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.

DAMAGE TEMPLATE The damage template is made up of die-cut diagrams showing the damage profile for each weapon in the game.RECORD SHEETS Grav Vehicle Record Sheets squad. An ‘S’ means that the weapon is used in a special manner. and so on. 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. a roll of 1 is an automatic success and a roll of 10 means automatic failure in this game. Location. The use and effects of each of these areas are explained in the Combat and Damage sections of the rules. The Armor Diagram shows how much armor each section of the vehicle has. Weapons information is recorded in the Weapons Tables located in the lower-left section of the form. divided by 10. along with the section’s shield factor. as described later in the rules. Damage. 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. and is represented by a ‘T’ in the Damage box. It is the same as the Grav Vehicle Record Sheet. and the Velocity Record Track is eliminated along with the Shield Factor boxes. Each record sheet may be used to record the information for any grav vehicles and infantry assigned to a platoon. Unless otherwise noted. Players record the maximum thrust for the vehicle here. Each sheet includes three separate records to represent three individual vehicles. It is used to mark off weapon damage on a target’s armor and internal structure. The Shield Factor is the vehicle’s Shield Rating for that section. except that the Internal Systems blocks are laid out differently. The Velocity Record Track is used to record the vehicle’s velocity at the end of each turn. To the right of the Weapons Tables is a box for recording any tiring modifiers due to targeting computer hits. the weapon’s damage profile is on the template. The Maximum Thrust box is located below the Velocity Record Track. It is simply an Armor Diagram showing the current status of each level of the building. To succeed in actions such as hitting a target. Ground Vehicle Record Sheets Conventionally powered ground vehicles have a specialized record sheet. and is located along the right-hand side of the form. except lasers. if an infantry squad is assigned to the vehicle. Below the Fire Modifier boxes are locations for recording the number of smoke and digging charges the vehicle has. A number in the Damage box indicates that the weapon is a laser. DIE Centurion uses a ten-sided die (1D10). with 0 representing 10. In most cases. whose sides are numbered from 0 to 9. the player must roll a die result less than or equal to the modified to-hit number for the action to be successful. the rules generally indicate a modified to-hit number. 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. and Maximum Range. Immediately below the Armor Diagram are the internal systems of the vehicle. The box marked “0” is for recording the vehicle’s velocity at the start of the game. the number of TVLG missiles or mortars the squad has. No matter what the circumstances. avoiding a tree. Finally. the player fills out the Infantry Squad Table. Boxes are provided to record the weapon’s Type. A laser destroys a vertical column of armor boxes equal to its damage number. Up to eight weapon systems may be mounted on a vehicle. . and its Movement Points (MP).

It is best to use a pencil. This can be done randomly. game stats and descriptions of grav vehicles. the Viper has a Maximum Thrust of 8 points. along with three infantry squads. They should then choose sides and fill out record sheets for each unit to be used in the battle. From that point on. The sides and stem each have 40 points of armor. There are three vehicles and/or infantry squads to a platoon. they are Vehicle #7. If buildings or other counters are desired or called for by the scenario. so 80 points in that section need to be blocked out. and Bottom Shield of 40. A ‘T’ is used to indicate that the weapon’s damage is on the damage template. The Viper is equipped with a smoke projector and a digging cannon. Each smoke projector has four charges. and notable units. Right Shield of 40. The player decides that the infantry carries TVLGs. players decide whether to play a published scenario or one of their own design.LEGIONS This is a separate booklet containing descriptions of the organizational structure of TOG. . Starting from the top. he fills in the shields for each section of the vehicle. each player must first decide which Centurion units he will control. Each row of boxes equals 10 points. MAPSHEET LAYOUT Lay out two or more mapsheets on a table or a floor in a way agreeable to all players. All units should be assigned to platoons. Next. FILL OUT RECORD SHEETS Before the game starts. Next. all infantry squads start with a full complement of eight men. The Viper carries a total of two SMLM missiles and four TVLG missiles. The Viper has a Stern Shield of 50. Finally. Next. the players will simply follow the Sequence of Play and the rules given for each Game Phase.4. The maximum range for each weapon is written in the appropriate section. the player should cross out the unused armor blocks in each section. as this information is likely to change during the course of play. This is recorded in the Maximum Thrust box. The infantry portion of a Vehicle Record Sheet must indicate whether the squad carries anti-vehicle missiles or mortars. Front Shield of 50. The Shield Factors are therefore 5. The Viper has one 25mm Gauss cannon and an SMLM 2 in the turret. The Viper has a TVLG 2 Launcher in both its Hull 1 and Hull 2 positions. and 4. In this case.4. the player fills in weapons. An infantry squad is assigned to the vehicle. The player starts by filling out the record sheet for the first platoon. the player crosses off armor in rows often. as does the digging cannon. and #9. The Viper is a lightly armored tank. and the record sheet. The Viper has 20 points of bottom armor. Left Shield of 40. He then fills in the numbers that will represent these vehicles in the game. place them on the mapsheet now. #8. and Renegade ground forces. the player crosses out the other 50 points in each of those two sections. PREPARATION FOR PLAY Before play begins. then record the information for his units on individual record sheets. and so the player crosses off 60 unused points front each of those sections. As it has 50 points of armor on the front and turret. Unless otherwise noted. Commonwealth. or the players can take turns choosing where to place the counters. He decides to assign three light Renegade Viper APCs to that platoon. and so two of the Mortar boxes are filled in.5.

that team moves two platoons rather than one. it moves three each time. moving that one squad will constitute moving a platoon. or all of those Advantage Points from the result of his die roll (See Centurions). Though it requires skill to win consistently. if desired or required. If the vehicle exceeds the speed limit of any hex it enters. Apply Acceleration. Move the vehicle according to its total current velocity. and takes any damage. See the Opportunity Fire rules for a more detailed explanation. Grav vehicles move by carrying out each step listed below in order: 1. Any platoon that has not had all of its vehicles and infantry destroyed may be moved. 2. Team B moves one platoon. The team that won the Initiative then declares any laser painting attempts that they plan to make with one unit. 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. If. prior to any pair of movements. (If one team has three times as many units. Ground. The team that rolls lowest may choose to be either Side A or Side B during the Movement Phase for this turn. 4. If the vehicle exceeds the speed limit in any hex that it enters. The complete rules for each phase and segment arc fully described in the chapter devoted to that aspect of the game. For example. reserving the right to move them later during the normal Movement of one of his other units (see Centurions). The challenge of the game is for one player to outwit his opponent and to make better use of his forces. due to combat. Team B then moves one platoon. Team A has five platoons and Team B has three platoons. MOVEMENT PHASE Team A moves one platoon. COMBAT PHASE Declare Laser Painting Fire The team that lost the Initiative declares any laser painting attempts that they plan to make with one unit. The movement of the units should follow this sequence: Team A moves one platoon. 4. Record Ending Velocity. but because platoons may be destroyed during the course of the game. The team that won the Initiative declares the last attack. Apply Acceleration. even a novice can sometimes make a shot lucky enough to cripple the experienced player. if a platoon starts off the game with three Viper APCs and three infantry squads. Apply any Deceleration. this might not be possible. The Movement sequence can also be affected by a player with a Leadership Advantage. 5. the platoon is reduced to a single infantry squad. platoons may choose to declare Opportunity Fire instead. 5. Record Ending Velocity. SEQUENCE OF PLAY The following is a summary of the Game Phases that make up the Sequence of Play. INITIATIVE PHASE One player from each side rolls the die for his team’s Initiative. if desired or required Instead of moving during their portion of the Movement Phase. the player can decide not to move one or more platoons. 3. Apply any Deceleration. Team A moves two platoons. Grav vehicles move by carrying out each step listed below in order: 1. Depending on the size of the advantage. This is provided for quick reference by the players. Move the vehicle according to its total velocity. make a Piloting Skill Roll for that hex. and so on. Units may not fire at enemy units that move until they have declared Opportunity Fire. and. and take any damage. counting all Terrain Costs. Team A moves two platoons. . Team B moves one platoon. the players simply move playing pieces and roll the die. one team has twice as many platoons left to move as the other team. Each unit in the platoon is moved individually in any order.) This means that the team that won the initiative moves at least one of its units last. Each unit in the platoon is moved individually in any order. 3. Movement should alternate between sides. The declaring alternates until all painting has been declared. 2. none. Ground.PLAYING THE GAME To play Centurion. Thus. counting all Terrain Costs. All of these units will execute their movement during a turn at the same time regardless of combat casualties. Team B should always move one of its platoons last. Team B moves one platoon. the player makes a Piloting Skill Roll for that hex. He must decide how much of his Leadership Advantage he will use before making the roll. Movement alternates until all platoons have moved or declared their intention NOT to move. The players will then alternate moving platoons. The player with a Leadership Advantage may subtract some. All of the vehicles and infantry squads listed on a vehicle record sheet are considered one platoon.

Next.Resolve Laser Painting Fire All vehicles and infantry squads may fire painting lasers. Damage to outer armor immediately takes effect. New smoke screens are laid down. Smoke screens laid down on the previous turn are removed. Team A moves 1 platoon B. At that point. MDCs. Remove old smoke D. Resolve Weapons Fire E. Painting lasers do no damage. Remove widowed armor B. one unit at a time. or lasers. Resolve Weapons Fire Weapons fire is resolved. SEQUENCE OF PLAY Initiative Phase Movement Phase A. missiles. but improve the chances of a hit from offboard artillery. . Call in new artillery and orbital fire support missions C. all internal damage takes effect immediately. Internal vehicle damage and infantry squad losses do not take effect until the end of the turn. Lay down new smoke END PHASE All widowed armor is removed after all attacks are resolved. but internal damage does not affect the unit until after ALL weapons attacks have been resolved. which allows subsequent shots to strike a weakened area and thus to penetrate the armor. one firing unit at a time. 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. allowing a unit destroyed in the turn a chance to avenge itself. Play continues with the start of a new Initiative Phase. New artillery and orbital fire missions are called in. Damage is recorded as attacks are resolved. Declare Painting Laser Fire B. The declaring alternates until all fire has been declared. Resolve Painting Laser Fire C. Declare Weapons Fire D. The team that won the Initiative declares the last attack. Resolve offboard artillery and orbital fire support End Phase A. Team B moves 1 platoon Teams alternate until movement is complete Combat Phase A. Declare Weapons Fire The team that lost the Initiative declares any attacks that they plan to make with one of their units. The player should secretly record the target hex and the turn that the mission will arrive. Note that all weapons attacks by one unit must be resolved before those of any other unit take place. the team that won the Initiative declares any attacks that they plan to make with one of their units.

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

10 2 hexes between each hexside turn 11 . The Liberator will start the next turn with a velocity of -2. Deceleration may only be done after the vehicle has spent all its VP. That means it must travel straight forward for at least two hexes before it can change its facing one hexside left or right. as shown on the Terrain Effects Table. A vehicle cannot use unspent Thrust Points to reduce the amount of VP that it must spend that turn. For example. the thrust must be applied at the end of movement during Deceleration. the faster the vehicle moves. The Facing Change Table gives the number of hexes. but it must move backward into the hex immediately behind it. the larger its turning arc will be. a Liberator has a current velocity of 4 and has finished its movement. EXCEEDING THE SPEED LIMIT All terrain has a maximum safe speed. it is possible for a grav vehicle to move in reverse. 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. with all movement costs and lacing restrictions in effect. Therefore. (See Exceeding the Speed Limit. Any grav vehicle whose current velocity is higher than the speed limit of the terrain it is entering may take damage as a result. a Horatius is traveling at a current velocity of 10. A grav vehicle can only move forward into a hex that it is facing (see Traveling in Reverse for exceptions). 18. or -1. Traveling in Reverse While not a common practice. However. that a grav vehicle must travel before it can make a facing change. After its movement is complete. the VP Cost increases. The Base Number for this roll is 5. Because terrain avoidance sensors are primarily oriented forward. the player has the option of reducing the vehicle’s current velocity to 4 (8-4). FACING CHANGE TABLE Current Restrictions Velocity 0 May spin in place 1-5 1 hex between each hexside turn 6 . If after deceleration a vehicle’s current velocity is negative. there is no Thrust Cost to turn the vehicle. the vehicle must ground in its current hex at the end of its turn (though it may decelerate before grounding). If it does not apply any acceleration. This will indicate the vehicle’s beginning velocity at the start of the next turn. When a vehicle’s current velocity is higher than the speed limit of the hex it is entering. . the cost for entering the terrain is 0.19 3 hexes between each hexside turn 20 . In this case. then it would have to travel straight for four hexes before it could change facing one hexside left or right. the thrust must be applied at the start of the unit’s movement during Acceleration. If the player wishes to decrease the speed of reverse movement. during a turn. When the current velocity exceeds 0 the grav vehicle will move forward again. 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. the Liberator will have to expend 2 VP. Additional modifiers might be added because of damage the vehicle has taken. the player must make a Piloting Skill Roll. the speed limit for all terrain types is halved. Thus. If a grav vehicle starts a turn with a current velocity of 0. DECELERATION Thrust Points that were not expended to increase velocity this turn may now be used to decrease the vehicle’s current velocity. use the lower speed limit for the hex’s overall speed limit. In the case of hexes with both slopes and terrain. When moving from a lower elevation to a higher elevation. the cost of entering that terrain is 0. It does not accelerate at the beginning of the turn. It has not expended any Thrust Points and now elects to expend all 6 of its remaining points. Moving from a higher to a lower elevation reduces the VP Cost of the hex.) For example. again per the Terrain Effects Table. The vehicle must move through terrain whose total VP Cost is 8. If the Horatius had a current velocity of 20. Facing Changes A grav vehicle turns by manipulating the gravity field via directional vanes. a vehicle might not have the necessary VP to enter the hex that it is immediately facing. it may turn to face any direction prior to moving out of the hex. p.29 4 hexes between each hexside turn 30+ 5 hexes between each hexside turn Because of these restrictions. or 8 VP. For example. it will move backwards.Traveling Up and Down Slope Traveling Up Slope or Down Slope can add or subtract VP to the VP Cost of the terrain. The current velocity is now recorded on the vehicle’s Velocity Record Track in the box for this turn. Note that if a player wishes to increase the speed that a vehicle is traveling backward. A grav vehicle may change its facing only after it has moved at least the required number of hexes in a straight line. For example. the Horatius starts the turn with a current velocity of 8 and a Thrust of 4. the Horatius goes from a Heavy Woods hex with an Elevation of 5 into a Light Woods hex with Elevation of 0. minus I for every 2 points of current velocity (or fraction thereof) that the vehicle is over the limit. the VP Cost would be 3 + 5. Any acceleration applied during subsequent turns increases the current velocity. The VP Cost for entering that hex is 2—3. If the Horatius were moving in the opposite direction. In such case.

