RENEGADE LEGION
CENTURION BLOOD & STEEL
Design: Jordan Weisman, Sam Lewis Additional Design: Thom Gressman, Dallen Mas...
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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 Renegade and Commonwealth naval units have been driven from space. TOG controls the system, but not the planet below. Orbital bombardment has been futile against the planetary defense installations. The Strike Legion is readied and the assault begins. Screaming down through the atmosphere, with a fusion-created hell bursting all around, the assault boats release medium and light grav tanks 5 kilometers above the surface of the planet. After a brief and deadly fire fight with planetary militia, the landing zones are secured and the heavy equipment is offloaded. The Legions Cohorts form and move toward the first of their objectives, a Renegade Navy spaceport. Traveling at over 300 kilometers per hour, the TOG grav tanks give up the safety of hugging the ground for speed. Suddenly artillery airbursts appear over the lead Century, as Renegade artillery rains mines down to block their 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.
Centurion is a game for any number of players. Grav tanks and infantry squads of the Commonwealth and its Renegade Legion allies fight a desperate struggle against the Terran Overlord Governments attempt to conquer the galaxy. Players command grav tank units, infantry squads, orbital and conventional artillery, and space defense installations in this game of tactical ground warfare. The Basic Rules present all the information required to play. The Optional Rules give players additional, diverse elements for their game. Centurion can also be combined with the Interceptor, Leviathan, and Legionnaire games to create a fully integrated space/air/land battle. Included in a separate book is extensive background information on the ground forces and technology of the Terran Overlord Government, the Commonwealth, and the Renegade Legion.
GAME SET-UP COMPONENTS COUNTERS Grav Vehicle Grav vehicle figures represent the most technologically advanced combat vehicle ever manufactured. Fast, heavily armored, and with enough firepower to raze a city, the grav tank has totally 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 grav tanks. Each squad contains up to eight troopers armed with weapons such as painting lasers, Gauss rifles, and a variety of antitank weapons. Squads are also equipped with bounce packs that give them the limited ability to move quickly while dismounted. The continuing need for infantry in warfare proves the adage that the more things change, the more they remain the same. Vehicle Crew Vehicle Crew counters represent TOG and Commonwealth vehicle crew members who have been forced to abandon their vehicles. Crater Crater counters represent field emplacements hastily dug out by the specialized digging charges carried by most vehicles.
Rubble Rubble is what is left of buildings and forests when the military is finished with them. Weapons fire can reduce any building to rubble. Both forests and buildings can be nibbled by the use of artillery-delivered HELL rounds. Though it is more difficult to move through rubble, this terrain does offer limited protection and cover from weapons fire. Rubble has no Elevation Level. Minefield Minefield counters represent a field of artillerydelivered anti-tank and anti-personnel mines. The hex that the counter occupies is seeded with mines.
Smoke Smoke counters indicate that the hex is filled with smoke. Most vehicles can fire smoke rounds and often carry smoke projectors or smoke canister launchers. Pathway Pathway counters indicate that a path has been cut through trees or through minefields. There are two types of pathway counters: straight and curved. These counters are aligned with the hex to indicate which hex-side is the entrance and which is the exit.
Thor Satellite A Thor satellite uses kinetic energy weapons to bombard a planet from orbit.
Building Building counters represent nonmilitary facilities constructed from a variety of materials. The scenario generally assigns a height to each building, with each level of a building equal to 20 meters. Each building counter represents approximately one city block. For line-of-sight purposes, buildings add their Elevation Level to the elevation of the hex they occupy. A building’s armor rating indicates how much damage each story can absorb before that level is destroyed.
Thor Cluster Thor Clusters represent the kinetic energy projectiles released by a Thor satellite.
HELL Missile HELL missiles serve to protect ground targets from orbital bombardments. They use a gravitically induced fusion reaction to create an airburst explosion that can vaporize unshielded targets.
Painting A painting counter is placed next to a unit to show that it has attempted to paint a target with a special laser during that turn. Painted The painted counter is placed next to a unit that has been successfully painted during the Painting Segment of the Combat Phase. Fired This counter is placed next to a unit to show that it has fired its weapons during the turn.
River River terrain indicates that a wide river or stream flows through the hex. In this terrain, ground vehicle movement is restricted, while grav vehicles can use the river like a road.
Lake A Lake hex is covered with water, either 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 the inhabited planets in the year 6830. Shown below are the symbols used for each terrain type. Clear These are typical fields, meadows, and other grasslands. The ground is firm and may be gently rolling, but its elevation does not change significantly from one side of the hex to the other. 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.
Contour Lines Hills are defined on the map by contour lines. Each line 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 contour line. Moving from a lower elevation hex to a higher elevation hex is called going Up Slope. The Elevation Level increase is equal to the difference between the Elevation Levels of the two hexes. Going Down Slope is moving from a higher elevation to a lower elevation hex. The level decrease is the difference between the Elevation Levels of the two hexes.
RECORD SHEETS Grav Vehicle Record Sheets
squad, the number of TVLG missiles or mortars the squad has, and its Movement Points (MP). 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 track of the damage done to individual grav vehicles during combat. Each record sheet may be used to record the information for any grav vehicles and infantry assigned to a platoon. Each sheet includes three separate records to represent three individual vehicles. The Armor Diagram shows how much armor each section of the vehicle has, along with the section’s shield factor. The Shield Factor is the vehicle’s Shield Rating for that section, divided by 10. 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 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 later in the rules. A number in the Damage box indicates that the weapon is a laser. A laser destroys a vertical column of armor boxes equal to its damage number. To the right of the Weapons Tables is a box for recording any tiring modifiers due to targeting computer hits. Below the Fire Modifier boxes are locations for recording the number of smoke and digging charges the vehicle has. 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
The Building Record Sheet is used to keep track of the status of buildings. It is simply an Armor Diagram showing the current status of each level of the building.
DAMAGE TEMPLATE The damage template is made up of die-cut diagrams showing the damage profile for each weapon in the game, except lasers. It is used to mark off weapon damage on a target’s armor and internal structure.
DIE Centurion uses a ten-sided die (1D10), whose sides are numbered from 0 to 9, with 0 representing 10. To succeed in actions such as hitting a target, avoiding a tree, and so on, the rules generally indicate a modified to-hit number. Unless otherwise noted, the player must roll a die result less than or equal to the modified to-hit number for the action to be successful. No matter what the circumstances, a roll of 1 is an automatic success and a roll of 10 means automatic failure in this game.
LEGIONS This is a separate booklet containing descriptions of the organizational structure of TOG, Commonwealth, and Renegade ground forces, game stats and descriptions of grav vehicles, and notable units.
PREPARATION FOR PLAY Before play begins, players decide whether to play a published scenario or one of their own design. They should then choose sides 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.
FILL OUT RECORD SHEETS Before the game starts, each player must first decide which Centurion units he will control, then record the information for his units on individual record sheets. It is best to use a pencil, as this 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 noted, all infantry squads start with a full complement of eight men. All units should be assigned to platoons. There are three vehicles and/or infantry squads to a platoon, and the record sheet.
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 platoon. He decides to assign three light Renegade Viper APCs to that platoon, along with three infantry squads. He then fills in the numbers that will represent these vehicles in the game. In this case, they are Vehicle #7, #8, and #9. Next, he fills in the shields for each section of the vehicle, The Viper has a Stern Shield of 50, Left Shield of 40, Front Shield of 50, Right Shield of 40, and Bottom Shield of 40. The Shield Factors are therefore 5,4,5,4, and 4. Next, the player should cross out the unused armor blocks in each section. Each row of boxes equals 10 points. Starting from the top, the player crosses off armor in rows often. The Viper is a lightly armored tank. As it has 50 points of armor on the front and turret, the player crosses out the other 50 points in each of those two sections. The sides and stem each have 40 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.
Next, the player fills in weapons. The Viper has one 25mm Gauss cannon and an SMLM 2 in the turret. A ‘T’ is used to indicate that the weapon’s damage is on the damage template. The maximum range for each weapon is written in the appropriate section. The Viper has a TVLG 2 Launcher in both its Hull 1 and Hull 2 positions. The Viper carries a total of two SMLM missiles and four TVLG missiles. The Viper is equipped with a smoke projector and a digging cannon. Each smoke projector has four charges, as does the digging cannon. An infantry squad is assigned to the vehicle, The player decides that the infantry carries TVLGs, and so two of the Mortar boxes are filled in. Finally, the Viper has a Maximum Thrust of 8 points. This is recorded in the Maximum Thrust box.
PLAYING THE GAME To play Centurion, the players simply move playing pieces and 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 requires skill to win consistently, even a novice can sometimes make a shot lucky enough to cripple the experienced player.
SEQUENCE OF PLAY The following is a summary of the Game Phases that make up the Sequence of Play. This is provided for quick reference by the players. The complete rules for each phase and segment arc fully described in the chapter devoted to that aspect of the game.
5. Record Ending Velocity. Team B then moves one platoon. Each unit in the platoon is moved individually in any order. Grav vehicles move by carrying out each step listed below in order: 1. Apply Acceleration. 2. Move the vehicle according to its total velocity, counting all Terrain Costs. If the vehicle exceeds the speed limit in any hex that it enters, make a Piloting Skill Roll for that hex, and take any damage. 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:
INITIATIVE PHASE 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 Leadership Advantage may subtract some, none, or all of those Advantage Points from the result of his die roll (See Centurions). He must decide how much of his Leadership Advantage he will use before making the roll. The players will then alternate moving platoons. All of the vehicles and infantry squads listed on a vehicle record sheet are considered one platoon. All of these units will execute their movement during a turn at the same time regardless of combat casualties. Thus, if a platoon starts off the game with three Viper APCs and three infantry squads, and, due to combat, the platoon is reduced to a single infantry squad, moving that one squad will constitute moving a platoon.
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. Team B moves one platoon.
Instead of moving during their portion of the Movement Phase, platoons may choose to declare Opportunity Fire instead. Units in platoons that declare Opportunity Fire may immediately fire on any enemy units that move into their line-of-sight during the remainder of the turn. Units may not fire at enemy units that move until they have declared Opportunity Fire. See the Opportunity Fire rules for a more detailed explanation. The Movement sequence can also be affected by a player with a Leadership Advantage. Depending on the size of the advantage, the player can decide not to move one or more platoons, reserving the right to move them later during the normal Movement of one of his other units (see Centurions). COMBAT PHASE
MOVEMENT PHASE Team A moves one platoon. Each unit in the platoon is moved individually in any order. Grav vehicles move by carrying out each step listed below in order: 1. Apply Acceleration. 2. Move the vehicle according to its total current velocity, counting all Terrain Costs. If the vehicle exceeds the speed limit of 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
Declare Laser Painting Fire The team that lost the Initiative declares any laser painting attempts that they plan to make with one unit. The team that won the Initiative then declares any laser painting attempts that they plan to make with one unit. The declaring alternates until all painting has been declared. The team that won the Initiative declares the last attack.
Resolve Laser Painting Fire All vehicles and infantry squads may fire painting lasers, one unit at a time. Painting lasers do no damage, but improve the chances of a hit from offboard artillery, missiles, MDCs, or lasers. Declare Weapons Fire The team that lost the Initiative declares any attacks that they plan to make with one of their units. Next, the team that won the Initiative declares any attacks that they plan to make with one of their units. The declaring alternates until all fire has been declared. The team that won the Initiative declares the last attack. Resolve Weapons Fire Weapons fire is resolved, one firing unit at a time. Damage to outer armor immediately takes effect, which allows subsequent shots to strike a weakened area and thus to penetrate the armor. 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.
SEQUENCE OF PLAY Initiative Phase Movement Phase A. Team A moves 1 platoon B. Team B moves 1 platoon Teams alternate until movement is complete Combat Phase A. Declare Painting Laser Fire B. Resolve Painting Laser Fire C. Declare Weapons Fire D. Resolve Weapons Fire E. Resolve offboard artillery and orbital fire support End Phase A. Remove widowed armor B. Call in new artillery and orbital fire support missions C. Remove old smoke D. Lay down new smoke
MOVEMENT GRAV VEHICLES Ground warfare in the 69th century is highly mobile and very deadly. The vast majority of combat vehicles use grav drives, which warp and manipulate a planet’s gravity field in order to 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. Grav drives do have one drawback, however. Short of turning off the drive and slamming into the ground, it is difficult to decelerate quickly or to make a sudden turn in a fast moving grav vehicle. Additionally, because of engineering constraints, grav 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 damaging the vehicle. Though conventional tracked and wheeled vehicles are much slower than grav vehicles and are more limited by terrain effects, they are more easily controlled.
FACING
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 improperly aligned, the opposing player may choose which of the two hexsides the vehicle will face.
ACCELERATION Each grav vehicle has a maximum number of Thrust Points that it can expend during its move. These Thrust Points are used to increase or decrease the grav vehicle’s velocity during the turn. One Thrust Point can increase or decrease the vehicle’s current
velocity by 1. A grav vehicle may ONLY increase its velocity at the beginning of its movement, and ONLY decrease its velocity at the end of its movement, prior to grounding. The total acceleration and deceleration in a turn cannot exceed the vehicle’s total Thrust Points.
For example, a Horatius tank has a Thrust of 6 and a beginning velocity of 5. The player decides to spend 3 of his Thrust Points on acceleration this turn, giving the Horatius a current velocity of 8. This leaves 3 Thrust Points that can be spent on deceleration after the vehicle has moved.
GRAV MOVEMENT After a grav vehicle has applied any acceleration, it must move and expend a number of Velocity Points equal to its current velocity. If a grav vehicle does not, or cannot, expend a number of 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). 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).
For example, the Horatius from the above example must move through terrain whose total Velocity Point Cost is 8. 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 would not have enough VPto enter the hex and would be forced to ground in F. Before grounding, the player could spend his remaining Thrust Point to lower the velocity of the Horatius to 7, but the vehicle would still be forced to ground after the deceleration.
Traveling Up and Down Slope Traveling Up Slope or Down Slope can add or subtract VP to the VP Cost of the terrain. Moving from a higher to a lower elevation reduces the VP Cost of the hex, as shown on the Terrain Effects Table. p. 18. When moving from a lower elevation to a higher elevation, the VP Cost increases, again per the Terrain Effects 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.
For example, a Horatius is traveling at a current velocity of 10. That means it must travel straight forward for at least two hexes before it can change its facing one hexside left or right. If the Horatius had a current velocity of 20, then it would have to travel straight for four hexes before it could change facing one hexside left or right.
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 goes from a Heavy Woods hex with an Elevation of 5 into a Light Woods hex with Elevation 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 + 5, or 8 VP.
Facing Changes A grav vehicle turns by manipulating the gravity field via directional vanes. Thus, there is no Thrust Cost to turn the vehicle. However, the faster the vehicle moves, the larger its turning arc will be. A grav vehicle can only move forward into a hex that it is facing (see Traveling in Reverse for exceptions). A grav vehicle may change its facing only after it has moved at least the required number of hexes in a straight line. The Facing Change Table gives the number of hexes, during a turn, that a grav vehicle must travel before it can make a facing change. FACING CHANGE TABLE Current Restrictions Velocity 0 May spin in place 1-5 1 hex between each hexside turn 6 - 10 2 hexes between each hexside turn 11 - 19 3 hexes between each hexside turn 20 - 29 4 hexes between each hexside turn 30+ 5 hexes between each hexside turn Because of these restrictions, a vehicle might not have the necessary VP to enter the hex that it is immediately facing. In such case, the vehicle must ground in its current hex at the end of its turn (though it may decelerate before grounding). If a grav vehicle starts a turn with a current velocity of 0, it may turn to face any direction prior to moving out of the hex. This is the only time when a grav vehicle may change its facing without moving into at least the hex directly in front of it.
