Documentos de Académico
Documentos de Profesional
Documentos de Cultura
CENTURION, LEVIATHAN, INTERCEPTOR and RENEGADE LEGION are Registered Trademarks of FASA Corporation.
TOG, LEGIONNAIRE and CENTURION are trademarks of FASA Corporation
INTRODUCTION
The Imperial TOG Battleship Group reports that the last of the Centurion is a game for any number of players. Grav tanks and
Renegade and Commonwealth naval units have been driven from infantry squads of the Commonwealth and its Renegade Legion
space. TOG controls the system, but not the planet below. Orbital allies fight a desperate struggle against the Terran Overlord
bombardment has been futile against the planetary defense Governments attempt to conquer the galaxy. Players command
installations. The Strike Legion is readied and the assault begins. grav tank units, infantry squads, orbital and conventional artillery,
Screaming down through the atmosphere, with a fusion-created and space defense installations in this game of tactical ground
hell bursting all around, the assault boats release medium and light warfare.
grav tanks 5 kilometers above the surface of the planet. After a The Basic Rules present all the information required to play.
brief and deadly fire fight with planetary militia, the landing zones The Optional Rules give players additional, diverse elements for
are secured and the heavy equipment is offloaded. The Legions their game. Centurion can also be combined with the Interceptor,
Cohorts form and move toward the first of their objectives, a Leviathan, and Legionnaire games to create a fully integrated
Renegade Navy spaceport. Traveling at over 300 kilometers per space/air/land battle. Included in a separate book is extensive
hour, the TOG grav tanks give up the safety of hugging the ground background information on the ground forces and technology of
for speed. Suddenly artillery airbursts appear over the lead the Terran Overlord Government, the Commonwealth, and the
Century, as Renegade artillery rains mines down to block their Renegade Legion.
path. At the same time, three TOG Aeneas light tanks explode as
150mm Gauss cannons rip open their bellies.
Rising up from their hidden position. Renegade Liberators
ascend to meet the onrushing TOG horde. A TOG Centurion
orders his tanks down to deal with the threat. Artillery missions are
called in. the orbital Thor satellites pick out targets to spear with
their deadly falling javelins, and a pair of TOG Spiculum space
fighters rushes to engage a group of Renegade Guardians lifting off
from a secret base. The battle for the planet has now begun.
GAME SET-UP
COMPONENTS Rubble
Rubble is what is left of buildings and
forests when the military is finished with
COUNTERS them. Weapons fire can reduce any building to
rubble. Both forests and buildings can be
Grav Vehicle nibbled by the use of artillery-delivered HELL
Grav vehicle figures rounds. Though it is more difficult to move
represent the most through rubble, this terrain does offer limited protection and cover
technologically advanced from weapons fire. Rubble has no Elevation Level.
combat vehicle ever
manufactured. Fast, heavily Minefield
armored, and with enough Minefield counters represent a field of artillery-
firepower to raze a city, the delivered anti-tank and anti-personnel mines. The
grav tank has totally hex that the counter occupies is seeded with mines.
changed the nature of ground warfare.
Infantry Squad
Infantry Squad counters
represent the men and
women who hold the terrain
won by the more glamorous Smoke
grav tanks. Each squad contains up to eight troopers armed with Smoke counters indicate that the hex
weapons such as painting lasers, Gauss rifles, and a variety of anti- is filled with smoke. Most vehicles can
tank weapons. Squads are also equipped with bounce packs that fire smoke rounds and often carry smoke
give them the limited ability to move quickly while dismounted. projectors or smoke canister launchers.
The continuing need for infantry in warfare proves the adage that
the more things change, the more they remain the same. Pathway
Pathway counters indicate that a
Vehicle Crew path has been cut through trees or
Vehicle Crew counters represent TOG and through minefields. There are two
Commonwealth vehicle crew members who have types of pathway counters: straight
been forced to abandon their vehicles. and curved. These counters are
aligned with the hex to indicate which
Crater hex-side is the entrance and which is
Crater counters represent field the exit.
emplacements hastily dug out by
the specialized digging charges
carried by most vehicles.
Thor Satellite
A Thor satellite uses kinetic energy weap-
ons to bombard a planet from orbit.
Building
Building counters represent non-
military facilities constructed from Thor Cluster
a variety of materials. The scenario Thor Clusters represent the kinetic energy pro-
generally assigns a height to each jectiles released by a Thor satellite.
building, with each level of a
building equal to 20 meters. Each
building counter represents HELL Missile
approximately one city block. For HELL missiles serve to protect ground targets
line-of-sight purposes, buildings from orbital bombardments. They use a gravitically
add their Elevation Level to the elevation of the hex they occupy. induced fusion reaction to create an airburst explo-
A building’s armor rating indicates how much damage each story sion that can vaporize unshielded targets.
can absorb before that level is destroyed.
Painting
A painting counter is placed next to a unit to
show that it has attempted to paint a target with a River
special laser during that turn. River terrain indicates that a wide river or
stream flows through the hex. In this terrain,
Painted ground vehicle movement is restricted, while
The painted counter is placed next to a unit that grav vehicles can use the river like a road.
has been successfully painted during the Painting
Segment of the Combat Phase.
Fired Lake
This counter is placed next to a unit to show A Lake hex is covered with water, either
that it has fired its weapons during the turn. in the form of a lake, pond, or swamp.
Ground vehicles or infantry are prohibited
from moving into this terrain.
TTF
A TTF counter is placed next to a grav vehicle
to show that it is operating in Tree-Top Flight
mode.
LAF
A LAF counter is placed next to a grav vehicle
to show that it is operating in Low-Altitude Flight
mode.
MAPSHEETS
Centurion is played on two 24” x 36” mapsheets. To help
regulate movement and combat, the map is divided into six-sided
areas called hexes. Units move from hex to hex.
Hex maps help make movement more realistic because they
provide six possible movement directions instead of the four
possible with square grids. Each hex on the mapsheet represents an
area of ground 200 meters (roughly 656 feet) across, and each turn
represents one minute of real time.
The forests, rivers, hills, and buildings on the mapsheet
represent a typical mixture of the terrain in the populated areas on
Contour Lines
the inhabited planets in the year 6830. Shown below are the
Hills are defined on the map by contour lines. Each line
symbols used for each terrain type.
represents a one-level change in elevation, or about 20 meters. The
Elevation Level of any hex is equal to the height of the highest
Clear
contour line. Moving from a lower elevation hex to a higher
These are typical fields, meadows, and other
elevation hex is called going Up Slope. The Elevation Level
grasslands. The ground is firm and may be gently
increase is equal to the difference between the Elevation Levels of
rolling, but its elevation does not change
the two hexes. Going Down Slope is moving from a higher
significantly from one side of the hex to the other.
elevation to a lower elevation hex. The level decrease is the
difference between the Elevation Levels of the two hexes.
Light Woods
Light woods terrain is sparsely covered with
20-meter-high trees, Movement through these trees
is fairly easy, It is impossible to see through light
woods. For line-of-sight purposes, light woods add
one Elevation Level to the terrain’s normal
Elevation Level.
Heavy Woods
Heavy woods terrain is thickly covered
with 20-meter-tall trees and heavy
undergrowth. Movement through these areas
is very difficult. Heavy woods are too dense
to be seen through. For line-of-sight purposes,
heavy woods add one Elevation Level to the
terrain’s normal Elevation Level.
RECORD SHEETS squad, the number of TVLG missiles or mortars the squad has, and
its Movement Points (MP).
Grav Vehicle Record Sheets
Ground Vehicle Record Sheets
Conventionally powered ground vehicles have a specialized
record sheet. It is the same as the Grav Vehicle Record Sheet,
except that the Internal Systems blocks are laid out differently, and
the Velocity Record Track is eliminated along with the Shield
Factor boxes.
The Vehicle Record Sheet shown in the diagram is for keeping The Building Record Sheet is used to keep track of the status of
track of the damage done to individual grav vehicles during buildings. It is simply an Armor Diagram showing the current
combat. Each record sheet may be used to record the information status of each level of the building.
for any grav vehicles and infantry assigned to a platoon. Each sheet
includes three separate records to represent three individual DAMAGE TEMPLATE
vehicles.
The Armor Diagram shows how much armor each section of The damage template is made up of die-cut diagrams showing
the vehicle has, along with the section’s shield factor. The Shield the damage profile for each weapon in the game, except lasers. It is
Factor is the vehicle’s Shield Rating for that section, divided by used to mark off weapon damage on a target’s armor and internal
10. structure.
Immediately below the Armor Diagram are the internal systems
of the vehicle. The use and effects of each of these areas are
explained in the Combat and Damage sections of the rules.
Players will use the spaces on the left-hand side of the Grav
Vehicle Record Sheet to record the number and type of missiles
that vehicle carries.
The Velocity Record Track is used to record the vehicle’s
velocity at the end of each turn, and is located along the right-hand
side of the form. The box marked “0” is for recording the vehicle’s
velocity at the start of the game.
