy’s left side, the enemy
damage. All other systems (shields and weapons) are still func- unit would be in the friendly unit’s front firing arc, and the enemy
tional. unit would have the friendly unit in its left firing arc.

Engine
The ground vehicle’s engine is hit and stops functioning. The
vehicle may not move for the rest of the game and it may not
change facing. All other systems (shields and weapons) are still
functional.

Ammo (Ammo Stores Explode)


Onboard ammunition explodes or an energy weapons capacitor
destructively discharges. There is no explosion on a Base Roll of 7
or less. A modifier of -1 is applied to this base number for every
block marked off in this location. If there is an explosion the
vehicle is totally destroyed and cannot be salvaged. The crew Attacks against infantry squads in the same hex are resolved
survives on a Base Roll of 8 or less. A modifier of -1 for every normally, regardless of facing.
point of current velocity is applied to this base number. Separate Infantry squads attacking vehicles in the same hex ignore all
rolls are made for any mounted infantry squads or crew that the terrain modifiers, including craters, and may choose to attack any
vehicle carries. Dismounting in this manner counts as the infantry location of the vehicle except the bottom. (See Optional Rules for
squad or crew’s movement for the next Movement Phase. exceptions.)
SPECIAL WEAPONS
Most weapons carried by tanks are energy-based, utilizing the successfully painted the target that turn. Dismounted infantry
vehicle’s fusion power plant to generate laser pulses or a mass squads may not fire their missiles indirectly.
driver cannon to accelerate small slugs to unheard-of speeds. A vehicle may fire up to one SMLM and/or two TVLG missiles
Unlike space vessels, land combatants can also mount slower alum, regardless of the number of launchers the vehicle has. An
and more conventional weapons that use larger kinetic energy war- anti-vehicle missile may not be fired at an infantry squad. There
heads. are a limited number of missiles that a vehicle can carry. The
player is responsible for keeping track of the number of missiles
BALLISTIC WEAPONS (GAUSS CANNONS) that his vehicle has available. Once a vehicle has fired all its
missiles, it has no more missiles for the rest of the game.
Most tanks mount at least one type of direct-fire ballistic Vehicles may not trade missiles among themselves during the
weapon, or cannon. These weapons differ from energy weapons course of the game.
because they fire an explosive shell rather than a stream of energy.
They are similar to the mass driver cannon (MDC) in using a INDIRECT MISSILE FIRE
magnetic field to accelerate a shell down the length of a barrel. The
muzzle velocity of the Gauss cannon projectile is drastically lower Vehicle-mounted anti-vehicle missiles do not require a direct
than that of an MDC, however, giving the Gauss cannon a greatly LOS in order to engage their target. As long as another friendly
reduced range in comparison to the MDC. On the other hand, unit has successfully painted the target in that turn, the missile may
shields are unable to turn the heavier shell, and so the Gauss be fired at the target as normal, ignoring the shield factor and line-
cannon is a more effective weapon at close range. of-sight restrictions. Firing arc restrictions do still apply, however.
A Gauss cannon may fire various types of shells, including
High-Explosive Armor Piercing (HEAP), Armor-Piercing Dis-
carding Sabot (APDS), Hammer Head (HH), or anti-personnel.
Though these shells may all fire from the same gun, they have
different damage profiles. The types of shells available for each
weapon system and its range are given on the Weapons Table, p.
55. All weapons may fire anti-personnel rounds. Ammunition is
unlimited for purposes of this game, but the player must announce
what type of shell is being used prior to firing a Gauss cannon.
Anti-personnel rounds may only be fired at infantry targets.
The base to-hit number for all Gauss cannon attacks is not
modified by the target’s shield factor.

MISSILES
In addition to direct-fire weapons such as lasers, mass drivers,
and Gauss cannons, many vehicles and infantry units are equipped
with a limited number of missiles. The two types of anti-vehicular
missiles are SMLM’s (Sub-Munitions Laser-Guided Missile) and
TVLG (Tube or Vertically Launched Laser-Guided). Except for
range and damage profile differences, these missiles use the same
set of rules.
For example, the Horatius behind the heavy woods hex does
a not have a LOS to the Liberator on the other side. A Lupis
within the heavy woods hex has a valid LOS to the Liberator
however. In the Painting portion of the Combat Phase the
Lupus successfully paints the Liberator. The Horatius may,
therefore, fire one SMLM at the Liberator, ignoring its shields.

ANTI-PERSONNEL (AP) LASERS


Any vehicle can mount an anti-personnel (AP) laser, which is
designed specifically to kill infantry but does no damage to armor.
Follow the usual Infantry to-hit procedures for the AP laser.
An AP laser cannot be used to attack infantry in buildings.
Maximum Range for an AP laser is three hexes.
AP lasers do not count against the direct fire restrictions.

VULCAN ANTI-MISSILE LASER SYSTEM


The Vulcan is a weapon system with its own radar to track and
Missiles may be fired directly at a target, per the Weapons Fire destroy incoming missiles from any direction. It utilizes rapid-fire,
rules. They use a base to-hit number based on range and all normal short-range lasers to destroy enemy missiles just before they hit the
to-hit modifiers (the shield’s field disrupts the circuitry of a missile vehicle.
and can cause it to explode prematurely). If a target is within a A vehicle can use the Vulcan to engage any missiles that have
missile’s firing arc, vehicle-mounted missiles can also fire scored a hit against it. The Vulcan Anti-Missile To-Hit Table gives
indirectly over intervening terrain if a friendly unit has the to-hit numbers for various missile attacks, based on the type of
Vulcan system. The player may decide to engage fewer than the
maximum number of missiles attacking him. He may even decide
not to use the Vulcan system at all. To use the system, the player
must make a separate to-hit roll for each targeted missile. If he
rolls the to-hit number or less, the missile is destroyed and his
vehicle takes no damage. Surviving missiles may make a normal
attack.
A Vulcan system can only be used once per turn. After the first
enemy attack, the player declares how many missiles he will
engage in that turn. He can use that number of die rolls to meet
missile attacks from various attacking vehicles.

VULCAN ANTI-MISSILE TO-HIT TABLE


Type Number of Incoming Missiles Engaged
1 2 3 4 5
Vulcan-1 5 2 1 - -
Vulcan-2 8 4 2 1 4
Vulcan-3 9 5 3 2 1
Vulcan-4 9 6 4 3 2

For example three vehicles are firing on a Horatius that


mounts a Vulcan-2. The first vehicle hits with two TVLGs. The
Horatius can declare that it will engage three missiles that turn
and then make two of its to-hit rolls against the missiles that
are coming in now. The player must roll a 2 or less to succeed.
The attacks are then resolved normally. The other two vehicles
make their attacks, each in turn. The Horatius is still able to
engage one more incoming missile fired from those other two
vehicles.
INFANTRY
An infantry squad consists of eight men. They are armed with Once a target is hit, the squad uses the damage template
small arms, bounce packs, and portable anti-lank missiles or appropriate to its current strength in men. Infantry weapons
mortars. These men are controlled abstractly as one squad, and damage is given in the Infantry Effectiveness Table.
thus the whole squad must carry out the same action. When
mounted in a vehicle, the infantry squad is unable to perform any
action.

INFANTRY MOVEMENT
An infantry squad may spend 3 MP per turn when dismounted.
They move like ground vehicles and so may enter any hex not
prohibited to ground vehicles, Instead of moving, a dismounted
squad may mount any vehicle that starts the Movement Phase in its
hex at a Velocity of 0. It then moves with the vehicle as normal.
When mounted in a vehicle, the infantry squad moves with the
vehicle but cannot fire its weapons in the Combat Phase. A
mounted squad may dismount a vehicle at the end of the vehicle’s
movement as long as the vehicle’s current velocity is 0. The squad
may not move for the rest of the turn. (See Optional Rules for
exceptions.) No more than one squad may be carried inside a
vehicle. An additional squad may be carried on the outside.
An infantry squad may mount a vehicle that has no infantry
compartment (or a destroyed one). In such a case, they are riding
on the outside of the vehicle and the squad takes damage whenever
its vehicle is hit or takes damage from Grounding. The controlling
player rolls 1D10 to determine how many squad members were
killed. If the vehicle takes a hit and must Ground as a result, the
squad has been hit twice. The controlling player must make two
damage rolls for the squad.

INFANTRY EFFECTIVENESS TABLE


Squad Weapons TVLGs Mortars
Strength Damage Available Available
8 IWF9 4 2
7 IWF7 4 2
6 IWF7 4 2
5 IWF5 4 1
4 IWF5 4 1
3 IWF3 3 1
2 IWF3 2 0
INFANTRY COMBAT 1 IWF1 1 0
0 Dead
Infantry fire and to-hit procedures are the same as for vehicles.
The only difference is that infantry units have a 360-degree firing
arc for all weapons, but the range of their personal weapons is Infantry firing personal weapons at targets in the same hex are
severely limited. assumed to be making a Close Assault. They get to choose the
During the Combat Phase, an infantry squad may perform one location attacked, regardless of the vehicle’s facing. A squad can
of three actions. It may fire its personal weapons at a target, fire its elect to hit the front, side, stern, or turret, but cannot attack the
anti-tank missiles or mortars, or paint a target. Remember, though, bottom of a vehicle.
that mounted infantry may not fire at all.
PAINTING TARGETS
FIRE PERSONAL WEAPONS
The squad can use targeting lasers to paint for missiles, lasers,
Infantry squads may fire their personal weapons at any one mass driver cannons, and some artillery shells fired from other
target within the normal restrictions. If the target has moved during sources.
the Movement Phase of the turn, the squad may make one attack. If If the target is within six hexes, infantry squads need only
the target has not moved during the Movement Phase of the turn, declare that they are painting a target. Regardless of shield factors,
the squad may make two attacks. If the target is in the same hex as the squad will succeed in painting the target on a die roll of 9 or
the squad and has not moved, the squad may make three attacks. less, minus the number of casualties the squad has taken. For these
Each attack is resolved separately, but only one enemy unit can be purposes, assume that an infantry squad that started the game with
targeted in a turn. less than eight men has taken the appropriate number of casualties.
Infantry weapons fire is affected by the target’s shield factor. Infantry squads cannot paint targets at ranges greater than 6.
TVLG MISSILE FIRE rubble, buildings, or craters, no modifier is applied against the base
to-hit number. Attacks against infantry inside buildings are carried
The squad may carry up to 4 TVLG anti-vehicle missiles. For out according to the Building Rules, p. 32. Missile rounds may not
casualty purposes, the last four men in the squad are considered to be used to attack a dismounted infantry squad.
be carrying the TVLGs. The squad can fire one, some, or all its If the round hits, roll 1Db. Then modify the result by
remaining TVLGs in one turn. The missile fire is resolved in the subtracting the normal terrain to-hit modifier from the result (-1,
normal manner, except that the squad cannot engage in indirect -2, or -3). Cross-reference the weapon type with the modified to-hit
fire. roll on the Infantry Damage Table below, to find the number of
infantry lost. Note that the damage can be 0.
For each squad member killed, mark off one box on the
MORTAR SQUADS appropriate infantry record. As a squad takes damage, its effec-
tiveness declines. The Infantry Effectiveness Table shows what the
Some special infantry squads are armed with two light mortars.
squad can do as it takes casualties. Remember that all damage for
These squads do not have any TVLG anti-vehicle weapons. When
infantry squads is taken after all fire is resolved. The last four
the mortar squad is firing directly, they use the normal to-hit
infantrymen are assumed to be operating the squad’s TVLG
procedure, but are not modified for shields, and their maximum
missiles.
range is 20 hexes.
To operate a light mortar requires a minimum of three
personnel. That means a squad that has taken losses might not have
sufficient personnel to operate one or both mortars. (See the
Infantry Effectiveness Table.)

Indirect Mortar Fire


A mortar fires small, laser-guided rounds and can be fired
indirectly. After the forward observer has painted the target, the
mortar round homes in on it. The to-hit procedure for a painted
mortar round is the same as for a vehicle firing an indirect missile.
If a mortar round strikes a building or a vehicle, determine the
damage with an IWF7 template.
Light mortar squads may also fire a small anti-personnel round.
In this case, all they need is an observer who can see the target. It
is not necessary to paint the target. The player makes a normal to-
hit roll, ignoring any shield factors and terrain modifiers. If the
round hits the target hex, all dismounted infantry squads take
damage, per the Dismounted Infantry Casualties rules below.