Boxes that are already damaged do not count. a ground vehicle may always move one hex forward. This stops the vehicle completely and kills all velocity. Only grav vehicles may ground themselves. but the terrain speed limit is I. Unless the terrain is prohibited. the player crosses off damage straight across the row for as many boxes as there are points of damage. 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. but the vehicle cannot fire out at any target nor be fired upon because it is under water.If the player rolls greater than this target number. A ground unit must have remaining MP sufficient for the cost of entering a hex. a grav vehicle with a current velocity of 10 enters a heavy woods hex. For example. Vehicles may move while under water. the vehicle continues its movement. While under water. the vehicle is not damaged. For example. a ground vehicle must pay the Velocity Point Cost to enter that hex. This damage will be split up. it cannot move again until the next turn. It costs one additional thrust point to go from being grounded to flight. Depending on the vehicle’s current velocity (after deceleration is applied). Grounding Damage will be taken to the tank based on its new velocity of 2. provided it is the only hex the vehicle enters that turn and that the terrain does not forbid the vehicle to enter.(4 over the limit 1/2)). the Horatius grounds at the end of its last turn. Unless otherwise specified. Damage is evenly divided between the front and bottom sides. low jumps. the vehicle must ground at the end of its turn. Ground vehicles are never affected by the speed limit restrictions of the terrain. the tank may move into any of the indicated hexes. The Horatius applies its maximum of 6 Thrust Points to decelerate. During its movement. the vehicle takes damage equal in 10 points per point of velocity over the speed limit. use the Combat and Movement rules for grav vehicles. Units may spend some. Grounding occurs when the driver turns off the anti grav field and allows the vehicle to drop to the ground. Starting in the upper left-hand corner of the Armor row. damage might or might not occur. which has a speed limit of 6. the vehicle will take 40 points of damage (4 over the limit x 10). or surface effect skirts to move. After resolving the damage. however. Ground vehicles are rated in Movement Points rather than Thrust. no matter what the terrain cost. (Odd amounts may be divided in groups of ten. vastly increasing his maneuverability. It costs two thrust points to go from a crater to flight. . Grounding damage is always taken on the bottom armor. This is a small anti-grav device that almost totally negates the weight of the individual soldier. moving left to right down the rows. with 20 points to the front armor and 20 points to the bottom armor. They may change their facing at any time during their movement. a Horatius has a current velocity of 8 and has only moved one hex. Damage from Grounding Damage from grounding is equal to ten times the current velocity of the vehicle. Note that there are some movement restrictions listed on the Terrain Effects Table. This requires the player to make a Piloting Skill Roll of 3 or less (base of 5. This allows the trooper to move in a series of long. It accelerates to 3 this turn. a Heavy tank has 4 MP. Grounding in Water Grav vehicles may ground in a full lake hex. as does the loss of armor. the player may declare that the grav vehicle is grounding. The Horatius now has 2 thrust points that it must spend in moving through other terrain. DISMOUNTED INFANTRY In order to move. and so the player loses any MP not used during the current turn. Grounding does not affect the crew or infantry squad of a vehicle unless damage is taken in the appropriate internal component section. Thus. the vehicle stops all movement and must ground in the current hex at its current velocity. A grav vehicle may ground itself at the end of its movement. Vehicles under water may only be attacked by artillery or orbital fire support missions. but it costs I thrust point to lift up. Rather than moving forward during a turn. none. as the player wishes). a grav vehicle may not dismount or mount infantry. not the previous 8. A vehicle’s current velocity is not affected by damage taken from exceeding the speed limit. If the player rolls less than or equal to this target number. GROUND VEHICLES Ground vehicles are conventionally powered vehicles that use contact with the ground via tracks. 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). All internal damage takes immediate effect. Remember that a 1 is always an automatic success and a 10 is an automatic failure. Mark off Armor blocks starting in the upper left-hand corner. dismounted infantry use what is known as a bounce pack. They do not use acceleration or deceleration and do not keep track of velocity. If the internal damage hits the Grav Drive or Vehicle Destroyed box. Movement Points may not be saved from one turn to another. It may not decelerate prior to grounding. GROUNDING Having completed all deceleration. For example. or bounces. a ground vehicle may elect to travel backward one hex. If the roll fails. For example. or all of their MP. wheels. A player may move a ground vehicle up to the limit of the unit’s Movement Points (MP). Once a unit has used all its MP. Damage is taken as one-half normal. bringing the current velocity down 102. To move from hex to hex.

the newly dismounted squad is treated as normal. the infantry could not have mounted before the vehicle moved. HULL DOWN All vehicles on the battlefield attempt to use terrain to make themselves more difficult targets. however. Units that declare Opportunity Fire may immediately fire on any enemy units that move into their lineof-sight during the remainder of the turn. For example. To gain the defensive benefits of a cratered hex. as normal. it could move to the Viper’s hex during its movement turn. The vehicles of the other enemy platoons that have yet to move may be attacked as they move into the Horatius’s LOS. A grav vehicle must have a current velocity of 0 before a squad can mount it. 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. including hull-mounted ones. A cratered hex gives the occupying unit a defensive modifier. an infantry unit may move only one level per turn. A unit may make only one Opportunity Fire Attack per turn. If Opportunity Fire is declared. The Horatius’ platoon is third in line to move this turn. To gain this bonus. Whether or not to use a crater is solely up to the discretion of the player that owns the vehicle. and if its current velocity is 0. but the attack is not actually made. it can continue its movement normally. Dismounted infantry may not enter hexes whose terrain is prohibited to ground vehicles. It may not move for the rest of the turn. Both a Viper and a friendly infantry squad start the Movement Phase in the same hex. For all other purposes. At the same time. or other hole in the ground to cover or hide the lower portions of the vehicle. They receive no Road Bonus. 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. the vehicle must begin its turn on a road and continue to travel along the road for its entire Movement Phase. Finally. A unit may not use an Opportunity Fire Attack to paint a target. It may fire all weapons. but declares no movement. the attack is resolved per the normal Combat rules. . 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. A unit that makes an Opportunity Fire Attack may not make any attacks in the Weapons Fire Phase. and all damage takes effect immediately. though they can be fired into river hexes. a vehicle must end its movement grounded in the hex.) Mounted infantry can dismount a vehicle only at the end of the vehicle’s movement. Once a crater has been created. Any unit may use the crater and gain its defensive modifiers. When inside buildings. Only one vehicle and one infantry unit may gain the defensive benefits of a single crater. A vehicle in such a defensive posture is said to be hull down. This equipment fires a specially designed explosive charge into the ground immediately under the vehicle. 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. 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. the Horatius can use Opportunity Fire to fire at enemy units during the remainder of the Movement Phase. Once a player declares Opportunity Fire. the squad can enter the vehicle rather than move. the player can announce that his vehicle is firing a digging charge if functioning digging cannons and sufficient charges remain.Dismounted infantry move as though they were ground vehicles with 3 MP. Ground vehicles only have to enter the hex to gain the advantage of an existing cratered hex. if the squad did not start in the same hex as the Viper. It costs a grav vehicle 2 thrust points to raise up from a crater and move normally. 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. 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. The Horatius cannot fire at the units of the two enemy platoons that moved before it declared. Digging cannons cannot be fired into lake hexes to create craters. One such method is to use a small ridge. nor can they be used against buildings. Multiple craters are allowed in the same hex. As enemy units move from hex to hex. many vehicles carry digging cannons. If the enemy unit survives the attack. Once mounted. crater. a Horatius ends its last turn with a velocity of 0. STACKING There is no limit to the number of units that can occupy the same hex. A vehicle may ground in a cratered hex without taking up a position inside the crater. 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 infantry squad can mount the Viper this turn. The charge explodes and creates a crater into which the vehicle can drive and assume a hull-down profile. Similarly. the infantry moves with the vehicle and can perform no other actions. a grav vehicle may use a river in the same manner as a road. Thus. Units may only fire at enemy units that move AFTER Opportunity Fire has been declared. The squad would then be able to mount during the Movement Phase of the next turn. the unit may fire normally during the Combat Phase. however. The player then places a crater counter in the hex and marks off one digging charge from that vehicle’s record sheet. with the Viper at a current velocity of 0. 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. (The vehicles take up positions on the river banks. the squad could mount the vehicle if the Viper’s current velocity is 0. During the next turn’s Movement Phase. In Centurion. and the Viper may move normally this turn. but may engage in combat as normal. A road in a hex does not negate the combat effects of the surrounding terrain. If the Viper had a current velocity greater than 0. At any time during a vehicle’s movement. Digging cannons have no effect on enemy units occupying the hex into which they are fired. It normally costs a vehicle I thrust point to lift from grounding.

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 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 Terrain Combat Modifiers None None -1 -2 None None Not allowed -2 -1 -2 20 20 20 16 16 +1 VP +2 VP +3 VP +4 VP +5 VP No Ground Vehicles No Ground Vehicles 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 0 VP -l VP -l VP -2 VP -3 VP No Ground Vehicles No Ground Vehicles .

Various terrain features can block a unit’s line-of-sight to a target. Any missiles that the vehicle carries can engage that same target or a different target that is in the missile’s firing arc. and missile attacks on that target ignore the shield modifier for the rest of the turn.e. To paint a target. or buildings. When painting a target. the LOS is blocked. a vehicle must make a normal to-hit roll. mass driver cannons. All weapons fire from one unit must be resolved before any other unit can fire. the height of any woods in the hex is not added to the Elevation Level of the underlying terrain). The weapons that do hit will all strike the same section of . A vehicle can engage up to two targets a turn. woods. This is the only instance when a vehicle can fire at more than two targets. Players roll separately for each firing weapon’s attack. which is downloaded into all friendly firecontrol systems. Painting lasers offer two advantages. all friendly laser. All of a vehicle’s direct fire weapons (lasers. Buildings add their total Elevation Level to the height of the terrain they occupy. Weapons fire damage first strikes the outer armor of the vehicle. The Base Number for the attempt is 9. or totally destroy the vehicle. Though internal damage to a unit does not take effect until the end of the turn. The line-of-sight may be blocked by higher hills. and Gauss cannon weapons) may engage any one target in its firing arc. A Viper sees a Horatius in clear terrain ten hexes away. If the painting laser hits. laser painting. or mortars that turn. Any hex that the straight-edge crosses is on the line-of-sight. This factor makes the order in which individual weapons damage is resolved an important aspect of combat. LINE-OF-SIGHT (LOS) When a player wishes to fire on another unit. The squad may attempt to paint any target that is within six hexes and to which they have a valid LOS.. the target. All vehicles are automatically equipped with painting lasers. Units are assumed to be at an Elevation Level equal to the level of the underlying terrain of their hex (i. As long as the attack has been appropriately declared. WEAPONS FIRE For one unit to fire at another. Because the attempt is against the left side of the Horatius. MDC. some.COMBAT PAINTING A TARGET Once the Movement Phase ends. and other factors. The Viper attempts to paint the Horatius with its painting laser at a Base To-Hit Number of 9. the shields of the Horatius are disregarded. Units never block line-of-sight. however. The likelihood of a shot hitting a target is then calculated based on range. the defender chooses which hex the line-of-sight passes through. If the straight-edge passes directly along the spine between two hexsides. minus the number of casualties the squad has taken. Damage that penetrates the outer armor begins to damage the internal components of the vehicle. Infantry squads may not paint targets at ranges of greater than 6 hexes. The players then look for blocking terrain that is higher than the tallest of the two units. target shielding. all units may choose to designate targets for missiles. In this case. thus negating the shield’s effectiveness. Even at close range in space (15 kilometers). one friendly unit can paint a single target for multiple attacks by any or all friendly units. Painting lasers are fired as normal weapons. A player may fire any of his weapons in any order that he feels appropriate. The Viper needs to roll a 3 or less to paint the Horatius. the player may choose the order in which the units fire. following all lineof-sight and to-hit modifier restrictions. This means that all. Woods add one level to the height of the underlying terrain. If any blocking terrain is higher than the tallest unit. 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. Maximum range for vehicle painting lasers is 20 hexes. the player subtracts its Side Shield Factor of 6 from the base to-hit number. lasers. Painting lasers have a 360-degree firing arc. A target must be painted anew in subsequent turns. the painting laser is able to decipher the target’s shield flicker pattern. missiles. MDCs. if the squad has taken three casualties. but those that do hit will all hit the same section. The effects of painting only last until the end of the turn. as described below. making a shot impossible or requiring that the target be engaged by indirect missile fire. Blocking terrain is equal to the Elevation Level of the terrain plus the height of any buildings or woods in the hex. the squad could paint the target on a roll of 9 or less. A painting laser may fire at a target that is not being engaged by the vehicle’s other weapons systems. 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. This internal damage can cause the vehicle to lose Thrust Points. infantry may not fire personal weapons. Second. taking into account the target’s shields and other modifiers. 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. INFANTRY SQUAD PAINTING Infantry squads need only declare that they are painting a target. a painted target radiates laser energy that allows an indirect fire weapon to home in on it. This tactic is not viable in space. In the case of multiple units firing at one target. a painting attempt would be successful on a die roll result of 6 or less. If a full-strength Renegade infantry squad were within six hexes of the Horatius and had a valid line-of-sight to it. First. or none of the weapons fired may hit their target. he must first discover whether or not his unit can see its intended target. For example. the damage to the outer armor takes effect immediately. knock out weapons or shields. and offboard artillery by illuminating them with painting lasers.