The Maximum Thrust box is located below the Velocity Record
Track. Players record the maximum thrust for the vehicle here.
Weapons information is recorded in the Weapons Tables
located in the lower-left section of the form. Up to eight weapon
systems may be mounted on a vehicle. Boxes are provided to
record the weapon’s Type, Location, Damage, and Maximum
Range. In most cases, the weapon’s damage profile is on the DIE
template, and is represented by a ‘T’ in the Damage box. An ‘S’
means that the weapon is used in a special manner, as described Centurion uses a ten-sided die (1D10), whose sides are
later in the rules. A number in the Damage box indicates that the numbered from 0 to 9, with 0 representing 10. To succeed in
weapon is a laser. A laser destroys a vertical column of armor actions such as hitting a target, avoiding a tree, and so on, the rules
boxes equal to its damage number. generally indicate a modified to-hit number. Unless otherwise
To the right of the Weapons Tables is a box for recording any noted, the player must roll a die result less than or equal to the
tiring modifiers due to targeting computer hits. Below the Fire modified to-hit number for the action to be successful. No matter
Modifier boxes are locations for recording the number of smoke what the circumstances, a roll of 1 is an automatic success and a
and digging charges the vehicle has. roll of 10 means automatic failure in this game.
Finally, if an infantry squad is assigned to the vehicle, the
player fills out the Infantry Squad Table. The Infantry Squad Table
has spaces to record the number of active troops still left with the
LEGIONS
FILL OUT RECORD SHEETS
This is a separate booklet containing descriptions of the organi- Before the game starts, each player must first decide which
zational structure of TOG, Commonwealth, and Renegade ground Centurion units he will control, then record the information for his
forces, game stats and descriptions of grav vehicles, and notable units on individual record sheets. It is best to use a pencil, as this
units. information is likely to change during the course of play. The
infantry portion of a Vehicle Record Sheet must indicate whether
the squad carries anti-vehicle missiles or mortars. Unless otherwise
PREPARATION FOR PLAY noted, all infantry squads start with a full complement of eight
men.
Before play begins, players decide whether to play a published
All units should be assigned to platoons. There are three
scenario or one of their own design. They should then choose sides
vehicles and/or infantry squads to a platoon, and the record sheet.
and fill out record sheets for each unit to be used in the battle.
From that point on, the players will simply follow the Sequence of
Play and the rules given for each Game Phase.
MAPSHEET LAYOUT
Lay out two or more mapsheets on a table or a floor in a way
agreeable to all players. If buildings or other counters are desired
or called for by the scenario, place them on the mapsheet now.
This can be done randomly, or the players can take turns choosing
where to place the counters.
The player starts by filling out the record sheet for the first Next, the player fills in weapons. The Viper has one 25mm
platoon. He decides to assign three light Renegade Viper APCs Gauss cannon and an SMLM 2 in the turret. A ‘T’ is used to
to that platoon, along with three infantry squads. He then fills indicate that the weapon’s damage is on the damage template.
in the numbers that will represent these vehicles in the game. The maximum range for each weapon is written in the
In this case, they are Vehicle #7, #8, and #9. appropriate section. The Viper has a TVLG 2 Launcher in
Next, he fills in the shields for each section of the vehicle, both its Hull 1 and Hull 2 positions. The Viper carries a total of
The Viper has a Stern Shield of 50, Left Shield of 40, Front two SMLM missiles and four TVLG missiles.
Shield of 50, Right Shield of 40, and Bottom Shield of 40. The The Viper is equipped with a smoke projector and a digging
Shield Factors are therefore 5,4,5,4, and 4. cannon. Each smoke projector has four charges, as does the
Next, the player should cross out the unused armor blocks digging cannon.
in each section. Each row of boxes equals 10 points. Starting An infantry squad is assigned to the vehicle, The player
from the top, the player crosses off armor in rows often. The decides that the infantry carries TVLGs, and so two of the
Viper is a lightly armored tank. As it has 50 points of armor on Mortar boxes are filled in.
the front and turret, the player crosses out the other 50 points Finally, the Viper has a Maximum Thrust of 8 points. This
in each of those two sections. The sides and stem each have 40 is recorded in the Maximum Thrust box.
points of armor, and so the player crosses off 60 unused points
front each of those sections, The Viper has 20 points of bottom
armor, so 80 points in that section need to be blocked out.
PLAYING THE GAME
To play Centurion, the players simply move playing pieces and 5. Record Ending Velocity.
roll the die. The challenge of the game is for one player to outwit
his opponent and to make better use of his forces. Though it Team B then moves one platoon. Each unit in the platoon is
requires skill to win consistently, even a novice can sometimes moved individually in any order. Grav vehicles move by carrying
make a shot lucky enough to cripple the experienced player. out each step listed below in order:
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.
Every hex on the map has six edges called hexsides. All
vehicles, whether they are grav or conventionally powered, must
be oriented to face one of those six hexsides, which is called
facing. A vehicle’s facing is determined by the direction of its
front, or nose. This facing affects both movement and combat and
can only be changed during the Movement Phase. If a vehicle is
For example, the Horatius from the above example must
improperly aligned, the opposing player may choose which of the move through terrain whose total Velocity Point Cost is 8.
two hexsides the vehicle will face.
Moving from Point A, the Horatius would spend 8 points to go
to B, C, or D. If the Horatius tried to move to F, however, it
ACCELERATION would not have enough VPto enter the hex and would be
forced to ground in F.
Each grav vehicle has a maximum number of Thrust Points that Before grounding, the player could spend his remaining
it can expend during its move. These Thrust Points are used to Thrust Point to lower the velocity of the Horatius to 7, but the
increase or decrease the grav vehicle’s velocity during the turn. vehicle would still be forced to ground after the deceleration.
One Thrust Point can increase or decrease the vehicle’s current
Traveling Up and Down Slope
For example, a Horatius is traveling at a current velocity of
Traveling Up Slope or Down Slope can add or subtract VP to the 10. That means it must travel straight forward for at least two
VP Cost of the terrain. Moving from a higher to a lower elevation hexes before it can change its facing one hexside left or right. If
reduces the VP Cost of the hex, as shown on the Terrain Effects the Horatius had a current velocity of 20, then it would have to
Table. p. 18. When moving from a lower elevation to a higher travel straight for four hexes before it could change facing one
elevation, the VP Cost increases, again per the Terrain Effects hexside left or right.
Table. It is possible for a hex to have a negative VP, such as when
a vehicle moves Down Slope into a clear hex with a slope of 6 or
more. In this case, the cost for entering the terrain is 0. DECELERATION
Thrust Points that were not expended to increase velocity this
turn may now be used to decrease the vehicle’s current velocity.
The current velocity is now recorded on the vehicle’s Velocity
Record Track in the box for this turn. This will indicate the
vehicle’s beginning velocity at the start of the next turn.
Deceleration may only be done after the vehicle has spent all its
VP. A vehicle cannot use unspent Thrust Points to reduce the
amount of VP that it must spend that turn.
Grounding in Water
Grav vehicles may ground in a full lake hex. Damage is taken
as one-half normal, but the vehicle cannot fire out at any target nor
be fired upon because it is under water. A grav vehicle that is
under water must spend I additional Thrust Point to rise above the
surface of the water prior to moving (for a total of 2 Thrust Points).
While under water, a grav vehicle may not dismount or mount
infantry. Vehicles may move while under water, but the terrain
speed limit is I. Vehicles under water may only be attacked by For example, a Heavy tank has 4 MP, During its movement,
artillery or orbital fire support missions. the tank may move into any of the indicated hexes.
Up Slope
1-Level Increase 20 +1 VP
2-Level Increase 20 +2 VP
3-Level Increase 20 +3 VP
4-Level Increase 16 +4 VP No Ground Vehicles
5-Level Increase 16 +5 VP No Ground Vehicles
Down Slope
I -Level Decrease 20 0 VP
2-Level Decrease 20 -l VP
3-Level Decrease 20 -l VP
4-Level Decrease 16 -2 VP No Ground Vehicles
5-Level Decrease 16 -3 VP No Ground Vehicles
*See appropriate rules section
COMBAT
PAINTING A TARGET the target. This means that all, some, or none of the weapons fired
may hit their target, but those that do hit will all hit the same
Once the Movement Phase ends, all units may choose to section,
designate targets for missiles, lasers, mass driver cannons, and Weapons fire damage first strikes the outer armor of the
offboard artillery by illuminating them with painting lasers. All vehicle. Damage that penetrates the outer armor begins to damage
vehicles are automatically equipped with painting lasers. Maxi- the internal components of the vehicle. This internal damage can
mum range for vehicle painting lasers is 20 hexes. cause the vehicle to lose Thrust Points, knock out weapons or
Painting lasers offer two advantages. First, a painted target shields, or totally destroy the vehicle.
radiates laser energy that allows an indirect fire weapon to home in A vehicle can engage up to two targets a turn. All of a vehicle’s
on it. Second, the painting laser is able to decipher the target’s direct fire weapons (lasers, MDCs, and Gauss cannon weapons)
shield flicker pattern, which is downloaded into all friendly fire- may engage any one target in its firing arc. Any missiles that the
control systems, thus negating the shield’s effectiveness. This vehicle carries can engage that same target or a different target that
tactic is not viable in space, however. Even at close range in space is in the missile’s firing arc.