DISMOUNTED INFANTRY CASUALTIES


Dismounted infantry are considered to be dispersed throughout
the 200-meter hex. When firing at dismounted infantry in woods,

INFANTRY DAMAGE TABLE


Laser Damage Points, Weapons Type, or Modified Die Roll
Cannon Size
-1 0 1 2 3 4 5 6 7 8 9 10
20 (200mm) 0 0 0 0 1 2 3 3 3 3 4 5
15 (150mm) 0 0 0 0 0 1 2 3 3 3 3 4
12 (MDC 12) 0 0 0 0 0 1 2 2 2 3 3 4
10 (l00mm/MDCl0) 0 0 0 0 0 1 2 2 2 3 3 3
9 0 0 0 0 0 0 I 2 2 3 3 3
8 (MDC8) 0 0 0 0 0 0 0 1 2 3 3 3
7 (50mm) 0 0 0 0 0 0 0 1 2 2 2 2
6 0 0 0 0 0 0 0 1 2 2 2 2
5 0 0 0 0 0 0 0 1 2 2 2 2
4 0 0 0 0 0 0 0 1 2 2 2 2
3 (25mm) 0 0 0 0 0 0 0 1 2 2 2 2
2 0 0 0 0 0 0 0 1 1 1 1 1
1 0 0 0 0 0 0 0 0 1 1 1 1
IWF9 0 0 0 0 1 2 3 4 4 4 4 4
IWF7 0 0 0 0 0 1 2 3 3 3 3 4
IWF5 0 0 0 0 0 0 1 2 2 3 3 3
IWF3 0 0 0 0 0 0 0 1 2 2 2 2
IWFl 0 0 0 0 0 0 0 0 1 1 1 1
AP Laser 0 0 1 1 1 1 2 3 4 5 6 7
Mortar 0 0 1 1 2 2 3 3 4 4 5 5
HAFE-I 0 1 2 2 3 3 4 5 6 6 7 8
Minefield 0 0 0 0 1 2 3 4 5 6 7 8
CONCEALED INFANTRY DISMOUNTED VEHICLE CREW
A dismounted squad can effectively hide from observation and A vehicle crew will sometimes survive the destruction of its
thus from attacks. Rather than moving, a dismounted infantry vehicle. If the crew escapes, place a Crew counter next to the
squad may declare that it is concealing itself during its Movement vehicle. In the next turn, the crew may move at a rate of one hex
Phase. During the following turn, the squad may not be engaged by per turn. A dismounted crew cannot make attacks, paint targets,
any enemy unit not in the squad’s hex. Additionally, the concealed call in artillery fire, or recombine with an infantry squad. Except
infantry squad may not move, fire any weapons, or paint a target for these restrictions, the Crew counter is subject to all infantry
until it is declared active again. rules. This rule is especially useful when a player is attempting to
The unit may become active during the Declare Weapons Fire maintain troop quality.
portion of the Combat Phase. The squad may then engage any
target normally. Enemy units that have not yet declared their fire in
that phase may engage the infantry squad, per the normal Combat
rules. By waiting until other units have declared their fire for the
turn, an infantry squad can get a free shot at a target without
having to take any return fire. Note that the infantry squad is a
valid target during the turn that it declared that it was concealing
itself.
Concealed infantry units may not engage in Opportunity Fire.

RECOMBINING INFANTRY SQUADS


If two infantry squads occupy the same hex and perform no
other actions for one turn, members from one squad can be
reassigned to another squad during the End Phase. This transfer of
personnel can also include equipment, but no squad can operate
more than four TVLGs or two mortars. Remember, too, that no
squad has more than eight members. Recombined infantry squads
must be assigned to one of the parent platoons for movement
purposes.
BUILDINGS
Cities have always created special problems for military COMBAT EFFECTS
operations. The many buildings among the long, narrow streets of
urban areas block line-of-sight and provide the enemy with hiding Buildings may block line-of-sight in the same manner as trees.
places and protection from weapons fire. These factors obviously A building’s height is added to the Elevation Level of the hex that
call for unique tactics and operations. From the earliest history of it occupies.
warfare up to the present day, combat in an urban area has been the Buildings may be fired on as normal, but without to-hit
most costly and destructive form of warfare known to man. modifiers for terrain.
Buildings are rated by their Elevation Level (stories) and the Buildings take damage a little differently than normal. Once a
number of Armor Points that each level has. (A level is 20 meters, hit occurs, the player rolls a die to determine which level has been
and so each level of a building contains four to six actual floors.) struck. If the result is higher than the height of the building, then
As urban structures are not designed to withstand fire from modem the topmost surviving level of the building has been hit.
combat weapons, they can be reduced to rubble very quickly. Align the damage template sideways with the arrow pointing to
the appropriate level, then slide the template over until the first full
armor block is reached. Fill in the template as normal.

If all of the armor boxes on one level are destroyed, all levels
above it collapse and are destroyed. If the bottom level is
destroyed, then the whole building collapses and is destroyed.
Replace the building counter with a rubble counter. Rubble does
not block line-of-sight. Any infantry squad caught in a destroyed
level is totally eliminated. Units outside of a building that is
rubbled are not affected. The effects of rubbling a building take
Each Building Record Sheet shows a block that is 10 boxes high place at the End Phase of the turn.
by 40 boxes wide. Each row represents one of the building’s Infantry that is inside a building may fire. For line-of-sight
stories, numbered one through ten. When filling out the record purposes, consider the squad lobe at the elevation of the level they
sheet, the player should cross off any excess rows at the top. The occupy, plus the level of the hex.
building’s armor factor can range from I to 40, and that same value Larger buildings do provide some protection for infantry. While
is used for each story. The player should block out columns so that a squad occupies a building, it may not be fired upon directly. Only
each story consists of a row of boxes equal to the building’s armor the building can be attacked.
factor. When the player is finished, the Armor Diagram should be The infantry unit does not take damage until the last five armor
a rectangle that is as high as the building’s elevation and as wide as blocks of their level have taken damage. Whenever one of those
the building’s armor factor. five blocks is damaged, the damage value of the weapon system or
round is cross-referenced to the Infantry Damage Table, as normal.
MOVEMENT EFFECTS The building counters represent all of the buildings in the built-
up area. It is very easy to destroy one building, but an entire city
Vehicles are assumed to be moving through the streets and block is much more resilient. The randomness of the hit locations
alleyways in the building hex. Vehicles can never enter the represents the fact that multiple individual buildings must be
building. It costs 1 VP to move into a building hex, but the speed destroyed in order to significantly damage a city block. The hit
limit is lower than in open terrain, as shown by the Terrain Effects location procedure is not any reflection on the relative difficulty of
Table. targeting and destroying a single stationary building.
When dismounted infantry is in a building hex, the unit may
declare entry into the building instead of moving. An infantry unit
can enter at Level 1, 2, or 3. Once inside, the infantry squad can
only change one Elevation Level a turn.
An infantry squad can choose to exit a building from any level
rather than moving. When moving out of a building, a dismounted
infantry unit may not mount a vehicle until the next Movement
Phase. An infantry unit may also move up and down levels. Each
turn, the unit may move one level.
CENTURIONS
Strong and innovative leadership is necessary for the combat Players may not save Leadership Advantage Points for other
efficiency and effectiveness of any military unit. No matter how turns.
good the equipment or the training of the individual soldier,
without leadership an army is just rabble waiting to be swept away.
For example, the Renegade player has 3 Leadership
Advantage Points. Rather than using them to modify the
Initiative Roll, he saves them until his units are to be moved.
The Renegade player wins the Initiative and decides to be
Player A. On his turn to move the units of a platoon, he may
move one platoon as normal or elect to expend the 3 points to
pass on moving that platoon. If he passes, Player A may move
the passed platoon immediately after he has moved another
platoon later in the turn. For example, he might wait until
after moving his last platoon and then move the passed
platoon. He might also wait until midway into the movement of
his platoons, and decide to move the passed unit then.

LOSS OF CENTURION
Loss of the Centurion can, obviously, have disastrous results for
the Century. If a player’s Centurion is killed, knocked uncon-
scious, put out of communication, or has his vehicle destroyed, the
Leadership Rating for the Century is reduced to 0 and the
difference between the sides is recalculated.

Active Centurions are necessary to call in offboard artillery,


orbital fire support, and air strikes, If a player’s Centurion is killed,
knocked unconscious, put out of communication, or has his vehicle
Each player has one Centurion who is in charge of all of the destroyed, the Century cannot use any of its offboard assets
player’s units (normally three to five platoons of three vehicles (though current missions still come in),
each). These are known collectively as a Century. The Centurion A Centurion whose vehicle has been knocked out cannot
should be assigned to one of the player’s vehicles. He takes the transfer to another vehicle because the special communications and
place of the vehicle commander, and so whatever damage the encryption devices needed to control the Century have been lost in
commander takes applies to the Centurion. the wreckage of the original vehicle,
A Centurion cannot be assigned to an infantry squad rather than
a vehicle. This is because the squad does not have the necessary CENTURION ADVANCEMENT
communications systems to allow him to control a battle.
The unit’s Centurion performs three functions in the game. He An average Centurion usually has a Leadership Rating of 2.
can affect who wins the Initiative, decide when a friendly platoon Unless otherwise specified by the scenario, assume that both
moves during the Movement Phase, and is necessary to call in Centurions have a Leadership Rating of 2. The players may also
attacks by offboard artillery and orbital fire support. choose to randomly generate the starting Leadership Rating for
their Centurions by rolling the die before the start of the game. See
LEADERSHIP RATING the Leadership Rating Table below.

In each scenario, the Leadership Rating of the opposing


Centurions is given. In most cases, the two Centurions have LEADERSHIP RATING TABLE
equivalent ratings, and so neither side has a Leadership Advantage. Die Roll Leadership Rating
In such case, the movement sequence is not affected. 1 1
When one Centurion does have a higher rating than the other, 2 1
he has a Leadership Advantage equal to the difference between the 3 2
two ratings. For example, if a TOG Centurion has a Leadership 4 2
Rating of 2 and a Renegade Centurion has a rating of 4, the 5 2
Renegade side has a Leadership Advantage of 2 points. 6 2
There are two ways to use these Advantage Points during a 7 2
turn. First, the player can subtract all, some, or none of the points 8 2
from his Initiative Roll at the start of the Movement Phase for the 9 3
turn.
10 3
Points not expended to modify the Initiative Roll can be used to
delay or advance the movement of any of the player’s platoons.
For every three full Advantage Points remaining, the player can
pass on moving one platoon until later in the movement sequence.
At that later point, he will move the units of that platoon imme-
diately after the normal movement of another platoon. He can also
use the points to move a platoon at the start of his portion of the
Movement Phase.
LEADERSHIP RATING ADVANCEMENT
Players may keep the same Centurion for future games. To do
so, the player should keep track of the level of victory or defeat his
Centurion achieves in the game. (Victory Levels are given in the
published scenarios or can be calculated as described in Scenario
Design). Point values for each type of victory are given in the
Advancement Points Table.

ADVANCEMENT POINTS TABLE


Victory Level AP Earned
Decisive Victory 3
Substantive Victory 2
Marginal Victory 1
Draw 0
Marginal Defeat -1
Substantive Defeat -2
Decisive Defeat -3

For every 5 Advancement Points that a Centurion gains, he


increases his Leadership Rating by 1. For every 5 points that a
Centurion loses, he decreases his Leadership Rating by 1. The
Leadership Rating Table below shows the Leadership Ratings for
Centurions with various Advancement Point levels.

LEADERSHIP RATING TABLE


Total Advancement Points Leadership Rating
-6 to –10 0
-1 to –5 1
0-4 2
5-9 3
10 - 14 4
15 - 19 5
20 - 24 6
25 – 30 7

Beginning Centurions start with a Leadership Rating of 2.