Weapons are either mounted in a vehicle’s turret or fixed in the hull (in either the Hull 1 or Hull 2 position). or F because the Level 3 terrain creates a dead zone. APDS. if a vehicle fires missiles at a target outside of its forward arc. The Liberator in Hex A cannot see the Viper in Hex B because it is behind one level of elevation. FIRING ARCS Dead Zones The dead zone behind or below the peak of an elevated area may also block line-of-sight. The Liberator in Hex A cannot see the Horatius tanks in Hexes C. It cannot see the TOG tank in E because the trees on the intervening Level 2 hill block the LOS. or Hammer Head). he must now declare which type of shell he is using. a vehicle’s direct-fire weapons must be fired at the same target. but turreted weapons can fire at any target. one in its front arc and one to its left. it may use only the directfire weapons in the turret. but they can be aligned during the Combat Phase to face any of the six hexsides. SHELL AND MISSILE SELECTION If the player is firing a Gauss cannon. The Horatius could fire all its weapons at the target in its front arc. E. It has a LOS to the TOG tanks in Hexes B. 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. which blocks LOS completely. buildings. p. If the attacker is shooting up at more than one-hex range. however. Hull-mounted weapons may only engage targets in the forward-firing arc. If a vehicle uses direct-fire weapons to engage a target outside its forward arc. then the Viper would be in a dead zone. It could also rotate its turret and fire both its turreted direct-fire weapons and missiles at the target to the left. The Viper cannot see the TOG tank in Hex G because the straight-edge passes along the spine of two hexes. 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. the LOS is blocked if the hex next to the attacker is as high or higher than the target’s hex. it may use only the turreted missiles. During combat. C. All cannons use anti- . Note that 150mm and 200mm cannon cannot fire Hammer Head rounds.The Viper in Hex A is in a woods hex on top of a Level 2 hill. and D. The vehicle’s missiles may engage the same target or a different one. the Horatius has two targets that it can engage. covering the forwardfiring arc. or vice versa. If the buildings were three levels high. the LOS is blocked if the target is directly behind a hex as high or higher than the attacker’s hex. Finally. as listed in the Weapons Table. Similarly. The Viper can see the TOG tank in Hex F because it is on a Level 4 hill. Dead zones can only be created by terrain elevations. 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. The Horatius tanks can see the Viper in Hex B since the buildings are one level high. or a combination of both. 55 (HEAP. Turret-mounted weapons have a firing arc similar to the forward-firing arc. 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. If the attacker is shooting down at more than one-hex range. Each type of Gauss cannon fires a different variety of shells. woods. For example.

his weapon hit its target. a 1. The Modified To-Hit Number for the 150mm HEAP Round is 9. MDCs. In our example. Missile ammunition is limited. right. which has a Shield Factor of 5. one 3/6 laser. The 150mm HEAP round needs an 8 or less to hit. or rear arcs use the appropriate left. BASE TO-HIT NUMBER Once the player decides which weapons he can fire. the player should blank out an appropriate space on the vehicle or infantry record sheet. and so Gauss cannons are only found on land-based vehicles. The Liberator is occupying light woods. If the result is equal to or less than the modified to-hit number. that unit can fire no missiles for the rest of the game.) 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. or Thor javelins are not affected by the shields. Once the player has determined that number. The bottom shield factor is only used when the craft is being attacked from below. Hull Down Modifier Any unit that is grounded in a crater is considered to be hull down. per the Hit Location Table. Missiles may not be fired at dismounted infantry. If a player is firing a missile. A unit occupying a cratered hex applies the terrain modifiers for both the crater and for the underlying terrain. except where noted. Damage is handled differently. A vehicle may fire only one SMLM and/or two TVLGs per turn. they may reduce all Base To-Hit Numbers by 4 and add the gunner’s Gunnery skill to the base number. shielding. or stem shield factors. Dismounted Infantry There are no terrain or shield modifiers to the base to-hit number when firing at dismounted infantry. The Horatius attacks the Liberator’s right side. primarily by mines. in that order. The range is determined by counting the number of hexes from the firing unit to its target. the Horatius is firing at a Liberator that is seven hexes away. which is determined solely by the range to the target. (See Infantry for resolving attacks against dismounted infantry. left. and one 150mm HEAP round.) All vehicles carry shield generators. The terrain modifier for the target’s hex lowers the base to-hit number by the amount listed on the Terrain Effects Table. and a 6 for the 150mm round. infantry weapons fire. a result of I is an automatic hit and a 10 is always a miss. Any shot at a hull down vehicle takes a To-Hit Modifier of -2. Regardless of which side is hit. the shot missed. the player rolls a 4. . The other four shield facings are illustrated below. All applicable modifiers are cumulative. It is not possible to accelerate a ballistic shell In the speeds necessary to be effective in space combat. (Though a shield’s field is proof against energy weapons. A crater conceals a large portion of the lower hull and provides a large defensive advantage to the grounded unit. stem. the damage will usually apply to the turret. If the result is greater than the modified to-hit number. It is also the distance a weapon can fire. The heavier rounds from Gauss cannons are able to penetrate a shield. MODIFIED TO-HIT NUMBER The modified to-hit number is equal to the base to-hit number plus any modifiers that apply. Direct damage to the firing unit’s weapon targeting circuits and computers can also negatively affect the to-hit number. 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. After the missile(s) is fired the player should mark off the appropriate number on the vehicle’s record sheet. Following the shortest path to the target. 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.personnel rounds against dismounted infantry. Neither can players directly attack enemy infantry inside of buildings (not just in a building hex). Light woods give a -1 modifier. as described in the Infantry section of the rules. begin at the hex next to the attacker along the line-of-sight and include the target’s hex. The Base To-Hit Number is 9 because of the range. The Modified To-Hit Number for the laser and SMLM is 9-1-5=3. Some weapons are not able to fire at targets beyond a certain range. he must determine the base to-hit number. painting lasers. Each time a missile is fired. Attacks that originate in the front arc use the front shield factors. The player must roll a 3 or less for each laser and missile to make a hit with those weapons. Range is the distance between the attacking unit and its target. where the engagement ranges and speeds do not affect the accuracy of the slower projectiles. 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. and bottom. it is unable to turn large masses. All weapons are given a maximum range. The Horatius will fire one SMLM missile. and missiles. TO-HIT MODIFIERS Having determined the base to-hit number. other artillery rounds. GLAD rounds. The number of missiles available is listed with each vehicle description. Attacks by Gauss cannons. For example. the player must now add on the modifiers for terrain. These factors are discussed in later sections of the rules. If all missile boxes have been blanked out. however. Terrain Modifiers Terrain also affects the probability of a successful shot because it makes a hit more difficult. with distant targets generally being harder to hit. Remember. Target Shield Modifier Shield factors only apply to attacks by lasers.1 = 8. and other factors. The range has an effect on how easy or difficult it is to hit the target. he may use any of the missile types that his vehicle has currently available. he rolls one die. A player may not attempt to fire a weapon at a target whose range is greater than this number. right. Primary among these are smoke and target painting. A 3/6 laser and the 150mm HEAP round do strike the side of the Liberator. Attacks originating from the left. Shield factors equal the shield rating divided by 10. Other Modifiers Other factors can raise or lower the base to-hit number. The electronic circuitry of a missile is adversely affected by an active shield. or MDCs. HELL rounds. all shield factors are negated. right. missiles. These generators cover the craft’s front. If the target is hit. If players wish to use varying gunnery skills. causing it to detonate prematurely.

except for lasers. to discover which armor section all of his unit’s weapons will strike. He lowers the arrow on the armor diagram until it is above the highest remaining Armorbox of the indicated column. A Turret result means that the weapons hit the vehicle’s turret armor. If the MDC 8 had hit in Column 5. for their damage simply descends down a column. To determine where the armor has taken damage. not on a corner. The player should roll once on the Hit Location Table. In both cases. ARMOR HITS Each side of the vehicle has armor. Any such armor is also marked off even though it has not been hit. The second laser hits in Column 5. DAMAGE TEMPLATE The damage template is made up of die-cut diagrams showing the damage profile for each weapon in the game. Widowed armor is created when upper layers of armor are undercut by penetrating hits. These boxes are marked off on the armor diagram. The following diagram illustrates several possibilities. . Each weapon is rated according to the amount of damage it does. The Armor boxes are arranged in horizontal rows often. The number of rows depends on the amount of armor carried. both weapons hit the right side. The player makes one roll on the Hit Location Table. Lasers need no template. which varies according to the type of weapon or shell used. The number of boxes marked off is equal to the strength of the laser. it is possible that a portion of the damage template will not cover any armor boxes in the section. or right armor. The Horatius has a total of 80 Armor Points on that side. The defender aligns the arrow of the damage template with the appropriate damage profile on the rolled column. LAF* Bottom Bottom Bottom Bottom Bottom Bottom Bottom Bottom Bottom Bottom For example. as shown on the damage template. each player should check his vehicles for widowed armor. the attacker rolls one die to determine the center of the hit. The first laser hits in Column 3. The area indicated by the template is the area damaged by the hit. Widowed Armor During the Recovery Phase. 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.HIT LOCATION All weapons fired from the firing vehicle will strike the same general location of the target vehicle. the arrow for the MDC 8 hit would be centered over Column 5 and lowered until it reached an intact Armor box. For example. Each shape is labeled for weapon type and is centered by a small arrow along the top of the shape. the exact type of damage taken can be calculated. This path of Armor blocks must connect at the side and/or top or bottom of the block. The 2 points of armor missing from Column 5 were hit by the second laser and are lost. stern. Infantry and buildings are damaged in a different manner. Lasers penetrate deeply into armor. as described in the appropriate section of these rules. This would have been in Row 7. two 5-point laser shots and an MDC 8 hit the front armor of a Horatius. Remember that widowed armor is not removed until the Combat Phase is complete. DAMAGE Once a shot has hit its target and the hit location been determined. as shown on the Armor Diagram of the vehicle record sheet. This damage would have appeared as shown in Diagram 4. The MDC 8 hits in Column 6. 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. Each weapon type has a different damage profile. using the appropriate flight mode column. The damage template might also cover an area already damaged. and is marked off as shown in Diagram 1. while an SMLM’s damage spreads out more laterally. and the damage is marked off as shown in Diagram 3. Because he fails a 7. If a very low or very high number is rolled for the column location. An Attacked Side result means that the weapons hit the front. Each point of damage that the weapon inflicts will destroy 1 Armor Point or 1 Internal Component box of the target vehicle. and a Bottom result means that the vehicle’s bottom armor was hit. the turret would have been hit. the damage is simply lost. as shown in the diagram below. the Liberator has been struck on the right side by two weapons. as appropriate. left. as the laser shot removed the armor from the first six rows in Column 5. On a result of 1 through 3.

When a damage template extends below the Armor Diagram. Vehicles destroyed by ammunition explosions cannot be repaired. damage is transferable between sections. If the vehicle is moving. If a player is controlling more than one vehicle in a battle and receives this hit. . duplication of circuitry. except that various sections are outlined and named for an internal component. Turret Weapons Hit (Turret Wpns) All the weapons located in the vehicle’s turret are knocked out. If the player rolls lower than or equal to the modified base to-hit number. When all the boxes are blanked out. as normal. In some cases. The vehicle may not paint any target for the remainder of the game. treat the Ballistic Protection boxes as Armor. however. which prevents the commander from being able to talk with other vehicle commanders.) Targeting Control Systems (Targ) The vehicle’s targeting computers. or receive any benefit for firing at a painted target. weapons stabilization controls. It is laid out on a grid just like the armor boxes. If the player rolls higher than the modified base to-hit number. If this is the case. For each box in the Gunner section that is blanked out. In team play. the gunner may make a die roll to regain consciousness. The vehicle can no longer engage in indirect fire. Communications System (Comm) The intervehicle communications gear is damaged. it takes qualified technicians with adequate tools and spare parts ten minutes to repair the damaged area. If the vehicle’s gunner and commander are both unconscious. apply a -1 modifier to the base to-hit number. it is possible that a shot hitting the front of the vehicle can damage an internal component under the left side armor. use the total number of blanked-out boxes. no weapons may be fired by the vehicle until one of them regains consciousness. TURRET Ballistic Protection Ballistic protection represents the inherent survivability of the turret’s internal components because of hardening. In other words. the gunner is dead. The boxes in the Internal Component Diagram are not affected by widowing. paint targets. For each box marked off in the Targeting Control System. dead and wounded crew members cannot be resurrected. the vehicle will not have any components to damage in a location. Vehicle Destroyed All of the vehicle’s major systems become inoperative. not just those blanked out this turn. and other systems are damaged. the gunner regains consciousness. it must immediately ground at its current velocity and take grounding damage. weapons control linkages. and areas under the Vehicle Destroyed boxes require 60 minutes of repair time each. If the vehicle’s gunner and commander are both unconscious.INTERNAL DAMAGE Below the Armor Diagram is the Internal Component Diagram. Areas indicated by Internal Component boxes require 30 minutes to fix. 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. that a 1 is an automatic success and a 10 is an automatic failure. as described under the Gunner Hit rule above. call for artillery fire. Except where locations are separated (between the turret and stern and between the right side and bottom). treat the area as having ballistic protection. 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. For all purposes except widowing. paint targets. At the End Phase of the next turn. The Base To-Hit Number to remain conscious is 8. the vehicle must apply a -1 modifier to the base to-hit number for any weapons attacks it makes. Crew members and any mounted infantry squads may exit the vehicle at the beginning of the next turn. When an Armor box is hit during a campaign game. Note that the Internal Component Diagram for ground vehicles is slightly different than that of grav vehicles. and the ruggedness of the system itself. No turreted weapon systems may be used for the rest of the game. or call for artillery fire. with the following exceptions. he is not allowed to talk to his other vehicles. this vehicle’s commander cannot talk to teammates or taunt the enemy. (The exception is when he fires at a target that he himself has painted. Record this modifier in the Fire Mods box on the record sheet. that vehicle may fire no weapons until one of them regains consciousness. For all practical purposes. mark off that portion of the Internal Component Diagram in the same manner as the armor. the gunner is unconscious. Remember. For example. Hits to areas with ballistic protection have no effect on the vehicle’s performance. the Internal Component Diagram is treated as an extension of the Armor Diagram. A vehicle whose commander is dead or unconscious cannot fire indirectly. An unconscious commander can regain consciousness in the same manner as a gunner. as normal. except where noted. Commander Hit (Cmdr) The commander suffers damage and must make a Consciousness Roll. Gunner Hit (Gunner) The gunner suffers damage and must make a Consciousness Roll.