(15 kilometers), the transmission lag time back to the targeting Though internal damage to a unit does not take effect until the
ship is long enough that the target can change its shield flicker rate end of the turn, the damage to the outer armor takes effect
before an offensive weapons system can be fired. immediately, This factor makes the order in which individual
Painting lasers are fired as normal weapons, following all line- weapons damage is resolved an important aspect of combat. A
of-sight and to-hit modifier restrictions, as described below. A player may fire any of his weapons in any order that he feels
painting laser may fire at a target that is not being engaged by the appropriate. In the case of multiple units firing at one target, the
vehicle’s other weapons systems. This is the only instance when a player may choose the order in which the units fire. All weapons
vehicle can fire at more than two targets. fire from one unit must be resolved before any other unit can fire,
Painting lasers have a 360-degree firing arc. To paint a target, a
vehicle must make a normal to-hit roll, taking into account the LINE-OF-SIGHT (LOS)
target’s shields and other modifiers. If the painting laser hits, all
friendly laser, MDC, and missile attacks on that target ignore the When a player wishes to fire on another unit, he must first
shield modifier for the rest of the turn. discover whether or not his unit can see its intended target. Various
As long as the attack has been appropriately declared, one terrain features can block a unit’s line-of-sight to a target, making a
friendly unit can paint a single target for multiple attacks by any or shot impossible or requiring that the target be engaged by indirect
all friendly units. missile fire.
The effects of painting only last until the end of the turn. A The line-of-sight (LOS) is determined by laying a straightedge
target must be painted anew in subsequent turns. (a ruler or a sheet of paper) from the center of the attacker’s hex to
the center of the target’s hex. Any hex that the straight-edge
INFANTRY SQUAD PAINTING crosses is on the line-of-sight. If the straight-edge passes directly
along the spine between two hexsides, the defender chooses which
Infantry squads need only declare that they are painting a target. hex the line-of-sight passes through. The players then look for
The squad may attempt to paint any target that is within six hexes blocking terrain that is higher than the tallest of the two units. If
and to which they have a valid LOS, The Base Number for the any blocking terrain is higher than the tallest unit, the LOS is
attempt is 9, minus the number of casualties the squad has taken. blocked.
For example, if the squad has taken three casualties, a painting Units are assumed to be at an Elevation Level equal to the level
attempt would be successful on a die roll result of 6 or less. of the underlying terrain of their hex (i.e., the height of any woods
Infantry squads may not paint targets at ranges of greater than 6 in the hex is not added to the Elevation Level of the underlying
hexes. When painting a target, infantry may not fire personal terrain). Blocking terrain is equal to the Elevation Level of the
weapons, missiles, or mortars that turn. terrain plus the height of any buildings or woods in the hex. Woods
add one level to the height of the underlying terrain. Buildings add
their total Elevation Level to the height of the terrain they occupy.
A Viper sees a Horatius in clear terrain ten hexes away. The The line-of-sight may be blocked by higher hills, woods, or
Viper attempts to paint the Horatius with its painting laser at a buildings. Units never block line-of-sight.
Base To-Hit Number of 9. Because the attempt is against the
left side of the Horatius, the player subtracts its Side Shield
Factor of 6 from the base to-hit number, The Viper needs to
roll a 3 or less to paint the Horatius. If a full-strength
Renegade infantry squad were within six hexes of the Horatius
and had a valid line-of-sight to it, the squad could paint the
target on a roll of 9 or less. In this case, the shields of the
Horatius are disregarded.
WEAPONS FIRE
For one unit to fire at another, it must have a clear line-of-sight
(LOS) to the target (see Missiles and Artillery for exceptions) and
the target must be within the range and firing arc of the weapons
the player will fire. The likelihood of a shot hitting a target is then
calculated based on range, target shielding, laser painting, and
other factors. Players roll separately for each firing weapon’s
attack, The weapons that do hit will all strike the same section of
The Viper in Hex A is in a woods hex on top of a Level 2 The Liberator in Hex A cannot see the Horatius tanks in
hill. It has a LOS to the TOG tanks in Hexes B, C, and D. It Hexes C, E, or F because the Level 3 terrain creates a dead
cannot see the TOG tank in E because the trees on the zone, The Liberator in Hex A cannot see the Viper in Hex B
intervening Level 2 hill block the LOS. The Viper can see the because it is behind one level of elevation, which blocks LOS
TOG tank in Hex F because it is on a Level 4 hill. The Viper completely. The Horatius tanks can see the Viper in Hex B
cannot see the TOG tank in Hex G because the straight-edge since the buildings are one level high. If the buildings were
passes along the spine of two hexes. The TOG player declares three levels high, then the Viper would be in a dead zone.
that the line-of-sight passes through the trees on the tank’s
right rather than through the clear terrain to the left.
FIRING ARCS
Dead Zones Weapons are either mounted in a vehicle’s turret or fixed in the
The dead zone behind or below the peak of an elevated area hull (in either the Hull 1 or Hull 2 position), covering the forward-
may also block line-of-sight. Dead zones can only be created by firing arc. Turret-mounted weapons have a firing arc similar to the
terrain elevations, buildings, woods, or a combination of both. If forward-firing arc, but they can be aligned during the Combat
the attacker is shooting up at more than one-hex range, the LOS is Phase to face any of the six hexsides. Hull-mounted weapons may
blocked if the hex next to the attacker is as high or higher than the only engage targets in the forward-firing arc, but turreted weapons
target’s hex. If the attacker is shooting down at more than one-hex can fire at any target.
range, the LOS is blocked if the target is directly behind a hex as During combat, a vehicle’s direct-fire weapons must be fired at
high or higher than the attacker’s hex. the same target. The vehicle’s missiles may engage the same target
or a different one, however. If a vehicle uses direct-fire weapons to
engage a target outside its forward arc, it may use only the direct-
fire weapons in the turret. Similarly, if a vehicle fires missiles at a
target outside of its forward arc, it may use only the turreted
missiles. It is possible to use hull-mounted missiles to engage a
target in the forward arc while the direct-fire weapons in the turret
engage a target outside of the forward arc, or vice versa.
For example, the Liberator has been struck on the right side For example, two 5-point laser shots and an MDC 8 hit the
by two weapons. The player makes one roll on the Hit Location front armor of a Horatius, The Horatius has a total of 80
Table. Because he fails a 7, both weapons hit the right side. On Armor Points on that side. The first laser hits in Column 3,
a result of 1 through 3, the turret would have been hit. and is marked off as shown in Diagram 1. The second laser hits
in Column 5. The MDC 8 hits in Column 6, and the damage is
marked off as shown in Diagram 3. The 2 points of armor
DAMAGE missing from Column 5 were hit by the second laser and are
lost, If the MDC 8 had hit in Column 5, the arrow for the MDC
Once a shot has hit its target and the hit location been 8 hit would be centered over Column 5 and lowered until it
determined, the exact type of damage taken can be calculated. reached an intact Armor box, This would have been in Row 7,
Each weapon is rated according to the amount of damage it does, as the laser shot removed the armor from the first six rows in
which varies according to the type of weapon or shell used. Each Column 5. This damage would have appeared as shown in
point of damage that the weapon inflicts will destroy 1 Armor Diagram 4.
Point or 1 Internal Component box of the target vehicle. Infantry
and buildings are damaged in a different manner, as described in
the appropriate section of these rules. Widowed Armor
During the Recovery Phase, each player should check his
Each weapon type has a different damage profile, as shown on the vehicles for widowed armor. Widowed armor is created when
damage template. Lasers penetrate deeply into armor, while an upper layers of armor are undercut by penetrating hits, as shown in
SMLM’s damage spreads out more laterally. the diagram below. Any such armor is also marked off even though
it has not been hit. Widowed armor is created when any block of
armor remaining on the Armor Diagram cannot trace a continuous
DAMAGE TEMPLATE path of Armor blocks to the bottom row. This path of Armor
blocks must connect at the side and/or top or bottom of the block,
The damage template is made up of die-cut diagrams showing
not on a corner, The following diagram illustrates several
the damage profile for each weapon in the game, except for lasers.
possibilities.
Each shape is labeled for weapon type and is centered by a small
arrow along the top of the shape. Lasers need no template, for their
damage simply descends down a column, The number of boxes
marked off is equal to the strength of the laser.