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 player has the option of reducing the vehicle’s current velocity to 4 (8-4).
Traveling in Reverse 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 lacing restrictions in effect. Any acceleration applied during subsequent turns increases the current velocity. When the current velocity exceeds 0 the grav vehicle will move forward again. Note that if a player wishes to increase the speed that a vehicle is traveling backward, the thrust must be applied at the end of movement during Deceleration. If the player wishes to decrease the speed of reverse movement, the thrust must be applied at the start of the unit’s movement during Acceleration. Because terrain avoidance sensors are primarily oriented forward, the speed limit for all terrain types is halved. (See Exceeding the Speed Limit.)
For example, a Liberator has a current velocity of 4 and has finished its movement. It has not expended any Thrust Points and now elects to expend all 6 of its remaining points. The Liberator will start the next turn with a velocity of -2. If it does not apply any acceleration, the Liberator will have to expend 2 VP, but it must move backward into the hex immediately behind it.
EXCEEDING THE SPEED LIMIT All terrain has a maximum safe speed. Any grav vehicle whose current velocity is higher than the speed limit of the terrain it is entering may take damage as a result. In the case of hexes with both slopes and terrain, use the lower speed limit for the hex’s overall speed limit. When a vehicle’s current velocity is higher than the speed limit of the hex it is entering, the player must make a Piloting Skill Roll. The Base Number for this roll is 5, minus I for every 2 points of current velocity (or fraction thereof) that the vehicle is over the limit. Additional modifiers might be added because of damage the vehicle has taken.
If the player rolls greater than this target number, the vehicle takes damage equal in 10 points per point of velocity over the 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 left-hand corner, moving left to right down the rows. If the player rolls less than or equal to this target number, the vehicle is not damaged. Remember that a 1 is always an automatic success and a 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 immediate effect, however, as does the loss of armor. If the internal damage hits the Grav Drive or Vehicle Destroyed box, the vehicle stops all movement and must ground in the current hex at its current velocity. It may not decelerate prior to grounding.
For example, a grav vehicle with a current velocity of 10 enters a heavy woods hex, which has a speed limit of 6. This requires the player to make a Piloting Skill Roll of 3 or less (base of 5- (4 over the limit 1/2)). If the roll fails, the vehicle will take 40 points of damage (4 over the limit x 10). This damage will be split up, with 20 points to the front armor and 20 points to the bottom armor, After resolving the damage, the vehicle continues its movement.
GROUNDING Having completed all deceleration, the player may declare that the grav vehicle is grounding. The vehicle must also ground if it has not moved its full VP. A vehicle that grounds may take damage and its current velocity is reduced to zero. Only grav vehicles may ground themselves. A grav vehicle may ground itself at the end of its movement. Grounding occurs when the driver turns off the anti grav field and allows the vehicle to drop to the ground. This stops the vehicle completely and kills all velocity. Depending on the vehicle’s current velocity (after deceleration is applied), damage might or might not occur.
It costs one additional thrust point to go from being grounded to flight. It costs two thrust points to go from a crater to flight.
For example, the Horatius grounds at the end of its last turn, It accelerates to 3 this turn, but it costs I thrust point to lift up. The Horatius now has 2 thrust points that it must spend in moving through other terrain.
Grounding does not affect the crew or infantry squad of a vehicle unless damage is taken in the appropriate internal component section.
GROUND VEHICLES Ground vehicles are conventionally powered vehicles that use contact with the ground via tracks, wheels, or surface effect skirts to move. Unless otherwise specified, use the Combat and Movement rules for grav vehicles. Ground vehicles are rated in Movement Points rather than Thrust. They do not use acceleration or deceleration and do not keep track of velocity. They may change their facing at any time during their movement. To move from hex to hex, a ground vehicle must pay the Velocity Point Cost to enter that hex. Note 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 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 another, and so the player loses any MP not used during the current turn. Once a unit has used all its MP, it cannot move again until the next turn. A ground unit must have remaining MP sufficient for the cost of entering a hex. Unless the terrain is prohibited, a ground vehicle may always move one hex forward, no matter what the terrain cost, provided it is the only hex the vehicle enters that turn and that the terrain does not forbid the vehicle to enter. Ground vehicles are never affected by the speed limit restrictions of the terrain. Rather than moving forward during a turn, a ground vehicle 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 artillery or orbital fire support missions. Damage from Grounding Damage from grounding is equal to ten times the current velocity of the vehicle. Grounding damage is always taken on the bottom armor. Starting in the upper left-hand corner of the Armor row, the player crosses off damage straight across the row for as many boxes as there are points of damage. Boxes that are already damaged do not count.
For example, a Heavy tank has 4 MP, During its movement, the tank may move into any of the indicated hexes.
DISMOUNTED INFANTRY In order to move, dismounted infantry use what is known as a bounce pack. This is a small anti-grav device that almost totally negates the weight of the individual soldier. This allows the trooper to move in a series of long, low jumps, or bounces, vastly increasing his maneuverability.
Dismounted infantry move as though they were ground vehicles with 3 MP. They receive no Road Bonus. Dismounted infantry may not enter hexes whose terrain is prohibited to ground vehicles. When inside buildings, an infantry unit may move only one level per turn.
A unit that makes an Opportunity Fire Attack may not make any attacks in the Weapons Fire Phase. A unit may not use an Opportunity Fire Attack to paint a target. If Opportunity Fire is declared, but the attack is not actually made, the unit may fire normally during the Combat Phase.
LOADING AND UNLOADING INFANTRY If a dismounted infantry squad begins its Movement Phase in the same hex as a vehicle that can carry it, the squad can enter the vehicle rather than move. A grav vehicle must have a current velocity of 0 before a squad can mount it, however. Once mounted, the infantry moves with the vehicle and can perform no other actions.
Both a Viper and a friendly infantry squad start the Movement Phase in the same hex, with the Viper at a current velocity of 0. The infantry squad can mount the Viper this turn, and the Viper may move normally this turn, If the Viper had a current velocity greater than 0, the infantry could not have mounted before the vehicle moved. The Viper would have had to complete its movement for the turn and end in the infantry squad’s hex with a velocity of 0. The squad would then be able to mount during the Movement Phase of the next turn. Finally, if the squad did not start in the same hex as the Viper, it could move to the Viper’s hex during its movement turn. During the next turn’s Movement Phase, the squad could mount the vehicle if the Viper’s current velocity is 0.
Mounted infantry can dismount a vehicle only at the end of the vehicle’s movement, and if its current velocity is 0. It may not move for the rest of the turn, but may engage in combat as normal. For all other purposes, the newly dismounted squad is treated as normal.
ROAD AND RIVER MOVEMENT Vehicles and dismounted infantry may use roads to negate the effects of terrain as long as the unit moves from one road hex to the next adjoining road hex. Similarly, a grav vehicle may use a river in the same manner as a road. A road in a hex does not negate the combat effects of the surrounding terrain. A ground vehicle may receive a Road Bonus that allows it one additional hex of movement if it travels along a road for its entire turn. To gain this bonus, the vehicle must begin its turn on a road and continue to travel along the road for its entire Movement Phase.
OPPORTUNITY FIRE Units in a moving platoon may declare Opportunity Fire rather than moving during their portion of the Movement Phase if they have a starting velocity of 0. Units that declare Opportunity Fire may immediately fire on any enemy units that move into their lineof-sight during the remainder of the turn. Units may only fire at enemy units that move AFTER Opportunity Fire has been declared. As enemy units move from hex to hex, the opposing player 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. Once a player declares Opportunity Fire, the attack is resolved per the normal Combat rules, and all damage takes effect immediately. If the enemy unit survives the attack, it can continue its movement normally. A unit may make only one Opportunity Fire Attack per turn.
For example, a Horatius ends its last turn with a velocity of 0. The Horatius’ platoon is third in line to move this turn, but declares no movement, Thus, the Horatius can use Opportunity Fire to fire at enemy units during the remainder of the Movement Phase, The Horatius cannot fire at the units of the two enemy platoons that moved before it declared. The vehicles of the other enemy platoons that have yet to move may be attacked as they move into the Horatius’s LOS.
HULL DOWN All vehicles on the battlefield attempt to use terrain to make themselves more difficult targets. One such method is to use a small ridge, crater, or other hole in the ground to cover or hide the lower portions of the vehicle. A vehicle in such a defensive posture is said to be hull down. In Centurion, many vehicles carry digging cannons. This equipment fires a specially designed explosive charge into the ground immediately under the vehicle. The charge explodes and creates a crater into which the vehicle can drive and assume a hull-down profile. At the same time, the vehicle fires other charges that create a pattern of ten to twelve man-size foxholes that allow any accompanying infantry to take up protected positions. At any time during a vehicle’s movement, the player can announce that his vehicle is firing a digging charge if functioning digging cannons and sufficient charges remain. The player then places a crater counter in the hex and marks off one digging charge from that vehicle’s record sheet. To gain the defensive benefits of a cratered hex, a vehicle must end its movement grounded in the hex. Ground vehicles only have to enter the hex to gain the advantage of an existing cratered hex. A cratered hex gives the occupying unit a defensive modifier. It may fire all weapons, including hull-mounted ones, as normal. It normally costs a vehicle I thrust point to lift from grounding. It costs a grav vehicle 2 thrust points to raise up from a crater and move normally. Once a crater has been created, it is removed from the board only if it is unoccupied and the hex it occupies has been rubbled or hit by a HELL round. Any unit may use the crater and gain its defensive modifiers. Only one vehicle and one infantry unit may gain the defensive benefits of a single crater, however. Multiple 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 up to the discretion of the player that owns the vehicle. Digging cannons have no effect on enemy units occupying the hex into which they are fired, nor can they be used against buildings. Digging cannons cannot be fired into lake hexes to create craters, though they can be fired into river hexes. (The vehicles take up positions on the river banks.)
STACKING There is no limit to the number of units that can occupy the same hex. Enemy and friendly units in the same hex may engage each other according to the Combat in the Same Hex rules in the Combat section.
Terrain Type Clear Road Light Woods Heavy Woods River* Lake Under Water* Buildings* Rubble Craters* Up Slope 1-Level Increase 2-Level Increase 3-Level Increase 4-Level Increase 5-Level Increase
Speed Limit 20 20 8 6 20 20 1 10 8
20 20 20 16 16
Down Slope I -Level Decrease 20 2-Level Decrease 20 3-Level Decrease 20 4-Level Decrease 16 5-Level Decrease 16 *See appropriate rules section
TERRAIN EFFECTS TABLE Velocity Movement Restrictions Points 1 VP/hex 1 VP/hex Negates Terrain Effects for Movement 2 VP/hex 3 VP/hex 1 VP/hex 2 VP for Ground Vehicles 1 VP for Grav No Ground Vehicles Vehicles 4 VP/hex 1 VP/hex 2 VP 4 VP for Ground Vehicles See Digging Cannon Rules
+1 VP +2 VP +3 VP +4 VP +5 VP
No Ground Vehicles No Ground Vehicles
0 VP -l VP -l VP -2 VP -3 VP
No Ground Vehicles No Ground Vehicles
Terrain Combat Modifiers None None -1 -2 None None Not allowed -2 -1 -2
COMBAT PAINTING A TARGET Once the Movement Phase ends, all units may choose to designate targets for missiles, lasers, mass driver cannons, and offboard artillery by illuminating them with painting lasers. All vehicles are automatically equipped with painting lasers. Maximum range for vehicle painting lasers is 20 hexes. Painting lasers offer two advantages. First, a painted target radiates laser energy that allows an indirect fire weapon to home in on it. Second, the painting laser is able to decipher the target’s shield flicker pattern, which is downloaded into all friendly firecontrol systems, thus negating the shield’s effectiveness. This tactic is not viable in space, however. Even at close range in space (15 kilometers), the transmission lag time back to the targeting ship is long enough that the target can change its shield flicker rate before an offensive weapons system can be fired. Painting lasers are fired as normal weapons, following all lineof-sight and to-hit modifier restrictions, as described below. A painting laser may fire at a target that is not being engaged by the vehicle’s other weapons systems. This is the only instance when a vehicle can fire at more than two targets. 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 target’s shields and other modifiers. If the painting laser hits, all friendly laser, MDC, and missile attacks on that target ignore the shield modifier for the rest of the turn. As long as the attack has been appropriately declared, one friendly unit can paint a single target for multiple attacks by any or all friendly units. The effects of painting only last until the end of the turn. A target must be painted anew in subsequent turns.
INFANTRY SQUAD PAINTING Infantry squads need only declare that they are painting a target. The squad may attempt to paint any target that is within six hexes and to which they have a valid LOS, The Base Number for the attempt is 9, minus the number of casualties the squad has taken. For example, if the squad has taken three casualties, a painting attempt would be successful on a die roll result of 6 or less. Infantry squads may not paint targets at ranges of greater than 6 hexes. When painting a target, infantry may not fire personal weapons, missiles, or mortars that turn.
A Viper sees a Horatius in clear terrain ten hexes away. The Viper attempts to paint the Horatius with its painting laser at a 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 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 section, Weapons fire damage first strikes the outer armor of the vehicle. Damage that penetrates the outer armor begins to damage the internal components of the vehicle. This internal damage can cause the vehicle to lose Thrust Points, knock out weapons or shields, or totally destroy the vehicle. A vehicle can engage up to two targets a turn. All of a vehicle’s direct fire weapons (lasers, MDCs, and Gauss cannon weapons) may engage any one target in its firing arc. Any missiles that the vehicle carries can engage that same target or a different target that is in the missile’s firing arc. Though internal damage to a unit does not take effect until the end of the turn, the damage to the outer armor takes effect immediately, This factor makes the order in which individual weapons damage is resolved an important aspect of combat. A player may fire any of his weapons in any order that he feels appropriate. In the case of multiple units firing at one target, the player may choose the order in which the units fire. All weapons fire from one unit must be resolved before any other unit can fire,
LINE-OF-SIGHT (LOS) When a player wishes to fire on another unit, he must first discover whether or not his unit can see its intended target. Various terrain features can block a unit’s line-of-sight to a target, making a shot impossible or requiring that the target be engaged by indirect missile fire. The line-of-sight (LOS) is determined by laying a straightedge (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 crosses is on the line-of-sight. If the straight-edge passes directly along the spine between two hexsides, the defender chooses which hex the line-of-sight passes through. The players then look for blocking terrain that is higher than the tallest of the two units. If any blocking terrain is higher than the tallest unit, the LOS is blocked. Units are assumed to be at an Elevation Level equal to the level of the underlying terrain of their hex (i.e., the height of any woods in the hex is not added to the Elevation Level of the underlying terrain). Blocking terrain is equal to the Elevation Level of the 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. The line-of-sight may be blocked by higher hills, woods, or buildings. Units never block line-of-sight.
The Viper in Hex A is in a woods hex on top of a Level 2 hill. It has a LOS to the TOG tanks in Hexes B, C, and D. It cannot see the TOG tank in E because the trees on the intervening Level 2 hill block the LOS. The Viper can see the TOG tank in Hex F because it is on a Level 4 hill. The Viper cannot see the TOG tank in Hex G because the straight-edge passes along the spine of two hexes. The TOG player declares that the line-of-sight passes through the trees on the tank’s right rather than through the clear terrain to the left.