due to hardening. treat the Ballistic Protection boxes as Armor. A driver may regain consciousness in the same manner as a gunner. all terrain speed limits are reduced by 50 percent of the amount (round fractions up) indicated for that vehicle. Ammo (Ammo Stores Explode) Onboard ammunition explodes or an energy weapons capacitor destructively discharges. the vehicle cannot apply any thrust and will continue in its current direction until it strikes something. Both locations must be hit before the left shields stop operating. On a Base Roll of 7 or less. duplication of circuitry. treat the Ballistic Protection boxes as Armor. and the ruggedness of the system itself. Note that there are two front shield locations. the vehicle will strike the terrain on any die roll result of 2 or greater. SIDE (LEFT OR RIGHT) Ballistic Protection Ballistic protection represents the inherent survivability of the sides’ internal components. Dismounting in this manner counts as movement for the infantry squad or crew next turn.STERN Ballistic Protection Ballistic protection represents the inherent survivability of the stern’s internal components. Shield) The left shields are rendered inoperative and have a value of O for the remainder of the game. its current velocity falls to 0. it would have a new Thrust of 2. Right Directional Vanes (Right Vane) A right vane hit means that the grav vehicle may no longer turn to the right. due to hardening. or three-quarters. Both locations must be hit before the system fails. Shield) The front shields are rendered inoperative and have a value of 0 for the remainder of the game. however. Front Shields (F. If its thrust were reduced by one-fourth. For all purposes except widowing. a Liberator has a Thrust of 6. the vehicle cannot carry infantry and all infantry personnel aboard are killed. At that point. It can no longer move. For convenience. Note that there are two left shield locations. . For example. one infantryman is killed. If the driver fails the roil. and the ruggedness of the system itself. Maximum Thrust/Movement Reduced by 1/4. duplication of circuitry. For all purposes except widowing. the vehicle is totally destroyed and cannot be salvaged. Both locations must be hit for the stern shields to cease functioning. there is no explosion. If the vehicle is carrying infantry. This hit only affects grav vehicles. The crew or infantry survives on a Base Roll of 8 or less. Note that there are two TS&R locations. and the ruggedness of the system itself. Mobility (Mobility) A mobility hit means that a ground vehicle has taken a hit on its tracks/wheels/surface-effect skirt. 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. Hits against areas with ballistic protection have no effect on the performance of the vehicle. consult the Thrust Reduction Table below. and have a value of 0 for the remainder of the game. one-half. Left Directional Vanes (Left Vane) A left vane hit means that the grav vehicle may no longer turn to the left. If a Piloting Skill Roll is necessary. the squad might also take damage. 3) This damage indicates that the Maximum Thrust for the vehicle is reduced by one-quarter. Infantry Compartment (Infantry) The vehicle’s infantry compartment has been penetrated. treat the Ballistic Protection boxes as Armor. Stern Shield (S. that there are two stern shield locations. Note that there are two right shield locations. Both locations must be hit before the right shields stop operating. 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. If the entire location is destroyed. Terrain Sensing and Reaction Circuits (TS&R) When the TS&R system is lost. Hits to areas with ballistic protection have no effect on the vehicle’s performance. it would have a new Thrust of 5. Hits on areas with ballistic protection have no effect on the performance of the vehicle. Driver Hit (Driver) On a driver hit. For all purposes except Widowing. Right Shield (R. 2. If its thrust were reduced by three-fourths. the driver must make a Consciousness Roll similar to the one described under the Gunner Hit rule. Note. with fractions rounded up. For every 4 points of damage taken in the infantry section. Both locations must be hit before the front shields stop operating. This hit only affects grav vehicles. FRONT Ballistic Protection Ballistic protection represents the inherent survivability of the front’s internal components. Shield) The right shields are rendered inoperative. 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. but may change facings. due to hardening. or 3/4 (1/4. Hits to a ground vehicle in this area reduce the vehicle’s movement points by the same amount. Shield) Stern shields are rendered inoperative and have a value of 0 for the remainder of the game. The results are noncumulative. 1/2. duplication of circuitry.

Note that there are two bottom shield locations. Infantry squads are considered destroyed if five of its members have been killed. DESTROYING A UNIT A grav or ground vehicle is considered destroyed if: (1) all of the crew is killed. A modifier of -1 for every point of current velocity is applied to this base number. BOTTOM Bottom Shields (B. including craters. Infantry squads attacking vehicles in the same hex ignore all terrain modifiers. The vehicle cannot apply thrust and will continue in its current direction until it strikes something. A modifier of -1 is applied to this base number for every block marked off in this location. All other systems (shields and weapons) are still functional. Engine The ground vehicle’s engine is hit and stops functioning. COMBAT IN THE SAME HEX An enemy unit and a friendly unit may both occupy the same hex. regardless of facing.) . the enemy unit would be in the friendly unit’s front firing arc. If a friendly unit entered a hex occupied by an enemy unit on the enemy’s left side. All other systems (shields and weapons) are still functional. 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. Digging Cannons (Digging) Damage to the digging cannons means that the vehicle may not fire its digging cannons for the remainder of the game. Separate rolls are made for any mounted infantry squads or crew that the vehicle carries. Any weapon systems located here are destroyed for the rest of the game. Ammo (Ammo Stores Explode) Onboard ammunition explodes or an energy weapons capacitor destructively discharges. and the enemy unit would have the friendly unit in its left firing arc. Attacks against infantry squads in the same hex are resolved normally. Any weapon systems located here are destroyed for the rest of the game. The side attacked depends on the facing of the enemy unit at the time that the friendly unit enters the hex. The vehicle may not move for the rest of the game and it may not change facing. Resolve attacks against vehicles in the same hex as normal and at a Range of 1. (See Optional Rules for exceptions. Dismounting in this manner counts as the infantry squad or crew’s movement for the next Movement Phase. If the vehicle was moving when hit. There is no explosion on a Base Roll of 7 or less. and may choose to attack any location of the vehicle except the bottom. Both locations must be hit for the bottom shields to stop operating. its current velocity will be reduced to 0. or (3) it suffers a Vehicle Destroyed result. Hull Weapons 2 Hit (Hull Weap 2) All the weapons located in the vehicle’s Hull 2 location are knocked out. it must immediately ground at its current velocity and take any additional damage. the vehicle will strike the terrain on any die roll result of 2 or more. (2) the vehicle suffers an ammunition explosion.Hull Weapons 1 Hit (Hull Weap 1) All the weapons in the vehicle’s Hull 1 location are knocked out. If a Piloting Skill Roll is necessary. At that point. If there is an explosion the vehicle is totally destroyed and cannot be salvaged. Shield) Damage to the bottom shields renders them inoperative and with a value of 0 for the remainder of the game. Helm Helm damage means that it is no longer possible to steer the grav vehicle. The crew survives on a Base Roll of 8 or less.

based on the type of . Dismounted infantry squads may not fire their missiles indirectly. A Lupis within the heavy woods hex has a valid LOS to the Liberator however. A Gauss cannon may fire various types of shells. p. AP lasers do not count against the direct fire restrictions. It utilizes rapid-fire. BALLISTIC WEAPONS (GAUSS CANNONS) Most tanks mount at least one type of direct-fire ballistic weapon. including High-Explosive Armor Piercing (HEAP). An AP laser cannot be used to attack infantry in buildings. All weapons may fire anti-personnel rounds. As long as another friendly unit has successfully painted the target in that turn. In the Painting portion of the Combat Phase the Lupus successfully paints the Liberator. 55. Hammer Head (HH). These weapons differ from energy weapons because they fire an explosive shell rather than a stream of energy. however. utilizing the vehicle’s fusion power plant to generate laser pulses or a mass driver cannon to accelerate small slugs to unheard-of speeds. short-range lasers to destroy enemy missiles just before they hit the vehicle. successfully painted the target that turn. Anti-personnel rounds may only be fired at infantry targets. per the Weapons Fire rules. The Vulcan Anti-Missile To-Hit Table gives the to-hit numbers for various missile attacks. Follow the usual Infantry to-hit procedures for the AP laser. If a target is within a missile’s firing arc. these missiles use the same set of rules. A vehicle may fire up to one SMLM and/or two TVLG missiles alum. mass drivers. An anti-vehicle missile may not be fired at an infantry squad. A vehicle can use the Vulcan to engage any missiles that have scored a hit against it. but the player must announce what type of shell is being used prior to firing a Gauss cannon. and Gauss cannons. They are similar to the mass driver cannon (MDC) in using a magnetic field to accelerate a shell down the length of a barrel. many vehicles and infantry units are equipped with a limited number of missiles. The Horatius may. There are a limited number of missiles that a vehicle can carry. therefore. For example. VULCAN ANTI-MISSILE LASER SYSTEM Missiles may be fired directly at a target. The player is responsible for keeping track of the number of missiles that his vehicle has available. Armor-Piercing Discarding Sabot (APDS). The base to-hit number for all Gauss cannon attacks is not modified by the target’s shield factor. Unlike space vessels. Firing arc restrictions do still apply. Vehicles may not trade missiles among themselves during the course of the game. Once a vehicle has fired all its missiles. fire one SMLM at the Liberator. it has no more missiles for the rest of the game. On the other hand. Ammunition is unlimited for purposes of this game. ignoring its shields. giving the Gauss cannon a greatly reduced range in comparison to the MDC. ANTI-PERSONNEL (AP) LASERS Any vehicle can mount an anti-personnel (AP) laser. land combatants can also mount slower and more conventional weapons that use larger kinetic energy warheads. however. shields are unable to turn the heavier shell. and so the Gauss cannon is a more effective weapon at close range. they have different damage profiles. the missile may be fired at the target as normal. The two types of anti-vehicular missiles are SMLM’s (Sub-Munitions Laser-Guided Missile) and TVLG (Tube or Vertically Launched Laser-Guided). regardless of the number of launchers the vehicle has. Though these shells may all fire from the same gun. The muzzle velocity of the Gauss cannon projectile is drastically lower than that of an MDC. MISSILES In addition to direct-fire weapons such as lasers. or anti-personnel. Except for range and damage profile differences. The types of shells available for each weapon system and its range are given on the Weapons Table. 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). the Horatius behind the heavy woods hex does a not have a LOS to the Liberator on the other side. INDIRECT MISSILE FIRE Vehicle-mounted anti-vehicle missiles do not require a direct LOS in order to engage their target. Maximum Range for an AP laser is three hexes.SPECIAL WEAPONS Most weapons carried by tanks are energy-based. 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. which is designed specifically to kill infantry but does no damage to armor. ignoring the shield factor and lineof-sight restrictions. or cannon.

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. He can use that number of die rolls to meet missile attacks from various attacking vehicles. The other two vehicles make their attacks. A Vulcan system can only be used once per turn. the player declares how many missiles he will engage in that turn. 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 attacks are then resolved normally.Vulcan system. He may even decide not to use the Vulcan system at all. Surviving missiles may make a normal attack. The player may decide to engage fewer than the maximum number of missiles attacking him. If he rolls the to-hit number or less. . The player must roll a 2 or less to succeed. the missile is destroyed and his vehicle takes no damage. the player must make a separate to-hit roll for each targeted missile. each in turn. The Horatius is still able to engage one more incoming missile fired from those other two vehicles. To use the system. After the first enemy attack. The first vehicle hits with two TVLGs.