For example, a Liberator has a Thrust of 6. If its thrust Terrain Sensing and Reaction Circuits (TS&R)
were reduced by one-fourth, it would have a new Thrust of 5. When the TS&R system is lost, all terrain speed limits are
If its thrust were reduced by three-fourths, it would have a new reduced by 50 percent of the amount (round fractions up) indicated
Thrust of 2. for that vehicle. Note that there are two TS&R locations, Both
locations must be hit before the system fails.
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.
Helm
Helm damage means that it is no longer possible to steer the
grav vehicle. The vehicle cannot apply thrust and will continue in
its current direction until it strikes something. At that point, its
current velocity will be reduced to 0. If a Piloting Skill Roll is
necessary, the vehicle will strike the terrain on any die roll result of COMBAT IN THE SAME HEX
2 or more.
An enemy unit and a friendly unit may both occupy the same
Grav Drive hex. Resolve attacks against vehicles in the same hex as normal
The grav vehicle’s grav engine is hit and stops functioning. The and at a Range of 1.
vehicle may not move for the rest of the game and it may not The side attacked depends on the facing of the enemy unit at the
change facing. If the vehicle was moving when hit, it must time that the friendly unit enters the hex. If a friendly unit entered a
immediately ground at its current velocity and take any additional hex occupied by an enemy unit on the enemy’s left side, the enemy
damage. All other systems (shields and weapons) are still func- unit would be in the friendly unit’s front firing arc, and the enemy
tional. unit would have the friendly unit in its left firing arc.
Engine
The ground vehicle’s engine is hit and stops functioning. The
vehicle may not move for the rest of the game and it may not
change facing. All other systems (shields and weapons) are still
functional.
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.
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.
If all of the armor boxes on one level are destroyed, all levels
above it collapse and are destroyed. If the bottom level is
destroyed, then the whole building collapses and is destroyed.
Replace the building counter with a rubble counter. Rubble does
not block line-of-sight. Any infantry squad caught in a destroyed
level is totally eliminated. Units outside of a building that is
rubbled are not affected. The effects of rubbling a building take
Each Building Record Sheet shows a block that is 10 boxes high place at the End Phase of the turn.
by 40 boxes wide. Each row represents one of the building’s Infantry that is inside a building may fire. For line-of-sight
stories, numbered one through ten. When filling out the record purposes, consider the squad lobe at the elevation of the level they
sheet, the player should cross off any excess rows at the top. The occupy, plus the level of the hex.
building’s armor factor can range from I to 40, and that same value Larger buildings do provide some protection for infantry. While
is used for each story. The player should block out columns so that a squad occupies a building, it may not be fired upon directly. Only
each story consists of a row of boxes equal to the building’s armor the building can be attacked.
factor. When the player is finished, the Armor Diagram should be The infantry unit does not take damage until the last five armor
a rectangle that is as high as the building’s elevation and as wide as blocks of their level have taken damage. Whenever one of those
the building’s armor factor. five blocks is damaged, the damage value of the weapon system or
round is cross-referenced to the Infantry Damage Table, as normal.
MOVEMENT EFFECTS The building counters represent all of the buildings in the built-
up area. It is very easy to destroy one building, but an entire city
Vehicles are assumed to be moving through the streets and block is much more resilient. The randomness of the hit locations
alleyways in the building hex. Vehicles can never enter the represents the fact that multiple individual buildings must be
building. It costs 1 VP to move into a building hex, but the speed destroyed in order to significantly damage a city block. The hit
limit is lower than in open terrain, as shown by the Terrain Effects location procedure is not any reflection on the relative difficulty of
Table. targeting and destroying a single stationary building.
When dismounted infantry is in a building hex, the unit may
declare entry into the building instead of moving. An infantry unit
can enter at Level 1, 2, or 3. Once inside, the infantry squad can
only change one Elevation Level a turn.
An infantry squad can choose to exit a building from any level
rather than moving. When moving out of a building, a dismounted
infantry unit may not mount a vehicle until the next Movement
Phase. An infantry unit may also move up and down levels. Each
turn, the unit may move one level.
CENTURIONS
Strong and innovative leadership is necessary for the combat Players may not save Leadership Advantage Points for other
efficiency and effectiveness of any military unit. No matter how turns.
good the equipment or the training of the individual soldier,
without leadership an army is just rabble waiting to be swept away.
For example, the Renegade player has 3 Leadership
Advantage Points. Rather than using them to modify the
Initiative Roll, he saves them until his units are to be moved.
The Renegade player wins the Initiative and decides to be
Player A. On his turn to move the units of a platoon, he may
move one platoon as normal or elect to expend the 3 points to
pass on moving that platoon. If he passes, Player A may move
the passed platoon immediately after he has moved another
platoon later in the turn. For example, he might wait until
after moving his last platoon and then move the passed
platoon. He might also wait until midway into the movement of
his platoons, and decide to move the passed unit then.
LOSS OF CENTURION
Loss of the Centurion can, obviously, have disastrous results for
the Century. If a player’s Centurion is killed, knocked uncon-
scious, put out of communication, or has his vehicle destroyed, the
Leadership Rating for the Century is reduced to 0 and the
difference between the sides is recalculated.
Scattering
Artillery rounds that miss their targets are subject to scattering.
Roll 1D10 to determine in which direction the round goes and
consult the Scatter Diagram below. A die result of 1 - 6 means that
the round lands in the appropriately marked adjacent hex. If the
result is 7- 10, the round will travel one additional hex, which calls
for a second roll to determine direction. A second 7 - 10 die result
means that the round is another hex off in range. The player must
roll again to see where it lands. The round will detonate in the hex
where it lands, and will affect all units as normal.
AMA Rounds
Anti-Mine Artillery (AMA) rounds may be fired into a target
hex, per the General Artillery Rules. They send out a strong
gravitic pulse that detonates all the mines in one hex. All General
Artillery Rules apply. See Mines for further details.
HELL Rounds
The most deadly artillery round in use is the HELL round.
When a HELL round goes off, it releases enough gravitic energy to
cause an uncontrolled fusion reaction, This type of round is very
clean, leaving little tactically significant radiation, but it does turn
the topsoil to glass. It will also turn any type of terrain to clear
ARTILLERY ROUNDS terrain, and will literally melt the armor off vehicles. All General
Artillery can fire a variety of munitions. When an artillery Artillery Rules apply.
attack is plotted, the player should also determine the type of round If a vehicle is in the hex where a HELL round explodes, several
to be used. Note that some of the rounds affect both the target hex plagues will befall it. First, the vehicle is automatically grounded at
and the six adjacent hexes, while others require a special its current velocity, causing damage to the bottom. Second, all
modification to the General Artillery Rules. armor facings, except the bottom, take 100 points of damage,
minus the shield rating. Thus, if the front of a tank has a Shield
HAFE-I Rounds Rating of 70, and a HELL round goes off in its hex, the tank will
The HyperVelocity Airburst Flechette Explosive—Improved take 30 points of damage on the Front (100-70 = 30). A similar
(HAFE-I) round is designed to explode into thousands of small calculation is made for the Left, Right, Turret (using the front
flechettes, saturating the surrounding area with deadly, high-speed shields), and Stern Facings. Damage is applied in the same manner
fragments. Because the flechettes are too large to be stopped by as Grounding Damage.
shields, the shields do not reduce damage to vehicles.
All dismounted infantry squads are destroyed in the target hex,
as are all unshielded buildings and trees. There is no rubble, ON-BOARD ARTILLERY FIRE
Unoccupied craters are removed from the target hex. Artillery is always located offboard. When playing break-
The gravitic aftershock of the HELL round affects all grav through scenarios, however, it is possible for an artillery unit to
vehicles in the adjacent hexes. All such vehicles must make a die find itself overrun and on the defensive.
roll of 5 or less to avoid immediate grounding at their current Artillery weapons are normally variations on the gravitic
velocity. Tree hexes adjacent to the blast hex are reduced to rubble. cannon (GPA or GPE). The gravitic cannon uses phased gravity
Because combat is simultaneous, a woods or building hex that pulses to accelerate its projectiles along the length of its barrel.
is reduced to rubble by HELL rounds will still block LOS until the Thus, the cannon launches its munitions at very precise speeds and
end of the turn. trajectories, making its indirect fire accurate and fast. The system
Shielded buildings take damage from HELL rounds differently. is incapable of launching indirect fire at a range of less than four
The amount of damage that gets through the shield is calculated as kilometers, however.
for vehicles. Damage is marked off in rows, starting at the top of Treat all GPA or GPE weapon attacks against targets at a Range
the building and working down, left to right. of 20 hexes or less as a normal artillery attack, with a Base To-Hit
Infantry squads inside the building are destroyed by any Number of 7. The GPA/E cannot be fired indirectly at any target at
damage reaching the last five boxes of the level that they occupy. a Range of 20 hexes or less. These targets must be fired on directly
If multiple HELL rounds land in the same hex, their effects are from a valid LOS. All GPA/E attacks hit in the turn that they are
resolved separately. fired.