Negative Leadership Ratings are also possible.
OPTIONAL RULES
The following rules are presented to enhance and expand the
Centurion game. Before the start of a game, the players should A Horatius is operating at TTF, five hexes away from a
review these rules and agree on which ones they will use. Liberator on the ground. The line-of-sight between the two
vehicles would normally be blocked by a light woods hex,
ALTERNATE GRAV MOVEMENT MODES Because the Horatius is at TTF the woods are ignored for line-
of-sight purposes. The Horatius attacks the Liberator and the
The preceding movement rules apply when a grav vehicle is attack is handled as normal. The Liberator’s attacks on the
operating in its normal flight mode (NF), that is, about one meter Horatius are also resolved normally, but the bottom shields are
above the ground. Grav vehicles may also choose to operate in used and the TTF Hit Location Table replaces the normal Hit
Tree-Top Flight mode (TTF) or in Low-Altitude Flight mode Location Table. To determine the damage from his successful
(LAF). While operating in TTF, the grav vehicle is about 20 attacks, the Liberator’s player rolls a die and adds 5 for the
meters off the ground, ignoring trees and low buildings for LOS Range. A modified result of 8 -10 means that the Horatius is hit
and movement purposes. While operating in LAF, the vehicle is on the left side. A modified result of 1 - 7 results in a hit to the
flying high enough to ignore all terrain for movement and LOS. bottom armor.
Though these two modes increase the maximum speed that a
vehicle can safely travel (up to 900kph in LAF), the vehicle
becomes an easy target for any enemy unit that spots it. TTF HIT LOCATION TABLE
Modified Die Roll* Result
TTF AND NF MOVEMENT 1–7 Bottom
8 – 10 Attacked side
At the start of the Acceleration portion of the Movement Phase, *Add Range
the player may expend Thrust Points to raise or lower a grav
vehicle one level. It costs 1 Thrust Point to move from normal LOSS OF GRAV DRIVE
flight to Tree-Top Flight and 1 Thrust Point to move from Tree- Loss of the grav drive while operating close to the ground is
Top Flight to Low-Altitude Flight, and vice versa. A vehicle that serious enough. Its loss at 50 meters above the surface normally
moves down from TTF or LAF is immediately subject to the results in the vehicle’s total destruction.
terrain speed limits of the hex that it occupies. If the grav drive is knocked out while the vehicle is at NF, it
Tree-Top Flight mode allows a grav vehicle to ignore all terrain must immediately ground at its current velocity.
and one Level of buildings, but such vehicles must still pay VP If the grav drive is lost while operating at TTF the vehicle must
Costs for crossing contour lines as in NF mode. The vehicle treats also ground, adding 2 to its current velocity.
the terrain features as clear terrain for speed limit purposes. Loss of the grav drive while at LAF results in immediate
In Low-Altitude Flight mode, a grav vehicle ignores all terrain grounding, with 10 added to the vehicle’s current velocity.
and contour lines for movement and line-of-sight purposes. The
vehicle may accelerate up to 75 VP, but air resistance prevents it ARTILLERY
from going faster. It costs a LAF vehicle 1 VP to enter any hex. All artillery attacks against units operating at NF, TTF, and
LAF are resolved normally, except that HAFE rounds have no
STACKING effect on vehicles operating at LAF.
Normal stacking limitations are in force for each flight level. In
other words, as many vehicles as desired can occupy the same hex INFANTRY
at the same flight level. The bounce packs worn by infantry have a governing device
that prevents the soldier from exceeding a set velocity. The device
COMBAT temporarily boosts the strength of the grav fields and applies a
A vehicle operating in TTF mode is one level higher than the braking force that slows the soldier down whenever that safe
terrain it is in for line-of-sight purposes. In LAF mode, line-of- velocity is exceeded. (Though the pack makes the soldier almost
sight is never blocked. weightless, his mass stays the same. Striking the ground at 60
All attacks against units utilizing NF mode are handled per the kilometers per hour - weightless or not - still means that soldier
normal Combat rules, except where noted below. ends up splattered all over the countryside).
Attacks between units operating in the same flight mode are Combat troops use this safety feature to engage in some
handled per the normal Combat rules except where noted below. innovative tactics. The most common of these is to jump out of a
Attacks by a unit operating in NF or TTF mode against a target moving grav vehicle as it speeds over a target. The ground is too
operating in LAF mode use the target’s bottom shield rating in the close to make this lactic useful while operating in NF mode, but it
to-hit number modifications, and all damage is taken against the is very useful when attacking at TTF or LAF.
bottom. Infantry may only mount a vehicle that is operating at NF, and then
Attacks by a unit operating in NF mode against a target only if the vehicle starts the turn in their hex and at a current
operating in TTF mode use the target’s bottom shield rating in to- velocity of 0. Infantry may dismount a vehicle at NF only at the
hit number calculations, but damage may be taken against either end of the vehicle’s movement and only if the vehicle’s current
the bottom or the appropriate facing. Use the TTF Hit Location velocity is 0.
Table below to determine the hit location, adding the Range to the Bounce infantry may dismount a TTF or LAF grav vehicle at
die roll. any time during its movement, and they are then placed in the hex
at ground level. The dismounting infantry may be engaged by
Opportunity Fire but the unit does not receive any terrain modi-
fiers. Dismounting units engaged during the normal Combat Phase
may be attacked per the normal rules.
Infantry dismounting from a TTF or LAF vehicle onto a
building hex can declare that they are landing in the top level of
the building rather than outside of it.
ARTILLERY All General Artillery Rules apply.
The HAFE-I affects both the target hex and the six adjacent
Artillery in the 69th century is grav mounted, capable of hexes. Woods are reduced to rubble. All vehicles in the affected
delivering accurate and devastating fire from distances of up to hexes take 10 points of damage on every facing, including the
100km. Effective use of assigned artillery support can give even turret, except the bottom. The damage moves straight across the
greatly out-numbered forces victory. rows, left to right until all 10 points are used. Buildings take 10
points of damage on each level. All dismounted infantry squads in
GENERAL ARTILLERY RULES the hexes take damage per the Dismounted Infantry Casualty rules.
Artillery support is assigned as fire missions per turn in every If a hex is rubbled, all unoccupied craters in the hex are removed.
scenario. Each assigned fire mission gives the player one artillery Because combat is simultaneous, a woods hex reduced to rubble
attack per turn. by HAFE-I rounds will still block line-of-sight until the end of the
Artillery attacks are called in against a hex, not a vehicle or turn.
other unit. Artillery can be called into attack any hex on the board.
regardless of whether or not a friendly unit has a valid LOS to the ADM Rounds
target hex. Each artillery attack takes one turn to arrive. Thus, Artillery Dispensed Mines are fired to a target hex, per the
during the End Phase of a turn, the player must record the target General Artillery Rules. They do no damage when they hit, but
hex and type of round used (see Artillery Rounds). During the scatter land/grav mines that will affect vehicles and dismounted
next turn’s Combat Phase, the artillery attack on the hex is personnel. The target hex is considered to be covered with mines.
resolved. All general rules for artillery rounds apply. See Mines, p.41, for
If a friendly unit has a valid line-of-sight to the target hex on the further details. There are no advantages for overlapping mine-
turn that the artillery attack arrives, the hex is hit on a result of 9 or fields.
less. The round scatters on any other result. The observing unit
cannot paint during the turn that the artillery lands. (It is using its
painting lasers to mark the target hex, though the painting is
automatic and not restricted by range). An observer can only target
one hex per turn.
If there is no friendly unit spotting, the artillery attack will hit
on a result of 6 or less. The attack scatters on any other result. If an
artillery attack misses its target hex, where it lands is determined
on the Scatter Diagram.

Scattering
Artillery rounds that miss their targets are subject to scattering.
Roll 1D10 to determine in which direction the round goes and
consult the Scatter Diagram below. A die result of 1 - 6 means that
the round lands in the appropriately marked adjacent hex. If the
result is 7- 10, the round will travel one additional hex, which calls
for a second roll to determine direction. A second 7 - 10 die result
means that the round is another hex off in range. The player must
roll again to see where it lands. The round will detonate in the hex
where it lands, and will affect all units as normal.

AMA Rounds
Anti-Mine Artillery (AMA) rounds may be fired into a target
hex, per the General Artillery Rules. They send out a strong
gravitic pulse that detonates all the mines in one hex. All General
Artillery Rules apply. See Mines for further details.

HELL Rounds
The most deadly artillery round in use is the HELL round.
When a HELL round goes off, it releases enough gravitic energy to
cause an uncontrolled fusion reaction, This type of round is very
clean, leaving little tactically significant radiation, but it does turn
the topsoil to glass. It will also turn any type of terrain to clear
ARTILLERY ROUNDS terrain, and will literally melt the armor off vehicles. All General
Artillery can fire a variety of munitions. When an artillery Artillery Rules apply.
attack is plotted, the player should also determine the type of round If a vehicle is in the hex where a HELL round explodes, several
to be used. Note that some of the rounds affect both the target hex plagues will befall it. First, the vehicle is automatically grounded at
and the six adjacent hexes, while others require a special its current velocity, causing damage to the bottom. Second, all
modification to the General Artillery Rules. armor facings, except the bottom, take 100 points of damage,
minus the shield rating. Thus, if the front of a tank has a Shield
HAFE-I Rounds Rating of 70, and a HELL round goes off in its hex, the tank will
The HyperVelocity Airburst Flechette Explosive—Improved take 30 points of damage on the Front (100-70 = 30). A similar
(HAFE-I) round is designed to explode into thousands of small calculation is made for the Left, Right, Turret (using the front
flechettes, saturating the surrounding area with deadly, high-speed shields), and Stern Facings. Damage is applied in the same manner
fragments. Because the flechettes are too large to be stopped by as Grounding Damage.
shields, the shields do not reduce damage to vehicles.
All dismounted infantry squads are destroyed in the target hex,
as are all unshielded buildings and trees. There is no rubble, ON-BOARD ARTILLERY FIRE
Unoccupied craters are removed from the target hex. Artillery is always located offboard. When playing break-
The gravitic aftershock of the HELL round affects all grav through scenarios, however, it is possible for an artillery unit to
vehicles in the adjacent hexes. All such vehicles must make a die find itself overrun and on the defensive.
roll of 5 or less to avoid immediate grounding at their current Artillery weapons are normally variations on the gravitic
velocity. Tree hexes adjacent to the blast hex are reduced to rubble. cannon (GPA or GPE). The gravitic cannon uses phased gravity
Because combat is simultaneous, a woods or building hex that pulses to accelerate its projectiles along the length of its barrel.
is reduced to rubble by HELL rounds will still block LOS until the Thus, the cannon launches its munitions at very precise speeds and
end of the turn. trajectories, making its indirect fire accurate and fast. The system
Shielded buildings take damage from HELL rounds differently. is incapable of launching indirect fire at a range of less than four
The amount of damage that gets through the shield is calculated as kilometers, however.
for vehicles. Damage is marked off in rows, starting at the top of Treat all GPA or GPE weapon attacks against targets at a Range
the building and working down, left to right. of 20 hexes or less as a normal artillery attack, with a Base To-Hit
Infantry squads inside the building are destroyed by any Number of 7. The GPA/E cannot be fired indirectly at any target at
damage reaching the last five boxes of the level that they occupy. a Range of 20 hexes or less. These targets must be fired on directly
If multiple HELL rounds land in the same hex, their effects are from a valid LOS. All GPA/E attacks hit in the turn that they are
resolved separately. fired.
HELL round damage takes effect no matter what the vehicle’s The GPA/E may use any artillery round for its direct fire attacks
flight mode. except HELL rounds, which have a safety interlock that prevents
their being armed within one kilometer of the firing unit. HELL
Smoke Rounds rounds may only be used against targets at a Range of 6 or more.
An artillery attack can be used to lay a column of smoke three Except where noted above, use all other General Artillery Rules,
hexes long and one hex wide, centered on the target hex in any including Scattering.
orientation the attacker chooses. These rounds are fired in the End On-board artillery may not use Opportunity Fire.
Phase section of the turn. Use all the normal Smoke rules and
General Artillery Rules. COMBAT ENGINEERING VEHICLES
Crater Rounds Armies have deployed engineering vehicles for millennia to
Artillery may also be used to create blast craters in the ground facilitate the advance of combat troops. These vehicles serve to
to give vehicles and infantry some form of protection. A Crater clear obstacles that hamper the movement of friendly troops, open
round landing in a hex digs a crater in the same manner as a pathways through minefields, and create fortified positions. Even
digging charge, providing hull-down protection for vehicles and with the introduction of grav vehicles, specialized combat engi-
infantry. A Crater round uses all the General Artillery Rules. neering vehicles still play an important role in a Legion’s success.
Engineering vehicles are standard grav vehicles with some of
GLAD Round their offensive weaponry replaced by specialized engineering
The Guided by Laser, equipment.
Artillery-Delivered round If a vehicle has an engineering attachment, it is considered to be
(GLAD) requires a painted an engineering vehicle and may perform any or all of the following
target during the turn of the activities, in addition to its normal movement and combat.
attack. All other General
Artillery Rules apply, CLEARING TREES
except that a missed round An engineering attachment normally includes a planar laser.
does not scatter. On the turn The planar laser consists of two projectors that create a continuous
the GLAD round arrives, the sheet of coherent light in a gap between them. The sheet is capable
painter must have of cutting through most trees.
successfully painted a The player may tun the planar laser on and off as desired during
vehicle in the target hex or the engineering vehicle’s movement. The vehicle pays normal VP
in any of the adjacent hexes. for moving through terrain, but if the engineering vehicle is
If there is no painted operating at NE, it will cut a path through any woods hex through
target, the GLAD round will which it travels. No path is cut if the vehicle does not leave the
attack any unpainted vehicle hex, however. The player should place a path counter down on the
in the target hex, at the woods hex to indicate this. The path is aligned to face the same
attacker’s choice. direction that the engineering vehicle took through the hex.
GLAD attacks are handled For the remainder of the game, grav vehicles may treat the
as normal missile attacks. cleared woods hex as though it had a road through it. All other
The Base To-Hit Number is 9, modified normally for terrain, vehicles and dismounted infantry treat the hex as a normal heavy
shields, and painting. or light woods hex.
If the GLAD misses, it hits the ground with no damage. When a
GLAD hits a vehicle, it will most often hit the stem or the turret
since it is making a top-down attack. See the GLAD Hit Location
Table.