The Liberator in Hex A cannot see the Horatius tanks in Hexes C, E, or F because the Level 3 terrain creates a dead zone, The Liberator in Hex A cannot see the Viper in Hex B because it is behind one level of elevation, which blocks LOS completely. The Horatius tanks can see the Viper in Hex B since the buildings are one level high. If the buildings were three levels high, then the Viper would be in a dead zone.
FIRING ARCS Dead Zones The dead zone behind or below the peak of an elevated area may also block line-of-sight. Dead zones can only be created by terrain elevations, buildings, woods, or a combination of both. If the attacker is shooting up at more than one-hex range, the LOS is blocked if the hex next to the attacker is as high or higher than the target’s hex. If the attacker is shooting down at more than one-hex range, the LOS is blocked if the target is directly behind a hex as high or higher than the attacker’s hex.
Weapons are either mounted in a vehicle’s turret or fixed in the hull (in either the Hull 1 or Hull 2 position), covering the forwardfiring arc. Turret-mounted weapons have a firing arc similar to the forward-firing arc, but they can be aligned during the Combat Phase to face any of the six hexsides. Hull-mounted weapons may only engage targets in the forward-firing arc, but turreted weapons can fire at any target. During combat, a vehicle’s direct-fire weapons must be fired at 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 directfire 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 resolving attacks against dismounted infantry.) It is assumed that the vehicle carries a sufficient mix of munitions to allow it to fire any type shell any number of times during the course of a game. Missile ammunition is limited, however. The number of missiles available is listed with each vehicle description. If a player is firing a missile, he may use any of the missile types that his vehicle has currently available. A vehicle may fire only one SMLM and/or two TVLGs per turn. After the missile(s) is fired the player should mark off the appropriate number on the vehicle’s record sheet.
BASE TO-HIT NUMBER Once the player decides which weapons he can fire, he must determine the base to-hit number, which is determined solely by the range to the target. Range is the distance between the attacking unit and its target. It is also the distance a weapon can fire. The range is determined by counting the number of hexes from the firing unit to its target. Following the shortest path to the target, begin at the hex next to the attacker along the line-of-sight and include the target’s hex. The range has an effect on how easy or difficult it is to hit the target, with distant targets generally being harder to hit. Some weapons are not able to fire at targets beyond a certain 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 number. Each time a missile is fired, the player should blank out an appropriate space on the vehicle or infantry record sheet. If all missile boxes have been blanked out, that unit can fire no missiles for the rest of the game. BASE TO-HIT NUMBER TABLE Range (in 1 2-3 4-6 7-10 11-15 16-20 Offhexes) board Base To12 11 10 9 8 7 6 Hit Number Note to Interceptor players: These base to-hit numbers assume a 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 and add the gunner’s Gunnery skill to the base number.
TO-HIT MODIFIERS Having determined the base to-hit number, the player must now add on the modifiers for terrain, shielding, and other factors. All applicable modifiers are cumulative, except where noted. Target Shield Modifier Shield factors only apply to attacks by lasers, painting lasers, MDCs, HELL rounds, GLAD rounds, infantry weapons fire, and missiles. Attacks by Gauss cannons, other artillery rounds, or Thor javelins are not affected by the shields. (Though a shield’s field is proof against energy weapons, it is unable to turn large masses. The heavier rounds from Gauss cannons are able to penetrate a shield, The electronic circuitry of a missile is adversely affected by an active shield, causing it to detonate prematurely. It is not possible to accelerate a ballistic shell In the speeds necessary to be effective in space combat, and so Gauss cannons are only found on land-based vehicles, where the engagement ranges and speeds do not affect the accuracy of the slower projectiles.) All vehicles carry shield generators. These generators cover the craft’s front, right, left, stem, and bottom. The bottom shield factor is only used when the craft is being attacked from below, primarily 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.
Shield factors equal the shield rating divided by 10. This number is listed in the data section of the vehicle record sheet and is applied as a negative modifier to the base to-hit number for all attacks by lasers, missiles, or MDCs. The shield factor modifier is negated for the turn if a friendly painting laser has successfully hit the target during the Painting segment of that Combat Phase. Regardless of which side is hit, all shield factors are negated. Terrain Modifiers Terrain also affects the probability of a successful shot because 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 Terrain Effects Table. A unit occupying a cratered hex applies the terrain modifiers for both the crater and for the underlying terrain. Hull Down Modifier Any unit that is grounded in a crater is considered to be hull down. A crater conceals a large portion of the lower hull and provides a large defensive advantage to the grounded unit. Any shot at a hull down vehicle takes a To-Hit Modifier of -2. If the target is hit, the damage will usually apply to the turret, per the Hit Location Table. Dismounted Infantry There are no terrain or shield modifiers to the base to-hit number when firing at dismounted infantry. Damage is handled differently, as described in the Infantry section of the rules. Missiles may not be fired at dismounted infantry. Neither can players directly attack enemy infantry inside of buildings (not just in a building hex). Other Modifiers Other factors can raise or lower the base to-hit number. Primary among these are smoke and target painting. Direct damage to the firing unit’s weapon targeting circuits and computers can also negatively affect the to-hit number. These factors are discussed in later sections of the rules. MODIFIED TO-HIT NUMBER The modified to-hit number is equal to the base to-hit number 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 modified to-hit number, his weapon hit its target. If the result is greater than the modified to-hit number, the shot missed. Remember, a result of I is an automatic hit and a 10 is always a miss.
For example, the Horatius is firing at a Liberator that is seven hexes away. The Horatius will fire one SMLM missile, one 3/6 laser, and one 150mm HEAP round, in that order, The Liberator is occupying light woods. The Base To-Hit Number is 9 because of the range. Light woods give a -1 modifier. The Horatius attacks the Liberator’s right side, which has a Shield Factor of 5. The Modified To-Hit Number for the laser and SMLM is 9-1-5=3. The Modified To-Hit Number for the 150mm HEAP Round is 9- 1 = 8. The player must roll a 3 or less for each laser and missile to make a hit with those weapons. The 150mm HEAP round needs an 8 or less to hit. In our example, the player rolls a 4, a 1, and a 6 for the 150mm round. A 3/6 laser and the 150mm HEAP round do strike the side of the Liberator.
HIT LOCATION
ARMOR HITS
All weapons fired from the firing vehicle will strike the same general location of the target vehicle. The player should roll once on the Hit Location Table, using the appropriate flight mode column, to discover which armor section all of his unit’s weapons will strike. An Attacked Side result means that the weapons hit the front, stern, left, or right armor, as appropriate. A Turret result means that the weapons hit the vehicle’s turret armor, and a Bottom result means that the vehicle’s bottom armor was hit.
Each side of the vehicle has armor, as shown on the Armor Diagram of the vehicle record sheet. The Armor boxes are arranged in horizontal rows often. The number of rows depends on the amount of armor carried. To determine where the armor has taken damage, the attacker rolls one die to determine the center of the hit. The defender aligns the arrow of the damage template with the appropriate damage profile on the rolled column. He lowers the arrow on the armor diagram until it is above the highest remaining Armorbox of the indicated column. The area indicated by the template is the area damaged by the hit. These boxes are marked off on the armor diagram. If a very low or very high number is rolled for the column location, it is possible that a portion of the damage template will not cover any armor boxes in the section. The damage template might also cover an area already damaged. In both cases, the damage is simply lost.
HIT LOCATION TABLE Die Roll Normal Hull Down TFF* 1 Turret Turret Bottom 2 Turret Turret Bottom 3 Turret Turret Bottom 4 Attacked Side Turret Bottom 5 Attacked Side Turret Bottom 6 Attacked Side Turret Bottom 7 Attacked Side Turret Bottom 8 Attacked Side Attacked Side Attacked Side 9 Attacked Side Attacked Side Attacked Side 10 Attacked Side Attacked Side Attacked Side *See Optional Rules.
LAF* Bottom Bottom Bottom Bottom Bottom Bottom Bottom Bottom Bottom Bottom
For example, the Liberator has been struck on the right side by two weapons. The player makes one roll on the Hit Location Table. Because he fails a 7, both weapons hit the right side. On a result of 1 through 3, the turret would have been hit.
DAMAGE Once a shot has hit its target and the hit location been determined, the exact type of damage taken can be calculated. Each weapon is rated according to the amount of damage it does, which varies according to the type of weapon or shell used. Each point of damage that the weapon inflicts will destroy 1 Armor 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. Each weapon type has a different damage profile, as shown on the damage template. Lasers penetrate deeply into armor, while an SMLM’s damage spreads out more laterally.
DAMAGE TEMPLATE The damage template is made up of die-cut diagrams showing the damage profile for each weapon in the game, except for lasers. 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.
For example, two 5-point laser shots and an MDC 8 hit the front armor of a Horatius, The Horatius has a total of 80 Armor Points on that side. The first laser hits in Column 3, 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 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 8 hit would be centered over Column 5 and lowered until it reached an intact Armor box, This would have been in Row 7, as the laser shot removed the armor from the first six rows in Column 5. This damage would have appeared as shown in Diagram 4.
Widowed Armor During the Recovery Phase, each player should check his vehicles for widowed armor. Widowed armor is created when upper layers of armor are undercut by penetrating hits, as shown in 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 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, not on a corner, The following diagram illustrates several possibilities.
Remember that widowed armor is not removed until the Combat Phase is complete.
INTERNAL DAMAGE Below the Armor Diagram is the Internal Component Diagram. It is laid out on a grid just like the armor boxes, except that various sections are outlined and named for an internal component. When a damage template extends below the Armor Diagram, mark off that portion of the Internal Component Diagram in the same manner as the armor. For all practical purposes, the Internal Component Diagram is treated as an extension of the Armor Diagram, with the following exceptions. The boxes in the Internal Component Diagram are not affected by widowing. Except where locations are separated (between the turret and stern and between the right side and bottom), damage is transferable between sections. For example, it is possible that a shot hitting the front of the vehicle can damage an internal component under the left side armor, Note that the Internal Component Diagram for ground vehicles is slightly different than that of grav vehicles.
DAMAGE LOCATIONS AND EFFECTS Internal systems that are hit (having lost one or more boxes in the section) become inoperative for the remainder of the game, except where noted. In some cases, the vehicle will not have any components to damage in a location. If this is the case, treat the area as having ballistic protection. When an Armor box is hit during a campaign game, it takes qualified technicians with adequate tools and spare parts ten minutes to repair the damaged area. Areas indicated by Internal Component boxes require 30 minutes to fix, and areas under the Vehicle Destroyed boxes require 60 minutes of repair time each. The players decide how to determine whether or not adequate repair facilities are available. Note that repairs to crew and infantry sections can only patch up that compartment; dead and wounded crew members cannot be resurrected. Vehicles destroyed by ammunition explosions cannot be repaired.
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.
Gunner Hit (Gunner) The gunner suffers damage and must make a Consciousness Roll. The Base To-Hit Number to remain conscious is 8. For each box in the Gunner section that is blanked out, apply a -1 modifier to the base to-hit number. In other words, use the total number of blanked-out boxes, not just those blanked out this turn. If the player rolls higher than the modified base to-hit number, the gunner is unconscious. Remember, however, that a 1 is an automatic success and a 10 is an automatic failure. At the End Phase of the next turn, the gunner may make a die roll to regain consciousness. If the player rolls lower than or equal to the modified base to-hit number, the gunner regains consciousness. When all the boxes are blanked out, the gunner is dead. If the vehicle’s gunner and commander are both unconscious, that vehicle may fire no weapons until one of them regains consciousness. Turret Weapons Hit (Turret Wpns) 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 game. Commander Hit (Cmdr) The commander suffers damage and must make a Consciousness Roll, as described under the Gunner Hit rule above. A vehicle whose commander is dead or unconscious cannot fire indirectly, paint targets, or call for artillery fire. If the vehicle’s gunner and commander are both unconscious, no weapons may be fired by the vehicle until one of them regains consciousness. An unconscious commander can regain consciousness in the same manner as a gunner. Vehicle Destroyed All of the vehicle’s major systems become inoperative. If the vehicle is moving, it must immediately ground at its current velocity and take grounding damage, as normal. Crew members and any mounted infantry squads may exit the vehicle at the beginning of the next turn, as normal.
STERN Ballistic Protection Ballistic protection represents the inherent survivability of the stern’s internal components, due to hardening, duplication of circuitry, and the ruggedness of the system itself. Hits on areas with ballistic protection have no effect on the performance of the vehicle. For all purposes except Widowing, treat the Ballistic Protection boxes as Armor. Stern Shield (S. Shield) Stern shields are rendered inoperative and have a value of 0 for the remainder of the game. Note, however, that there are two stern shield locations. Both locations must be hit for the stern shields to cease functioning. Maximum Thrust/Movement Reduced by 1/4, 1/2, or 3/4 (1/4, 2, 3) This damage indicates that the Maximum Thrust for the vehicle is reduced by one-quarter, one-half, or three-quarters, with fractions rounded up. For convenience, consult the Thrust Reduction Table below. Hits to a ground vehicle in this area reduce the vehicle’s movement points by the same amount. The results are noncumulative. THRUST REDUCTION TABLE Starting Maximum Reduced To: Thrust 3/4 1/2 1/4 1 1 1 0 2 2 1 1 3 2 2 1 4 3 2 1 5 4 3 1 6 5 3 2 7 5 4 2 8 6 4 2 9 7 5 2 10 8 5 3 11 8 6 3 12 9 6 3 13 10 7 3 14 11 7 4 15 11 8 4
Left Shield (L, Shield) The left shields are rendered inoperative and have a value of O for the remainder of the game. Note that there are two left shield locations. Both locations must be hit before the left shields stop operating. Right Shield (R. Shield) The right shields are rendered inoperative, and have a value of 0 for the remainder of the game. Note that there are two right shield locations. Both locations must be hit before the right shields stop operating. Left Directional Vanes (Left Vane) A left vane hit means that the grav vehicle may no longer turn to the left. This hit only affects grav vehicles. Mobility (Mobility) A mobility hit means that a ground vehicle has taken a hit on its tracks/wheels/surface-effect skirt. It can no longer move, but may change facings. Right Directional Vanes (Right Vane) A right vane hit means that the grav vehicle may no longer turn to the right. This hit only affects grav vehicles. Ammo (Ammo Stores Explode) Onboard ammunition explodes or an energy weapons capacitor destructively discharges. On a Base Roll of 7 or less, there is no explosion. A modifier of –1 is applied to this base number for every Internal Component block marked off in this location. If there is an explosion, the vehicle is totally destroyed and cannot be salvaged. The crew or infantry survives on a Base Roll of 8 or less. Apply a modifier of –1 to this base number for every point of current velocity. Make separate die rolls for any infantry squads or crew the vehicle carries. Dismounting in this manner counts as movement for the infantry squad or crew next turn.
FRONT Ballistic Protection Ballistic protection represents the inherent survivability of the front’s internal components, due to hardening, duplication of circuitry, and the ruggedness of the system itself, Hits against areas with ballistic protection have no effect on the performance of the 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 were reduced by one-fourth, it would have a new Thrust of 5. If its thrust were reduced by three-fourths, it would have a new Thrust of 2.