HELL round damage takes effect no matter what the vehicle’s The GPA/E may use any artillery round for its direct fire attacks
flight mode. except HELL rounds, which have a safety interlock that prevents
their being armed within one kilometer of the firing unit. HELL
Smoke Rounds rounds may only be used against targets at a Range of 6 or more.
An artillery attack can be used to lay a column of smoke three Except where noted above, use all other General Artillery Rules,
hexes long and one hex wide, centered on the target hex in any including Scattering.
orientation the attacker chooses. These rounds are fired in the End On-board artillery may not use Opportunity Fire.
Phase section of the turn. Use all the normal Smoke rules and
General Artillery Rules. COMBAT ENGINEERING VEHICLES
Crater Rounds Armies have deployed engineering vehicles for millennia to
Artillery may also be used to create blast craters in the ground facilitate the advance of combat troops. These vehicles serve to
to give vehicles and infantry some form of protection. A Crater clear obstacles that hamper the movement of friendly troops, open
round landing in a hex digs a crater in the same manner as a pathways through minefields, and create fortified positions. Even
digging charge, providing hull-down protection for vehicles and with the introduction of grav vehicles, specialized combat engi-
infantry. A Crater round uses all the General Artillery Rules. neering vehicles still play an important role in a Legion’s success.
Engineering vehicles are standard grav vehicles with some of
GLAD Round their offensive weaponry replaced by specialized engineering
The Guided by Laser, equipment.
Artillery-Delivered round If a vehicle has an engineering attachment, it is considered to be
(GLAD) requires a painted an engineering vehicle and may perform any or all of the following
target during the turn of the activities, in addition to its normal movement and combat.
attack. All other General
Artillery Rules apply, CLEARING TREES
except that a missed round An engineering attachment normally includes a planar laser.
does not scatter. On the turn The planar laser consists of two projectors that create a continuous
the GLAD round arrives, the sheet of coherent light in a gap between them. The sheet is capable
painter must have of cutting through most trees.
successfully painted a The player may tun the planar laser on and off as desired during
vehicle in the target hex or the engineering vehicle’s movement. The vehicle pays normal VP
in any of the adjacent hexes. for moving through terrain, but if the engineering vehicle is
If there is no painted operating at NE, it will cut a path through any woods hex through
target, the GLAD round will which it travels. No path is cut if the vehicle does not leave the
attack any unpainted vehicle hex, however. The player should place a path counter down on the
in the target hex, at the woods hex to indicate this. The path is aligned to face the same
attacker’s choice. direction that the engineering vehicle took through the hex.
GLAD attacks are handled For the remainder of the game, grav vehicles may treat the
as normal missile attacks. cleared woods hex as though it had a road through it. All other
The Base To-Hit Number is 9, modified normally for terrain, vehicles and dismounted infantry treat the hex as a normal heavy
shields, and painting. or light woods hex.
If the GLAD misses, it hits the ground with no damage. When a
GLAD hits a vehicle, it will most often hit the stem or the turret
since it is making a top-down attack. See the GLAD Hit Location
Table.
CLEARING MINEFIELDS
Minefields may be cleared only by engineering vehicles
traveling at NP. The engineering attachment sends out a combi-
nation of gravitic and magnetic pulses that detonate the mines
harmlessly to create a safe pathway through the minefield. Some of
the mines in the field are set to detonate after a delay of a few
seconds, however, in order to knock out any engineering vehicles
attempting to clear the field.
When an engineering vehicle enters a mine hex, hidden or
otherwise, at NP, the player rolls the die. On a result of 9 or less,
he succeeds in clearing a pathway through it. A path counter is laid
down and aligned to the vehicle’s direction of travel, just as in
cutting a pathway through trees. The pathway is not laid down
until the vehicle moves through the hex, however. If the vehicle
ends its movement in a mine hex, the roll to clear a pathway is
made, and any minefield attacks are resolved. It is only after the
vehicle moves out of the minefield that the path counter is placed
down.
If the player had rolled a 10, the engineering vehicle would be
attacked by a mine as normal.
Any unit that moves along a cleared pathway will not be
attacked by the hex’s mines. Any unit that does NOT travel along
the path is subject to normal minefield attacks.
DIGGING CHARGES
Vehicles with an engineering attachment are equipped with
double the number of cratering charges (eight instead of four). The
Below are rules to use installations both in Centurion and
charges are used with digging cannons in the usual manner. To
Interceptor.
keep track of the extra charges, players may use the Infantry
TVLG Missile boxes on the record sheet.
INSTALLATION TYPE
The engineering attachment is treated as a normal weapons
Four typical defensive installations are described below. For
system, except that it must be mounted in the hull and it takes up
Centurion/Interceptor purposes only the point/ground defense
one space in Hull 1 and one space in Hull 2.
weapon systems are described. A typical ground-based space
defense system would have multiple numbers of these installations
and would also control massive arrays of lasers for use against
orbiting capital ships. These laser arrays, or bays, are incapable of
engaging ground forces and so are disregarded.
An installation takes up one hex, and is treated as a building for An installation’s turreted Gauss cannons may not fire into the
movement and line-of-sight purposes. Its shield generator creates a Interceptor map. Laser weapons may only fire at targets in the
shield over its own hex and the adjacent hexes. The installation’s atmosphere or the atmosphere/space interface. HELL missiles may
point defense weapons are mounted in a turret elevated on a pylon be used against targets in the atmosphere, in the interface, or in
sufficiently high to be twenty meters taller than the terrain in the space, as long as the target is in the installation’s firing arc.
surrounding hex.
At least three infantry squads are assigned to any installation. Shields
The following table shows some of the most common installations The shields of a defensive installation protect the buildings both
used in this game. in the installation’s hex and in the adjacent hexes. Rather than
projecting a hemispherical bubble (a technological impossibility
INSTALLATION TABLE because of the scale), the installation generators are connected to
Type Turret Weapons Missile Shield* individual shield projectors on each building. Thus, the streets and
Launchers alleyways are normally unprotected.
1 Two 7.5/6 Lasers, 1 100 When firing at a building hex protected by a defensive
200mm Gauss Cannon installation’s shield, the to-hit number is modified by the defensive
2 Two 200mm Gauss 2 100 installation’s shield factor. Vehicles and dismounted infantry not
Cannons, 7.5/6 Laser inside the building do not get this advantage. They do receive the
3 Two 200mm Gauss 3 100 terrain modifier for being in a building hex, however.
Cannons, Vulcan-3
4 Vulcan-4, Two 200mm 4 100 DAMAGE
Gauss Cannons The hit location of any successful attack against a defensive
*Interceptor players may use variable shields instead. The typical installation is resolved in the same manner as for a building.
installation has 1,600 Power Points available to it. Installation However, any hits that strike the upper level hit the turret.
shields require seven times the normal power. Damage to the installation’s lower levels is also resolved per
the Building rules. Hits to the turret are resolved as normal turret
INSTALLATION RECORD SHEET hits. Destruction of any of the levels results in destruction of the
The defensive installation building has an Armor Factor of 40 turret but not of the shield generators or the missile launchers. The
and is topped by a turret with 100 Armor Points. The Defensive shield generators and missile launchers are only destroyed when
Installation Record Sheet is essentially a building record sheet the bottom level is destroyed.
combined with the turret section of the vehicle record sheet. The If an enemy infantry squad occupies the bottom level of the
player should fill out a record sheet for each installation in the installation and there is no friendly squad present on that level, the
normal way. The height of the installation is one level higher than shield generators and missile launchers may be destroyed. If the
the height of the surrounding hexes. squad spends one turn without moving or firing, the installation’s
missile launchers are destroyed. In the next turn when they do not
MOVEMENT move or fire and still occupy the bottom floor, the installation’s
Installations may not be moved nor change facing during the shield generators are destroyed.
game. For all movement purposes, ground units should treat the
installation as a building. TURRET INTERNAL COMPONENT DAMAGE AND
EFFECTS
COMBAT If the installation’s turret armor is penetrated, its internal
Except where noted, all rules governing Combat also apply to components may be damaged. Internal component damage is
installations. recorded and resolved as normal.
SKILL IMPROVEMENT
It is assumed that actual combat will improve the skill of the
troops in a Century, but the loss of seasoned troops can also reduce
the unit’s overall effectiveness. A Century receives replacements
that are one quality grade less than that of their Century. That is,
Elites get Regular replacements, and Regulars get Green
replacements. As long as a Century has not lost a majority of its
personnel, however, these new troops are quickly assimilated and
the skill of the unit as a whole is not impaired.
In a campaign game, players should start their Century at
Regular status and use the following rules to upgrade or degrade
the unit.
To go from Green to Regular, the Century must destroy nine
enemy vehicles or full infantry squads (no fractions). This kill tally
can be achieved in more than one battle, but once the advancement
is made, the count starts back at 0 again for the next promotion.