GLAD HIT LOCATION TABLE


Die Roll Effect
1-3 Turret Hit
4 – 10 Stern Hit

The damage from GLAD is the same as from a 150mm HEAP


round. GLAD rounds cannot be used against infantry.
DEFENSE INSTALLATIONS
Ground-based defensive installations are static turrets mounting
ground weapons to protect some planetary facility. They are
normally one part of a massive space defense system used to
provide strategic targets such as cities and industrial centers with a
defense against orbital bombardment. Such defense systems
consist of multiple HELL missile launchers, bays of laser arrays
for use against orbital ships, shield generators that cover the target
area, and static defense installations. These systems normally make
the city or industrial center proof against attack from space, and
attacks by ground troops difficult. To destroy such a complex
usually takes a combined effort by space and ground forces.

An engineering vehicle is at NF, its planar laser is on, and it


moves through three light woods hexes and stops in a fourth,
as shown above, The three hexes through which the vehicle has
moved are considered to have a path cut through them. The
fourth hex does not, and will not, until the engineering vehicle
moves out of the hex. Path counters are laid on the map, and
aligned with the vehicle’s direction of travel.

CLEARING MINEFIELDS
Minefields may be cleared only by engineering vehicles
traveling at NP. The engineering attachment sends out a combi-
nation of gravitic and magnetic pulses that detonate the mines
harmlessly to create a safe pathway through the minefield. Some of
the mines in the field are set to detonate after a delay of a few
seconds, however, in order to knock out any engineering vehicles
attempting to clear the field.
When an engineering vehicle enters a mine hex, hidden or
otherwise, at NP, the player rolls the die. On a result of 9 or less,
he succeeds in clearing a pathway through it. A path counter is laid
down and aligned to the vehicle’s direction of travel, just as in
cutting a pathway through trees. The pathway is not laid down
until the vehicle moves through the hex, however. If the vehicle
ends its movement in a mine hex, the roll to clear a pathway is
made, and any minefield attacks are resolved. It is only after the
vehicle moves out of the minefield that the path counter is placed
down.
If the player had rolled a 10, the engineering vehicle would be
attacked by a mine as normal.
Any unit that moves along a cleared pathway will not be
attacked by the hex’s mines. Any unit that does NOT travel along
the path is subject to normal minefield attacks.

DIGGING CHARGES
Vehicles with an engineering attachment are equipped with
double the number of cratering charges (eight instead of four). The
Below are rules to use installations both in Centurion and
charges are used with digging cannons in the usual manner. To
Interceptor.
keep track of the extra charges, players may use the Infantry
TVLG Missile boxes on the record sheet.
INSTALLATION TYPE
The engineering attachment is treated as a normal weapons
Four typical defensive installations are described below. For
system, except that it must be mounted in the hull and it takes up
Centurion/Interceptor purposes only the point/ground defense
one space in Hull 1 and one space in Hull 2.
weapon systems are described. A typical ground-based space
defense system would have multiple numbers of these installations
and would also control massive arrays of lasers for use against
orbiting capital ships. These laser arrays, or bays, are incapable of
engaging ground forces and so are disregarded.
An installation takes up one hex, and is treated as a building for An installation’s turreted Gauss cannons may not fire into the
movement and line-of-sight purposes. Its shield generator creates a Interceptor map. Laser weapons may only fire at targets in the
shield over its own hex and the adjacent hexes. The installation’s atmosphere or the atmosphere/space interface. HELL missiles may
point defense weapons are mounted in a turret elevated on a pylon be used against targets in the atmosphere, in the interface, or in
sufficiently high to be twenty meters taller than the terrain in the space, as long as the target is in the installation’s firing arc.
surrounding hex.
At least three infantry squads are assigned to any installation. Shields
The following table shows some of the most common installations The shields of a defensive installation protect the buildings both
used in this game. in the installation’s hex and in the adjacent hexes. Rather than
projecting a hemispherical bubble (a technological impossibility
INSTALLATION TABLE because of the scale), the installation generators are connected to
Type Turret Weapons Missile Shield* individual shield projectors on each building. Thus, the streets and
Launchers alleyways are normally unprotected.
1 Two 7.5/6 Lasers, 1 100 When firing at a building hex protected by a defensive
200mm Gauss Cannon installation’s shield, the to-hit number is modified by the defensive
2 Two 200mm Gauss 2 100 installation’s shield factor. Vehicles and dismounted infantry not
Cannons, 7.5/6 Laser inside the building do not get this advantage. They do receive the
3 Two 200mm Gauss 3 100 terrain modifier for being in a building hex, however.
Cannons, Vulcan-3
4 Vulcan-4, Two 200mm 4 100 DAMAGE
Gauss Cannons The hit location of any successful attack against a defensive
*Interceptor players may use variable shields instead. The typical installation is resolved in the same manner as for a building.
installation has 1,600 Power Points available to it. Installation However, any hits that strike the upper level hit the turret.
shields require seven times the normal power. Damage to the installation’s lower levels is also resolved per
the Building rules. Hits to the turret are resolved as normal turret
INSTALLATION RECORD SHEET hits. Destruction of any of the levels results in destruction of the
The defensive installation building has an Armor Factor of 40 turret but not of the shield generators or the missile launchers. The
and is topped by a turret with 100 Armor Points. The Defensive shield generators and missile launchers are only destroyed when
Installation Record Sheet is essentially a building record sheet the bottom level is destroyed.
combined with the turret section of the vehicle record sheet. The If an enemy infantry squad occupies the bottom level of the
player should fill out a record sheet for each installation in the installation and there is no friendly squad present on that level, the
normal way. The height of the installation is one level higher than shield generators and missile launchers may be destroyed. If the
the height of the surrounding hexes. squad spends one turn without moving or firing, the installation’s
missile launchers are destroyed. In the next turn when they do not
MOVEMENT move or fire and still occupy the bottom floor, the installation’s
Installations may not be moved nor change facing during the shield generators are destroyed.
game. For all movement purposes, ground units should treat the
installation as a building. TURRET INTERNAL COMPONENT DAMAGE AND
EFFECTS
COMBAT If the installation’s turret armor is penetrated, its internal
Except where noted, all rules governing Combat also apply to components may be damaged. Internal component damage is
installations. recorded and resolved as normal.

Firing Arcs Ballistic Protection


An installation’s weapons are mounted in a turret. When Ballistic protection represents the inherent survivability of the
engaging ground targets, the turret has the same firing arc as a turret’s internal components, due to hardening, duplication of
vehicle turret. The weapons mounted in the turret may only fire at circuitry, and the ruggedness of the system itself. Hits against areas
one target per turn. When engaging targets on the Interceptor with ballistic protection have no effect on the performance of the
map, use the firing arc shown in the following diagram. installation. For all purposes except widowing, treat the Ballistic
Protection boxes as Armor.

Communications System (Comm)


The installation’s communications gear is damaged, which
prevents the commander from talking to other installation com-
manders or friendly ground units. In team play, this installation’s
player cannot talk to teammates. The installation may not engage
in indirect fire, paint targets, call for artillery fire, or receive any
benefit for firing at a painted target. (The exception is that he may
fire at a painted target that he himself has painted.)

Targeting Control Systems (Targ)


The installation’s targeting computers, weapon control linkages,
weapon stabilization controls, and other systems have been hit. For
each box blanked out in the Targeting Control System, the
installation applies a -1 modifier to the base to-hit number for any
weapons attacks that it makes. Record this modifier in the Fire
Mods box on the record sheet.
Gunner Hit (Gunner) 50) and 60 points to the Left, Right, and Stern Facings (100-40=
The gunner suffers damage and must make a Consciousness 60). If more than one ship is in the target hex, all are attacked in
Roll. The Base To-Hit Number to regain consciousness is 8. There the same manner.
is a -1 modifier to this base number for each box blanked out in the Any Thor javelins, missiles, or asteroids present in a hex with
Gunner section. Use the total number of blanked-out boxes, not an exploding HELL missile are destroyed.
just those marked off this turn. A roll greater than the modified A patrol craft hit by a HELL missile lakes damage only to the
base number means that the gunner remains unconscious. hex that was struck. The patrol craft’s other hex is not affected.
Remember that a I is an automatic success and a 10 is an automatic HELL missiles are not affected by any form of ECM. Safeguard
failure. When all the boxes are blanked out, the gunner is dead. If and MDC-G systems may be used against the missile, however,
the installation’s gunner and commander are both unconscious, the and it may be targeted by normal weapon systems, per the Missile
installation may fire no weapons for the rest of the game. The rules. A successful hit destroys the missile without detonating it.
gunner may recover consciousness as normal. HELL missiles can be carried and used like normal missiles by
fighters, installations, and two-hex ships.
Turret Weapons Hit (Turret Wpns)
All the weapons located in the installation’s turret are knocked HIDDEN UNITS
out for the rest of the game. The installation may not paint any
target for the remainder of the game. Given sufficient time, a vehicle or infantry squad can be dug in
and camouflaged so that battlefield sensors cannot detect it. This is
Commander Hit (Cmdr) normally accomplished through the use of special energy-
The commander suffers damage and must make a Con- absorbing camouflage nets and by keeping the vehicle operating on
sciousness Roll as described in the Gunner Hit rule above. An low power.
installation whose commander is dead or unconscious cannot fire The scenario should indicate which units, if any, may start the
indirectly, paint targets, or call for artillery fire. If the installation’s game hidden. Hidden units are always in craters, with an initial
gunner and commander are both unconscious, the installation may velocity of 0. They may or may not have to expend a digging
fire no weapons for the rest of the game. The commander may charge, depending on the scenario. Dismounted infantry that is
recover consciousness as normal. inside a building may also start the game hidden.
The hidden unit’s location and facing should be marked on a
Turret Destroyed piece of paper. When the unit moves, changes facing, engages in
All of the installation’s major systems are rendered inoperative, combat, uses Opportunity Fire, or has an enemy unit enter its hex,
except for the shield generators and the HELL missile launchers. the unit is placed on the map, as is the crater. Once on the map, the
unit is subject to normal attacks.
INSTALLATION WEAPON ATTACKS Infantry inside a building also lose their hidden status if they
During the Centurion Combat Phase, the installation com- move, engage in combat, or inhabit a hex that an enemy unit
mander may decide to have the installation’s turret engage ground enters.
targets or engage targets on the Interceptor mapsheet. A hidden unit declares during the Movement Phase just as any
Ground targets may be engaged normally, per Centurion line- other unit does. It is not placed on the map, however, unless it
of-sight and firing arc rules. Only one ground target may be actually moves. A hidden unit may engage in Opportunity Fire, as
engaged per turn. normal. Remember that a unit may use Opportunity Fire only after
Attacks on targets on the Interceptor mapsheet are handled as it has declared that it is doing so during the Movement Phase.
normal Interceptor attacks by an orbital installation, with the
ground installation being located in the battlefield hex on the
planet’s surface. The firing arc for these attacks is given above.
MINES
Turreted weapons may only attack targets in the atmosphere or the
Minefields can be delivered by artillery, per the Artillery rules,
interface.
or they can be set up prior to play if noted in the scenario. The
locations of mine hexes delivered by artillery are known to all
Missile Launcher
players. The location of mine hexes set up prior to the start of a
A defensive installation’s primary means of defending itself
scenario are written down by the defending player and are not
against bombardment by orbital kinetic energy weapons (Thors
revealed until an enemy unit enters the hex.
and large rocks) is to fire massive HELL missiles at the incoming
When an enemy vehicle enters a mined hex (either at NF or
object. Each missile launcher can launch one HELL missile at a
TTF mode), its bottom armor is attacked. The Base To-Hit Number
target on the Interceptor map each turn. Use all the Interceptor
is 12, with normal modifiers for shields but not for terrain. If the
missile rules except where noted.
mine hits, the bottom section is automatically hit and receives
The player may attempt to lock a HELL missile onto any
TVLG damage. The minefield remains active until it is cleared
spacecraft, Thor round, or Thor satellite that is in the launcher’s
either by an engineer vehicle, AMA or a HELL round.
firing arc. A roll of 4 or less means that the HELL missile has
Friendly vehicles and infantry do not set off mines, and so they
effectively acquired its target.
may pass freely though a friendly minefield. (The mines are
Because of the massive destructive power of these missiles,
equipped with 1FF receivers and so are not detonated by the
compared to the artillery-delivered variety, they cannot be used
passing of a friendly vehicle).
against ground targets.
Any enemy dismounted infantry that enters a minefield will be
attacked. Losses are taken according to the Infantry Damage
HELL Missile
Table.
This massive weapon is essentially an artillery HELL round
except that its effective blast radius is 7.5 kilometers rather than
100 meters. The missile has an Intelligence of 8 and a Thrust of 4.
HELL missiles are moved after all other missiles, asteroids, and
Thor javelins. When the missile enters the same hex as its target, it
explodes. All of the target’s armor facings take l00 points of
damage. minus the shield rating. For example, an Avenger has a
Front Shield Rating of 50. When a HELL round goes off in its hex,
the fighter will take 50 points of damage on the Front (100-50 =
SMOKE TROOP QUALITY
Smoke can be delivered by ballistic weapons, offboard artillery, The experience and quality of a Century’s troops are just as
mortars, and vehicle smoke grenades. Smoke is opaque in the important as the ability of its Centurion. Even the worst political
visual, thermal, and electromagnetic spectra. As a result, smoke appointee can win battles if he is leading elite Guards against
significantly reduces visibility on the battlefield as well as planetary militia.
increasing the probability of a crash when a vehicle travels through In most cases, a Century’s troops are considered to be of
it too quickly. Regular quality. Though seasoned enough to avoid losing battles
During the End Phase of the turn, players remove all Smoke through lack of discipline or skill. Regular units are not yet good
counters from the previous turn. Then smoke rounds and grenades enough to win battles solely by those attributes.
may be fired. Any artillery attack, mortar, or Gauss cannon not A Century can be rated as Elite. Regular, or Green. Regular
used during the Weapons Fire segment of the Combat Phase may units use all of the Combat rules as normal. Elite and Green
fire a smoke round. Players should note that if other direct- Centuries use a slightly different set of rules to reflect their
tire weapons were used in the turn, the weapon firing the smoke abilities.
round must fire at the same hex targeted by the other ballistic Whenever an Elite Century unit makes a hit, the controlling
weapons. Additionally, any vehicle that still has smoke grenades player may shift the column hit in the Armor Diagram up or down
may launch one of them. by 1. For example, if an Elite unit hit the left side of a tank in
Artillery, mortar, or ballistic weapons firing smoke are subject Column 4, the attacking player may choose to have the hit land in
to all normal LOS restrictions and to-hit rolls. No terrain modifiers Column 3, 4, or 5.
apply. Any shot that misses its target hex will scatter, per the Conversely, when a hit is made by a unit in a Green Century,
Scattering rules. Once the shot has landed, a Smoke counter is the defending player may shift the column hit in the Armor
placed in the hex if the firing unit was a mortar or a ballistic Diagram up or down by 1 For example, if a Green unit hit the front
weapon. Artillery smoke lays a pattern that is three hexes long and of a tank in Column 7, the defending player may choose to have
is aligned, as the player wishes, with the target hex at the center of the hit land in Column 6, 7, or 8.
the screen. Multiple Smoke counters in a hex have no additional These shifts are only available to the organic ground forces of
effect. the Century. Units assigned from outside of the Century for only
Smoke grenades are deployed in a different manner. They are that battle use the shift of their own Century. Interceptors may
fired from a vehicle and fill any three adjacent hexes next to the never use this shift. (Interceptors gain advantages through
vehicle’s hex, as shown below. increasing Piloting and Gunnery Skills instead.)