. PAINTING TARGETS The squad can use targeting lasers to paint for missiles. stern. minus the number of casualties the squad has taken. The only difference is that infantry units have a 360-degree firing arc for all weapons. Infantry weapons damage is given in the Infantry Effectiveness Table. An additional squad may be carried on the outside. In such a case. but only one enemy unit can be targeted in a turn. side. bounce packs. a dismounted squad may mount any vehicle that starts the Movement Phase in its hex at a Velocity of 0. Instead of moving. that mounted infantry may not fire at all. (See Optional Rules for exceptions. an infantry squad may perform one of three actions. the squad will succeed in painting the target on a die roll of 9 or less. Remember. They are armed with small arms. lasers. infantry squads need only declare that they are painting a target. It may fire its personal weapons at a target. and thus the whole squad must carry out the same action. A squad can elect to hit the front. INFANTRY COMBAT Infantry fire and to-hit procedures are the same as for vehicles. When mounted in a vehicle. or paint a target. they are riding on the outside of the vehicle and the squad takes damage whenever its vehicle is hit or takes damage from Grounding. Infantry weapons fire is affected by the target’s shield factor. Infantry squads cannot paint targets at ranges greater than 6. the squad may make two attacks. During the Combat Phase. the infantry squad moves with the vehicle but cannot fire its weapons in the Combat Phase. the squad may make three attacks. If the target has moved during the Movement Phase of the turn. the squad has been hit twice. If the target is in the same hex as the squad and has not moved. and portable anti-lank missiles or mortars. If the target has not moved during the Movement Phase of the turn. 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. An infantry squad may mount a vehicle that has no infantry compartment (or a destroyed one). When mounted in a vehicle. assume that an infantry squad that started the game with less than eight men has taken the appropriate number of casualties. If the target is within six hexes. The controlling player must make two damage rolls for the squad. Once a target is hit. These men are controlled abstractly as one squad. the squad uses the damage template appropriate to its current strength in men. fire its anti-tank missiles or mortars. the infantry squad is unable to perform any action. mass driver cannons. and some artillery shells fired from other sources. INFANTRY MOVEMENT An infantry squad may spend 3 MP per turn when dismounted. Each attack is resolved separately. though. It then moves with the vehicle as normal. They move like ground vehicles and so may enter any hex not prohibited to ground vehicles. regardless of the vehicle’s facing. 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. Regardless of shield factors. or turret. They get to choose the location attacked. For these purposes. The squad may not move for the rest of the turn. the squad may make one attack. The controlling player rolls 1D10 to determine how many squad members were killed.) No more than one squad may be carried inside a vehicle. but cannot attack the bottom of a vehicle. but the range of their personal weapons is severely limited.INFANTRY An infantry squad consists of eight men. If the vehicle takes a hit and must Ground as a result. FIRE PERSONAL WEAPONS Infantry squads may fire their personal weapons at any one target within the normal restrictions.

roll 1Db. Laser Damage Points. Attacks against infantry inside buildings are carried out according to the Building Rules. The last four infantrymen are assumed to be operating the squad’s TVLG missiles. determine the damage with an IWF7 template. To operate a light mortar requires a minimum of three personnel. The Infantry Effectiveness Table shows what the squad can do as it takes casualties.TVLG MISSILE FIRE The squad may carry up to 4 TVLG anti-vehicle missiles. Cross-reference the weapon type with the modified to-hit roll on the Infantry Damage Table below. or all its remaining TVLGs in one turn. If a mortar round strikes a building or a vehicle. its effectiveness declines. The squad can fire one. p.) Indirect Mortar Fire A mortar fires small. For each squad member killed. The to-hit procedure for a painted mortar round is the same as for a vehicle firing an indirect missile. The missile fire is resolved in the normal manner. except that the squad cannot engage in indirect fire. all they need is an observer who can see the target. all dismounted infantry squads take damage. Weapons Type. DISMOUNTED INFANTRY CASUALTIES Dismounted infantry are considered to be dispersed throughout the 200-meter hex. When firing at dismounted infantry in woods. the last four men in the squad are considered to be carrying the TVLGs. In this case. the mortar round homes in on it. mark off one box on the appropriate infantry record. to find the number of infantry lost. no modifier is applied against the base to-hit number. The player makes a normal tohit roll. For casualty purposes. -2. laser-guided rounds and can be fired indirectly. but are not modified for shields. or -3). These squads do not have any TVLG anti-vehicle weapons. Missile rounds may not be used to attack a dismounted infantry squad. buildings. That means a squad that has taken losses might not have sufficient personnel to operate one or both mortars. ignoring any shield factors and terrain modifiers. If the round hits the target hex. Light mortar squads may also fire a small anti-personnel round. some. If the round hits. or craters. When the mortar squad is firing directly. per the Dismounted Infantry Casualties rules below. 32. (See the Infantry Effectiveness Table. Note that the damage can be 0. they use the normal to-hit procedure. Then modify the result by subtracting the normal terrain to-hit modifier from the result (-1. rubble. and their maximum range is 20 hexes. As a squad takes damage. After the forward observer has painted the target. Remember that all damage for infantry squads is taken after all fire is resolved. MORTAR SQUADS Some special infantry squads are armed with two light mortars. It is not necessary to paint the target. 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 INFANTRY DAMAGE TABLE Modified Die Roll 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 .

or paint a target until it is declared active again. If the crew escapes. the concealed infantry squad may not move. that no squad has more than eight members. Remember. RECOMBINING INFANTRY SQUADS If two infantry squads occupy the same hex and perform no other actions for one turn. Recombined infantry squads must be assigned to one of the parent platoons for movement purposes. per the normal Combat rules. fire any weapons. The unit may become active during the Declare Weapons Fire portion of the Combat Phase. DISMOUNTED VEHICLE CREW A vehicle crew will sometimes survive the destruction of its vehicle. members from one squad can be reassigned to another squad during the End Phase. too. During the following turn. . the squad may not be engaged by any enemy unit not in the squad’s hex. place a Crew counter next to the vehicle. This rule is especially useful when a player is attempting to maintain troop quality. a dismounted infantry squad may declare that it is concealing itself during its Movement Phase. A dismounted crew cannot make attacks. or recombine with an infantry squad. call in artillery fire. paint targets. Additionally. Concealed infantry units may not engage in Opportunity Fire. Note that the infantry squad is a valid target during the turn that it declared that it was concealing itself. the Crew counter is subject to all infantry rules. an infantry squad can get a free shot at a target without having to take any return fire. but no squad can operate more than four TVLGs or two mortars. In the next turn. the crew may move at a rate of one hex per turn. By waiting until other units have declared their fire for the turn. Rather than moving. Enemy units that have not yet declared their fire in that phase may engage the infantry squad. The squad may then engage any target normally. This transfer of personnel can also include equipment. Except for these restrictions.CONCEALED INFANTRY A dismounted squad can effectively hide from observation and thus from attacks.

Only the building can be attacked. An infantry unit may also move up and down levels. the player rolls a die to determine which level has been struck. a dismounted infantry unit may not mount a vehicle until the next Movement Phase.BUILDINGS Cities have always created special problems for military operations. the unit may declare entry into the building instead of moving. Larger buildings do provide some protection for infantry. The effects of rubbling a building take place at the End Phase of the turn. Rubble does not block line-of-sight. The many buildings among the long. numbered one through ten. Any infantry squad caught in a destroyed level is totally eliminated. When filling out the record sheet. all levels above it collapse and are destroyed. Infantry that is inside a building may fire. consider the squad lobe at the elevation of the level they occupy. but an entire city block is much more resilient. If the result is higher than the height of the building. While a squad occupies a building. the player should cross off any excess rows at the top. Once inside. The building counters represent all of the buildings in the builtup area. and that same value is used for each story. If all of the armor boxes on one level are destroyed. plus the level of the hex. The building’s armor factor can range from I to 40. An infantry unit can enter at Level 1. COMBAT EFFECTS Buildings may block line-of-sight in the same manner as trees. These factors obviously call for unique tactics and operations. Once a hit occurs. and so each level of a building contains four to six actual floors. 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. Replace the building counter with a rubble counter. Units outside of a building that is rubbled are not affected. An infantry squad can choose to exit a building from any level rather than moving. the unit may move one level. 2. then slide the template over until the first full armor block is reached. but the speed limit is lower than in open terrain. The player should block out columns so that each story consists of a row of boxes equal to the building’s armor factor. the damage value of the weapon system or round is cross-referenced to the Infantry Damage Table. as shown by the Terrain Effects Table. it may not be fired upon directly. Align the damage template sideways with the arrow pointing to the appropriate level. they can be reduced to rubble very quickly. the infantry squad can only change one Elevation Level a turn. or 3. as normal. . narrow streets of urban areas block line-of-sight and provide the enemy with hiding places and protection from weapons fire. Buildings take damage a little differently than normal. It costs 1 VP to move into a building hex. The randomness of the hit locations represents the fact that multiple individual buildings must be destroyed in order to significantly damage a city block. but without to-hit modifiers for terrain. A building’s height is added to the Elevation Level of the hex that it occupies. When dismounted infantry is in a building hex. The infantry unit does not take damage until the last five armor blocks of their level have taken damage. Each Building Record Sheet shows a block that is 10 boxes high by 40 boxes wide. The hit location procedure is not any reflection on the relative difficulty of targeting and destroying a single stationary building. When the player is finished. Fill in the template as normal. Vehicles can never enter the building. (A level is 20 meters. then the whole building collapses and is destroyed. It is very easy to destroy one building. Whenever one of those five blocks is damaged. MOVEMENT EFFECTS Vehicles are assumed to be moving through the streets and alleyways in the building hex. combat in an urban area has been the most costly and destructive form of warfare known to man.) As urban structures are not designed to withstand fire from modem combat weapons. Buildings are rated by their Elevation Level (stories) and the number of Armor Points that each level has. If the bottom level is destroyed. Each row represents one of the building’s stories. For line-of-sight purposes. Buildings may be fired on as normal. then the topmost surviving level of the building has been hit. Each turn. From the earliest history of warfare up to the present day. When moving out of a building.

knocked unconscious. No matter how good the equipment or the training of the individual soldier. If a player’s Centurion is killed. In most cases. the movement sequence is not affected. For example. he has a Leadership Advantage equal to the difference between the two ratings. LOSS OF CENTURION Loss of the Centurion can. He takes the place of the vehicle commander. the Leadership Rating for the Century is reduced to 0 and the difference between the sides is recalculated. CENTURION ADVANCEMENT An average Centurion usually has a Leadership Rating of 2. the Leadership Rating of the opposing Centurions is given. LEADERSHIP RATING In each scenario. without leadership an army is just rabble waiting to be swept away. 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). A Centurion cannot be assigned to an infantry squad rather than a vehicle. See the Leadership Rating Table below. decide when a friendly platoon moves during the Movement Phase. The Renegade player wins the Initiative and decides to be Player A. 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. For every three full Advantage Points remaining. and air strikes. and decide to move the passed unit then. and is necessary to call in attacks by offboard artillery and orbital fire support. the player can pass on moving one platoon until later in the movement sequence. 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. or has his vehicle destroyed. the two Centurions have equivalent ratings. He might also wait until midway into the movement of his platoons. There are two ways to use these Advantage Points during a turn. For example. if a TOG Centurion has a Leadership Rating of 2 and a Renegade Centurion has a rating of 4. assume that both Centurions have a Leadership Rating of 2. or none of the points from his Initiative Roll at the start of the Movement Phase for the turn. Unless otherwise specified by the scenario. or has his vehicle destroyed. When one Centurion does have a higher rating than the other. For example. the player can subtract all. he may move one platoon as normal or elect to expend the 3 points to pass on moving that platoon. In such case. orbital fire support. the Renegade side has a Leadership Advantage of 2 points. He can also use the points to move a platoon at the start of his portion of the Movement Phase. Players may not save Leadership Advantage Points for other turns. he will move the units of that platoon immediately after the normal movement of another platoon. and so neither side has a Leadership Advantage. On his turn to move the units of a platoon. knocked unconscious. put out of communication. he saves them until his units are to be moved. the Renegade player has 3 Leadership Advantage Points. Active Centurions are necessary to call in offboard artillery. the Century cannot use any of its offboard assets (though current missions still come in). If he passes. have disastrous results for the Century. put out of communication. obviously. At that later point. If a player’s Centurion is killed. This is because the squad does not have the necessary communications systems to allow him to control a battle.CENTURIONS Strong and innovative leadership is necessary for the combat efficiency and effectiveness of any military unit. Rather than using them to modify the Initiative Roll. and so whatever damage the commander takes applies to the Centurion. The Centurion should be assigned to one of the player’s vehicles. some. First. Player A may move the passed platoon immediately after he has moved another platoon later in the turn. The unit’s Centurion performs three functions in the game. These are known collectively as a Century. 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 . Points not expended to modify the Initiative Roll can be used to delay or advance the movement of any of the player’s platoons. He can affect who wins the Initiative. he might wait until after moving his last platoon and then move the passed platoon.

24 6 25 – 30 7 Beginning Centurions start with a Leadership Rating of 2. LEADERSHIP RATING TABLE Total Advancement Points Leadership Rating -6 to –10 0 -1 to –5 1 0-4 2 5-9 3 10 . (Victory Levels are given in the published scenarios or can be calculated as described in Scenario Design).14 4 15 . Negative Leadership Ratings are also possible. he decreases his Leadership Rating by 1. For every 5 points that a Centurion loses. Point values for each type of victory are given in the Advancement Points Table. To do so.19 5 20 .LEADERSHIP RATING ADVANCEMENT Players may keep the same Centurion for future games. 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. the player should keep track of the level of victory or defeat his Centurion achieves in the game. The Leadership Rating Table below shows the Leadership Ratings for Centurions with various Advancement Point levels. .