Terrain Sensing and Reaction Circuits (TS&R) When the TS&R system is lost, all terrain speed limits are reduced by 50 percent of the amount (round fractions up) indicated for that vehicle. Note that there are two TS&R locations, Both locations must be hit before the system fails.
Infantry Compartment (Infantry) The vehicle’s infantry compartment has been penetrated. If the vehicle is carrying infantry, the squad might also take damage. For every 4 points of damage taken in the infantry section, one infantryman is killed. If the entire location is destroyed, the vehicle cannot carry infantry and all infantry personnel aboard are killed.
Front Shields (F. Shield) The front shields are rendered inoperative and have a value of 0 for the remainder of the game. Note that there are two front shield locations. Both locations must be hit before the front shields stop operating.
SIDE (LEFT OR RIGHT) Ballistic Protection Ballistic protection represents the inherent survivability of the sides’ internal components, due to 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.
Driver Hit (Driver) On a driver hit, the driver must make a Consciousness Roll similar to the one described under the Gunner Hit rule. If the driver fails the roil, the vehicle cannot apply any thrust and will continue in its current direction until it strikes something. At that point, its current velocity falls to 0. If a Piloting Skill Roll is necessary, the vehicle will strike the terrain on any die roll result of 2 or greater. A driver may regain consciousness in the same manner as a gunner.
Hull Weapons 1 Hit (Hull Weap 1) All the weapons in the vehicle’s Hull 1 location are knocked out. Any weapon systems located here are destroyed for the rest of the game. Hull Weapons 2 Hit (Hull Weap 2) All the weapons located in the vehicle’s Hull 2 location are knocked out. Any weapon systems located here are destroyed for the rest of the game.
DESTROYING A UNIT A grav or ground vehicle is considered destroyed if: (1) all of the crew is killed, (2) the vehicle suffers an ammunition explosion, or (3) it suffers a Vehicle Destroyed result. Infantry squads are considered destroyed if five of its members have been killed.
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 2 or more. Grav Drive The grav vehicle’s grav engine is hit and stops functioning. The vehicle may not move for the rest of the game and it may not change facing. If the vehicle was moving when hit, it must immediately ground at its current velocity and take any additional damage. All other systems (shields and weapons) are still functional.
COMBAT IN THE SAME HEX An enemy unit and a friendly unit may both occupy the same hex. Resolve attacks against vehicles in the same hex as normal and at a Range of 1. The side attacked depends on the facing of the enemy unit at the time that the friendly unit enters the hex. If a friendly unit entered a hex occupied by an enemy unit on the enemy’s left side, the enemy unit would be in the friendly unit’s front firing arc, and the enemy 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 survives on a Base Roll of 8 or less. A modifier of -1 for every point of current velocity is applied to this base number. Separate rolls are made for any mounted infantry squads or crew that the vehicle carries. Dismounting in this manner counts as the infantry squad or crew’s movement for the next Movement Phase.
Attacks against infantry squads in the same hex are resolved normally, regardless of facing. Infantry squads attacking vehicles in the same hex ignore all terrain modifiers, including craters, and may choose to attack any location of the vehicle except the bottom. (See Optional Rules for exceptions.)
SPECIAL WEAPONS Most weapons carried by tanks are energy-based, utilizing the vehicle’s fusion power plant to generate laser pulses or a mass driver cannon to accelerate small slugs to unheard-of speeds. Unlike space vessels, land combatants can also mount slower and more conventional weapons that use larger kinetic energy warheads.
BALLISTIC WEAPONS (GAUSS CANNONS) Most tanks mount at least one type of direct-fire ballistic weapon, or cannon. These weapons differ from energy weapons because they fire an explosive shell rather than a stream of energy. They are similar to the mass driver cannon (MDC) in using a magnetic field to accelerate a shell down the length of a barrel. The muzzle velocity of the Gauss cannon projectile is drastically lower than that of an MDC, however, giving the Gauss cannon a greatly reduced range in comparison to the MDC. On the other hand, shields are unable to turn the heavier shell, and so the Gauss cannon is a more effective weapon at close range. A Gauss cannon may fire various types of shells, including High-Explosive Armor Piercing (HEAP), Armor-Piercing Discarding 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.
successfully painted the target that turn. Dismounted infantry squads may not fire their missiles indirectly. A vehicle may fire up to one SMLM and/or two TVLG missiles alum, regardless of the number of launchers the vehicle has. An anti-vehicle missile may not be fired at an infantry squad. There are a limited number of missiles that a vehicle can carry. The player is responsible for keeping track of the number of missiles that his vehicle has available. Once a vehicle has fired all its missiles, it has no more missiles for the rest of the game. Vehicles may not trade missiles among themselves during the course of the game. INDIRECT MISSILE FIRE Vehicle-mounted anti-vehicle missiles do not require a direct LOS in order to engage their target. As long as another friendly unit has successfully painted the target in that turn, the missile may be fired at the target as normal, ignoring the shield factor and lineof-sight restrictions. Firing arc restrictions do still apply, however.
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 Missiles may be fired directly at a target, per the Weapons Fire rules. They use a base to-hit number based on range and all normal to-hit modifiers (the shield’s field disrupts the circuitry of a missile and can cause it to explode prematurely). If a target is within a missile’s firing arc, vehicle-mounted missiles can also fire indirectly over intervening terrain if a friendly unit has
The Vulcan is a weapon system with its own radar to track and destroy incoming missiles from any direction. It utilizes rapid-fire, short-range lasers to destroy enemy missiles just before they hit the vehicle. A vehicle can use the Vulcan to engage any missiles that have scored a hit against it. The Vulcan Anti-Missile To-Hit Table gives 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 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 Type
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 small arms, bounce packs, and portable anti-lank missiles or mortars. These men are controlled abstractly as one squad, and thus the whole squad must carry out the same action. When mounted in a vehicle, the infantry squad is unable to perform any action.
Once a target is hit, the squad uses the damage template appropriate to its current strength in men. Infantry weapons damage is given in the Infantry Effectiveness Table.
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 COMBAT 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 severely limited. During the Combat Phase, an infantry squad may perform one of three actions. It may fire its personal weapons at a target, fire its anti-tank missiles or mortars, or paint a target. Remember, though, that mounted infantry may not fire at all.
FIRE PERSONAL WEAPONS Infantry squads may fire their personal weapons at any one target within the normal restrictions. If the target has moved during the Movement Phase of the turn, the squad may make one attack. If the target has not moved during the Movement Phase of the turn, the squad may make two attacks. If the target is in the same hex as the squad and has not moved, the squad may make three attacks. Each attack is resolved separately, but only one enemy unit can be targeted in a turn. Infantry weapons fire is affected by the target’s shield factor.
Squad Strength 8 7 6 5 4 3 2 1 0
INFANTRY EFFECTIVENESS TABLE Weapons TVLGs Mortars Damage Available Available IWF9 4 2 IWF7 4 2 IWF7 4 2 IWF5 4 1 IWF5 4 1 IWF3 3 1 IWF3 2 0 IWF1 1 0 Dead
Infantry firing personal weapons at targets in the same hex are assumed to be making a Close Assault. They get to choose the location attacked, regardless of the vehicle’s facing. A squad can elect to hit the front, side, stern, or turret, but cannot attack the bottom of a vehicle.
PAINTING TARGETS The squad can use targeting lasers to paint for missiles, lasers, mass driver cannons, and some artillery shells fired from other sources. If the target is within six hexes, infantry squads need only declare that they are painting a target. Regardless of shield factors, the squad will succeed in painting the target on a die roll of 9 or less, minus the number of casualties the squad has taken. For these purposes, assume that an infantry squad that started the game with less than eight men has taken the appropriate number of casualties. Infantry squads cannot paint targets at ranges greater than 6.
rubble, buildings, or craters, no modifier is applied against the base to-hit number. Attacks against infantry inside buildings are carried out according to the Building Rules, p. 32. Missile rounds may not be used to attack a dismounted infantry squad. If the round hits, roll 1Db. Then modify the result by subtracting the normal terrain to-hit modifier from the result (-1, -2, or -3). Cross-reference the weapon type with the modified to-hit 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 appropriate infantry record. As a squad takes damage, its effectiveness declines. The Infantry Effectiveness Table shows what the squad can do as it takes casualties. Remember that all damage for infantry squads is taken after all fire is resolved. The last four infantrymen are assumed to be operating the squad’s TVLG missiles.
TVLG MISSILE FIRE The squad may carry up to 4 TVLG anti-vehicle missiles. For casualty purposes, the last four men in the squad are considered to be carrying the TVLGs. The squad can fire one, some, or all its remaining TVLGs in one turn. The missile fire is resolved in the normal manner, except that the squad cannot engage in indirect fire.
MORTAR SQUADS Some special infantry squads are armed with two light mortars. These squads do not have any TVLG anti-vehicle weapons. When the mortar squad is firing directly, they use the normal to-hit procedure, but are not modified for shields, and their maximum 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 tohit 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 Modified Die Roll
Laser Damage Points, Weapons Type, or Cannon Size 20 (200mm) 15 (150mm) 12 (MDC 12) 10 (l00mm/MDCl0) 9 8 (MDC8) 7 (50mm) 6 5 4 3 (25mm) 2 1 IWF9 IWF7 IWF5 IWF3 IWFl AP Laser Mortar HAFE-I Minefield
-1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 0
2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 0
3 1 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 1 2 3 1
4 2 1 1 1 0 0 0 0 0 0 0 0 0 2 1 0 0 0 1 2 3 2
5 3 2 2 2 I 0 0 0 0 0 0 0 0 3 2 1 0 0 2 3 4 3
6 3 3 2 2 2 1 1 1 1 1 1 1 0 4 3 2 1 0 3 3 5 4
7 3 3 2 2 2 2 2 2 2 2 2 1 1 4 3 2 2 1 4 4 6 5
8 3 3 3 3 3 3 2 2 2 2 2 1 1 4 3 3 2 1 5 4 6 6
9 4 3 3 3 3 3 2 2 2 2 2 1 1 4 3 3 2 1 6 5 7 7
10 5 4 4 3 3 3 2 2 2 2 2 1 1 4 4 3 2 1 7 5 8 8
CONCEALED INFANTRY
DISMOUNTED VEHICLE CREW
A dismounted squad can effectively hide from observation and thus from attacks. Rather than moving, a dismounted infantry squad may declare that it is concealing itself during its Movement Phase. During the following turn, the squad may not be engaged by any enemy unit not in the squad’s hex. Additionally, the concealed infantry squad may not move, fire any weapons, or paint a target until it is declared active again. The unit may become active during the Declare Weapons Fire 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.
A vehicle crew will sometimes survive the destruction of its vehicle. If the crew escapes, place a Crew counter next to the vehicle. In the next turn, the crew may move at a rate of one hex per turn. A dismounted crew cannot make attacks, paint targets, call in artillery fire, or recombine with an infantry squad. Except for these restrictions, the Crew counter is subject to all infantry rules. This rule is especially useful when a player is attempting to maintain troop quality.
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 operations. The many buildings among the long, narrow streets of urban areas block line-of-sight and provide the enemy with hiding places and protection from weapons fire. These factors obviously call for unique tactics and operations. From the earliest history of warfare up to the present day, combat in an urban area has been the most costly and destructive form of warfare known to man. Buildings are rated by their Elevation Level (stories) and the number of Armor Points that each level has. (A level is 20 meters, and so each level of a building contains four to six actual floors.) As urban structures are not designed to withstand fire from modem combat weapons, they can be reduced to rubble very quickly.
Each Building Record Sheet shows a block that is 10 boxes high by 40 boxes wide. Each row represents one of the building’s stories, numbered one through ten. When filling out the record sheet, the player should cross off any excess rows at the top. The building’s armor factor can range from I to 40, and that same value is used for each story. The player should block out columns so that each story consists of a row of boxes equal to the building’s armor factor. When the player is finished, the Armor Diagram should be a rectangle that is as high as the building’s elevation and as wide as the building’s armor factor.
MOVEMENT EFFECTS Vehicles are assumed to be moving through the streets and alleyways in the building hex. Vehicles can never enter the building. It costs 1 VP to move into a building hex, but the speed limit is lower than in open terrain, as shown by the Terrain Effects Table. 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.
COMBAT EFFECTS Buildings may block line-of-sight in the same manner as trees. A building’s height is added to the Elevation Level of the hex that it occupies. Buildings may be fired on as normal, but without to-hit modifiers for terrain. Buildings take damage a little differently than normal. Once a hit occurs, the player rolls a die to determine which level has been struck. If the result is higher than the height of the building, then the topmost surviving level of the building has been hit. 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 place at the End Phase of the turn. Infantry that is inside a building may fire. For line-of-sight purposes, consider the squad lobe at the elevation of the level they occupy, plus the level of the hex. Larger buildings do provide some protection for infantry. While a squad occupies a building, it may not be fired upon directly. Only the building can be attacked. The infantry unit does not take damage until the last five armor blocks of their level have taken damage. Whenever one of those five blocks is damaged, the damage value of the weapon system or round is cross-referenced to the Infantry Damage Table, as normal. The building counters represent all of the buildings in the builtup area. It is very easy to destroy one building, but an entire city block is much more resilient. The randomness of the hit locations represents the fact that multiple individual buildings must be destroyed in order to significantly damage a city block. The hit location procedure is not any reflection on the relative difficulty of targeting and destroying a single stationary building.
CENTURIONS Strong and innovative leadership is necessary for the combat efficiency and effectiveness of any military unit. No matter how good the equipment or the training of the individual soldier, without leadership an army is just rabble waiting to be swept away.
Players may not save Leadership Advantage Points for other turns.
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 unconscious, 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.
Each player has one Centurion who is in charge of all of the player’s units (normally three to five platoons of three vehicles each). These are known collectively as a Century. The Centurion should be assigned to one of the player’s vehicles. He takes the place of the vehicle commander, and so whatever damage the commander takes applies to the Centurion. A Centurion cannot be assigned to an infantry squad rather than a vehicle. This is because the squad does not have the necessary communications systems to allow him to control a battle. The unit’s Centurion performs three functions in the game. He can affect who wins the Initiative, decide when a friendly platoon moves during the Movement Phase, and is necessary to call in attacks by offboard artillery and orbital fire support.
LEADERSHIP RATING In each scenario, the Leadership Rating of the opposing Centurions is given. In most cases, the two Centurions have equivalent ratings, and so neither side has a Leadership Advantage. In such case, the movement sequence is not affected. When one Centurion does have a higher rating than the other, he has a Leadership Advantage equal to the difference between the two ratings. For example, if a TOG Centurion has a Leadership Rating of 2 and a Renegade Centurion has a rating of 4, the Renegade side has a Leadership Advantage of 2 points. There are two ways to use these Advantage Points during a turn. First, the player can subtract all, some, or none of the points from his Initiative Roll at the start of the Movement Phase for the turn. 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 immediately 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.
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 destroyed, the Century cannot use any of its offboard assets (though current missions still come in), A Centurion whose vehicle has been knocked out cannot transfer to another vehicle because the special communications and encryption devices needed to control the Century have been lost in the wreckage of the original vehicle,
CENTURION ADVANCEMENT An average Centurion usually has a Leadership Rating of 2. Unless otherwise specified by the scenario, assume that both Centurions have a Leadership Rating of 2. The players may also choose to randomly generate the starting Leadership Rating for their Centurions by rolling the die before the start of the game. See the Leadership Rating Table below.