To go from Regular to Green, the Century must have lost 50
percent or more of its total personnel (equal to (3 x the number of
vehicles) + (8 x the number of infantry squads)) in one engage-
ment.
To go from Regular to Elite, a Century must destroy 27 enemy
vehicles and full infantry squads (no fractions). This total can be
achieved in more than one battle.
For movement purposes, a smoke hex halves the normal speed To go from Elite to Regular, a Century must have lost 30
limit of the terrain it covers (with fractions rounded up). This percent or more of its total personnel in one engagement.
reduction only affects grav vehicles that arc operating in NF mode
or TTF. Grav vehicles in LAF mode are unaffected. Smoke has no
effect on the speed of ground vehicles or dismounted infantry. In one battle, a Green Century knocks out twelve enemy
Smoke is treated as heavy woods for LOS and combat purposes, vehicles and four full infantry squads. They lost eight vehicle
giving vehicles occupying the smoke hex a -2 To-Hit Modifier and crew members and twelve infantrymen, or over 60 percent of
blocking LOS through the hex. Because smoke only rises to a their strength. The Century advances to Regular status
height of twenty meters, a vehicle at higher elevation can fire over because of the number of casualties that it inflicted on the
it with no effect, as though it were a woods hex. enemy, but it is reduced back to Green because of the level of
A vehicle firing a cratering charge will immediately dissipate its losses. Because the Century did advance, its count starts at 0
any smoke in the hex. again when it next takes part in a battle. If the Century had
lost only twelve personnel, it would have advanced to Regular.
MORALE CHECKS THOR SATELLITE SYSTEM
In most cases military units do not fight to the last man or A Thor satellite can be deployed by specialized patrol craft or
vehicle. Combat losses might result in an infantry squad or vehicle ground launchers. Once in orbit, the satellite can receive fire
having its morale broken and running from the battlefield without missions from ground commanders and respond by dropping
orders. The following rules simulate this situation. depleted-uranium javelins that accelerate via the planet’s gravity.
Whenever a vehicle takes damage to its internal structure (other As the javelins fall toward the battlefield, they pick up enormous
than damage to the ballistic protection), the controlling player must kinetic energy. When close to the ground, they start to seek
make a morale check for the troops in the vehicle by rolling 1D10. radiation sources, aiming themselves toward them. When a javelin
If the result is higher than the troops’ Morale Number (see Troop hits a vehicle, it punches a hole deep enough to kill most vehicles.
Morale Table), that vehicle is forced to withdraw, If there is no Javelins do no damage to woods. nor can they be used against
current commander, the Leadership Rating is 0. As always, a 10 is dismounted infantry. A building hit by a javelin will most likely be
a failure. destroyed. Because Thor systems are so destructive, they are
Dismounted infantry start to make morale checks after the third targets for any Interceptors in the area and often become the center
casualty. Withdrawing dismounted infantry may not recombine of orbital battles. A Thor mission can normally be called for only
with other squads. during a limited time in the battle, depending on the scenario.
It takes three turns to call in a Thor fire mission. One Thor fire
TROOP MORAI.E mission consists of three javelins, each going for a different target.
Troop Quality Morale Number When the mission arrives, the player can designate any three
Elite 9 + Commander’s Leadership Rating enemy vehicles or buildings as targets. Dismounted infantry may
not be targeted by Thor javelins. A player may allocate more than
Regular 6 + Commander’s Leadership Rating
one javelin to a target if he wishes.
Green 3 + Commander’s Leadership Rating
Because Thor javelins are equipped with independent targeting
devices. friendly units do not need a LOS to the target at the time
WITHDRAWAL of launch or when the javelins arrive.
Withdrawal begins during the Movement Phase of the next turn. Once the targets are selected, the player must make a die roll of
The current turn may be completed normally. Beginning the 6 or less to hit the target. Javelins that miss their target will scatter,
following turn, any unit forced to withdraw must exit as quickly as per the Scattering rules. p. 36.
safely possible toward friendly lines. Grav vehicles will continue Thor rounds that miss their target scatter as normal. but will not
to increase their velocity at Maximum Thrust to 20. The player attack vehicles in the hex where they scatter. Buildings in the
may take the vehicle to TTF or LAF at his discretion. A scatter hex are automatically hit, however.
withdrawing unit may fire only at units that attempt to paint them Because javelins are seeking radiation sources, they use the
in the current turn or have attacked them during the last turn. They GLAD Hit Location Table.
may not paint or spot for artillery or fire their missiles indirectly. The damage template for a Thor javelin is a straight vertical
Withdrawing vehicles may not mount or dismount infantry. column three blocks wide and 15 blocks deep.
Withdrawing infantry may not mount vehicles.
NAVAL FIRE SUPPORT
ORBITAL FIRE SUPPORT
A ground Legion’s worst nightmare is that of devastating fire
raining down from unmolested enemy naval units. In combination
with friendly ground units, uncontested capital ships can spell
doom for enemy ground forces. Loss of local space superiority
quickly puts a planetary commander on the road to defeat.
Orbiting capital ships can be used in a Centurion game in a
manner similar loan artillery fire mission, but with much greater
effect. The scenario should define the type of ship that is available
for support along with the turns that it can deliver any such fire. A
naval fire support mission is assigned in the same manner as an
artillery fire support mission, but availability is normally limited to
a window only a few turns long. Each class of ship can make two
types of attacks, using one armor of its laser bays or a missile
attack, if allowed by the scenario. Each type of ship to be used and
the types of attacks it can make are also specified before the start
of the game.
COMBAT
Depending on the situation, the ships represented in Inter-
ceptor can make a number of different types of attacks against the
combat vehicles found in Centurion. Rules for each type of attack
are given below.
Stand-Off Attacks
Return Fire
Rather than entering the Centurion hex to attack units at TTF
A fighter or patrol craft making a ground attack is vulnerable to
or NF, Interceptors can remain in atmosphere and fire SSS missiles
fire from all ground units except dismounted infantry. A unit tiring
at painted enemy targets. This requires that the target be painted in
at a fighter may not engage any other targets for the remainder of
the turn that the missile is fired, as well as during the turn that the
the Combat Phase. Internal damage from return fire takes effect at
missile enters the Centurion hex, If the target is not painted when
the end of the Combat Phase.
the missile enters the board, the missile does not hit.
For LOS purposes, fighters are treated as grav units operating at
If the missile is fired normally, it travels as normal until it
LAF. They may be engaged by any enemy weapons that are within
moves into the Centurion hex, If its original target has been
range. They may be painted, and lose their shield factors to all
painted this turn, then the missile will make its attack during the
attacks.
Offboard Artillery resolution segment of the Combat Phase.
The range for dive-bombing attacks is the distance from the
Damage location is resolved like a GLAD round against the top of
target hex to the firing unit. The fighter’s facing is important
the target, using the GLAD Hit Location Table, p. 37, and the SSS
because it will determine whether other ground-fire enemy units
damage profile. The missile maybe intercepted by a Vulcan system
will fire at the front, sides, or stern of the attacking fighter.
per the normal missile attack rules.
The base to-hit number against a dive-bombing craft is modified
DFM and TGM missiles may not be used in this manner.
per the Centurion rules for Shields and per the Interceptor rules
for Angle of Attack and Hit Location. The unit in the target hex is
ATTACKING FIGHTERS FROM THE CENTURION
assumed to be firing at the front of the fighter with a -l modifier to
BOARD
fire.
Defense installations and specialized air defense grav vehicles
Return fire against Strafing craft is handled in a manner similar
may engage fighters and other craft that are not directly attacking
to Opportunity Fire. As the fighter moves, the defending player has
the Centurion board. Use the Interceptor rules to resolve all such
an opportunity to declare fire and shoot at the fighter with any
attacks. Unless otherwise specified by the scenario, use Gunnery
units in range. When the attacking player declares that the strafe
Skill 4 for the installation and air defense vehicle gunners.
has ended, the defending player may attack with any unfired units.
During the Interceptor Combat Phase of the sum, a defense
All painting attempts must be made prior to the fighter starting its
installation or grav vehicle mounting an air defense system can
strafing run.
launch HELL or SSS missiles at any fighter in its firing arc (see
For strafing attacks, the range is the distance between the
Installations) per the Interceptor missile rules. A Lock-On Roll
fighter’s current location and the firing unit. The current location
of 4 or less is needed to successfully launch each missile
of the fighter determines if the ground fire attacks the front, sides,
attempted, and a maximum of five missile launches per turn can be
or stern of the fighter.
attempted by each installation or air defense vehicle.
The base to-hit number against a strafing craft is modified per
If the missile launch is successful, a counter is placed on the
the Centurion rules for Shields and per the Interceptor rules per
Centurion hex of the Interceptor mapsheet. During the next turn
Angle of Attack. Hit Location is determined according to the
the missile will accelerate normally and attempt to engage its target
Interceptor rules.
per the Interceptor rules. The missile’s acceleration rating has a -1
A player whose vehicle is well within the minimum strafe
modifier until the missile climbs out of the planet’s gravity well.
corridor would gain an advantage by holding his fire until the
strafing craft has passed over him, allowing him to fire at the rear
of the craft with an Angle of Attack Modifier of 0.