To determine the damage from his successful attacks. Loss of the grav drive while at LAF results in immediate grounding. While operating in TTF. Bounce infantry may dismount a TTF or LAF grav vehicle at any time during its movement. ARTILLERY All artillery attacks against units operating at NF. and vice versa. Combat troops use this safety feature to engage in some innovative tactics. the players should review these rules and agree on which ones they will use.weightless or not . The vehicle may accelerate up to 75 VP. but it is very useful when attacking at TTF or LAF. STACKING Normal stacking limitations are in force for each flight level. Though these two modes increase the maximum speed that a vehicle can safely travel (up to 900kph in LAF). line-ofsight is never blocked. A modified result of 8 -10 means that the Horatius is hit on the left side. Striking the ground at 60 kilometers per hour . In LAF mode. It costs a LAF vehicle 1 VP to enter any hex. the vehicle becomes an easy target for any enemy unit that spots it. While operating in LAF. In Low-Altitude Flight mode. A vehicle that moves down from TTF or LAF is immediately subject to the terrain speed limits of the hex that it occupies. 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. COMBAT A vehicle operating in TTF mode is one level higher than the terrain it is in for line-of-sight purposes. Grav vehicles may also choose to operate in Tree-Top Flight mode (TTF) or in Low-Altitude Flight mode (LAF). The ground is too close to make this lactic useful while operating in NF mode. 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. The Liberator’s attacks on the Horatius are also resolved normally. A modified result of 1 . but such vehicles must still pay VP Costs for crossing contour lines as in NF mode. 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. (Though the pack makes the soldier almost weightless. If the grav drive is lost while operating at TTF the vehicle must also ground. ALTERNATE GRAV MOVEMENT MODES The preceding movement rules apply when a grav vehicle is operating in its normal flight mode (NF). and then only if the vehicle starts the turn in their hex and at a current velocity of 0. as many vehicles as desired can occupy the same hex at the same flight level. 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. Tree-Top Flight mode allows a grav vehicle to ignore all terrain and one Level of buildings. 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.still means that soldier ends up splattered all over the countryside). five hexes away from a Liberator on the ground. Dismounting units engaged during the normal Combat Phase may be attacked per the normal rules. that is. Before the start of a game. Attacks between units operating in the same flight mode are handled per the normal Combat rules except where noted below. The vehicle treats the terrain features as clear terrain for speed limit purposes. a grav vehicle ignores all terrain and contour lines for movement and line-of-sight purposes. and LAF are resolved normally. . INFANTRY The bounce packs worn by infantry have a governing device that prevents the soldier from exceeding a set velocity. but the bottom shields are used and the TTF Hit Location Table replaces the normal Hit Location Table. 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. The dismounting infantry may be engaged by Opportunity Fire but the unit does not receive any terrain modifiers. and they are then placed in the hex at ground level. the Liberator’s player rolls a die and adds 5 for the Range. In other words. Use the TTF Hit Location Table below to determine the hit location. except where noted below. about one meter above the ground. but air resistance prevents it from going faster. the player may expend Thrust Points to raise or lower a grav vehicle one level. The Horatius attacks the Liberator and the attack is handled as normal. adding the Range to the die roll. Because the Horatius is at TTF the woods are ignored for lineof-sight purposes. A Horatius is operating at TTF. TTF AND NF MOVEMENT At the start of the Acceleration portion of the Movement Phase. adding 2 to its current velocity. Its loss at 50 meters above the surface normally results in the vehicle’s total destruction.7 results in a hit to the bottom armor. 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. the grav vehicle is about 20 meters off the ground. except that HAFE rounds have no effect on vehicles operating at LAF. Infantry may only mount a vehicle that is operating at NF. his mass stays the same. If the grav drive is knocked out while the vehicle is at NF. the vehicle is flying high enough to ignore all terrain for movement and LOS. The line-of-sight between the two vehicles would normally be blocked by a light woods hex. TTF. All attacks against units utilizing NF mode are handled per the normal Combat rules. with 10 added to the vehicle’s current velocity. ignoring trees and low buildings for LOS and movement purposes.OPTIONAL RULES The following rules are presented to enhance and expand the Centurion game. and all damage is taken against the bottom. The most common of these is to jump out of a moving grav vehicle as it speeds over a target. but damage may be taken against either the bottom or the appropriate facing. it must immediately ground at its current velocity.

Artillery can be called into attack any hex on the board. the vehicle is automatically grounded at its current velocity. except the bottom. HELL Rounds The most deadly artillery round in use is the HELL round. If a hex is rubbled. a woods hex reduced to rubble by HAFE-I rounds will still block line-of-sight until the end of the turn. All dismounted infantry squads in the hexes take damage per the Dismounted Infantry Casualty rules. the artillery attack on the hex is resolved. Note that some of the rounds affect both the target hex and the six adjacent hexes. HAFE-I Rounds The HyperVelocity Airburst Flechette Explosive—Improved (HAFE-I) round is designed to explode into thousands of small flechettes. There are no advantages for overlapping minefields. Effective use of assigned artillery support can give even greatly out-numbered forces victory. during the End Phase of a turn.41. The attack scatters on any other result. First. The observing unit cannot paint during the turn that the artillery lands. Right. per the General Artillery Rules. including the turret. All vehicles in the affected hexes take 10 points of damage on every facing. ADM Rounds Artillery Dispensed Mines are fired to a target hex. AMA Rounds Anti-Mine Artillery (AMA) rounds may be fired into a target hex. An observer can only target one hex per turn. ARTILLERY ROUNDS Artillery can fire a variety of munitions. The player must roll again to see where it lands. During the next turn’s Combat Phase. but it does turn the topsoil to glass. Buildings take 10 points of damage on each level. Damage is applied in the same manner as Grounding Damage. except the bottom. capable of delivering accurate and devastating fire from distances of up to 100km.ARTILLERY Artillery in the 69th century is grav mounted. A second 7 . and Stern Facings. The damage moves straight across the rows. They do no damage when they hit. Each assigned fire mission gives the player one artillery attack per turn. and a HELL round goes off in its hex. GENERAL ARTILLERY RULES Artillery support is assigned as fire missions per turn in every scenario. the player should also determine the type of round to be used. per the General Artillery Rules. If the result is 7. See Mines. Artillery attacks are called in against a hex. If there is no friendly unit spotting. If a friendly unit has a valid line-of-sight to the target hex on the turn that the artillery attack arrives. for further details. where it lands is determined on the Scatter Diagram. and will affect all units as normal. it releases enough gravitic energy to cause an uncontrolled fusion reaction.6 means that the round lands in the appropriately marked adjacent hex. Thus. The target hex is considered to be covered with mines. and will literally melt the armor off vehicles. the player must record the target hex and type of round used (see Artillery Rounds). causing damage to the bottom. the hex is hit on a result of 9 or less. saturating the surrounding area with deadly. Thus. A die result of 1 . regardless of whether or not a friendly unit has a valid LOS to the target hex. the artillery attack will hit on a result of 6 or less. All general rules for artillery rounds apply. Because combat is simultaneous. Turret (using the front shields). Second. take 100 points of damage. The round will detonate in the hex where it lands. p. Woods are reduced to rubble. minus the shield rating.10. Scattering Artillery rounds that miss their targets are subject to scattering. which calls for a second roll to determine direction. all armor facings.10 die result means that the round is another hex off in range. A similar calculation is made for the Left. the round will travel one additional hex. leaving little tactically significant radiation. The HAFE-I affects both the target hex and the six adjacent hexes. The round scatters on any other result. though the painting is automatic and not restricted by range). When an artillery attack is plotted. Because the flechettes are too large to be stopped by shields. See Mines for further details. All General Artillery Rules apply. If a vehicle is in the hex where a HELL round explodes. several plagues will befall it. left to right until all 10 points are used. All General Artillery Rules apply. It will also turn any type of terrain to clear terrain. If an artillery attack misses its target hex. but scatter land/grav mines that will affect vehicles and dismounted personnel. (It is using its painting lasers to mark the target hex. all unoccupied craters in the hex are removed. while others require a special modification to the General Artillery Rules. high-speed fragments. When a HELL round goes off. not a vehicle or other unit. the tank will take 30 points of damage on the Front (100-70 = 30). They send out a strong gravitic pulse that detonates all the mines in one hex. . Each artillery attack takes one turn to arrive. This type of round is very clean. Roll 1D10 to determine in which direction the round goes and consult the Scatter Diagram below. the shields do not reduce damage to vehicles. All General Artillery Rules apply. if the front of a tank has a Shield Rating of 70.

The GPA/E cannot be fired indirectly at any target at a Range of 20 hexes or less. and painting. but if the engineering vehicle is operating at NE. however. use all other General Artillery Rules. The system is incapable of launching indirect fire at a range of less than four kilometers. For the remainder of the game. No path is cut if the vehicle does not leave the hex. The gravitic aftershock of the HELL round affects all grav vehicles in the adjacent hexes. modified normally for terrain.All dismounted infantry squads are destroyed in the target hex. The Base To-Hit Number is 9. it is possible for an artillery unit to find itself overrun and on the defensive. centered on the target hex in any orientation the attacker chooses. except that a missed round does not scatter. HELL round damage takes effect no matter what the vehicle’s flight mode. All other General Artillery Rules apply. If multiple HELL rounds land in the same hex. Because combat is simultaneous. All GPA/E attacks hit in the turn that they are fired. When a GLAD hits a vehicle. If a vehicle has an engineering attachment. Shielded buildings take damage from HELL rounds differently. it hits the ground with no damage. On the turn the GLAD round arrives. The player may tun the planar laser on and off as desired during the engineering vehicle’s movement. shields. The amount of damage that gets through the shield is calculated as for vehicles. The GPA/E may use any artillery round for its direct fire attacks except HELL rounds. it is considered to be an engineering vehicle and may perform any or all of the following activities. making its indirect fire accurate and fast. The path is aligned to face the same direction that the engineering vehicle took through the hex. See the GLAD Hit Location Table. specialized combat engineering vehicles still play an important role in a Legion’s success. it will cut a path through any woods hex through which it travels. however. 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. it will most often hit the stem or the turret since it is making a top-down attack. open pathways through minefields. HELL rounds may only be used against targets at a Range of 6 or more. Infantry squads inside the building are destroyed by any damage reaching the last five boxes of the level that they occupy. Engineering vehicles are standard grav vehicles with some of their offensive weaponry replaced by specialized engineering equipment. A Crater round uses all the General Artillery Rules. with a Base To-Hit Number of 7. Tree hexes adjacent to the blast hex are reduced to rubble. the painter must have successfully painted a vehicle in the target hex or in any of the adjacent hexes. A Crater round landing in a hex digs a crater in the same manner as a digging charge. and create fortified positions. left to right. GLAD attacks are handled as normal missile attacks. the cannon launches its munitions at very precise speeds and trajectories. These targets must be fired on directly from a valid LOS. The planar laser consists of two projectors that create a continuous sheet of coherent light in a gap between them. There is no rubble. in addition to its normal movement and combat. which have a safety interlock that prevents their being armed within one kilometer of the firing unit. If the GLAD misses. Damage is marked off in rows. . Use all the normal Smoke rules and General Artillery Rules. These rounds are fired in the End Phase section of the turn. Smoke Rounds An artillery attack can be used to lay a column of smoke three hexes long and one hex wide. COMBAT ENGINEERING VEHICLES Armies have deployed engineering vehicles for millennia to facilitate the advance of combat troops. If there is no painted target. All other vehicles and dismounted infantry treat the hex as a normal heavy or light woods hex. CLEARING TREES An engineering attachment normally includes a planar laser. starting at the top of the building and working down. Artillery-Delivered round (GLAD) requires a painted target during the turn of the attack. however. On-board artillery may not use Opportunity Fire. a woods or building hex that is reduced to rubble by HELL rounds will still block LOS until the end of the turn. Crater Rounds Artillery may also be used to create blast craters in the ground to give vehicles and infantry some form of protection. GLAD rounds cannot be used against infantry. Even with the introduction of grav vehicles. Thus. All such vehicles must make a die roll of 5 or less to avoid immediate grounding at their current velocity. When playing breakthrough scenarios. The gravitic cannon uses phased gravity pulses to accelerate its projectiles along the length of its barrel. Treat all GPA or GPE weapon attacks against targets at a Range of 20 hexes or less as a normal artillery attack. GLAD Round The Guided by Laser. Except where noted above. the GLAD round will attack any unpainted vehicle in the target hex. grav vehicles may treat the cleared woods hex as though it had a road through it. These vehicles serve to clear obstacles that hamper the movement of friendly troops. The sheet is capable of cutting through most trees. at the attacker’s choice. their effects are resolved separately. including Scattering. The player should place a path counter down on the woods hex to indicate this. The vehicle pays normal VP for moving through terrain. providing hull-down protection for vehicles and infantry. as are all unshielded buildings and trees. Unoccupied craters are removed from the target hex. Artillery weapons are normally variations on the gravitic cannon (GPA or GPE). ON-BOARD ARTILLERY FIRE Artillery is always located offboard.

and will not. If the vehicle ends its movement in a mine hex. as shown above. in order to knock out any engineering vehicles attempting to clear the field. and it moves through three light woods hexes and stops in a fourth. bays of laser arrays for use against orbital ships. except that it must be mounted in the hull and it takes up one space in Hull 1 and one space in Hull 2. and static defense installations. The pathway is not laid down until the vehicle moves through the hex. . at NP. To destroy such a complex usually takes a combined effort by space and ground forces. A path counter is laid down and aligned to the vehicle’s direction of travel. and aligned with the vehicle’s direction of travel. Some of the mines in the field are set to detonate after a delay of a few seconds. shield generators that cover the target area. 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. and any minefield attacks are resolved. If the player had rolled a 10. Any unit that moves along a cleared pathway will not be attacked by the hex’s mines. On a result of 9 or less. It is only after the vehicle moves out of the minefield that the path counter is placed down. These systems normally make the city or industrial center proof against attack from space. Below are rules to use installations both in Centurion and Interceptor. DIGGING CHARGES Vehicles with an engineering attachment are equipped with double the number of cratering charges (eight instead of four). Such defense systems consist of multiple HELL missile launchers. and attacks by ground troops difficult. hidden or otherwise. the player rolls the die.DEFENSE INSTALLATIONS Ground-based defensive installations are static turrets mounting ground weapons to protect some planetary facility. just as in cutting a pathway through trees. INSTALLATION TYPE Four typical defensive installations are described below. are incapable of engaging ground forces and so are disregarded. The engineering attachment is treated as a normal weapons system. The fourth hex does not. To keep track of the extra charges. he succeeds in clearing a pathway through it. however. players may use the Infantry TVLG Missile boxes on the record sheet. or bays. The three hexes through which the vehicle has moved are considered to have a path cut through them. CLEARING MINEFIELDS Minefields may be cleared only by engineering vehicles traveling at NP. 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. Any unit that does NOT travel along the path is subject to normal minefield attacks. Path counters are laid on the map. The charges are used with digging cannons in the usual manner. These laser arrays. When an engineering vehicle enters a mine hex. For Centurion/Interceptor purposes only the point/ground defense weapon systems are described. 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. the engineering vehicle would be attacked by a mine as normal. An engineering vehicle is at NF. its planar laser is on. however. until the engineering vehicle moves out of the hex. the roll to clear a pathway is made.