LEADERSHIP RATING TABLE Die Roll Leadership Rating 1 1 2 1 3 2 4 2 5 2 6 2 7 2 8 2 9 3 10 3
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 review these rules and agree on which ones they will use.
ALTERNATE GRAV MOVEMENT MODES The preceding movement rules apply when a grav vehicle is operating in its normal flight mode (NF), that is, about one meter above the ground. Grav vehicles may also choose to operate in Tree-Top Flight mode (TTF) or in Low-Altitude Flight mode (LAF). While operating in TTF, the grav vehicle is about 20 meters off the ground, ignoring trees and low buildings for LOS and movement purposes. While operating in LAF, the vehicle is flying high enough to ignore all terrain for movement and LOS. 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 AND NF MOVEMENT At the start of the Acceleration portion of the Movement Phase, the player may expend Thrust Points to raise or lower a grav vehicle one level. It costs 1 Thrust Point to move from normal flight to Tree-Top Flight and 1 Thrust Point to move from TreeTop Flight to Low-Altitude Flight, and vice versa. A vehicle that moves down from TTF or LAF is immediately subject to the terrain speed limits of the hex that it occupies. Tree-Top Flight mode allows a grav vehicle to ignore all terrain and one Level of buildings, but such vehicles must still pay VP Costs for crossing contour lines as in NF mode. The vehicle treats the terrain features as clear terrain for speed limit purposes. In Low-Altitude Flight mode, a grav vehicle ignores all terrain and contour lines for movement and line-of-sight purposes. The vehicle may accelerate up to 75 VP, but air resistance prevents it from going faster. It costs a LAF vehicle 1 VP to enter any hex. STACKING Normal stacking limitations are in force for each flight level. In other words, as many vehicles as desired can occupy the same hex at the same flight level. COMBAT A vehicle operating in TTF mode is one level higher than the terrain it is in for line-of-sight purposes. In LAF mode, line-ofsight is never blocked. All attacks against units utilizing NF mode are handled per the normal Combat rules, except where noted below. Attacks between units operating in the same flight mode are handled per the normal Combat rules except where noted below. Attacks by a unit operating in NF or TTF mode against a target operating in LAF mode use the target’s bottom shield rating in the to-hit number modifications, and all damage is taken against the bottom. Attacks by a unit operating in NF mode against a target operating in TTF mode use the target’s bottom shield rating in tohit number calculations, but damage may be taken against either the bottom or the appropriate facing. Use the TTF Hit Location Table below to determine the hit location, adding the Range to the die roll.
A Horatius is operating at TTF, five hexes away from a Liberator on the ground. The line-of-sight between the two vehicles would normally be blocked by a light woods hex, Because the Horatius is at TTF the woods are ignored for lineof-sight purposes. The Horatius attacks the Liberator and the attack is handled as normal. The Liberator’s attacks on the Horatius are also resolved normally, but the bottom shields are used and the TTF Hit Location Table replaces the normal Hit Location Table. To determine the damage from his successful attacks, the Liberator’s player rolls a die and adds 5 for the Range. A modified result of 8 -10 means that the Horatius is hit on the left side. A modified result of 1 - 7 results in a hit to the bottom armor.
TTF HIT LOCATION TABLE Modified Die Roll* Result 1–7 Bottom 8 – 10 Attacked side *Add Range LOSS OF GRAV DRIVE Loss of the grav drive while operating close to the ground is serious enough. Its loss at 50 meters above the surface normally results in the vehicle’s total destruction. If the grav drive is knocked out while the vehicle is at NF, it must immediately ground at its current velocity. If the grav drive is lost while operating at TTF the vehicle must also ground, adding 2 to its current velocity. Loss of the grav drive while at LAF results in immediate grounding, with 10 added to the vehicle’s current velocity. ARTILLERY All artillery attacks against units operating at NF, TTF, and LAF are resolved normally, except that HAFE rounds have no effect on vehicles operating at LAF. INFANTRY The bounce packs worn by infantry have a governing device that prevents the soldier from exceeding a set velocity. The device temporarily boosts the strength of the grav fields and applies a braking force that slows the soldier down whenever that safe velocity is exceeded. (Though the pack makes the soldier almost weightless, his mass stays the same. Striking the ground at 60 kilometers per hour - weightless or not - still means that soldier ends up splattered all over the countryside). Combat troops use this safety feature to engage in some innovative tactics. The most common of these is to jump out of a moving grav vehicle as it speeds over a target. The ground is too close to make this lactic useful while operating in NF mode, but it is very useful when attacking at TTF or LAF. Infantry may only mount a vehicle that is operating at NF, and then only if the vehicle starts the turn in their hex and at a current velocity of 0. Infantry may dismount a vehicle at NF only at the end of the vehicle’s movement and only if the vehicle’s current velocity is 0. Bounce infantry may dismount a TTF or LAF grav vehicle at 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 modifiers. 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 Artillery in the 69th century is grav mounted, capable of delivering accurate and devastating fire from distances of up to 100km. Effective use of assigned artillery support can give even greatly out-numbered forces victory. GENERAL ARTILLERY RULES Artillery support is assigned as fire missions per turn in every scenario. Each assigned fire mission gives the player one artillery attack per turn. Artillery attacks are called in against a hex, not a vehicle or 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 target hex. Each artillery attack takes one turn to arrive. Thus, during the End Phase of a turn, the player must record the target hex and type of round used (see Artillery Rounds). During the next turn’s Combat Phase, the artillery attack on the hex is resolved. If a friendly unit has a valid line-of-sight to the target hex on the turn that the artillery attack arrives, the hex is hit on a result of 9 or 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.
All General Artillery Rules apply. The HAFE-I affects both the target hex and the six adjacent hexes. Woods are reduced to rubble. All vehicles in the affected hexes take 10 points of damage on every facing, including the turret, except the bottom. The damage moves straight across the rows, left to right until all 10 points are used. Buildings take 10 points of damage on each level. All dismounted infantry squads in the hexes take damage per the Dismounted Infantry Casualty rules. If a hex is rubbled, all unoccupied craters in the hex are removed. Because combat is simultaneous, a woods hex reduced to rubble by HAFE-I rounds will still block line-of-sight until the end of the turn. ADM Rounds Artillery Dispensed Mines are fired to a target hex, per the General Artillery Rules. They do no damage when they hit, but scatter land/grav mines that will affect vehicles and dismounted personnel. The target hex is considered to be covered with mines. All general rules for artillery rounds apply. See Mines, p.41, for further details. There are no advantages for overlapping minefields.
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.
ARTILLERY ROUNDS Artillery can fire a variety of munitions. When an artillery attack is plotted, the player should also determine the type of round to be used. Note that some of the rounds affect both the target hex and the six adjacent hexes, while others require a special modification to the General Artillery Rules. HAFE-I Rounds The HyperVelocity Airburst Flechette Explosive—Improved (HAFE-I) round is designed to explode into thousands of small flechettes, saturating the surrounding area with deadly, high-speed fragments. Because the flechettes are too large to be stopped by shields, the shields do not reduce damage to vehicles.
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 terrain, and will literally melt the armor off vehicles. All General Artillery Rules apply. If a vehicle is in the hex where a HELL round explodes, several plagues will befall it. First, the vehicle is automatically grounded at its current velocity, causing damage to the bottom. Second, all armor facings, except the bottom, take 100 points of damage, minus the shield rating. Thus, if the front of a tank has a Shield Rating of 70, and a HELL round goes off in its hex, the tank will take 30 points of damage on the Front (100-70 = 30). A similar calculation is made for the Left, Right, Turret (using the front shields), and Stern Facings. Damage is applied in the same manner as Grounding Damage.
All dismounted infantry squads are destroyed in the target hex, as are all unshielded buildings and trees. There is no rubble, Unoccupied craters are removed from the target hex. The gravitic aftershock of the HELL round affects all grav vehicles in the adjacent hexes. All such vehicles must make a die roll of 5 or less to avoid immediate grounding at their current velocity. Tree hexes adjacent to the blast hex are reduced to rubble. Because combat is simultaneous, a woods or building hex that is reduced to rubble by HELL rounds will still block LOS until the end of the turn. Shielded buildings take damage from HELL rounds differently. The amount of damage that gets through the shield is calculated as for vehicles. Damage is marked off in rows, starting at the top of the building and working down, left to right. Infantry squads inside the building are destroyed by any damage reaching the last five boxes of the level that they occupy. If multiple HELL rounds land in the same hex, their effects are resolved separately. HELL round damage takes effect no matter what the vehicle’s flight mode. Smoke Rounds An artillery attack can be used to lay a column of smoke three hexes long and one hex wide, centered on the target hex in any orientation the attacker chooses. These rounds are fired in the End Phase section of the turn. Use all the normal Smoke rules and General Artillery Rules. Crater Rounds Artillery may also be used to create blast craters in the ground to give vehicles and infantry some form of protection. A Crater round landing in a hex digs a crater in the same manner as a digging charge, providing hull-down protection for vehicles and infantry. A Crater round uses all the General Artillery Rules. GLAD Round The Guided by Laser, Artillery-Delivered round (GLAD) requires a painted target during the turn of the attack. All other General Artillery Rules apply, except that a missed round does not scatter. On the turn the GLAD round arrives, the painter must have successfully painted a vehicle in the target hex or in any of the adjacent hexes. If there is no painted target, the GLAD round will attack any unpainted vehicle in the target hex, at the attacker’s choice. GLAD attacks are handled as normal missile attacks. The Base To-Hit Number is 9, modified normally for terrain, shields, and painting. 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.
ON-BOARD ARTILLERY FIRE Artillery is always located offboard. When playing breakthrough scenarios, however, it is possible for an artillery unit to find itself overrun and on the defensive. Artillery weapons are normally variations on the gravitic cannon (GPA or GPE). The gravitic cannon uses phased gravity pulses to accelerate its projectiles along the length of its barrel. Thus, the cannon launches its munitions at very precise speeds and trajectories, making its indirect fire accurate and fast. The system is incapable of launching indirect fire at a range of less than four kilometers, however. Treat all GPA or GPE weapon attacks against targets at a Range of 20 hexes or less as a normal artillery attack, with a Base To-Hit Number of 7. The GPA/E cannot be fired indirectly at any target at a Range of 20 hexes or less. These targets must be fired on directly from a valid LOS. All GPA/E attacks hit in the turn that they are fired. The GPA/E may use any artillery round for its direct fire attacks except HELL rounds, which have a safety interlock that prevents their being armed within one kilometer of the firing unit. HELL rounds may only be used against targets at a Range of 6 or more. Except where noted above, use all other General Artillery Rules, including Scattering. On-board artillery may not use Opportunity Fire.
COMBAT ENGINEERING VEHICLES Armies have deployed engineering vehicles for millennia to facilitate the advance of combat troops. These vehicles serve to clear obstacles that hamper the movement of friendly troops, open pathways through minefields, and create fortified positions. Even with the introduction of grav vehicles, specialized combat engineering vehicles still play an important role in a Legion’s success. Engineering vehicles are standard grav vehicles with some of their offensive weaponry replaced by specialized engineering equipment. If a vehicle has an engineering attachment, it is considered to be an engineering vehicle and may perform any or all of the following activities, in addition to its normal movement and combat. CLEARING TREES An engineering attachment normally includes a planar laser. The planar laser consists of two projectors that create a continuous sheet of coherent light in a gap between them. The sheet is capable of cutting through most trees. The player may tun the planar laser on and off as desired during the engineering vehicle’s movement. The vehicle pays normal VP for moving through terrain, but if the engineering vehicle is operating at NE, it will cut a path through any woods hex through which it travels. No path is cut if the vehicle does not leave the hex, however. The player should place a path counter down on the woods hex to indicate this. The path is aligned to face the same direction that the engineering vehicle took through the hex. For the remainder of the game, grav vehicles may treat the cleared woods hex as though it had a road through it. All other vehicles and dismounted infantry treat the hex as a normal heavy or light woods hex.
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 combination 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 charges are used with digging cannons in the usual manner. To keep track of the extra charges, players may use the Infantry TVLG Missile boxes on the record sheet. The engineering attachment is treated as a normal weapons system, except that it must be mounted in the hull and it takes up one space in Hull 1 and one space in Hull 2.
Below are rules to use installations both in Centurion and Interceptor. INSTALLATION TYPE Four typical defensive installations are described below. For Centurion/Interceptor purposes only the point/ground defense 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 movement and line-of-sight purposes. Its shield generator creates a shield over its own hex and the adjacent hexes. The installation’s point defense weapons are mounted in a turret elevated on a pylon sufficiently high to be twenty meters taller than the terrain in the surrounding hex. At least three infantry squads are assigned to any installation. The following table shows some of the most common installations used in this game. INSTALLATION TABLE Turret Weapons Missile Shield* Launchers 1 Two 7.5/6 Lasers, 1 100 200mm Gauss Cannon 2 Two 200mm Gauss 2 100 Cannons, 7.5/6 Laser 3 Two 200mm Gauss 3 100 Cannons, Vulcan-3 4 Vulcan-4, Two 200mm 4 100 Gauss Cannons *Interceptor players may use variable shields instead. The typical installation has 1,600 Power Points available to it. Installation shields require seven times the normal power. Type
INSTALLATION RECORD SHEET The defensive installation building has an Armor Factor of 40 and is topped by a turret with 100 Armor Points. The Defensive Installation Record Sheet is essentially a building record sheet combined with the turret section of the vehicle record sheet. The player should fill out a record sheet for each installation in the normal way. The height of the installation is one level higher than the height of the surrounding hexes. MOVEMENT Installations may not be moved nor change facing during the game. For all movement purposes, ground units should treat the installation as a building. COMBAT Except where noted, all rules governing Combat also apply to installations. Firing Arcs An installation’s weapons are mounted in a turret. When engaging ground targets, the turret has the same firing arc as a vehicle turret. The weapons mounted in the turret may only fire at one target per turn. When engaging targets on the Interceptor map, use the firing arc shown in the following diagram.