Lasers may also be used to attack fighters from the Centurion Unless the satellite takes damage, the heading and velocity
mapsheet, but can only engage targets in the atmosphere or the never change.
atmospheric interface. Lasers are fired during the Interceptor The satellite moves after all fighters have completed their
Combat Phase. Combat is resolved as for the normal Interceptor movement, but before the missiles are moved. If its orbital controls
rules, including range and damage attenuation for the class of laser and power plant are operational, the pull of the planet’s gravity
used. Ballistic weapons, including TVLG and SMLM, cannot will not affect it.
engage targets on the Interceptor map. If the orbital controls or power plant are temporarily shorted
Air defense vehicles that engage fighters cannot fire at targets out, the satellite will fall one hexrow down toward the planet, yet
on the Centurion mapsheet. If a defensive installation fires its maintain its heading and velocity of 4 and 2. Thus, if the satellite is
turret-mounted lasers at targets on the Interceptor mapsheet, it on Hex 1803 when its orbital controls short, it will move so Hex
cannot fire any turreted weapons at targets on the Centurion 1903 rather than to 1804 in the next turn.
mapsheet. If either the orbital controls or power plant is destroyed, the
satellite will be affected by gravity as normal, falling toward the
THOR SATELLITES planet until it strikes the atmospheric interface and is destroyed.
Rather than arbitrarily assuming that one side or the other has Thor Combat
an operable Thor satellite system, the players may decide to place The Thor satellite is considered to be a normal fighter target for
the satellite on the Interceptor mapsheet, making it vulnerable to combat purposes. The bow of the satellite is always pointed toward
attacks by both Interceptors and ground-based systems. its heading. Damage is calculated normally, and the effects of
internal damage are taken as above. Destroyed and shorted
Thor Record Sheet weapons results will always be applied to non-depleted javelin
A Thor Record Sheet is provided below. Damage against the hard points or to the ECM pod.
Thor system is resolved as normal fighter damage. Effects from The Thor satellite has ten hard points. Nine of them mount a
internal damage are described below. cluster of three Thor javelins (one fire mission’s worth), and the
tenth contains an ECM pod. One javelin cluster per turn may be
Computer launched. Once all nine clusters have been launched, the satellite
Transponder: Per Interceptor rules. may no longer be used for Thor fire missions.
Long Range Sensors: -1 To-Hit Modifier for all Thor attacks. Thor clusters are launched during the Missile Fire Phase of the
Scanner Systems: -1 To-Hit Modifier for all Thor attacks. turn. They may only be launched against ground targets. No lock-
Main Weapons Control: Per Interceptor rules. on roll is needed, but the satellite must be inside the firing arc, as
Auxiliary Weapons Controls: Per Interceptor rules. described below.
Comm System: No Thor missions may be launched in the next
turn.
Weapon Systems
Target Locking Circuits: -1 To-Hit Modifier for all Thor
attacks.
Target Tracking Circuits: -1 To-Hit Modifier for all Thor
attacks.
Range-Finder Circuits: -1 To-Hit Modifier for all Thor
attacks.
Weapon Short: Per Interceptor rules.
Massive Weapon Short: Per Interceptor rules.
Weapon Destroyed: Per Interceptor rules.
Fire Computer: -1 To-Hit Modifier for all Thor attacks.
Orbital Controls
OC Short: The orbital controls short out and are inoperative for
one turn. Satellite moves one hex closer to the planet.
OC 1/4, 1/2, 3/4: Orbital control hit. No effect until OC Once a Thor cluster is launched. it is placed on the map one
destroyed. hexrow below the satellite. Its velocity is 1. In the second turn, its
OC Destroyed: Satellite orbital controls are no longer func- velocity is 2 and it must move two hexes toward the battlefield
tional. Satellite moves one hex closer to the planet each turn. hex, staying within the firing arc. On Turn 3, it must move three
Engineering hexes: on Turn 4, four hexes, and so on. Like a missile, the Thor
Plant Hit 1/4, 1/2,3/4 Down: Power plant hit. No effect until cluster must travel the shortest distance possible to its target. The
plant destroyed. Thor cluster attack on ground targets is resolved on the turn that it
Plant Destroyed: Satellite destroyed as plant explodes. enters the battlefield hex. (Note that the lag time for receiving the
Power Coupling Hit: Same effect as OC Short. Thor attack on the ground is based on which row is the satellite’s
Shield Short: Per Interceptor rules. starting point. The basic game assumes that the satellite is set up
Shield Destroyed: Per Interceptor rules. on the l9xx row, causing the Thor cluster to strike the ground three
Shield Power Converter: Per Interceptor rules. turns after launch.)
The Thor cluster attack is resolved normally, but damage to the
Superstructure
Per Interceptor rules. satellite’s targeting or sensor equipment at the time of launch will
reduce the to-hit number for each separate javelin. Thus, if target-
locking circuits were out at the time of launch, each javelin would
Satellite Movement
The Thor satellite system operates in low orbit over the planet. need a 5 to hit its target rather than a 6.
It is normally deployed to enter the Interceptor map at Map 2 Hex
1901 with a heading of 4 and a velocity of 2, moving right to left
across the map. This places it just above the atmosphere interface.
The controlling player may now place it anywhere on the xx01
column of Map 2 at any velocity of his choice. The heading is still
4.
INTEGRATING INTERCEPTOR, a squadron- (or larger) size unit of Interceptors from one of his
capital ships in the Leviathan Launch and Recovery Phase.
LEVIATHAN, AND CENTURION To launch fighters, the appropriate Leviathan fighter counter is
placed in any hex the capital ship currently occupies. A capital ship
It is possible to integrate all three Renegade Legion board
may launch any or all of its fighters in one turn. No fighter counter
games into one massive game. It is not simple, however, because
being launched may move or attack until the next turn, but it may
an Interceptor hex is one-fifth the width of a Leviathan hex and
be attacked.
75 times the width of a Centurion hex. Roughly speaking, 25
The next turn, the fighter moves in the Leviathan Movement
Interceptor hexes represent one Leviathan hex, and two
Phase.
Centurion maps represent one Interceptor hex. In addition,
Leviathan turns last five minutes, while Interceptor and
MOVING BETWEEN LEVIATHAN AND INTERCEPTOR
Centurion turns last just one minute.
BOARDS
If a fighter counter ends its Leviathan movement in one of the
hexes corresponding to the Interceptor board, the fighters it
represents may move to the Interceptor board and begin acting
during Interceptor phases. For example, a fighter counter that
ends the Leviathan Movement Phase in Hex 0603 on Leviathan
Map 2 may announce it is moving to any of Hexes 2212 - 2214,
2311 - 2314, 2412 - 2414, 251l - 2514, or 2612 - 26l4 on Intercep-
tor Map 2.
One Interceptor counter may be placed on the Interceptor
board for every six fighters in the Leviathan unit. (The Intercep-
tor board represents just a slice of the three-dimensional action.
The other fighters are engaged elsewhere in the area.) For example,
a squadron of six Gladius fighters enters the Interceptor hexes.
One Gladius Interceptor counter is placed on one of the
corresponding hexes on the Interceptor board. If the unit has more
RULES than one type of fighter, randomly select which fighter(s) appears.
In general, all movement and combat is conducted and resolved If a damaged squadron moves from the Leviathan board to the
according to the rules printed in the Interceptor, Centurion, and Interceptor board, roll 1D10. On a 1 - 5, a fighter appears on the
Leviathan rulebooks. Any exceptions are noted in this section. Interceptor board. On a 6 - 10, all surviving fighters in that
squadron are engaged elsewhere.