SKILL IMPROVEMENT
It is assumed that actual combat will improve the skill of the
troops in a Century, but the loss of seasoned troops can also reduce
the unit’s overall effectiveness. A Century receives replacements
that are one quality grade less than that of their Century. That is,
Elites get Regular replacements, and Regulars get Green
replacements. As long as a Century has not lost a majority of its
personnel, however, these new troops are quickly assimilated and
the skill of the unit as a whole is not impaired.
In a campaign game, players should start their Century at
Regular status and use the following rules to upgrade or degrade
the unit.
To go from Green to Regular, the Century must destroy nine
enemy vehicles or full infantry squads (no fractions). This kill tally
can be achieved in more than one battle, but once the advancement
is made, the count starts back at 0 again for the next promotion.
To go from Regular to Green, the Century must have lost 50
percent or more of its total personnel (equal to (3 x the number of
vehicles) + (8 x the number of infantry squads)) in one engage-
ment.
To go from Regular to Elite, a Century must destroy 27 enemy
vehicles and full infantry squads (no fractions). This total can be
achieved in more than one battle.
For movement purposes, a smoke hex halves the normal speed To go from Elite to Regular, a Century must have lost 30
limit of the terrain it covers (with fractions rounded up). This percent or more of its total personnel in one engagement.
reduction only affects grav vehicles that arc operating in NF mode
or TTF. Grav vehicles in LAF mode are unaffected. Smoke has no
effect on the speed of ground vehicles or dismounted infantry. In one battle, a Green Century knocks out twelve enemy
Smoke is treated as heavy woods for LOS and combat purposes, vehicles and four full infantry squads. They lost eight vehicle
giving vehicles occupying the smoke hex a -2 To-Hit Modifier and crew members and twelve infantrymen, or over 60 percent of
blocking LOS through the hex. Because smoke only rises to a their strength. The Century advances to Regular status
height of twenty meters, a vehicle at higher elevation can fire over because of the number of casualties that it inflicted on the
it with no effect, as though it were a woods hex. enemy, but it is reduced back to Green because of the level of
A vehicle firing a cratering charge will immediately dissipate its losses. Because the Century did advance, its count starts at 0
any smoke in the hex. again when it next takes part in a battle. If the Century had
lost only twelve personnel, it would have advanced to Regular.
MORALE CHECKS THOR SATELLITE SYSTEM

In most cases military units do not fight to the last man or A Thor satellite can be deployed by specialized patrol craft or
vehicle. Combat losses might result in an infantry squad or vehicle ground launchers. Once in orbit, the satellite can receive fire
having its morale broken and running from the battlefield without missions from ground commanders and respond by dropping
orders. The following rules simulate this situation. depleted-uranium javelins that accelerate via the planet’s gravity.
Whenever a vehicle takes damage to its internal structure (other As the javelins fall toward the battlefield, they pick up enormous
than damage to the ballistic protection), the controlling player must kinetic energy. When close to the ground, they start to seek
make a morale check for the troops in the vehicle by rolling 1D10. radiation sources, aiming themselves toward them. When a javelin
If the result is higher than the troops’ Morale Number (see Troop hits a vehicle, it punches a hole deep enough to kill most vehicles.
Morale Table), that vehicle is forced to withdraw, If there is no Javelins do no damage to woods. nor can they be used against
current commander, the Leadership Rating is 0. As always, a 10 is dismounted infantry. A building hit by a javelin will most likely be
a failure. destroyed. Because Thor systems are so destructive, they are
Dismounted infantry start to make morale checks after the third targets for any Interceptors in the area and often become the center
casualty. Withdrawing dismounted infantry may not recombine of orbital battles. A Thor mission can normally be called for only
with other squads. during a limited time in the battle, depending on the scenario.
It takes three turns to call in a Thor fire mission. One Thor fire
TROOP MORAI.E mission consists of three javelins, each going for a different target.
Troop Quality Morale Number When the mission arrives, the player can designate any three
Elite 9 + Commander’s Leadership Rating enemy vehicles or buildings as targets. Dismounted infantry may
not be targeted by Thor javelins. A player may allocate more than
Regular 6 + Commander’s Leadership Rating
one javelin to a target if he wishes.
Green 3 + Commander’s Leadership Rating
Because Thor javelins are equipped with independent targeting
devices. friendly units do not need a LOS to the target at the time
WITHDRAWAL of launch or when the javelins arrive.
Withdrawal begins during the Movement Phase of the next turn. Once the targets are selected, the player must make a die roll of
The current turn may be completed normally. Beginning the 6 or less to hit the target. Javelins that miss their target will scatter,
following turn, any unit forced to withdraw must exit as quickly as per the Scattering rules. p. 36.
safely possible toward friendly lines. Grav vehicles will continue Thor rounds that miss their target scatter as normal. but will not
to increase their velocity at Maximum Thrust to 20. The player attack vehicles in the hex where they scatter. Buildings in the
may take the vehicle to TTF or LAF at his discretion. A scatter hex are automatically hit, however.
withdrawing unit may fire only at units that attempt to paint them Because javelins are seeking radiation sources, they use the
in the current turn or have attacked them during the last turn. They GLAD Hit Location Table.
may not paint or spot for artillery or fire their missiles indirectly. The damage template for a Thor javelin is a straight vertical
Withdrawing vehicles may not mount or dismount infantry. column three blocks wide and 15 blocks deep.
Withdrawing infantry may not mount vehicles.
NAVAL FIRE SUPPORT
ORBITAL FIRE SUPPORT
A ground Legion’s worst nightmare is that of devastating fire
raining down from unmolested enemy naval units. In combination
with friendly ground units, uncontested capital ships can spell
doom for enemy ground forces. Loss of local space superiority
quickly puts a planetary commander on the road to defeat.
Orbiting capital ships can be used in a Centurion game in a
manner similar loan artillery fire mission, but with much greater
effect. The scenario should define the type of ship that is available
for support along with the turns that it can deliver any such fire. A
naval fire support mission is assigned in the same manner as an
artillery fire support mission, but availability is normally limited to
a window only a few turns long. Each class of ship can make two
types of attacks, using one armor of its laser bays or a missile
attack, if allowed by the scenario. Each type of ship to be used and
the types of attacks it can make are also specified before the start
of the game.

In addition to planet-based fire support, a Century might be


assigned one or more orbital fire support missions. There are
effectively two types of orbital tire support, Thor satellite systems,
and naval fire support. More detailed information on these two Leviathan players should note that the rules below are
forms of fire support can be found in the Interceptor Integration generalized from the more detailed fire support rules found in
section. Leviathan.
Laser Fire Support NAVAL FIRE SUPPORT DAMAGE TABLE
Capital ships’ main weapons are bays filled with arrays of high- Ship Class Laser Bay Missile Number
powered lasers. Each ship class is rated for the damage that its Damage Class
laser bay does. Note that most ship classes have multiple numbers CW/RL
listed for laser bay damage. Each listing can be used as a separate DD Exeter 90/90 C 1
naval fire attack. For example, a TOG Shiva battleship can make DD Ajax 90/70 B 1
three naval fire support attacks, two with values of 450, and one FG Valiant 250/190 6 1
with a value of 55. CA Carthage 460/80 A 2
A Naval Fire Control Officer might be assigned to the
BB Repulse 300/300/29 E 3
Centurion unit, in which case an additional medium or light grav
0
APC is assigned to the Century. This APC has its infantry
TOG
compartment full of the necessary communications equipment to
DD Serpens 90/90 G 3
call down naval fire support. If this vehicle is destroyed, leaves the
playing area, has its infantry compartment damaged. its DDFulgur 140/10 A 2
communications section hit, or if the commander is killed or FG Bantha 100/60 - 1
becomes unconscious, the player no longer has the advantages CA Syracuse 560/60 G 3
described below. BB Shiva 450/450/55 F 3
Naval fire support is called for during the End Phase of the turn
an(l can be targeted on any hex on the playing field. It can only be Missile Barrages
called for by the unit’s Centurion or the attached Naval Fire Ships may also fire missiles in support of ground troops or
Control Officer. If the Naval Fire Control Officer called for the against the location of a known target. Because of the devastating
attack, it occurs during the Artillery Resolution segment of the effect on the countryside, the authority to launch a missile barrage
next turn’s Combat Phase. If the unit’s Centurion called for the is normally not delegated to officers below flag or field rank. Even
attack, it occurs two turns later. Any hex on the map may be if a Century has a ship with missile capability providing fire
targeted; no line-of-sight is necessary. support, that does not automatically give the player access to the
During the Artillery Resolution segment of the appropriate turn, ship’s missiles. The assignment of a missile barrage is separate
the player should roil to see if the attack hits its target. If a Naval from the assignment of naval fire support. Unless otherwise noted
Fire Control Officer called down the attack, the To-Hit Number is in the scenario, a player cannot use missiles for fire support. Note
9. If the unit’s Centurion called down the attack, the To-Hit that fighters’ HELL missiles cannot be used in this manner.
Number is 6. If the attack is successful, resolve damage as When allowed, missile attacks are called for in the same manner
described below. as artillery and naval fire support. Each ship is rated for the type of
Shots that miss their targets are subject to scattering. Use the missile it carries and the number of salvos it can launch. A missile
Scattering rules to determine where the round lands. barrage called by an Naval Fire Control Officer lands two turns
Most fire support from naval units comes from bays filled with later during the Artillery Resolution segment, with a To-Hit
scores of lasers. Their attack bathes the target area with coherent Number of 9. A missile barrage called for by a Centurion lands
light, superheating the surrounding air into a column of fire. The three turns later during the Artillery Resolution segment, with a
net effect is similar to that of an HELL munition, with the target To-Hit Number of 6. A missile barrage that misses follows the
hex and adjacent hexes affected equally, but there is no gravitic normal scatter procedure (see Scattering).
effect. A missile barrage affects multiple hexes according In the
Bay weapons automatically destroy dismounted infantry and strength of the attack. Find the normal missile damage and
vehicle crews, unshielded buildings and any people inside, compare it to the chart below. Centurion units that are in the
minefields, trees, and unoccupied craters. impact hex and those within the Destroyed Radius are immediately
Damage to shielded vehicles and shielded ground installations eliminated. Units within the 100-Point Radius sustain damage as
and buildings is resolved by finding the damage factor of the laser though a HELL round had detonated. Units in the Gravitic-Effect
fire mission from the Naval Fire Support Damage Table below and Radius are treated as though they were one hex away from the
applying the damage, as per the HELL round rules, to all sides explosion of a standard artillery HELL round.
except for the bottom armor. There is no gravitic effect from a bay- The effects on trees, buildings, and craters are the same as
weapon strike, and so moving vehicles do not need to ground as described in the artillery HELL round rules.
they would if caught in a HELL blast.
MISSILE BARRAGE DAMAGE TABLE
Missile Type Destroyed 100-Point Gravitic-Effect
Radius Radius Radius
A,B,G 3 4-6 7-8
C,D,F 6 7-8 9-10
E 12 13-18 19-24