An installation’s turreted Gauss cannons may not fire into the Interceptor map. Laser weapons may only fire at targets in the atmosphere or the atmosphere/space interface. HELL missiles may be used against targets in the atmosphere, in the interface, or in space, as long as the target is in the installation’s firing arc. Shields The shields of a defensive installation protect the buildings both in the installation’s hex and in the adjacent hexes. Rather than projecting a hemispherical bubble (a technological impossibility because of the scale), the installation generators are connected to individual shield projectors on each building. Thus, the streets and alleyways are normally unprotected. When firing at a building hex protected by a defensive installation’s shield, the to-hit number is modified by the defensive installation’s shield factor. Vehicles and dismounted infantry not inside the building do not get this advantage. They do receive the terrain modifier for being in a building hex, however. DAMAGE The hit location of any successful attack against a defensive installation is resolved in the same manner as for a building. However, any hits that strike the upper level hit the turret. Damage to the installation’s lower levels is also resolved per the Building rules. Hits to the turret are resolved as normal turret hits. Destruction of any of the levels results in destruction of the turret but not of the shield generators or the missile launchers. The shield generators and missile launchers are only destroyed when the bottom level is destroyed. If an enemy infantry squad occupies the bottom level of the installation and there is no friendly squad present on that level, the shield generators and missile launchers may be destroyed. If the squad spends one turn without moving or firing, the installation’s missile launchers are destroyed. In the next turn when they do not move or fire and still occupy the bottom floor, the installation’s shield generators are destroyed. TURRET INTERNAL COMPONENT DAMAGE AND EFFECTS If the installation’s turret armor is penetrated, its internal components may be damaged. Internal component damage is recorded and resolved as normal. Ballistic Protection Ballistic protection represents the inherent survivability of the turret’s internal components, due to hardening, duplication of circuitry, and the ruggedness of the system itself. Hits against areas with ballistic protection have no effect on the performance of the 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 commanders 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) The gunner suffers damage and must make a Consciousness Roll. The Base To-Hit Number to regain consciousness is 8. There is a -1 modifier to this base number for each box blanked out in the Gunner section. Use the total number of blanked-out boxes, not just those marked off this turn. A roll greater than the modified base number means that the gunner remains unconscious. Remember that a I is an automatic success and a 10 is an automatic failure. When all the boxes are blanked out, the gunner is dead. If the installation’s gunner and commander are both unconscious, the installation may fire no weapons for the rest of the game. The gunner may recover consciousness as normal. Turret Weapons Hit (Turret Wpns) All the weapons located in the installation’s turret are knocked out for the rest of the game. The installation may not paint any target for the remainder of the game. Commander Hit (Cmdr) The commander suffers damage and must make a Consciousness Roll as described in the Gunner Hit rule above. An installation whose commander is dead or unconscious cannot fire indirectly, paint targets, or call for artillery fire. If the installation’s gunner and commander are both unconscious, the installation may fire no weapons for the rest of the game. The commander may recover consciousness as normal. Turret Destroyed All of the installation’s major systems are rendered inoperative, except for the shield generators and the HELL missile launchers. INSTALLATION WEAPON ATTACKS During the Centurion Combat Phase, the installation commander may decide to have the installation’s turret engage ground targets or engage targets on the Interceptor mapsheet. Ground targets may be engaged normally, per Centurion lineof-sight and firing arc rules. Only one ground target may be engaged per turn. Attacks on targets on the Interceptor mapsheet are handled as 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. Turreted weapons may only attack targets in the atmosphere or the interface. Missile Launcher A defensive installation’s primary means of defending itself against bombardment by orbital kinetic energy weapons (Thors and large rocks) is to fire massive HELL missiles at the incoming object. Each missile launcher can launch one HELL missile at a target on the Interceptor map each turn. Use all the Interceptor missile rules except where noted. The player may attempt to lock a HELL missile onto any spacecraft, Thor round, or Thor satellite that is in the launcher’s firing arc. A roll of 4 or less means that the HELL missile has effectively acquired its target. Because of the massive destructive power of these missiles, compared to the artillery-delivered variety, they cannot be used against ground targets. HELL Missile 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 =
50) and 60 points to the Left, Right, and Stern Facings (100-40= 60). If more than one ship is in the target hex, all are attacked in the same manner. Any Thor javelins, missiles, or asteroids present in a hex with an exploding HELL missile are destroyed. A patrol craft hit by a HELL missile lakes damage only to the hex that was struck. The patrol craft’s other hex is not affected. HELL missiles are not affected by any form of ECM. Safeguard and MDC-G systems may be used against the missile, however, and it may be targeted by normal weapon systems, per the Missile rules. A successful hit destroys the missile without detonating it. HELL missiles can be carried and used like normal missiles by fighters, installations, and two-hex ships.
HIDDEN UNITS Given sufficient time, a vehicle or infantry squad can be dug in and camouflaged so that battlefield sensors cannot detect it. This is normally accomplished through the use of special energyabsorbing camouflage nets and by keeping the vehicle operating on low power. The scenario should indicate which units, if any, may start the game hidden. Hidden units are always in craters, with an initial velocity of 0. They may or may not have to expend a digging charge, depending on the scenario. Dismounted infantry that is inside a building may also start the game hidden. The hidden unit’s location and facing should be marked on a piece of paper. When the unit moves, changes facing, engages in combat, uses Opportunity Fire, or has an enemy unit enter its hex, the unit is placed on the map, as is the crater. Once on the map, the unit is subject to normal attacks. Infantry inside a building also lose their hidden status if they move, engage in combat, or inhabit a hex that an enemy unit enters. A hidden unit declares during the Movement Phase just as any other unit does. It is not placed on the map, however, unless it actually moves. A hidden unit may engage in Opportunity Fire, as normal. Remember that a unit may use Opportunity Fire only after it has declared that it is doing so during the Movement Phase.
MINES Minefields can be delivered by artillery, per the Artillery rules, 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 players. The location of mine hexes set up prior to the start of a scenario are written down by the defending player and are not revealed until an enemy unit enters the hex. When an enemy vehicle enters a mined hex (either at NF or TTF mode), its bottom armor is attacked. The Base To-Hit Number is 12, with normal modifiers for shields but not for terrain. If the mine hits, the bottom section is automatically hit and receives TVLG damage. The minefield remains active until it is cleared either by an engineer vehicle, AMA or a HELL round. Friendly vehicles and infantry do not set off mines, and so they may pass freely though a friendly minefield. (The mines are equipped with 1FF receivers and so are not detonated by the passing of a friendly vehicle). Any enemy dismounted infantry that enters a minefield will be attacked. Losses are taken according to the Infantry Damage Table.
SMOKE
TROOP QUALITY
Smoke can be delivered by ballistic weapons, offboard artillery, mortars, and vehicle smoke grenades. Smoke is opaque in the visual, thermal, and electromagnetic spectra. As a result, smoke significantly reduces visibility on the battlefield as well as increasing the probability of a crash when a vehicle travels through it too quickly. During the End Phase of the turn, players remove all Smoke counters from the previous turn. Then smoke rounds and grenades may be fired. Any artillery attack, mortar, or Gauss cannon not used during the Weapons Fire segment of the Combat Phase may fire a smoke round. Players should note that if other directtire weapons were used in the turn, the weapon firing the smoke round must fire at the same hex targeted by the other ballistic weapons. Additionally, any vehicle that still has smoke grenades may launch one of them. Artillery, mortar, or ballistic weapons firing smoke are subject to all normal LOS restrictions and to-hit rolls. No terrain modifiers apply. Any shot that misses its target hex will scatter, per the Scattering rules. Once the shot has landed, a Smoke counter is placed in the hex if the firing unit was a mortar or a ballistic weapon. Artillery smoke lays a pattern that is three hexes long and is aligned, as the player wishes, with the target hex at the center of the screen. Multiple Smoke counters in a hex have no additional effect. Smoke grenades are deployed in a different manner. They are fired from a vehicle and fill any three adjacent hexes next to the vehicle’s hex, as shown below.
The experience and quality of a Century’s troops are just as important as the ability of its Centurion. Even the worst political appointee can win battles if he is leading elite Guards against planetary militia. In most cases, a Century’s troops are considered to be of Regular quality. Though seasoned enough to avoid losing battles through lack of discipline or skill. Regular units are not yet good enough to win battles solely by those attributes. A Century can be rated as Elite. Regular, or Green. Regular units use all of the Combat rules as normal. Elite and Green Centuries use a slightly different set of rules to reflect their abilities. Whenever an Elite Century unit makes a hit, the controlling player may shift the column hit in the Armor Diagram up or down by 1. For example, if an Elite unit hit the left side of a tank in Column 4, the attacking player may choose to have the hit land in Column 3, 4, or 5. Conversely, when a hit is made by a unit in a Green Century, the defending player may shift the column hit in the Armor Diagram up or down by 1 For example, if a Green unit hit the front of a tank in Column 7, the defending player may choose to have the hit land in Column 6, 7, or 8. These shifts are only available to the organic ground forces of the Century. Units assigned from outside of the Century for only that battle use the shift of their own Century. Interceptors may never use this shift. (Interceptors gain advantages through increasing Piloting and Gunnery Skills instead.)
SKILL IMPROVEMENT
For movement purposes, a smoke hex halves the normal speed limit of the terrain it covers (with fractions rounded up). This 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. Smoke is treated as heavy woods for LOS and combat purposes, giving vehicles occupying the smoke hex a -2 To-Hit Modifier and blocking LOS through the hex. Because smoke only rises to a height of twenty meters, a vehicle at higher elevation can fire over it with no effect, as though it were a woods hex. A vehicle firing a cratering charge will immediately dissipate any smoke in the hex.
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 engagement. 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. To go from Elite to Regular, a Century must have lost 30 percent or more of its total personnel in one engagement.
In one battle, a Green Century knocks out twelve enemy vehicles and four full infantry squads. They lost eight vehicle crew members and twelve infantrymen, or over 60 percent of their strength. The Century advances to Regular status because of the number of casualties that it inflicted on the enemy, but it is reduced back to Green because of the level of its losses. Because the Century did advance, its count starts at 0 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 vehicle. Combat losses might result in an infantry squad or vehicle having its morale broken and running from the battlefield without orders. The following rules simulate this situation. Whenever a vehicle takes damage to its internal structure (other than damage to the ballistic protection), the controlling player must make a morale check for the troops in the vehicle by rolling 1D10. If the result is higher than the troops’ Morale Number (see Troop Morale Table), that vehicle is forced to withdraw, If there is no current commander, the Leadership Rating is 0. As always, a 10 is a failure. Dismounted infantry start to make morale checks after the third casualty. Withdrawing dismounted infantry may not recombine with other squads.
A Thor satellite can be deployed by specialized patrol craft or ground launchers. Once in orbit, the satellite can receive fire missions from ground commanders and respond by dropping depleted-uranium javelins that accelerate via the planet’s gravity. As the javelins fall toward the battlefield, they pick up enormous kinetic energy. When close to the ground, they start to seek radiation sources, aiming themselves toward them. When a javelin hits a vehicle, it punches a hole deep enough to kill most vehicles. Javelins do no damage to woods. nor can they be used against dismounted infantry. A building hit by a javelin will most likely be destroyed. Because Thor systems are so destructive, they are targets for any Interceptors in the area and often become the center of orbital battles. A Thor mission can normally be called for only 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 mission consists of three javelins, each going for a different target. When the mission arrives, the player can designate any three enemy vehicles or buildings as targets. Dismounted infantry may not be targeted by Thor javelins. A player may allocate more than one javelin to a target if he wishes. Because Thor javelins are equipped with independent targeting devices. friendly units do not need a LOS to the target at the time of launch or when the javelins arrive. Once the targets are selected, the player must make a die roll of 6 or less to hit the target. Javelins that miss their target will scatter, per the Scattering rules. p. 36. Thor rounds that miss their target scatter as normal. but will not attack vehicles in the hex where they scatter. Buildings in the scatter hex are automatically hit, however. Because javelins are seeking radiation sources, they use the GLAD Hit Location Table. The damage template for a Thor javelin is a straight vertical column three blocks wide and 15 blocks deep.
Troop Quality Elite Regular Green
TROOP MORAI.E Morale Number 9 + Commander’s Leadership Rating 6 + Commander’s Leadership Rating 3 + Commander’s Leadership Rating
WITHDRAWAL Withdrawal begins during the Movement Phase of the next turn. The current turn may be completed normally. Beginning the following turn, any unit forced to withdraw must exit as quickly as safely possible toward friendly lines. Grav vehicles will continue to increase their velocity at Maximum Thrust to 20. The player may take the vehicle to TTF or LAF at his discretion. A withdrawing unit may fire only at units that attempt to paint them in the current turn or have attacked them during the last turn. They may not paint or spot for artillery or fire their missiles indirectly. Withdrawing vehicles may not mount or dismount infantry. Withdrawing infantry may not mount vehicles.
ORBITAL FIRE SUPPORT
NAVAL 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 forms of fire support can be found in the Interceptor Integration section.
Leviathan players should note that the rules below are generalized from the more detailed fire support rules found in Leviathan.
Laser Fire Support Capital ships’ main weapons are bays filled with arrays of highpowered lasers. Each ship class is rated for the damage that its laser bay does. Note that most ship classes have multiple numbers listed for laser bay damage. Each listing can be used as a separate naval fire attack. For example, a TOG Shiva battleship can make three naval fire support attacks, two with values of 450, and one with a value of 55. A Naval Fire Control Officer might be assigned to the Centurion unit, in which case an additional medium or light grav APC is assigned to the Century. This APC has its infantry compartment full of the necessary communications equipment to call down naval fire support. If this vehicle is destroyed, leaves the playing area, has its infantry compartment damaged. its communications section hit, or if the commander is killed or becomes unconscious, the player no longer has the advantages described below. 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 called for by the unit’s Centurion or the attached Naval Fire Control Officer. If the Naval Fire Control Officer called for the attack, it occurs during the Artillery Resolution segment of the next turn’s Combat Phase. If the unit’s Centurion called for the attack, it occurs two turns later. Any hex on the map may be targeted; no line-of-sight is necessary. During the Artillery Resolution segment of the appropriate turn, the player should roil to see if the attack hits its target. If a Naval Fire Control Officer called down the attack, the To-Hit Number is 9. If the unit’s Centurion called down the attack, the To-Hit Number is 6. If the attack is successful, resolve damage as described below. Shots that miss their targets are subject to scattering. Use the Scattering rules to determine where the round lands. Most fire support from naval units comes from bays filled with scores of lasers. Their attack bathes the target area with coherent light, superheating the surrounding air into a column of fire. The net effect is similar to that of an HELL munition, with the target hex and adjacent hexes affected equally, but there is no gravitic effect. Bay weapons automatically destroy dismounted infantry and vehicle crews, unshielded buildings and any people inside, minefields, trees, and unoccupied craters. Damage to shielded vehicles and shielded ground installations and buildings is resolved by finding the damage factor of the laser fire mission from the Naval Fire Support Damage Table below and applying the damage, as per the HELL round rules, to all sides except for the bottom armor. There is no gravitic effect from a bayweapon strike, and so moving vehicles do not need to ground as they would if caught in a HELL blast.
NAVAL FIRE SUPPORT DAMAGE TABLE Ship Class Laser Bay Missile Number Damage Class CW/RL DD Exeter 90/90 C 1 DD Ajax 90/70 B 1 FG Valiant 250/190 6 1 CA Carthage 460/80 A 2 BB Repulse 300/300/29 E 3 0 TOG DD Serpens 90/90 G 3 DDFulgur 140/10 A 2 FG Bantha 100/60 1 CA Syracuse 560/60 G 3 BB Shiva 450/450/55 F 3 Missile Barrages Ships may also fire missiles in support of ground troops or against the location of a known target. Because of the devastating effect on the countryside, the authority to launch a missile barrage is normally not delegated to officers below flag or field rank. Even if a Century has a ship with missile capability providing fire support, that does not automatically give the player access to the ship’s missiles. The assignment of a missile barrage is separate from the assignment of naval fire support. Unless otherwise noted in the scenario, a player cannot use missiles for fire support. Note that fighters’ HELL missiles cannot be used in this manner. When allowed, missile attacks are called for in the same manner as artillery and naval fire support. Each ship is rated for the type of missile it carries and the number of salvos it can launch. A missile barrage called by an Naval Fire Control Officer lands two turns later during the Artillery Resolution segment, with a To-Hit Number of 9. A missile barrage called for by a Centurion lands three turns later during the Artillery Resolution segment, with a To-Hit Number of 6. A missile barrage that misses follows the normal scatter procedure (see Scattering). A missile barrage affects multiple hexes according In the strength of the attack. Find the normal missile damage and compare it to the chart below. Centurion units that are in the impact hex and those within the Destroyed Radius are immediately eliminated. Units within the 100-Point Radius sustain damage as though a HELL round had detonated. Units in the Gravitic-Effect Radius are treated as though they were one hex away from the explosion of a standard artillery HELL round. The effects on trees, buildings, and craters are the same as described in the artillery HELL round rules. 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 compatible with Centurion. Legionnaire, the Renegade Legion roleplaying game, can be used to personalize the soldiers that man the grav tanks. Interceptor can be used to recreate actions between the space fighters that vie for control of the air and space over the battlefield. Leviathan simulates the combat between capital ships and can be used to resolve the actions of invasion fleets. Leviathan and Legionnaire have detailed rules that can be used to integrate the systems with Centurion. Rules for integrating Interceptor, and for operating Centurion, Interceptor, and Leviathan together are given below.