For each box blanked out in the Targeting Control System. An installation’s turreted Gauss cannons may not fire into the Interceptor map. however. Vulcan-3 4 Vulcan-4. ground units should treat the installation as a building. the installation generators are connected to individual shield projectors on each building. Damage to the installation’s lower levels is also resolved per the Building rules. or in space. the installation’s shield generators are destroyed. For all movement purposes. Two 200mm 4 100 Gauss Cannons *Interceptor players may use variable shields instead. the installation applies a -1 modifier to the base to-hit number for any weapons attacks that it makes. the installation’s missile launchers are destroyed. the streets and alleyways are normally unprotected.An installation takes up one hex.) Targeting Control Systems (Targ) The installation’s targeting computers. Hits to the turret are resolved as normal turret hits. 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. weapon control linkages. However. HELL missiles may be used against targets in the atmosphere. Laser weapons may only fire at targets in the atmosphere or the atmosphere/space interface. paint targets. The typical installation has 1. The Defensive Installation Record Sheet is essentially a building record sheet combined with the turret section of the vehicle record sheet. the to-hit number is modified by the defensive installation’s shield factor. Hits against areas with ballistic protection have no effect on the performance of the installation. treat the Ballistic Protection boxes as Armor. its internal components may be damaged. weapon stabilization controls. Installation shields require seven times the normal power. Its shield generator creates a shield over its own hex and the adjacent hexes. Rather than projecting a hemispherical bubble (a technological impossibility because of the scale). When engaging targets on the Interceptor map. or receive any benefit for firing at a painted target. any hits that strike the upper level hit the turret. They do receive the terrain modifier for being in a building hex. Thus. Firing Arcs An installation’s weapons are mounted in a turret. When engaging ground targets. The installation may not engage in indirect fire. Internal component damage is recorded and resolved as normal. The height of the installation is one level higher than the height of the surrounding hexes. For all purposes except widowing. which prevents the commander from talking to other installation commanders or friendly ground units. In team play. the turret has the same firing arc as a vehicle turret. this installation’s player cannot talk to teammates. The player should fill out a record sheet for each installation in the normal way. Communications System (Comm) The installation’s communications gear is damaged. If an enemy infantry squad occupies the bottom level of the installation and there is no friendly squad present on that level. use the firing arc shown in the following diagram. 7. Type INSTALLATION RECORD SHEET The defensive installation building has an Armor Factor of 40 and is topped by a turret with 100 Armor Points. all rules governing Combat also apply to installations. In the next turn when they do not move or fire and still occupy the bottom floor. The following table shows some of the most common installations used in this game.5/6 Laser 3 Two 200mm Gauss 3 100 Cannons. Shields The shields of a defensive installation protect the buildings both in the installation’s hex and in the adjacent hexes. INSTALLATION TABLE Turret Weapons Missile Shield* Launchers 1 Two 7. When firing at a building hex protected by a defensive installation’s shield. TURRET INTERNAL COMPONENT DAMAGE AND EFFECTS If the installation’s turret armor is penetrated. The shield generators and missile launchers are only destroyed when the bottom level is destroyed. and is treated as a building for movement and line-of-sight purposes. as long as the target is in the installation’s firing arc. If the squad spends one turn without moving or firing. Ballistic Protection Ballistic protection represents the inherent survivability of the turret’s internal components. and the ruggedness of the system itself. COMBAT Except where noted. Record this modifier in the Fire Mods box on the record sheet. 1 100 200mm Gauss Cannon 2 Two 200mm Gauss 2 100 Cannons. the shield generators and missile launchers may be destroyed. DAMAGE The hit location of any successful attack against a defensive installation is resolved in the same manner as for a building. in the interface. MOVEMENT Installations may not be moved nor change facing during the game. . The weapons mounted in the turret may only fire at one target per turn.600 Power Points available to it. Vehicles and dismounted infantry not inside the building do not get this advantage. Destruction of any of the levels results in destruction of the turret but not of the shield generators or the missile launchers. and other systems have been hit. call for artillery fire. due to hardening. At least three infantry squads are assigned to any installation.5/6 Lasers. (The exception is that he may fire at a painted target that he himself has painted. duplication of circuitry.

When all the boxes are blanked out. When the unit moves. For example. If the installation’s gunner and commander are both unconscious. The Base To-Hit Number is 12. Turret Weapons Hit (Turret Wpns) All the weapons located in the installation’s turret are knocked out for the rest of the game. as is the crater. the installation may fire no weapons for the rest of the game. the installation may fire no weapons for the rest of the game. Attacks on targets on the Interceptor mapsheet are handled as normal Interceptor attacks by an orbital installation. The Base To-Hit Number to regain consciousness is 8. Use the total number of blanked-out boxes. If more than one ship is in the target hex. The player may attempt to lock a HELL missile onto any spacecraft. The scenario should indicate which units. Use all the Interceptor missile rules except where noted. or they can be set up prior to play if noted in the scenario. except for the shield generators and the HELL missile launchers. an Avenger has a Front Shield Rating of 50. the fighter will take 50 points of damage on the Front (100-50 = 50) and 60 points to the Left. HELL Missile This massive weapon is essentially an artillery HELL round except that its effective blast radius is 7. asteroids. MINES Minefields can be delivered by artillery. The patrol craft’s other hex is not affected. with an initial velocity of 0. HIDDEN UNITS Given sufficient time. Each missile launcher can launch one HELL missile at a target on the Interceptor map each turn. they cannot be used against ground targets. or has an enemy unit enter its hex. minus the shield rating. The minefield remains active until it is cleared either by an engineer vehicle. engage in combat. the installation commander may decide to have the installation’s turret engage ground targets or engage targets on the Interceptor mapsheet. A hidden unit declares during the Movement Phase just as any other unit does. The firing arc for these attacks is given above. engages in combat. A roll greater than the modified base number means that the gunner remains unconscious. Friendly vehicles and infantry do not set off mines. paint targets. uses Opportunity Fire. When a HELL round goes off in its hex. if any. missiles. The hidden unit’s location and facing should be marked on a piece of paper. a vehicle or infantry squad can be dug in and camouflaged so that battlefield sensors cannot detect it. The installation may not paint any target for the remainder of the game. INSTALLATION WEAPON ATTACKS During the Centurion Combat Phase. Any Thor javelins. and so they may pass freely though a friendly minefield. Remember that a I is an automatic success and a 10 is an automatic failure. Ground targets may be engaged normally. A hidden unit may engage in Opportunity Fire. HELL missiles are moved after all other missiles. The locations of mine hexes delivered by artillery are known to all players. All of the target’s armor facings take l00 points of damage. and Stern Facings (100-40= 60). however. When an enemy vehicle enters a mined hex (either at NF or TTF mode). Right. or call for artillery fire. If the installation’s gunner and commander are both unconscious. HELL missiles are not affected by any form of ECM. depending on the scenario.5 kilometers rather than 100 meters. A successful hit destroys the missile without detonating it. it explodes.Gunner Hit (Gunner) The gunner suffers damage and must make a Consciousness Roll. Remember that a unit may use Opportunity Fire only after it has declared that it is doing so during the Movement Phase. Losses are taken according to the Infantry Damage Table. however. Commander Hit (Cmdr) The commander suffers damage and must make a Consciousness Roll as described in the Gunner Hit rule above. Dismounted infantry that is inside a building may also start the game hidden. Once on the map. (The mines are equipped with 1FF receivers and so are not detonated by the passing of a friendly vehicle). This is normally accomplished through the use of special energyabsorbing camouflage nets and by keeping the vehicle operating on low power. installations. A roll of 4 or less means that the HELL missile has effectively acquired its target. Infantry inside a building also lose their hidden status if they move. Only one ground target may be engaged per turn. They may or may not have to expend a digging charge. The missile has an Intelligence of 8 and a Thrust of 4. Because of the massive destructive power of these missiles. unless it actually moves. per the Artillery rules. The gunner may recover consciousness as normal. the bottom section is automatically hit and receives TVLG damage. or inhabit a hex that an enemy unit enters. all are attacked in the same manner. with the ground installation being located in the battlefield hex on the planet’s surface. Thor round. the gunner is dead. Hidden units are always in craters. may start the game hidden. compared to the artillery-delivered variety. or asteroids present in a hex with an exploding HELL missile are destroyed. changes facing. . HELL missiles can be carried and used like normal missiles by fighters. Any enemy dismounted infantry that enters a minefield will be attacked. as normal. Turret Destroyed All of the installation’s major systems are rendered inoperative. The commander may recover consciousness as normal. It is not placed on the map. When the missile enters the same hex as its target. the unit is subject to normal attacks. 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. Turreted weapons may only attack targets in the atmosphere or the interface. or Thor satellite that is in the launcher’s firing arc. per the Missile rules. A patrol craft hit by a HELL missile lakes damage only to the hex that was struck. and it may be targeted by normal weapon systems. and two-hex ships. and Thor javelins. 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. An installation whose commander is dead or unconscious cannot fire indirectly. If the mine hits. its bottom armor is attacked. with normal modifiers for shields but not for terrain. AMA or a HELL round. the unit is placed on the map. per Centurion lineof-sight and firing arc rules. Safeguard and MDC-G systems may be used against the missile. not just those marked off this turn. There is a -1 modifier to this base number for each box blanked out in the Gunner section.

however. Smoke is treated as heavy woods for LOS and combat purposes. As a result. or 5. During the End Phase of the turn. a vehicle at higher elevation can fire over it with no effect. the count starts back at 0 again for the next promotion. thermal. Artillery smoke lays a pattern that is three hexes long and is aligned. mortar. That is. if an Elite unit hit the left side of a tank in Column 4. or ballistic weapons firing smoke are subject to all normal LOS restrictions and to-hit rolls. mortar. In one battle. To go from Green to Regular. They lost eight vehicle crew members and twelve infantrymen.) SKILL IMPROVEMENT It is assumed that actual combat will improve the skill of the troops in a Century. or Gauss cannon not used during the Weapons Fire segment of the Combat Phase may fire a smoke round. but once the advancement is made. 4. giving vehicles occupying the smoke hex a -2 To-Hit Modifier and blocking LOS through the hex. In most cases. or over 60 percent of their strength. Because the Century did advance. and Regulars get Green replacements. mortars. (Interceptors gain advantages through increasing Piloting and Gunnery Skills instead. For movement purposes. if a Green unit hit the front of a tank in Column 7. Units assigned from outside of the Century for only that battle use the shift of their own Century. . Because smoke only rises to a height of twenty meters. To go from Regular to Elite. The Century advances to Regular status because of the number of casualties that it inflicted on the enemy. and electromagnetic spectra. Elites get Regular replacements. Interceptors may never use this shift. Regular units use all of the Combat rules as normal. For example. as the player wishes. a Green Century knocks out twelve enemy vehicles and four full infantry squads. offboard artillery. a smoke hex halves the normal speed limit of the terrain it covers (with fractions rounded up). 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. a Century’s troops are considered to be of Regular quality. 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. Artillery. a Century must destroy 27 enemy vehicles and full infantry squads (no fractions). TROOP QUALITY The experience and quality of a Century’s troops are just as important as the ability of its Centurion. players should start their Century at Regular status and use the following rules to upgrade or degrade the unit. Smoke grenades are deployed in a different manner. Any shot that misses its target hex will scatter. To go from Regular to Green. Multiple Smoke counters in a hex have no additional effect. as though it were a woods hex. as shown below. In a campaign game. Regular units are not yet good enough to win battles solely by those attributes. and vehicle smoke grenades. No terrain modifiers apply. This reduction only affects grav vehicles that arc operating in NF mode or TTF. Conversely. Additionally. the defending player may shift the column hit in the Armor Diagram up or down by 1 For example. per the Scattering rules. This kill tally can be achieved in more than one battle. As long as a Century has not lost a majority of its personnel. the Century must destroy nine enemy vehicles or full infantry squads (no fractions). Smoke has no effect on the speed of ground vehicles or dismounted infantry. A Century can be rated as Elite. the attacking player may choose to have the hit land in Column 3. To go from Elite to Regular. or Green. Even the worst political appointee can win battles if he is leading elite Guards against planetary militia. its count starts at 0 again when it next takes part in a battle. but it is reduced back to Green because of the level of its losses. any vehicle that still has smoke grenades may launch one of them. with the target hex at the center of the screen. or 8. Any artillery attack. Smoke is opaque in the visual. Players should note that if other directtire weapons were used in the turn. it would have advanced to Regular. these new troops are quickly assimilated and the skill of the unit as a whole is not impaired. They are fired from a vehicle and fill any three adjacent hexes next to the vehicle’s hex. 7. Elite and Green Centuries use a slightly different set of rules to reflect their abilities. the controlling player may shift the column hit in the Armor Diagram up or down by 1. A vehicle firing a cratering charge will immediately dissipate any smoke in the hex. the weapon firing the smoke round must fire at the same hex targeted by the other ballistic weapons. the defending player may choose to have the hit land in Column 6. These shifts are only available to the organic ground forces of the Century. If the Century had lost only twelve personnel. players remove all Smoke counters from the previous turn. Though seasoned enough to avoid losing battles through lack of discipline or skill. smoke significantly reduces visibility on the battlefield as well as increasing the probability of a crash when a vehicle travels through it too quickly. Regular. a Century must have lost 30 percent or more of its total personnel in one engagement. when a hit is made by a unit in a Green Century. Then smoke rounds and grenades may be fired. Once the shot has landed. This total can be achieved in more than one battle. Grav vehicles in LAF mode are unaffected. Whenever an Elite Century unit makes a hit. a Smoke counter is placed in the hex if the firing unit was a mortar or a ballistic weapon.SMOKE Smoke can be delivered by ballistic weapons.