More detailed rules for orbital ground support can be found in


Leviathan.
OTHER RENEGADE LEGION SYSTEMS
There are three other Renegade Legion game systems that are TURN SEQUENCE
compatible with Centurion. Legionnaire, the Renegade Legion
roleplaying game, can be used to personalize the soldiers that man When using Interceptor with Centurion, players should use
the grav tanks. Interceptor can be used to recreate actions the following Sequence of Play:
between the space fighters that vie for control of the air and space
over the battlefield. Leviathan simulates the combat between Centurion Initiative Phase
capital ships and can be used to resolve the actions of invasion As normal.
fleets. Centurion Movement Phase
Leviathan and Legionnaire have detailed rules that can be As normal.
used to integrate the systems with Centurion. Rules for integrating Interceptor Initiative Phase
Interceptor, and for operating Centurion, Interceptor, and As normal.
Leviathan together are given below. Interceptor Movement Phase
As normal, except at the end of all movement,
INTERCEPTOR INTEGRATION Interceptors making a ground attack are placed on the Centurion
board.
Interceptor games can be used in conjunction with Centurion. Interceptor Combat Phase
The TOG and Renegade fighters are used to provide ground As normal, except Interceptors attacking ground targets
support for the ground units, to attack Thor satellites, or to provide cannot attack targets in the atmosphere.
a first line of defense against a space-based attack. Centurion Combat Phase
As normal, except Interceptors attacking ground targets
MAP SET-UP execute their attacks at the start of the Resolve Weapons Fire
Both the Centurion and Interceptor mapsheets are used when segment of the Combat Phase, as described below.
playing with fighters. The Centurion mapsheets are set up Centurion End Phase
according to the directions in the scenario. As normal.

The Interceptor mapsheet MOVEMENT


should he set up as shown in Movement for fighters is as normal. For fighter movement
the diagram. On Map 2, purposes, players will treat the ground hexes as atmosphere hexes.
Hexrow 26xx represents the If a fighter has lost power, is out of control, and is in a ground hex,
surface of the planet. Hexrows it is assumed that the vessel has crashed and is destroyed. If the
25xx, 24xx, 23xx, 22xx, and ejection mechanism is still functioning, the pilot escapes and
21xx represent the atmosphere remains located in that hex.
of the planet, while Hexrow Fighters that end their turn in the Centurion battlefield hex may
20xx represents the make strafing or dive bombing attacks.
atmosphere/space interface. Subject to the rules described below, a fighter making a ground
The bottom row of Map 1 will attack is treated as a grav vehicle operating at LAF. Its attack can
represent the beginning of the be resolved at the start of the Resolve Weapons Fire segment of the
planet’s gravity well. Hex Combat Phase. Damage is treated normally.
2608 on the map is normally
used as the location for the Landing Or Launching Centurion Units
Centurion mapsheet.
Whenever fighters end their Centurion vehicles may be carried by specially modified patrol
movement there, they may craft. Each fighter bay may carry one vehicle whose mass is equal
make an attack on the to or less than the tonnage rating for the bay. Remember that the
Centurion mapsheet. patrol craft must have sufficient passenger space to carry the
vehicle’s crew and any attending infantry squads.

If a patrol craft carrying ground units ends its Movement Phase


on the battlefield hex of the mapsheet, it may decide to land and
debark its cargo or have the vehicles deploy at LAF. Only grav
vehicles may deploy at LAF. Ground vehicles and infantry may
debark only from spacecraft that have landed.
If the patrol craft elects to land, it is placed on the Centurion the Building rules. Other hidden and concealed units are not
mapsheet anywhere that the player wishes. During the next turn’s affected by a strafe.
Centurion Movement Phase, the vehicles may leave the craft. In After the attack is over, the craft is placed back on the
the following Interceptor Movement Phase (during the next turn), battlefield hex of the Interceptor map, with a heading of either 1
the patrol craft is placed back on the Interceptor map in the or 4, at the player’s choice. The craft’s velocity is unaffected by
Battlefield hex. This sequence ensures that the patrol craft is the attack.
exposed to fire from Centurion units for one Combat Phase.
A patrol craft on the ground is treated as a normal ground target
(at NF) for all attacks by both Centurion units and Interceptor
units. Either of the patrol craft’s hexes may be targeted by ground
units. Strafing and dive bombing Interceptors may only target one
hex of the ship. All Centurion Combat rules apply to the patrol
craft except that hit location and internal damage is determined per
the Interceptor rules.
A grounded patrol craft may fire all weapons except missiles,
NPCs, and EPCs, as normal per the Centurion rules. For firing arc
restrictions, use the Interceptor rules. All patrol craft weapons
have a maximum range of 20 hexes and damage equal 10 the
damage given at Range 1 in Interceptor.
If the patrol craft chooses to drop the vehicles without landing,
the vehicles are placed anywhere, with any facing, on the
Centurion map. Their flight mode is at LAF and current velocity
is 75. The vehicles may not engage in combat during the turn that
they are released, but may be fired upon normally. The vehicles are
subject to all LAF rules. Remember that a vehicle is immediately
subject to speed limits if it moves from LAF to TIE.

COMBAT
Depending on the situation, the ships represented in Inter-
ceptor can make a number of different types of attacks against the
combat vehicles found in Centurion. Rules for each type of attack
are given below.

Strafing For example, an Avenger ends its movement on the


When a fighter or patrol craft ends its turn on a battlefield hex, battlefield hex of the Interceptor mapsheet. The player
he may announce a strafing attack, which will be resolved during declares that he will make a strafing run this turn. At the end
the Centurion Combat Phase. This is the only attack he may make of the Centurion Movement Phase, the fighter is placed
during the turn. After all ground forces have completed their anywhere on the map and aligned on the map as shown. The
movement, the fighter counter is placed anywhere on the map, with attacker begins moving his fighter along the map, making
any facing. attacks as he goes. The defender does not know when the strafe
The fighter may be painted by any ground units, except will end, but it must continue for at least ten hexes. After
infantry, during the Painting segment of the Combat Phase. moving 15 hexes, the Avenger declares that it is pulling out of
Fighters may also mount a painting laser on a hard point. This the strafe. At this point, any ground units that have not yet
painting laser is used only when attacking ground targets and must fired now have one last opportunity to do so. All the Avenger
be used prior to the fighter beginning its strafing run. lasers do 7 points of damage and all of its MDCs will do 8
Before any ground-weapons fire is resolved, the fighter makes points. The EPC cannot be used.
its attacks. The craft moves straight forward in the direction it is
facing, engaging all targets within one hex away from it. This
gives the fighter a strafing corridor that is three hexes wide. The A DFM may be fired at any single hex along the strafing
strafing fighter must move a minimum of ten hexes in a straight corridor. When fired, the DFM will affect the target hex and the six
line on the map. The player may also choose to move the fighter adjacent hexes in the same manner as a HAFE-I artillery round.
completely off the map edge. He does not have to inform his
opponent of how long the strafe will be, but it must beat least ten Dive Bombing
hexes long. At the start of the scenario, players may mount various ground-
The only other limitation is that the strafing fighter must attack attack munitions, rather than missiles or pods, on their fighters’
all ground targets that come within range. friendly and enemy. hard points. For game purposes, these munitions are the same as
Every enemy and friendly ground unit within the strafing row is artillery rounds. A hard point can carry a painting laser (one per
attacked individually by the strafing craft’s turret- and forward- ship). GLAD. HELL, ADM, smoke, or HAFE-l round.
mounted weapons. The highest damage value is used for each When a fighter ends its turn on a battlefield hex, he may announce
weapon. Missiles, NPCs, and EPCs may not be used for strafing a dive-bombing attack, which will be resolved during the
attacks. However, DEM clusters may be fired at one hex along the Centurion Combat Phase. This is the only attack he may make
strafing corridor (see below). during the turn. After all ground forces have completed their
The Base To-Hit Number is 8, modified by the pilot’s Gunnery movement, the fighter counter is placed anywhere on the map, with
Skill, the condition of the strafing craft, the target terrain any facing. The hex that the fighter now occupies is considered the
modifiers, and the target’s shields, if it is unpainted. target hex.
A ground target is any vehicle, infantry unit, or building. The fighter may be painted by ground units during the Painting
Infantry units inside buildings are protected from direct fire during segment of the Combat Phase.
a strafing attack, but the building can be attacked. Units hidden Before any ground weapons fire is resolved, the fighter makes
inside the building will suffer the consequences of that attack, per its attack. It may drop all or part of its ground-attack munitions
onto the target hex. The player makes a separate to-hit roll for each
round. The Base To-flit Number for all munitions is 4, modified
only by the Gunnery Skill of the pilot. As Gunnery is usually 4, the Interceptors that take a hit to the anti-grav drive or atmospheric
Modified Base To-Hit Number is normally 8. Ground-attack controls from ground fire are considered to be destroyed.
munitions use the same scattering and damage procedures as the
artillery equivalent and cause the same type of damage. Dive- Attacks at LAF
bombing attacks do not have the one-turn delay of artillery attacks, In any scenario integrating Interceptor and Centurion, fighters
and the Base To-Hit Number is 8. on the Interceptor board may attack tanks dropping from orbit or at
At the end of the attack, the fighter is placed back on the LAF, Interceptors may fire any normal weapon or ship-to-ship
battlefield hex of the Interceptor map with a heading of either I or missile at a dropping or LAF tank, Use the appropriate following
4, at the player’s choice. table to resolve such an attack,

HIT LOCATIONS WHILE DROPPING


Die Roll Hit Location
1-3 Bottom
4-7 Attacked Side (right, left, front,
stern)
8-10 Turret

HIT LOCATIONS AT LAF


Die Roll Hit Location
1-5 Turret
6-10 Attacked Side (right, left, front,
stern)

A grav vehicle at LAF may only fire at a fighter on the


Interceptor board if that fighter is in the same Interceptor hex as
the tank. Under this condition, the grav vehicle may paint the
enemy unit and fire on it with all of its weapons (subject to the five
weapons per gunner rule). The Base ‘To-Hit Number for all grav
vehicle weapons is 7.

Stand-Off Attacks
Return Fire
Rather than entering the Centurion hex to attack units at TTF
A fighter or patrol craft making a ground attack is vulnerable to
or NF, Interceptors can remain in atmosphere and fire SSS missiles
fire from all ground units except dismounted infantry. A unit tiring
at painted enemy targets. This requires that the target be painted in
at a fighter may not engage any other targets for the remainder of
the turn that the missile is fired, as well as during the turn that the
the Combat Phase. Internal damage from return fire takes effect at
missile enters the Centurion hex, If the target is not painted when
the end of the Combat Phase.
the missile enters the board, the missile does not hit.
For LOS purposes, fighters are treated as grav units operating at
If the missile is fired normally, it travels as normal until it
LAF. They may be engaged by any enemy weapons that are within
moves into the Centurion hex, If its original target has been
range. They may be painted, and lose their shield factors to all
painted this turn, then the missile will make its attack during the
attacks.
Offboard Artillery resolution segment of the Combat Phase.
The range for dive-bombing attacks is the distance from the
Damage location is resolved like a GLAD round against the top of
target hex to the firing unit. The fighter’s facing is important
the target, using the GLAD Hit Location Table, p. 37, and the SSS
because it will determine whether other ground-fire enemy units
damage profile. The missile maybe intercepted by a Vulcan system
will fire at the front, sides, or stern of the attacking fighter.
per the normal missile attack rules.
The base to-hit number against a dive-bombing craft is modified
DFM and TGM missiles may not be used in this manner.
per the Centurion rules for Shields and per the Interceptor rules
for Angle of Attack and Hit Location. The unit in the target hex is
ATTACKING FIGHTERS FROM THE CENTURION
assumed to be firing at the front of the fighter with a -l modifier to
BOARD
fire.
Defense installations and specialized air defense grav vehicles
Return fire against Strafing craft is handled in a manner similar
may engage fighters and other craft that are not directly attacking
to Opportunity Fire. As the fighter moves, the defending player has
the Centurion board. Use the Interceptor rules to resolve all such
an opportunity to declare fire and shoot at the fighter with any
attacks. Unless otherwise specified by the scenario, use Gunnery
units in range. When the attacking player declares that the strafe
Skill 4 for the installation and air defense vehicle gunners.
has ended, the defending player may attack with any unfired units.
During the Interceptor Combat Phase of the sum, a defense
All painting attempts must be made prior to the fighter starting its
installation or grav vehicle mounting an air defense system can
strafing run.
launch HELL or SSS missiles at any fighter in its firing arc (see
For strafing attacks, the range is the distance between the
Installations) per the Interceptor missile rules. A Lock-On Roll
fighter’s current location and the firing unit. The current location
of 4 or less is needed to successfully launch each missile
of the fighter determines if the ground fire attacks the front, sides,
attempted, and a maximum of five missile launches per turn can be
or stern of the fighter.
attempted by each installation or air defense vehicle.
The base to-hit number against a strafing craft is modified per
If the missile launch is successful, a counter is placed on the
the Centurion rules for Shields and per the Interceptor rules per
Centurion hex of the Interceptor mapsheet. During the next turn
Angle of Attack. Hit Location is determined according to the
the missile will accelerate normally and attempt to engage its target
Interceptor rules.
per the Interceptor rules. The missile’s acceleration rating has a -1
A player whose vehicle is well within the minimum strafe
modifier until the missile climbs out of the planet’s gravity well.
corridor would gain an advantage by holding his fire until the
strafing craft has passed over him, allowing him to fire at the rear
of the craft with an Angle of Attack Modifier of 0.
Lasers may also be used to attack fighters from the Centurion Unless the satellite takes damage, the heading and velocity
mapsheet, but can only engage targets in the atmosphere or the never change.
atmospheric interface. Lasers are fired during the Interceptor The satellite moves after all fighters have completed their
Combat Phase. Combat is resolved as for the normal Interceptor movement, but before the missiles are moved. If its orbital controls
rules, including range and damage attenuation for the class of laser and power plant are operational, the pull of the planet’s gravity
used. Ballistic weapons, including TVLG and SMLM, cannot will not affect it.
engage targets on the Interceptor map. If the orbital controls or power plant are temporarily shorted
Air defense vehicles that engage fighters cannot fire at targets out, the satellite will fall one hexrow down toward the planet, yet
on the Centurion mapsheet. If a defensive installation fires its maintain its heading and velocity of 4 and 2. Thus, if the satellite is
turret-mounted lasers at targets on the Interceptor mapsheet, it on Hex 1803 when its orbital controls short, it will move so Hex
cannot fire any turreted weapons at targets on the Centurion 1903 rather than to 1804 in the next turn.
mapsheet. If either the orbital controls or power plant is destroyed, the
satellite will be affected by gravity as normal, falling toward the
THOR SATELLITES planet until it strikes the atmospheric interface and is destroyed.