TURN SEQUENCE If a damaged flight or group moves from the Leviathan board to
The turn sequence for integrated the Interceptor board, divide its remaining Armor boxes by 6 and
Leviathan/Interceptor/Centurion scenarios is as follows: round up. That number of fighters appears on the Interceptor
A. Leviathan Initiative Phase board.
B. Leviathan Movement Phase Keep track of which fighters are from which Leviathan unit. If
C. Spotting Phase a fighter leaves the Interceptor board without returning to the
D. Five full Centurion/Interceptor game turns Leviathan board, or if it is destroyed, mark off 6 Armor boxes on
1. Centurion Initiative Phase its Leviathan record sheet. If a fighter is able to return to the
2. Centurion Movement Phase Leviathan board, even if it is badly damaged, its Leviathan record
3. Interceptor Initiative Phase sheet is unchanged.
4. Interceptor Movement Phase Only fighters may move between the Leviathan and Inter-
5. Interceptor Combat Phase ceptor boards. Units on one of these boards may not fire at units
6. Centurion Combat Phase on the other board. (However, units on either board may interact
7. Centurion End Phase with units on the Centurion board, as per the integration rules in
E. Leviathan Launch and Recovery Phase the Leviathan and Centurion rulebooks.) Movement from the
F. Leviathan Combat Phase Leviathan board to the Interceptor board is announced at the end
of the Leviathan Movement Phase. Movement from the
BOARDS Interceptor board to the Leviathan board is announced at the end
The accompanying diagrams show how the three boards of the Interceptor Movement Phase.
overlap. As usual on the Leviathan board, Hex Row 01xx is the
ground, Hex Row 02xx is the atmosphere, and Hex Row 03xx is FIGHTER GROUND MISSIONS
the atmospheric interface. Leviathan fighter units may be designated as ground-support
The Interceptor board overlaps the bottom center of the missions. In this case, the entire unit’s Missile Attack Factor
Leviathan board, between Leviathan Hexes 0612 (Map 1) and becomes 0, its hard points being loaded with ground-attack
0603 (Map 2) and below. As usual on the Interceptor board, Hex munitions. Fighter units wishing to engage in ground attacks must
Row 0lxx is the ground, Hex Rows 02xx-06xx are the atmosphere, move from the Leviathan board to the Interceptor board as
and Hex Row 07xx is the atmospheric interface. described above, and then to the hex representing the Centurion
On both the Leviathan and Interceptor boards, the Centurion board. If a player intends to allocate a unit of fighters to ground
board is Hex 0114. support, he must decide what type of ground-attack ordnance the
unit is carrying before play begins. No more than 10 percent of the
LAUNCHING FIGHTERS total ground-attack ordnance carried by fighters can be of the
All Interceptors begin the scenario aboard their respective HELL variety.
capital ships. In order to deploy Interceptors, a player must launch
SCENARIO DESIGN
Designing balanced scenarios is a difficult task. Giving both Only one player may start with his forces on the map. A player
sides the same numbers and types of vehicle is one way to ensure does not have to spend all of his Scenario Points.
that a game is fair for both players, but it does take away some of When the game is over, the players add up their Victory Points,
the flavor of the game. Players may design their own scenarios as follows:
using the following method.
Achieving the Objective 75
SCENARIO POINTS Each Enemy Vehicle Destroyed Scenario Point Value
Unspent Scenario Points 1/Unspent Point
First, the players choose who will play TOG and who will play
the Commonwealth/Renegade side. Then they lay out the A vehicle is counted as destroyed only if it suffers an
mapsheets in a manner agreeable to both. One of the maps (or a ammunition explosion or if a hit is recorded in the Vehicle
prominent geographical point such as a city or hilltop) should be Destroyed box in its Internal Systems Diagram. A dismounted
declared the objective. Players then decide upon the length of the infantry squad is destroyed if it suffers five or more casualties.
game, the criteria for taking the objective, and on which side of the
map each force will begin. If desired, one player may set up his VICTORY LEVELS
forces on the map, while the other player enters from a particular
direction off the map. Victory Levels are determined by dividing the highest score by
Both sides should start with the same number of Scenario the lowest score, and consulting the Victory Table.
Points (150 t0 300 points per side is suggested). The players spend
Scenario Points to build their forces. VICTORY TABLE
The Scenario Point Values for various units are given below. Ratio High-Scoring Low-Scoring
Player Player
SCENARIO POINTS TABLE 3+ Decisive Victory Decisive Defeat
Unit Scenario Point Cost 2 - 2.99 Substantial Victory Substantial Defeat
Vehicles Cost/1 00,000 (fractions 1.5 - 1.99 Marginal Victory Marginal Defeat
rounded up) 1.49 or less Draw Draw
Bounce Infantry Squad 2
Offboard Artillery 30/Fire Mission
Thor Mission (per turn available) 10
Naval Fire Support Damage Factor/Fire
Mission/Turn
Setting Up On Objective 75
Hidden Minefields* 10
Craters Starting on Map* 5
Defensive Installations (any 100
type)*
Fighters 2 x (Cost/l00.000)
*Only one player
VEHICLE CONSTRUCTION
The grav vehicles described in this game are the most common The player decides that the grav vehicle will have a 1,500-
ground combat vehicles used by the TOG and Commonwealth rated power plant. That engine has a mass of 28 and costs
Legions. Future recognition manuals and data supplements will 375,000 talents. These numbers are written down in the Engine
describe other models. Players wishing to design their own section of the construction worksheet.
vehicles can use the following construction rules.
ADD CREW, TARGETING, AND INFANTRY The vehicle now has a total power usage of 408 and a mass
COMPONENTS of 267. This leaves it with 1,092 in excess power (1500-408).
Dividing this by the mass gives the vehicle a Thrust of 4.08, or
Each vehicle has a crew compartment that weighs one ton and 4 when rounding down for a fraction less than .5. Total cost is
utilizes 1 Power Point. 1,404,750 talents.
Each vehicle has targeting, sensing, and communication
systems that weigh two tons and utilize 2 Power Points.
Any vehicle may he designed to carry infantry. To mount a FILL OUT VEHICLE RECORD SHEET
squad of infantry, a vehicle must allocate eight tons and 8 Power
Points. The final step in vehicle construction is to fill out a record sheet for
The total cost of adding crew, targeting, and infantry is equal to the newly designed vehicle. The procedure is the same as that
100 times the mass of each component. described in Fill Out Record Sheets
LASERS
Type Max Damage Range Power Mass Cost
1.5/1 2 20 2 2 24,000
1.5/3 4 20 5 5 60,000
1.5/4 5 20 7 7 84,000
1.5/5 6 20 8 8 96,000
1.5/6 7 20 10 10 120,000
3/6 8 20 15 15 180,000
5/6 9 20 19 19 228,000
7.5/6 10 20 23 23 276,000
OTHER WEAPONS
Types Max Damage Range Power Mass Cost
MDC
MDC 8 T 20 6 24 168,000
MDC 10 T 20 11 42 250,000
MDC 12 T 20 12 46 300,000
Gauss Weapons
200 mm 9 10 6 528,000
HEAP T 15
APDS T 15
150 mm 5 66 330,000
HEAP T 15
APDS T 15
100mm 4 47 234,000
HEAP T 10
APDS T 10
H.H. T 10
50mm 3 43 216,000
HEAP T 6
APDS T 6
H.H. T 6
25mm 1 14 67,500
HEAP T 6
APDS T 6
H.H. T 6
Other Systems
SMLM (l) T 10 0 3 10,000
SMLM (2) T 10 0 6 20,000
TVLG (2) T 6 0 3 10,000
TVLG (4) T 6 0 6 20,000
TVLG (6) T 6 0 9 30,000
TVLG (12) T 6 0 18 60,000
Vulcan-l S 0 5 5 20,000
Vulcan-2 S 0 8 8 30,000
Vulcan -3 S 0 12 12 46,000
Vulcan -4 S 0 15 15 60,000
AP Laser S 3 5 5 60,000
IWF 9 T 3 NA NA
IWF 7 T 3 NA NA
IWF 3 T 3 NA NA
IWF 1 T 3 NA NA
Engineer S NA 30 30 150,000
Attachment*
GPA/E** S 500”’ 18 112 1,056,000
* See Combat Engineer Vehicles
** See Artillery rules
SHIELD TABLE
Flicker Rate Power Mass Cost Flicker Rate Power Mass Cost
10 1 2 5,000 80 96 2 40,000
20 2 2 10,000 90 182 2 45,000
30 4 2 15,000 100 264 2 50,000
40 6 2 20,000 110 528 2 55,000
50 12 2 25,000 120 1056 2 60,000
60 24 2 30,000 130 2112 2 65,000
70 48 2 35,000 140 4228 2 70,000
ENGINE TABLE
Rating Mass Cost Rating Mass Cost
50 1 25,000 1300 20 650,000
100 1 50,000 1350 22 675,000
150 1 75,000 1400 24 700,000
200 1 100,000 1450 26 725,000
250 1 125,000 1500 28 750,000
300 1 150,000 1550 30 775,000
350 1 175,000 1600 32 800,000
400 1 200,000 1650 34 825,000
450 1 225,000 1700 36 850,000
500 2 250,000 1750 38 875,000
550 3 275,000 1800 40 900,000
600 4 300,000 1850 42 925,000
650 5 325,000 1900 44 950,000
700 6 350,000 1950 46 975,000
750 7 375,000 2000 48 1,000,000
800 8 400,000 2050 50 1,025,000
850 9 425,000 2100 52 1,050,000
900 10 450,000 2150 54 1,075,000
950 11 475,000 2200 56 1,100,000
1000 12 500,000 2250 58 1,125,000
1050 13 525,000 2300 60 1,150,000
1100 14 550,000 2350 62 1,175,000
1150 15 575,000 2400 64 1,200,000
1200 16 600,000 24S0 66 1,225,000
1250 18 625,000 2500 68 1,500,000