INTERCEPTOR INTEGRATION Interceptor games can be used in conjunction with Centurion. The TOG and Renegade fighters are used to provide ground support for the ground units, to attack Thor satellites, or to provide a first line of defense against a space-based attack. MAP SET-UP Both the Centurion and Interceptor mapsheets are used when playing with fighters. The Centurion mapsheets are set up according to the directions in the scenario. The Interceptor mapsheet should he set up as shown in the diagram. On Map 2, Hexrow 26xx represents the surface of the planet. Hexrows 25xx, 24xx, 23xx, 22xx, and 21xx represent the atmosphere of the planet, while Hexrow 20xx represents the atmosphere/space interface. The bottom row of Map 1 will represent the beginning of the planet’s gravity well. Hex 2608 on the map is normally used as the location for the Centurion mapsheet. Whenever fighters end their movement there, they may make an attack on the Centurion mapsheet.
TURN SEQUENCE When using Interceptor with Centurion, players should use the following Sequence of Play: Centurion Initiative Phase As normal. Centurion Movement Phase As normal. Interceptor Initiative Phase As normal. Interceptor Movement Phase As normal, except at the end of all movement, Interceptors making a ground attack are placed on the Centurion board. Interceptor Combat Phase As normal, except Interceptors attacking ground targets cannot attack targets in the atmosphere. Centurion Combat Phase As normal, except Interceptors attacking ground targets execute their attacks at the start of the Resolve Weapons Fire segment of the Combat Phase, as described below. Centurion End Phase As normal. MOVEMENT Movement for fighters is as normal. For fighter movement purposes, players will treat the ground hexes as atmosphere hexes. If a fighter has lost power, is out of control, and is in a ground hex, it is assumed that the vessel has crashed and is destroyed. If the ejection mechanism is still functioning, the pilot escapes and remains located in that hex. Fighters that end their turn in the Centurion battlefield hex may make strafing or dive bombing attacks. Subject to the rules described below, a fighter making a ground attack is treated as a grav vehicle operating at LAF. Its attack can be resolved at the start of the Resolve Weapons Fire segment of the Combat Phase. Damage is treated normally. Landing Or Launching Centurion Units Centurion vehicles may be carried by specially modified patrol craft. Each fighter bay may carry one vehicle whose mass is equal to or less than the tonnage rating for the bay. Remember that the 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 mapsheet anywhere that the player wishes. During the next turn’s Centurion Movement Phase, the vehicles may leave the craft. In the following Interceptor Movement Phase (during the next turn), the patrol craft is placed back on the Interceptor map in the Battlefield hex. This sequence ensures that the patrol craft is 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.
the Building rules. Other hidden and concealed units are not affected by a strafe. After the attack is over, the craft is placed back on the battlefield hex of the Interceptor map, with a heading of either 1 or 4, at the player’s choice. The craft’s velocity is unaffected by the attack.
COMBAT Depending on the situation, the ships represented in Interceptor 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 When a fighter or patrol craft ends its turn on a battlefield hex, he may announce a strafing attack, which will be resolved during the Centurion Combat Phase. This is the only attack he may make during the turn. After all ground forces have completed their movement, the fighter counter is placed anywhere on the map, with any facing. The fighter may be painted by any ground units, except infantry, during the Painting segment of the Combat Phase. Fighters may also mount a painting laser on a hard point. This painting laser is used only when attacking ground targets and must be used prior to the fighter beginning its strafing run. Before any ground-weapons fire is resolved, the fighter makes 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 strafing fighter must move a minimum of ten hexes in a straight line on the map. The player may also choose to move the fighter 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 hexes long. The only other limitation is that the strafing fighter must attack all ground targets that come within range. friendly and enemy. Every enemy and friendly ground unit within the strafing row is attacked individually by the strafing craft’s turret- and forwardmounted weapons. The highest damage value is used for each weapon. Missiles, NPCs, and EPCs may not be used for strafing attacks. However, DEM clusters may be fired at one hex along the strafing corridor (see below). The Base To-Hit Number is 8, modified by the pilot’s Gunnery Skill, the condition of the strafing craft, the target terrain modifiers, and the target’s shields, if it is unpainted. A ground target is any vehicle, infantry unit, or building. Infantry units inside buildings are protected from direct fire during a strafing attack, but the building can be attacked. Units hidden inside the building will suffer the consequences of that attack, per
For example, an Avenger ends its movement on the battlefield hex of the Interceptor mapsheet. The player declares that he will make a strafing run this turn. At the end of the Centurion Movement Phase, the fighter is placed anywhere on the map and aligned on the map as shown. The attacker begins moving his fighter along the map, making attacks as he goes. The defender does not know when the strafe will end, but it must continue for at least ten hexes. After moving 15 hexes, the Avenger declares that it is pulling out of the strafe. At this point, any ground units that have not yet fired now have one last opportunity to do so. All the Avenger lasers do 7 points of damage and all of its MDCs will do 8 points. The EPC cannot be used.
A DFM may be fired at any single hex along the strafing corridor. When fired, the DFM will affect the target hex and the six adjacent hexes in the same manner as a HAFE-I artillery round. Dive Bombing At the start of the scenario, players may mount various groundattack munitions, rather than missiles or pods, on their fighters’ hard points. For game purposes, these munitions are the same as artillery rounds. A hard point can carry a painting laser (one per ship). GLAD. HELL, ADM, smoke, or HAFE-l round. When a fighter ends its turn on a battlefield hex, he may announce a dive-bombing attack, which will be resolved during the Centurion Combat Phase. This is the only attack he may make during the turn. After all ground forces have completed their movement, the fighter counter is placed anywhere on the map, with any facing. The hex that the fighter now occupies is considered the target hex. The fighter may be painted by ground units during the Painting segment of the Combat Phase. Before any ground weapons fire is resolved, the fighter makes 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 Modified Base To-Hit Number is normally 8. Ground-attack munitions use the same scattering and damage procedures as the artillery equivalent and cause the same type of damage. Divebombing attacks do not have the one-turn delay of artillery attacks, and the Base To-Hit Number is 8. At the end of the attack, the fighter is placed back on the battlefield hex of the Interceptor map with a heading of either I or 4, at the player’s choice.
Interceptors that take a hit to the anti-grav drive or atmospheric controls from ground fire are considered to be destroyed. Attacks at LAF In any scenario integrating Interceptor and Centurion, fighters on the Interceptor board may attack tanks dropping from orbit or at LAF, Interceptors may fire any normal weapon or ship-to-ship missile at a dropping or LAF tank, Use the appropriate following table to resolve such an attack,
Die Roll 1-3 4-7 8-10
Die Roll 1-5 6-10
HIT LOCATIONS WHILE DROPPING Hit Location Bottom Attacked Side (right, left, front, stern) Turret HIT LOCATIONS AT LAF Hit Location Turret 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. Return Fire A fighter or patrol craft making a ground attack is vulnerable to fire from all ground units except dismounted infantry. A unit tiring at a fighter may not engage any other targets for the remainder of the Combat Phase. Internal damage from return fire takes effect at the end of the Combat Phase. For LOS purposes, fighters are treated as grav units operating at LAF. They may be engaged by any enemy weapons that are within range. They may be painted, and lose their shield factors to all attacks. The range for dive-bombing attacks is the distance from the target hex to the firing unit. The fighter’s facing is important because it will determine whether other ground-fire enemy units will fire at the front, sides, or stern of the attacking fighter. The base to-hit number against a dive-bombing craft is modified 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 assumed to be firing at the front of the fighter with a -l modifier to fire. Return fire against Strafing craft is handled in a manner similar to Opportunity Fire. As the fighter moves, the defending player has an opportunity to declare fire and shoot at the fighter with any units in range. When the attacking player declares that the strafe has ended, the defending player may attack with any unfired units. All painting attempts must be made prior to the fighter starting its strafing run. For strafing attacks, the range is the distance between the fighter’s current location and the firing unit. The current location of the fighter determines if the ground fire attacks the front, sides, or stern of the fighter. The base to-hit number against a strafing craft is modified per the Centurion rules for Shields and per the Interceptor rules per Angle of Attack. Hit Location is determined according to the Interceptor rules. A player whose vehicle is well within the minimum strafe 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.
Stand-Off Attacks Rather than entering the Centurion hex to attack units at TTF or NF, Interceptors can remain in atmosphere and fire SSS missiles at painted enemy targets. This requires that the target be painted in the turn that the missile is fired, as well as during the turn that the missile enters the Centurion hex, If the target is not painted when the missile enters the board, the missile does not hit. If the missile is fired normally, it travels as normal until it moves into the Centurion hex, If its original target has been painted this turn, then the missile will make its attack during the Offboard Artillery resolution segment of the Combat Phase. Damage location is resolved like a GLAD round against the top of the target, using the GLAD Hit Location Table, p. 37, and the SSS damage profile. The missile maybe intercepted by a Vulcan system per the normal missile attack rules. DFM and TGM missiles may not be used in this manner. ATTACKING FIGHTERS FROM THE CENTURION BOARD Defense installations and specialized air defense grav vehicles may engage fighters and other craft that are not directly attacking the Centurion board. Use the Interceptor rules to resolve all such attacks. Unless otherwise specified by the scenario, use Gunnery Skill 4 for the installation and air defense vehicle gunners. During the Interceptor Combat Phase of the sum, a defense installation or grav vehicle mounting an air defense system can launch HELL or SSS missiles at any fighter in its firing arc (see Installations) per the Interceptor missile rules. A Lock-On Roll of 4 or less is needed to successfully launch each missile attempted, and a maximum of five missile launches per turn can be attempted by each installation or air defense vehicle. If the missile launch is successful, a counter is placed on the Centurion hex of the Interceptor mapsheet. During the next turn the missile will accelerate normally and attempt to engage its target per the Interceptor rules. The missile’s acceleration rating has a -1 modifier until the missile climbs out of the planet’s gravity well.
Lasers may also be used to attack fighters from the Centurion mapsheet, but can only engage targets in the atmosphere or the atmospheric interface. Lasers are fired during the Interceptor Combat Phase. Combat is resolved as for the normal Interceptor rules, including range and damage attenuation for the class of laser used. Ballistic weapons, including TVLG and SMLM, cannot engage targets on the Interceptor map. Air defense vehicles that engage fighters cannot fire at targets on the Centurion mapsheet. If a defensive installation fires its turret-mounted lasers at targets on the Interceptor mapsheet, it cannot fire any turreted weapons at targets on the Centurion mapsheet.
THOR SATELLITES Rather than arbitrarily assuming that one side or the other has an operable Thor satellite system, the players may decide to place the satellite on the Interceptor mapsheet, making it vulnerable to attacks by both Interceptors and ground-based systems. Thor Record Sheet A Thor Record Sheet is provided below. Damage against the Thor system is resolved as normal fighter damage. Effects from internal damage are described below. Computer Transponder: Per Interceptor rules. Long Range Sensors: -1 To-Hit Modifier for all Thor attacks. Scanner Systems: -1 To-Hit Modifier for all Thor attacks. Main Weapons Control: Per Interceptor rules. Auxiliary Weapons Controls: Per Interceptor rules. 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 destroyed. OC Destroyed: Satellite orbital controls are no longer functional. Satellite moves one hex closer to the planet each turn. Engineering Plant Hit 1/4, 1/2,3/4 Down: Power plant hit. No effect until plant destroyed. Plant Destroyed: Satellite destroyed as plant explodes. Power Coupling Hit: Same effect as OC Short. Shield Short: Per Interceptor rules. Shield Destroyed: Per Interceptor rules. Shield Power Converter: Per Interceptor rules. Superstructure Per Interceptor rules. Satellite Movement The Thor satellite system operates in low orbit over the planet. 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.
Unless the satellite takes damage, the heading and velocity never change. The satellite moves after all fighters have completed their movement, but before the missiles are moved. If its orbital controls and power plant are operational, the pull of the planet’s gravity will not affect it. If the orbital controls or power plant are temporarily shorted out, the satellite will fall one hexrow down toward the planet, yet maintain its heading and velocity of 4 and 2. Thus, if the satellite is on Hex 1803 when its orbital controls short, it will move so Hex 1903 rather than to 1804 in the next turn. If either the orbital controls or power plant is destroyed, the satellite will be affected by gravity as normal, falling toward the planet until it strikes the atmospheric interface and is destroyed. Thor Combat The Thor satellite is considered to be a normal fighter target for combat purposes. The bow of the satellite is always pointed toward its heading. Damage is calculated normally, and the effects of internal damage are taken as above. Destroyed and shorted weapons results will always be applied to non-depleted javelin hard points or to the ECM pod. The Thor satellite has ten hard points. Nine of them mount a cluster of three Thor javelins (one fire mission’s worth), and the tenth contains an ECM pod. One javelin cluster per turn may be launched. Once all nine clusters have been launched, the satellite may no longer be used for Thor fire missions. Thor clusters are launched during the Missile Fire Phase of the turn. They may only be launched against ground targets. No lockon roll is needed, but the satellite must be inside the firing arc, as described below.
Once a Thor cluster is launched. it is placed on the map one hexrow below the satellite. Its velocity is 1. In the second turn, its velocity is 2 and it must move two hexes toward the battlefield hex, staying within the firing arc. On Turn 3, it must move three hexes: on Turn 4, four hexes, and so on. Like a missile, the Thor cluster must travel the shortest distance possible to its target. The Thor cluster attack on ground targets is resolved on the turn that it enters the battlefield hex. (Note that the lag time for receiving the Thor attack on the ground is based on which row is the satellite’s starting point. The basic game assumes that the satellite is set up on the l9xx row, causing the Thor cluster to strike the ground three turns after launch.) The Thor cluster attack is resolved normally, but damage to the satellite’s targeting or sensor equipment at the time of launch will reduce the to-hit number for each separate javelin. Thus, if targetlocking circuits were out at the time of launch, each javelin would need a 5 to hit its target rather than a 6.
INTEGRATING INTERCEPTOR, LEVIATHAN, AND CENTURION It is possible to integrate all three Renegade Legion board games into one massive game. It is not simple, however, because an Interceptor hex is one-fifth the width of a Leviathan hex and 75 times the width of a Centurion hex. Roughly speaking, 25 Interceptor hexes represent one Leviathan hex, and two Centurion maps represent one Interceptor hex. In addition, Leviathan turns last five minutes, while Interceptor and Centurion turns last just one minute.