Rather than arbitrarily assuming that one side or the other has Thor Combat
an operable Thor satellite system, the players may decide to place The Thor satellite is considered to be a normal fighter target for
the satellite on the Interceptor mapsheet, making it vulnerable to combat purposes. The bow of the satellite is always pointed toward
attacks by both Interceptors and ground-based systems. its heading. Damage is calculated normally, and the effects of
internal damage are taken as above. Destroyed and shorted
Thor Record Sheet weapons results will always be applied to non-depleted javelin
A Thor Record Sheet is provided below. Damage against the hard points or to the ECM pod.
Thor system is resolved as normal fighter damage. Effects from The Thor satellite has ten hard points. Nine of them mount a
internal damage are described below. cluster of three Thor javelins (one fire mission’s worth), and the
tenth contains an ECM pod. One javelin cluster per turn may be
Computer launched. Once all nine clusters have been launched, the satellite
Transponder: Per Interceptor rules. may no longer be used for Thor fire missions.
Long Range Sensors: -1 To-Hit Modifier for all Thor attacks. Thor clusters are launched during the Missile Fire Phase of the
Scanner Systems: -1 To-Hit Modifier for all Thor attacks. turn. They may only be launched against ground targets. No lock-
Main Weapons Control: Per Interceptor rules. on roll is needed, but the satellite must be inside the firing arc, as
Auxiliary Weapons Controls: Per Interceptor rules. described below.
Comm System: No Thor missions may be launched in the next
turn.
Weapon Systems
Target Locking Circuits: -1 To-Hit Modifier for all Thor
attacks.
Target Tracking Circuits: -1 To-Hit Modifier for all Thor
attacks.
Range-Finder Circuits: -1 To-Hit Modifier for all Thor
attacks.
Weapon Short: Per Interceptor rules.
Massive Weapon Short: Per Interceptor rules.
Weapon Destroyed: Per Interceptor rules.
Fire Computer: -1 To-Hit Modifier for all Thor attacks.
Orbital Controls
OC Short: The orbital controls short out and are inoperative for
one turn. Satellite moves one hex closer to the planet.
OC 1/4, 1/2, 3/4: Orbital control hit. No effect until OC Once a Thor cluster is launched. it is placed on the map one
destroyed. hexrow below the satellite. Its velocity is 1. In the second turn, its
OC Destroyed: Satellite orbital controls are no longer func- velocity is 2 and it must move two hexes toward the battlefield
tional. Satellite moves one hex closer to the planet each turn. hex, staying within the firing arc. On Turn 3, it must move three
Engineering hexes: on Turn 4, four hexes, and so on. Like a missile, the Thor
Plant Hit 1/4, 1/2,3/4 Down: Power plant hit. No effect until cluster must travel the shortest distance possible to its target. The
plant destroyed. Thor cluster attack on ground targets is resolved on the turn that it
Plant Destroyed: Satellite destroyed as plant explodes. enters the battlefield hex. (Note that the lag time for receiving the
Power Coupling Hit: Same effect as OC Short. Thor attack on the ground is based on which row is the satellite’s
Shield Short: Per Interceptor rules. starting point. The basic game assumes that the satellite is set up
Shield Destroyed: Per Interceptor rules. on the l9xx row, causing the Thor cluster to strike the ground three
Shield Power Converter: Per Interceptor rules. turns after launch.)
The Thor cluster attack is resolved normally, but damage to the
Superstructure
Per Interceptor rules. satellite’s targeting or sensor equipment at the time of launch will
reduce the to-hit number for each separate javelin. Thus, if target-
locking circuits were out at the time of launch, each javelin would
Satellite Movement
The Thor satellite system operates in low orbit over the planet. need a 5 to hit its target rather than a 6.
It is normally deployed to enter the Interceptor map at Map 2 Hex
1901 with a heading of 4 and a velocity of 2, moving right to left
across the map. This places it just above the atmosphere interface.
The controlling player may now place it anywhere on the xx01
column of Map 2 at any velocity of his choice. The heading is still
4.
INTEGRATING INTERCEPTOR, a squadron- (or larger) size unit of Interceptors from one of his
capital ships in the Leviathan Launch and Recovery Phase.
LEVIATHAN, AND CENTURION To launch fighters, the appropriate Leviathan fighter counter is
placed in any hex the capital ship currently occupies. A capital ship
It is possible to integrate all three Renegade Legion board
may launch any or all of its fighters in one turn. No fighter counter
games into one massive game. It is not simple, however, because
being launched may move or attack until the next turn, but it may
an Interceptor hex is one-fifth the width of a Leviathan hex and
be attacked.
75 times the width of a Centurion hex. Roughly speaking, 25
The next turn, the fighter moves in the Leviathan Movement
Interceptor hexes represent one Leviathan hex, and two
Phase.
Centurion maps represent one Interceptor hex. In addition,
Leviathan turns last five minutes, while Interceptor and
MOVING BETWEEN LEVIATHAN AND INTERCEPTOR
Centurion turns last just one minute.
BOARDS
If a fighter counter ends its Leviathan movement in one of the
hexes corresponding to the Interceptor board, the fighters it
represents may move to the Interceptor board and begin acting
during Interceptor phases. For example, a fighter counter that
ends the Leviathan Movement Phase in Hex 0603 on Leviathan
Map 2 may announce it is moving to any of Hexes 2212 - 2214,
2311 - 2314, 2412 - 2414, 251l - 2514, or 2612 - 26l4 on Intercep-
tor Map 2.
One Interceptor counter may be placed on the Interceptor
board for every six fighters in the Leviathan unit. (The Intercep-
tor board represents just a slice of the three-dimensional action.
The other fighters are engaged elsewhere in the area.) For example,
a squadron of six Gladius fighters enters the Interceptor hexes.
One Gladius Interceptor counter is placed on one of the
corresponding hexes on the Interceptor board. If the unit has more
RULES than one type of fighter, randomly select which fighter(s) appears.
In general, all movement and combat is conducted and resolved If a damaged squadron moves from the Leviathan board to the
according to the rules printed in the Interceptor, Centurion, and Interceptor board, roll 1D10. On a 1 - 5, a fighter appears on the
Leviathan rulebooks. Any exceptions are noted in this section. Interceptor board. On a 6 - 10, all surviving fighters in that
squadron are engaged elsewhere.
TURN SEQUENCE If a damaged flight or group moves from the Leviathan board to
The turn sequence for integrated the Interceptor board, divide its remaining Armor boxes by 6 and
Leviathan/Interceptor/Centurion scenarios is as follows: round up. That number of fighters appears on the Interceptor
A. Leviathan Initiative Phase board.
B. Leviathan Movement Phase Keep track of which fighters are from which Leviathan unit. If
C. Spotting Phase a fighter leaves the Interceptor board without returning to the
D. Five full Centurion/Interceptor game turns Leviathan board, or if it is destroyed, mark off 6 Armor boxes on
1. Centurion Initiative Phase its Leviathan record sheet. If a fighter is able to return to the
2. Centurion Movement Phase Leviathan board, even if it is badly damaged, its Leviathan record
3. Interceptor Initiative Phase sheet is unchanged.
4. Interceptor Movement Phase Only fighters may move between the Leviathan and Inter-
5. Interceptor Combat Phase ceptor boards. Units on one of these boards may not fire at units
6. Centurion Combat Phase on the other board. (However, units on either board may interact
7. Centurion End Phase with units on the Centurion board, as per the integration rules in
E. Leviathan Launch and Recovery Phase the Leviathan and Centurion rulebooks.) Movement from the
F. Leviathan Combat Phase Leviathan board to the Interceptor board is announced at the end
of the Leviathan Movement Phase. Movement from the
BOARDS Interceptor board to the Leviathan board is announced at the end
The accompanying diagrams show how the three boards of the Interceptor Movement Phase.
overlap. As usual on the Leviathan board, Hex Row 01xx is the
ground, Hex Row 02xx is the atmosphere, and Hex Row 03xx is FIGHTER GROUND MISSIONS
the atmospheric interface. Leviathan fighter units may be designated as ground-support
The Interceptor board overlaps the bottom center of the missions. In this case, the entire unit’s Missile Attack Factor
Leviathan board, between Leviathan Hexes 0612 (Map 1) and becomes 0, its hard points being loaded with ground-attack
0603 (Map 2) and below. As usual on the Interceptor board, Hex munitions. Fighter units wishing to engage in ground attacks must
Row 0lxx is the ground, Hex Rows 02xx-06xx are the atmosphere, move from the Leviathan board to the Interceptor board as
and Hex Row 07xx is the atmospheric interface. described above, and then to the hex representing the Centurion
On both the Leviathan and Interceptor boards, the Centurion board. If a player intends to allocate a unit of fighters to ground
board is Hex 0114. support, he must decide what type of ground-attack ordnance the
unit is carrying before play begins. No more than 10 percent of the
LAUNCHING FIGHTERS total ground-attack ordnance carried by fighters can be of the
All Interceptors begin the scenario aboard their respective HELL variety.
capital ships. In order to deploy Interceptors, a player must launch
SCENARIO DESIGN
Designing balanced scenarios is a difficult task. Giving both Only one player may start with his forces on the map. A player
sides the same numbers and types of vehicle is one way to ensure does not have to spend all of his Scenario Points.
that a game is fair for both players, but it does take away some of When the game is over, the players add up their Victory Points,
the flavor of the game. Players may design their own scenarios as follows:
using the following method.
Achieving the Objective 75
SCENARIO POINTS Each Enemy Vehicle Destroyed Scenario Point Value
Unspent Scenario Points 1/Unspent Point
First, the players choose who will play TOG and who will play
the Commonwealth/Renegade side. Then they lay out the A vehicle is counted as destroyed only if it suffers an
mapsheets in a manner agreeable to both. One of the maps (or a ammunition explosion or if a hit is recorded in the Vehicle
prominent geographical point such as a city or hilltop) should be Destroyed box in its Internal Systems Diagram. A dismounted
declared the objective. Players then decide upon the length of the infantry squad is destroyed if it suffers five or more casualties.
game, the criteria for taking the objective, and on which side of the
map each force will begin. If desired, one player may set up his VICTORY LEVELS
forces on the map, while the other player enters from a particular
direction off the map. Victory Levels are determined by dividing the highest score by
Both sides should start with the same number of Scenario the lowest score, and consulting the Victory Table.
Points (150 t0 300 points per side is suggested). The players spend
Scenario Points to build their forces. VICTORY TABLE
The Scenario Point Values for various units are given below. Ratio High-Scoring Low-Scoring
Player Player
SCENARIO POINTS TABLE 3+ Decisive Victory Decisive Defeat
Unit Scenario Point Cost 2 - 2.99 Substantial Victory Substantial Defeat
Vehicles Cost/1 00,000 (fractions 1.5 - 1.99 Marginal Victory Marginal Defeat
rounded up) 1.49 or less Draw Draw
Bounce Infantry Squad 2
Offboard Artillery 30/Fire Mission
Thor Mission (per turn available) 10
Naval Fire Support Damage Factor/Fire
Mission/Turn
Setting Up On Objective 75
Hidden Minefields* 10
Craters Starting on Map* 5
Defensive Installations (any 100
type)*
Fighters 2 x (Cost/l00.000)
*Only one player
VEHICLE CONSTRUCTION

The grav vehicles described in this game are the most common The player decides that the grav vehicle will have a 1,500-
ground combat vehicles used by the TOG and Commonwealth rated power plant. That engine has a mass of 28 and costs
Legions. Future recognition manuals and data supplements will 375,000 talents. These numbers are written down in the Engine
describe other models. Players wishing to design their own section of the construction worksheet.
vehicles can use the following construction rules.

DESIGNING A COMBAT VEHICLE CHOOSE SHIELDS


Designing a combat vehicle can be a complicated procedure. Grav vehicles have shields mounted in their front, right, left.
Because the vehicle’s overall performance is based on mass, and stern sides. A separate shield is needed for each side. The
changes in one component may require modifications in other mass, power usage, and cost for various types of shields are listed
areas to ensure optimal combat effectiveness. in the Shield Table. Record these values in the appropriate sections
To design a vehicle, the player will need a construction of the worksheet. Ground vehicles cannot mount shields.
worksheet, various component tables, an unused Vehicle Record
Sheet, and a pencil. Use the following steps:
The player must now allocate shields to protect five
1. Choose Power Ratings different locations on the vehicle. He decides that he wants
2. Choose Shields strong shields to the front and rear, while the other three
3. Choose Armor shields can be weaker. He chooses a Flicker Rate of 70 for the
4. Choose Weapons front and stem and a Flicker Rate of 50 for the left and right
5. Add Crew, Targeting, and Infantry Components sides. Because he does not intend for the vehicle to fly above
6. Add Digging Cannons the treetops in combat, he assigns a Flicker Rate of only 10 to
7. Add Grav Drive the bottom shields. The player now notes the appropriate
8. Calculate Thrust power, mass, and cost for each of the shield generators on the
9. Fill Out Vehicle Record Sheet worksheet. The subtotal for shield power is 121, the mass
subtotal is 10, and the cost for all five shields is 125,000 talents.
After choosing the power rating. the player should keep track of
the power usage, mass, and costs of the various components that he
adds to the vehicle. The worksheet provides spaces for noting these
CHOOSE ARMOR
values. A grav vehicle can have an infinite mass, but the total
power usage of all components cannot exceed the vehicle’s power
A vehicle can receive additional protection by mounting armor
rating. A ground vehicle cannot have a mass greater than 100.
plating on all four sides of the vehicle and on its turret. Ten points
Excess power is used to give thrust to the vehicle, based on the
of armor weigh one ton and cost 50 talents. A vehicle may carry a
vehicle’s total mass. The heavier the vehicle, the more power
maximum of 100 Armor Points per section. Record the values and
needed to move it.
weight of armor in the appropriate sections of the worksheet.

CHOOSE POWER RATINGS


The player now allocates armor to the six sections of the
Grav vehicles use engines that have a Power Rating of 2,500 or vehicle. He gives 90 points of armor to the front and to the
less. The total power usage of a vehicle’s systems cannot exceed turret, 60 points to the sides, and 70 points to the stem. The
the vehicle’s power rating. Record the vehicle’s power rating in the bottom is given 40 points, just in case he has to ground quickly.
appropriate box of the worksheet, along with the mass and cost of Total mass for the armor is 41, and it costs 2,050 talents.
the engine. Note that only one engine per vehicle is allowed.
Power is used to charge and fire weapons, operate the shields, and
to run other vehicle systems. Whatever power is not allocated to
these systems is used to generate thrust. CHOOSE AND ALLOCATE WEAPONS
Ground vehicles use engines that weigh five times as much as a
grav vehicle’s but cost only 10 percent of list value. Next, the vehicle’s armament is chosen. A vehicle can mount
The player wishes to design his own medium grav tank. He fixed weapons in Hull 1 or 2, or it can mount weapons in the turret.
decides that he wants a grav vehicle that is fairly well protected A total of eight weapons systems may be mounted in a vehicle.
and heavily armed, and is willing to sacrifice some of the vehicle’s The player can allocate weapons to the three locations in any
thrust for it. manner that he desires, as long as he does not exceed the limit of
eight.
Any Vulcan Point Defense System must be mounted in the All vehicles have standard costs for their crew
turret. compartments, painting lasers, and smoke projectors. Because
Engineering attachments take up a weapons location in Hull 1 the vehicle will not carry any infantry, the player needs to pay
and Hull 2. only these standard costs, The subtotals for these components
A maximum of two ballistic weapons (any combination of are 3 power, 3 mass, and 300 talents.
MDC or Gauss) can be mounted on a vehicle. The total millimeter
rating of the Gauss cannons mounted cannot exceed 300.
Hardpoints may be used only to mount Interceptor-class SSS or ADD DIGGING CANNONS
HELL missiles. If hardpoints are used, an air defense system must
be mounted. All vehicles described in this game may mount digging
The Weapons Tables give the mass, power usage, and cost of cannons, but the system is optional. A digging cannon weighs 10
the various available weapons systems. percent of the vehicle’s current mass (the total weight of the
Note that there are two SMLM and four TVLG missile systems engine, shields, armor, weapons, and turret). The cannon requires
available. The number in parenthesis indicates how many missiles power equal to 5 percent of the vehicle’s current tonnage. The cost
come with the system. No matter how many missiles it has, a of a digging cannon is equal to 100 times its mass.
missile system takes up only one weapons location.

At this point, the player calculates a subtotal for all the


The player wants his vehicle to mount the largest ballistic vehicle’s components thus far, He will use this total mass and
weapon available, along with reasonable secondary armament. power usage to calculate the size and power of the digging
He mounts a 200mm Gauss cannon in the turret. The player cannons and the grav drive. The totals now stand at 156 power,
may want to add another MDC or Gauss cannon, but the 240 mass, and a cost of 1,282,350 talents.
second Gauss cannon could not be larger than 100mm. Instead,
the player elects to mount two 1.5/3 lasers, two SMLM (2)
missile packs, and two TVLG (4) packs as secondary Digging cannons have a power usage of 12 (.05 x 240, rounded
armament. These weapons are evenly divided between the Hull up) and a mass of 24 (.10 x 240), They cost 2,400 talents.
1 and Hull 2 locations. Finally, he mounts a Vulcan-3 anti-
missile system. Though he wants to keep the turret s mass
down, he must mount the Vulcan there. The subtotals for the ADD GRAV DRIVE
weapons are 31 for power, 152 for mass, and a cost of 774,000
talents. The Gauss cannon is a very efficient weapon, but it is In order to move, the grav vehicle must be equipped with a grav
also very expensive. unit. A grav unit weighs 1 percent of the total mass of the currently
mounted components and has a power usage equal to the vehicle’s
current mass (fractions rounded up, and not including the digging
cannons). A grav unit costs 500 times the power usage.
CALCULATE TURRET TONNAGE AND A vehicle with a grav drive uses the Grav Movement rules. All
POWER USAGE other vehicles are ground vehicles and use the Ground Movement
rules.
Weapons that are mounted in turrets have additional tonnage
and power costs. The turret’s mass is equal to 5 percent of the total
tonnage of the turreted weapons (fractions are rounded up.) Each The grav drive has a power usage of 240 and a mass of 3
turret uses 1 Power Point. Turrets weigh a minimum of one ton, (.01 x 240, rounded up). It costs 120,000 talents.
even if they mount no weapons. (It is assumed that the painting
laser and other devices that require 360-degree fields of fire are
mounted in the turret.)
CALCULATE THRUST
The thrust (or Movement Points for ground vehicles) available
The weapons in the turret also increase the mass and power to a vehicle is equal to the remaining power divided by the total
usage of that component. Extra weight for the turret is 5 mass of all systems ((Power Rating-Total Power Usage of All
percent of the combined mass of the two weapons mounted Systems) / Total Tonnage of All Systems). For fractions of .5 or
there, or in this case, 6 tons (.05 x 118 = 5.8), The cost is 6,000 more, round up. For fractions of less than .5, round down.
talents. Ground vehicles cannot have more than 8 MP.

ADD CREW, TARGETING, AND INFANTRY The vehicle now has a total power usage of 408 and a mass
COMPONENTS of 267. This leaves it with 1,092 in excess power (1500-408).
Dividing this by the mass gives the vehicle a Thrust of 4.08, or
Each vehicle has a crew compartment that weighs one ton and 4 when rounding down for a fraction less than .5. Total cost is
utilizes 1 Power Point. 1,404,750 talents.
Each vehicle has targeting, sensing, and communication
systems that weigh two tons and utilize 2 Power Points.
Any vehicle may he designed to carry infantry. To mount a FILL OUT VEHICLE RECORD SHEET
squad of infantry, a vehicle must allocate eight tons and 8 Power
Points. The final step in vehicle construction is to fill out a record sheet for
The total cost of adding crew, targeting, and infantry is equal to the newly designed vehicle. The procedure is the same as that
100 times the mass of each component. described in Fill Out Record Sheets
LASERS
Type Max Damage Range Power Mass Cost
1.5/1 2 20 2 2 24,000
1.5/3 4 20 5 5 60,000
1.5/4 5 20 7 7 84,000
1.5/5 6 20 8 8 96,000
1.5/6 7 20 10 10 120,000
3/6 8 20 15 15 180,000
5/6 9 20 19 19 228,000
7.5/6 10 20 23 23 276,000
OTHER WEAPONS
Types Max Damage Range Power Mass Cost
MDC
MDC 8 T 20 6 24 168,000
MDC 10 T 20 11 42 250,000
MDC 12 T 20 12 46 300,000
Gauss Weapons
200 mm 9 10 6 528,000
HEAP T 15
APDS T 15
150 mm 5 66 330,000
HEAP T 15
APDS T 15
100mm 4 47 234,000
HEAP T 10
APDS T 10
H.H. T 10
50mm 3 43 216,000
HEAP T 6
APDS T 6
H.H. T 6
25mm 1 14 67,500
HEAP T 6
APDS T 6
H.H. T 6
Other Systems
SMLM (l) T 10 0 3 10,000
SMLM (2) T 10 0 6 20,000
TVLG (2) T 6 0 3 10,000
TVLG (4) T 6 0 6 20,000
TVLG (6) T 6 0 9 30,000
TVLG (12) T 6 0 18 60,000
Vulcan-l S 0 5 5 20,000
Vulcan-2 S 0 8 8 30,000
Vulcan -3 S 0 12 12 46,000
Vulcan -4 S 0 15 15 60,000
AP Laser S 3 5 5 60,000
IWF 9 T 3 NA NA
IWF 7 T 3 NA NA
IWF 3 T 3 NA NA
IWF 1 T 3 NA NA
Engineer S NA 30 30 150,000
Attachment*
GPA/E** S 500”’ 18 112 1,056,000
* See Combat Engineer Vehicles
** See Artillery rules

SHIELD TABLE
Flicker Rate Power Mass Cost Flicker Rate Power Mass Cost
10 1 2 5,000 80 96 2 40,000
20 2 2 10,000 90 182 2 45,000
30 4 2 15,000 100 264 2 50,000
40 6 2 20,000 110 528 2 55,000
50 12 2 25,000 120 1056 2 60,000
60 24 2 30,000 130 2112 2 65,000
70 48 2 35,000 140 4228 2 70,000
ENGINE TABLE
Rating Mass Cost Rating Mass Cost
50 1 25,000 1300 20 650,000
100 1 50,000 1350 22 675,000
150 1 75,000 1400 24 700,000
200 1 100,000 1450 26 725,000
250 1 125,000 1500 28 750,000
300 1 150,000 1550 30 775,000
350 1 175,000 1600 32 800,000
400 1 200,000 1650 34 825,000
450 1 225,000 1700 36 850,000
500 2 250,000 1750 38 875,000
550 3 275,000 1800 40 900,000
600 4 300,000 1850 42 925,000
650 5 325,000 1900 44 950,000
700 6 350,000 1950 46 975,000
750 7 375,000 2000 48 1,000,000
800 8 400,000 2050 50 1,025,000
850 9 425,000 2100 52 1,050,000
900 10 450,000 2150 54 1,075,000
950 11 475,000 2200 56 1,100,000
1000 12 500,000 2250 58 1,125,000
1050 13 525,000 2300 60 1,150,000
1100 14 550,000 2350 62 1,175,000
1150 15 575,000 2400 64 1,200,000
1200 16 600,000 24S0 66 1,225,000
1250 18 625,000 2500 68 1,500,000

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