RULES In general, all movement and combat is conducted and resolved according to the rules printed in the Interceptor, Centurion, and Leviathan rulebooks. Any exceptions are noted in this section. TURN SEQUENCE The turn sequence for integrated Leviathan/Interceptor/Centurion scenarios is as follows: A. Leviathan Initiative Phase B. Leviathan Movement Phase C. Spotting Phase D. Five full Centurion/Interceptor game turns 1. Centurion Initiative Phase 2. Centurion Movement Phase 3. Interceptor Initiative Phase 4. Interceptor Movement Phase 5. Interceptor Combat Phase 6. Centurion Combat Phase 7. Centurion End Phase E. Leviathan Launch and Recovery Phase F. Leviathan Combat Phase BOARDS The accompanying diagrams show how the three boards overlap. As usual on the Leviathan board, Hex Row 01xx is the ground, Hex Row 02xx is the atmosphere, and Hex Row 03xx is the atmospheric interface. The Interceptor board overlaps the bottom center of the Leviathan board, between Leviathan Hexes 0612 (Map 1) and 0603 (Map 2) and below. As usual on the Interceptor board, Hex Row 0lxx is the ground, Hex Rows 02xx-06xx are the atmosphere, and Hex Row 07xx is the atmospheric interface. On both the Leviathan and Interceptor boards, the Centurion board is Hex 0114. LAUNCHING FIGHTERS All Interceptors begin the scenario aboard their respective capital ships. In order to deploy Interceptors, a player must launch
a squadron- (or larger) size unit of Interceptors from one of his capital ships in the Leviathan Launch and Recovery Phase. To launch fighters, the appropriate Leviathan fighter counter is placed in any hex the capital ship currently occupies. A capital ship may launch any or all of its fighters in one turn. No fighter counter being launched may move or attack until the next turn, but it may be attacked. The next turn, the fighter moves in the Leviathan Movement Phase. MOVING BETWEEN LEVIATHAN AND INTERCEPTOR 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 Interceptor Map 2. One Interceptor counter may be placed on the Interceptor board for every six fighters in the Leviathan unit. (The Interceptor 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 than one type of fighter, randomly select which fighter(s) appears. If a damaged squadron moves from the Leviathan board to the Interceptor board, roll 1D10. On a 1 - 5, a fighter appears on the Interceptor board. On a 6 - 10, all surviving fighters in that squadron are engaged elsewhere. If a damaged flight or group moves from the Leviathan board to the Interceptor board, divide its remaining Armor boxes by 6 and round up. That number of fighters appears on the Interceptor board. Keep track of which fighters are from which Leviathan unit. If a fighter leaves the Interceptor board without returning to the Leviathan board, or if it is destroyed, mark off 6 Armor boxes on its Leviathan record sheet. If a fighter is able to return to the Leviathan board, even if it is badly damaged, its Leviathan record sheet is unchanged. Only fighters may move between the Leviathan and Interceptor boards. Units on one of these boards may not fire at units on the other board. (However, units on either board may interact with units on the Centurion board, as per the integration rules in the Leviathan and Centurion rulebooks.) Movement from the Leviathan board to the Interceptor board is announced at the end of the Leviathan Movement Phase. Movement from the Interceptor board to the Leviathan board is announced at the end of the Interceptor Movement Phase. FIGHTER GROUND MISSIONS Leviathan fighter units may be designated as ground-support missions. In this case, the entire unit’s Missile Attack Factor becomes 0, its hard points being loaded with ground-attack munitions. Fighter units wishing to engage in ground attacks must move from the Leviathan board to the Interceptor board as described above, and then to the hex representing the Centurion board. If a player intends to allocate a unit of fighters to ground support, he must decide what type of ground-attack ordnance the unit is carrying before play begins. No more than 10 percent of the total ground-attack ordnance carried by fighters can be of the HELL variety.
SCENARIO DESIGN Designing balanced scenarios is a difficult task. Giving both sides the same numbers and types of vehicle is one way to ensure that a game is fair for both players, but it does take away some of the flavor of the game. Players may design their own scenarios using the following method.
Only one player may start with his forces on the map. A player does not have to spend all of his Scenario Points. When the game is over, the players add up their Victory Points, as follows: Achieving the Objective 75 Each Enemy Vehicle Destroyed Scenario Point Value Unspent Scenario Points 1/Unspent Point
SCENARIO POINTS First, the players choose who will play TOG and who will play the Commonwealth/Renegade side. Then they lay out the mapsheets in a manner agreeable to both. One of the maps (or a prominent geographical point such as a city or hilltop) should be declared the objective. Players then decide upon the length of the 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 forces on the map, while the other player enters from a particular direction off the map. Both sides should start with the same number of Scenario Points (150 t0 300 points per side is suggested). The players spend Scenario Points to build their forces. The Scenario Point Values for various units are given below. SCENARIO POINTS TABLE Scenario Point Cost Cost/1 00,000 (fractions rounded up) 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 Unit Vehicles
A vehicle is counted as destroyed only if it suffers an ammunition explosion or if a hit is recorded in the Vehicle Destroyed box in its Internal Systems Diagram. A dismounted infantry squad is destroyed if it suffers five or more casualties.
VICTORY LEVELS Victory Levels are determined by dividing the highest score by the lowest score, and consulting the Victory Table.
Ratio 3+ 2 - 2.99 1.5 - 1.99 1.49 or less
VICTORY TABLE High-Scoring Player Decisive Victory Substantial Victory Marginal Victory Draw
Low-Scoring Player Decisive Defeat Substantial Defeat Marginal Defeat Draw
VEHICLE CONSTRUCTION
The grav vehicles described in this game are the most common ground combat vehicles used by the TOG and Commonwealth Legions. Future recognition manuals and data supplements will describe other models. Players wishing to design their own vehicles can use the following construction rules.
The player decides that the grav vehicle will have a 1,500rated power plant. That engine has a mass of 28 and costs 375,000 talents. These numbers are written down in the Engine section of the construction worksheet.
DESIGNING A COMBAT VEHICLE
CHOOSE SHIELDS
Designing a combat vehicle can be a complicated procedure. Because the vehicle’s overall performance is based on mass, changes in one component may require modifications in other areas to ensure optimal combat effectiveness. To design a vehicle, the player will need a construction worksheet, various component tables, an unused Vehicle Record Sheet, and a pencil. Use the following steps:
Grav vehicles have shields mounted in their front, right, left. and stern sides. A separate shield is needed for each side. The mass, power usage, and cost for various types of shields are listed in the Shield Table. Record these values in the appropriate sections of the worksheet. Ground vehicles cannot mount shields.
1. Choose Power Ratings 2. Choose Shields 3. Choose Armor 4. Choose Weapons 5. Add Crew, Targeting, and Infantry Components 6. Add Digging Cannons 7. Add Grav Drive 8. Calculate Thrust 9. Fill Out Vehicle Record Sheet 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 values. A grav vehicle can have an infinite mass, but the total power usage of all components cannot exceed the vehicle’s power rating. A ground vehicle cannot have a mass greater than 100. Excess power is used to give thrust to the vehicle, based on the vehicle’s total mass. The heavier the vehicle, the more power needed to move it.
The player must now allocate shields to protect five different locations on the vehicle. He decides that he wants strong shields to the front and rear, while the other three shields can be weaker. He chooses a Flicker Rate of 70 for the front and stem and a Flicker Rate of 50 for the left and right sides. Because he does not intend for the vehicle to fly above the treetops in combat, he assigns a Flicker Rate of only 10 to the bottom shields. The player now notes the appropriate power, mass, and cost for each of the shield generators on the worksheet. The subtotal for shield power is 121, the mass subtotal is 10, and the cost for all five shields is 125,000 talents.
CHOOSE ARMOR A vehicle can receive additional protection by mounting armor plating on all four sides of the vehicle and on its turret. Ten points of armor weigh one ton and cost 50 talents. A vehicle may carry a maximum of 100 Armor Points per section. Record the values and weight of armor in the appropriate sections of the worksheet.
CHOOSE POWER RATINGS Grav vehicles use engines that have a Power Rating of 2,500 or less. The total power usage of a vehicle’s systems cannot exceed the vehicle’s power rating. Record the vehicle’s power rating in the appropriate box of the worksheet, along with the mass and cost of 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. Ground vehicles use engines that weigh five times as much as a grav vehicle’s but cost only 10 percent of list value. The player wishes to design his own medium grav tank. He decides that he wants a grav vehicle that is fairly well protected and heavily armed, and is willing to sacrifice some of the vehicle’s thrust for it.
The player now allocates armor to the six sections of the vehicle. He gives 90 points of armor to the front and to the turret, 60 points to the sides, and 70 points to the stem. The bottom is given 40 points, just in case he has to ground quickly. Total mass for the armor is 41, and it costs 2,050 talents.
CHOOSE AND ALLOCATE WEAPONS Next, the vehicle’s armament is chosen. A vehicle can mount fixed weapons in Hull 1 or 2, or it can mount weapons in the turret. A total of eight weapons systems may be mounted in a vehicle. The player can allocate weapons to the three locations in any 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 turret. Engineering attachments take up a weapons location in Hull 1 and Hull 2. A maximum of two ballistic weapons (any combination of 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 HELL missiles. If hardpoints are used, an air defense system must be mounted. The Weapons Tables give the mass, power usage, and cost of the various available weapons systems. Note that there are two SMLM and four TVLG missile systems available. The number in parenthesis indicates how many missiles come with the system. No matter how many missiles it has, a missile system takes up only one weapons location.
The player wants his vehicle to mount the largest ballistic weapon available, along with reasonable secondary armament. He mounts a 200mm Gauss cannon in the turret. The player may want to add another MDC or Gauss cannon, but the 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 armament. These weapons are evenly divided between the Hull 1 and Hull 2 locations. Finally, he mounts a Vulcan-3 antimissile system. Though he wants to keep the turret s mass down, he must mount the Vulcan there. The subtotals for the 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 also very expensive.
CALCULATE TURRET TONNAGE AND POWER USAGE
All vehicles have standard costs for their crew compartments, painting lasers, and smoke projectors. Because the vehicle will not carry any infantry, the player needs to pay only these standard costs, The subtotals for these components are 3 power, 3 mass, and 300 talents.
ADD DIGGING CANNONS All vehicles described in this game may mount digging cannons, but the system is optional. A digging cannon weighs 10 percent of the vehicle’s current mass (the total weight of the engine, shields, armor, weapons, and turret). The cannon requires power equal to 5 percent of the vehicle’s current tonnage. The cost of a digging cannon is equal to 100 times its mass.
At this point, the player calculates a subtotal for all the vehicle’s components thus far, He will use this total mass and power usage to calculate the size and power of the digging cannons and the grav drive. The totals now stand at 156 power, 240 mass, and a cost of 1,282,350 talents.
Digging cannons have a power usage of 12 (.05 x 240, rounded up) and a mass of 24 (.10 x 240), They cost 2,400 talents.
ADD GRAV DRIVE In order to move, the grav vehicle must be equipped with a grav 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. A vehicle with a grav drive uses the Grav Movement rules. All 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 turret uses 1 Power Point. Turrets weigh a minimum of one ton, 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.)
The grav drive has a power usage of 240 and a mass of 3 (.01 x 240, rounded up). It costs 120,000 talents.
The weapons in the turret also increase the mass and power usage of that component. Extra weight for the turret is 5 percent of the combined mass of the two weapons mounted there, or in this case, 6 tons (.05 x 118 = 5.8), The cost is 6,000 talents.
The thrust (or Movement Points for ground vehicles) available to a vehicle is equal to the remaining power divided by the total mass of all systems ((Power Rating-Total Power Usage of All Systems) / Total Tonnage of All Systems). For fractions of .5 or more, round up. For fractions of less than .5, round down. Ground vehicles cannot have more than 8 MP.
ADD CREW, TARGETING, AND INFANTRY COMPONENTS Each vehicle has a crew compartment that weighs one ton and utilizes 1 Power Point. 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 squad of infantry, a vehicle must allocate eight tons and 8 Power Points. The total cost of adding crew, targeting, and infantry is equal to 100 times the mass of each component.
CALCULATE THRUST
The vehicle now has a total power usage of 408 and a mass 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 4 when rounding down for a fraction less than .5. Total cost is 1,404,750 talents.
FILL OUT VEHICLE RECORD SHEET The final step in vehicle construction is to fill out a record sheet for the newly designed vehicle. The procedure is the same as that described in Fill Out Record Sheets
LASERS Type Max Damage 1.5/1 2 1.5/3 4 1.5/4 5 1.5/5 6 1.5/6 7 3/6 8 5/6 9 7.5/6 10 OTHER WEAPONS Types Max Damage MDC MDC 8 T MDC 10 T MDC 12 T Gauss Weapons 200 mm HEAP T APDS T 150 mm HEAP T APDS T 100mm HEAP T APDS T H.H. T 50mm HEAP T APDS T H.H. T 25mm HEAP T APDS T H.H. T Other Systems SMLM (l) T SMLM (2) T TVLG (2) T TVLG (4) T TVLG (6) T TVLG (12) T Vulcan-l S Vulcan-2 S Vulcan -3 S Vulcan -4 S AP Laser S IWF 9 IWF 7 IWF 3 IWF 1 Engineer S Attachment* GPA/E** S * See Combat Engineer Vehicles ** See Artillery rules SHIELD TABLE Flicker Rate 10 20 30 40 50 60 70
Power 1 2 4 6 12 24 48
Mass 2 2 2 2 2 2 2
Range 20 20 20 20 20 20 20 20
Power 2 5 7 8 10 15 19 23
Mass 2 5 7 8 10 15 19 23
Cost 24,000 60,000 84,000 96,000 120,000 180,000 228,000 276,000
Range
Power
Mass
Cost
20 20 20
6 11 12
24 42 46
168,000 250,000 300,000
9
10
6 528,000
5
66
330,000
4
47
234,000
3
43
216,000
1
14
67,500
10 10 6 6 6 6 0 0 0 0 3 T T T T NA
0 0 0 0 0 0 5 8 12 15 5 3 3 3 3 30
3 6 3 6 9 18 5 8 12 15 5 NA NA NA NA 30
10,000 20,000 10,000 20,000 30,000 60,000 20,000 30,000 46,000 60,000 60,000 NA NA NA NA 150,000
500”’
18
112
1,056,000
15 15 15 15 10 10 10 6 6 6 6 6 6
Cost 5,000 10,000 15,000 20,000 25,000 30,000 35,000
Flicker Rate 80 90 100 110 120 130 140
Power 96 182 264 528 1056 2112 4228
Mass 2 2 2 2 2 2 2
Cost 40,000 45,000 50,000 55,000 60,000 65,000 70,000
Rating 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050 1100 1150 1200 1250
Mass 1 1 1 1 1 1 1 1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 18
Cost 25,000 50,000 75,000 100,000 125,000 150,000 175,000 200,000 225,000 250,000 275,000 300,000 325,000 350,000 375,000 400,000 425,000 450,000 475,000 500,000 525,000 550,000 575,000 600,000 625,000
ENGINE TABLE Rating 1300 1350 1400 1450 1500 1550 1600 1650 1700 1750 1800 1850 1900 1950 2000 2050 2100 2150 2200 2250 2300 2350 2400 24S0 2500
Mass 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58 60 62 64 66 68
Cost 650,000 675,000 700,000 725,000 750,000 775,000 800,000 825,000 850,000 875,000 900,000 925,000 950,000 975,000 1,000,000 1,025,000 1,050,000 1,075,000 1,100,000 1,125,000 1,150,000 1,175,000 1,200,000 1,225,000 1,500,000