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

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

22xx. 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. a fighter making a ground attack is treated as a grav vehicle operating at LAF. as described below. except Interceptors attacking ground targets execute their attacks at the start of the Resolve Weapons Fire segment of the Combat Phase. If the ejection mechanism is still functioning. TURN SEQUENCE When using Interceptor with Centurion. and Leviathan together are given below. MOVEMENT Movement for fighters is as normal. while Hexrow 20xx represents the atmosphere/space interface. and for operating Centurion. Leviathan simulates the combat between capital ships and can be used to resolve the actions of invasion fleets. Centurion Combat Phase As normal.OTHER RENEGADE LEGION SYSTEMS There are three other Renegade Legion game systems that are compatible with Centurion. Rules for integrating Interceptor. For fighter movement purposes. Centurion Movement Phase As normal. Landing Or Launching Centurion Units Centurion vehicles may be carried by specially modified patrol craft. Interceptor Initiative Phase As normal. Subject to the rules described below. 23xx. The TOG and Renegade fighters are used to provide ground support for the ground units. Hexrows 25xx. and 21xx represent the atmosphere of the planet. except Interceptors attacking ground targets cannot attack targets in the atmosphere. On Map 2. If a fighter has lost power. Only grav vehicles may deploy at LAF. except at the end of all movement. 24xx. If a patrol craft carrying ground units ends its Movement Phase on the battlefield hex of the mapsheet. the Renegade Legion roleplaying game. Its attack can be resolved at the start of the Resolve Weapons Fire segment of the Combat Phase. players should use the following Sequence of Play: Centurion Initiative Phase As normal. Legionnaire. Fighters that end their turn in the Centurion battlefield hex may make strafing or dive bombing attacks. Interceptor Combat Phase As normal. the pilot escapes and remains located in that hex. can be used to personalize the soldiers that man the grav tanks. Ground vehicles and infantry may debark only from spacecraft that have landed. or to provide a first line of defense against a space-based attack. Remember that the patrol craft must have sufficient passenger space to carry the vehicle’s crew and any attending infantry squads. The bottom row of Map 1 will represent the beginning of the planet’s gravity well. Damage is treated normally. Hex 2608 on the map is normally used as the location for the Centurion mapsheet. Leviathan and Legionnaire have detailed rules that can be used to integrate the systems with Centurion. players will treat the ground hexes as atmosphere hexes. it is assumed that the vessel has crashed and is destroyed. Whenever fighters end their movement there. Each fighter bay may carry one vehicle whose mass is equal to or less than the tonnage rating for the bay. and is in a ground hex. they may make an attack on the Centurion mapsheet. Interceptor can be used to recreate actions between the space fighters that vie for control of the air and space over the battlefield. Centurion End Phase As normal. . it may decide to land and debark its cargo or have the vehicles deploy at LAF. INTERCEPTOR INTEGRATION Interceptor games can be used in conjunction with Centurion. The Interceptor mapsheet should he set up as shown in the diagram. Interceptor Movement Phase As normal. Hexrow 26xx represents the surface of the planet. to attack Thor satellites. Interceptors making a ground attack are placed on the Centurion board. Interceptor. is out of control.

This painting laser is used only when attacking ground targets and must be used prior to the fighter beginning its strafing run. the fighter counter is placed anywhere on the map. Remember that a vehicle is immediately subject to speed limits if it moves from LAF to TIE. After moving 15 hexes. If the patrol craft chooses to drop the vehicles without landing. or building. For game purposes. NPCs. on their fighters’ hard points. For firing arc restrictions. The strafing fighter must move a minimum of ten hexes in a straight line on the map. which will be resolved during the Centurion Combat Phase. Their flight mode is at LAF and current velocity is 75. This sequence ensures that the patrol craft is exposed to fire from Centurion units for one Combat Phase. When fired. the fighter is placed anywhere on the map and aligned on the map as shown. making attacks as he goes. The only other limitation is that the strafing fighter must attack all ground targets that come within range. with a heading of either 1 or 4. The vehicles may not engage in combat during the turn that they are released. which will be resolved during the Centurion Combat Phase. The fighter may be painted by any ground units. 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. A hard point can carry a painting laser (one per ship). or HAFE-l round. the ships represented in Interceptor can make a number of different types of attacks against the combat vehicles found in Centurion. He does not have to inform his opponent of how long the strafe will be. players may mount various groundattack munitions. GLAD. with any facing. during the Painting segment of the Combat Phase. Infantry units inside buildings are protected from direct fire during a strafing attack.If the patrol craft elects to land. the Avenger declares that it is pulling out of the strafe. This gives the fighter a strafing corridor that is three hexes wide. smoke. Strafing When a fighter or patrol craft ends its turn on a battlefield hex. The hex that the fighter now occupies is considered the target hex. The defender does not know when the strafe will end. with any facing. For example. The EPC cannot be used. he may announce a strafing attack. Missiles. The player may also choose to move the fighter completely off the map edge. The craft moves straight forward in the direction it is facing. Strafing and dive bombing Interceptors may only target one hex of the ship. at the player’s choice. engaging all targets within one hex away from it. Units hidden inside the building will suffer the consequences of that attack. these munitions are the same as artillery rounds.and forwardmounted weapons. the fighter makes its attack. the vehicles are placed anywhere. Rules for each type of attack are given below. but it must continue for at least ten hexes. A grounded patrol craft may fire all weapons except missiles. the target terrain modifiers. use the Interceptor rules. per the Building rules. except infantry. but the building can be attacked. modified by the pilot’s Gunnery Skill. However. A ground target is any vehicle. During the next turn’s Centurion Movement Phase. All patrol craft weapons have a maximum range of 20 hexes and damage equal 10 the damage given at Range 1 in Interceptor. the condition of the strafing craft. This is the only attack he may make during the turn. if it is unpainted. Other hidden and concealed units are not affected by a strafe. with any facing. the DFM will affect the target hex and the six adjacent hexes in the same manner as a HAFE-I artillery round. At the end of the Centurion Movement Phase. and the target’s shields. the fighter counter is placed anywhere on the map. This is the only attack he may make during the turn. on the Centurion map. COMBAT Depending on the situation. the patrol craft is placed back on the Interceptor map in the Battlefield hex. The fighter may be painted by ground units during the Painting segment of the Combat Phase. Every enemy and friendly ground unit within the strafing row is attacked individually by the strafing craft’s turret. HELL. It may drop all or part of its ground-attack munitions onto the target hex. any ground units that have not yet fired now have one last opportunity to do so. DEM clusters may be fired at one hex along the strafing corridor (see below). as normal per the Centurion rules. After all ground forces have completed their movement. In the following Interceptor Movement Phase (during the next turn). it is placed on the Centurion mapsheet anywhere that the player wishes. NPCs. but it must beat least ten hexes long. Fighters may also mount a painting laser on a hard point. ADM. Dive Bombing At the start of the scenario. Before any ground-weapons fire is resolved. and EPCs may not be used for strafing attacks. The vehicles are subject to all LAF rules. The highest damage value is used for each weapon. When a fighter ends its turn on a battlefield hex. The Base To-Hit Number is 8. infantry unit. At this point. A DFM may be fired at any single hex along the strafing corridor. Either of the patrol craft’s hexes may be targeted by ground units. All Centurion Combat rules apply to the patrol craft except that hit location and internal damage is determined per the Interceptor rules. he may announce a dive-bombing attack. All the Avenger lasers do 7 points of damage and all of its MDCs will do 8 points. The attacker begins moving his fighter along the map. Before any ground weapons fire is resolved. and EPCs. The player makes a separate to-hit roll for each . rather than missiles or pods. the vehicles may leave the craft. friendly and enemy. but may be fired upon normally. The craft’s velocity is unaffected by the attack. After all ground forces have completed their movement. After the attack is over. the fighter makes its attacks. 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. the craft is placed back on the battlefield hex of the Interceptor map.

sides. and the SSS damage profile. at the player’s choice. stern) Turret HIT LOCATIONS AT LAF Hit Location Turret Attacked Side (right. Ground-attack munitions use the same scattering and damage procedures as the artillery equivalent and cause the same type of damage. 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. Attacks at LAF In any scenario integrating Interceptor and Centurion. or stern of the attacking fighter. 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. The missile’s acceleration rating has a -1 modifier until the missile climbs out of the planet’s gravity well. 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. When the attacking player declares that the strafe has ended. At the end of the attack. 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. 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). a counter is placed on the Centurion hex of the Interceptor mapsheet. it travels as normal until it moves into the Centurion hex. DFM and TGM missiles may not be used in this manner. Hit Location is determined according to the Interceptor rules. fighters on the Interceptor board may attack tanks dropping from orbit or at LAF. allowing him to fire at the rear of the craft with an Angle of Attack Modifier of 0. Return Fire A fighter or patrol craft making a ground attack is vulnerable to fire from all ground units except dismounted infantry. Unless otherwise specified by the scenario. Interceptors that take a hit to the anti-grav drive or atmospheric controls from ground fire are considered to be destroyed. For LOS purposes. 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. Use the Interceptor rules to resolve all such attacks. Interceptors may fire any normal weapon or ship-to-ship missile at a dropping or LAF tank.round. As the fighter moves. If the missile is fired normally. the range is the distance between the fighter’s current location and the firing unit. fighters are treated as grav units operating at LAF. As Gunnery is usually 4. modified only by the Gunnery Skill of the pilot. and lose their shield factors to all attacks. as well as during the turn that the missile enters the Centurion hex. This requires that the target be painted in the turn that the missile is fired. 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. front. All painting attempts must be made prior to the fighter starting its strafing run. 37. They may be engaged by any enemy weapons that are within range. During the next turn the missile will accelerate normally and attempt to engage its target per the Interceptor rules. HIT LOCATIONS WHILE DROPPING Hit Location Bottom Attacked Side (right. They may be painted. Interceptors can remain in atmosphere and fire SSS missiles at painted enemy targets. Stand-Off Attacks Rather than entering the Centurion hex to attack units at TTF or NF. For strafing attacks. and the Base To-Hit Number is 8. Use the appropriate following table to resolve such an attack. sides. stern) Die Roll 1-3 4-7 8-10 Die Roll 1-5 6-10 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. A Lock-On Roll of 4 or less is needed to successfully launch each missile attempted. The current location of the fighter determines if the ground fire attacks the front. The range for dive-bombing attacks is the distance from the target hex to the firing unit. the Modified Base To-Hit Number is normally 8. front. Internal damage from return fire takes effect at the end of the Combat Phase. the defending player has an opportunity to declare fire and shoot at the fighter with any units in range. The Base To-flit Number for all munitions is 4. use Gunnery Skill 4 for the installation and air defense vehicle gunners. The fighter’s facing is important because it will determine whether other ground-fire enemy units will fire at the front. p. The unit in the target hex is assumed to be firing at the front of the fighter with a -l modifier to fire. then the missile will make its attack during the Offboard Artillery resolution segment of the Combat Phase. The missile maybe intercepted by a Vulcan system per the normal missile attack rules. Return fire against Strafing craft is handled in a manner similar to Opportunity Fire. If the target is not painted when the missile enters the board. using the GLAD Hit Location Table. the missile does not hit. left. Damage location is resolved like a GLAD round against the top of the target. During the Interceptor Combat Phase of the sum. or stern of the fighter. Divebombing attacks do not have the one-turn delay of artillery attacks. A unit tiring at a fighter may not engage any other targets for the remainder of the Combat Phase. The Base ‘To-Hit Number for all grav vehicle weapons is 7. the fighter is placed back on the battlefield hex of the Interceptor map with a heading of either I or 4. the defending player may attack with any unfired units. Under this condition. . If its original target has been painted this turn. left.

Like a missile. the satellite will fall one hexrow down toward the planet. The satellite moves after all fighters have completed their movement. Scanner Systems: -1 To-Hit Modifier for all Thor attacks.) The Thor cluster attack is resolved normally. 3/4: Orbital control hit. its velocity is 2 and it must move two hexes toward the battlefield hex. the satellite will be affected by gravity as normal. causing the Thor cluster to strike the ground three turns after launch. Thor clusters are launched during the Missile Fire Phase of the turn. Once a Thor cluster is launched. If the orbital controls or power plant are temporarily shorted out. Engineering Plant Hit 1/4. Combat is resolved as for the normal Interceptor rules. Plant Destroyed: Satellite destroyed as plant explodes. Effects from internal damage are described below. (Note that the lag time for receiving the Thor attack on the ground is based on which row is the satellite’s starting point. Orbital Controls OC Short: The orbital controls short out and are inoperative for one turn. the heading and velocity never change. Thor Record Sheet A Thor Record Sheet is provided below. cannot engage targets on the Interceptor map. Thor Combat The Thor satellite is considered to be a normal fighter target for combat purposes. Massive Weapon Short: Per Interceptor rules. the pull of the planet’s gravity will not affect it. Weapon Short: Per Interceptor rules. Target Tracking Circuits: -1 To-Hit Modifier for all Thor attacks. The controlling player may now place it anywhere on the xx01 column of Map 2 at any velocity of his choice. Power Coupling Hit: Same effect as OC Short. the satellite may no longer be used for Thor fire missions. The Thor cluster attack on ground targets is resolved on the turn that it enters the battlefield hex. This places it just above the atmosphere interface. but before the missiles are moved. Ballistic weapons. Damage is calculated normally. In the second turn. Once all nine clusters have been launched. Satellite moves one hex closer to the planet each turn. the players may decide to place the satellite on the Interceptor mapsheet. Its velocity is 1.3/4 Down: Power plant hit. yet maintain its heading and velocity of 4 and 2. No effect until OC destroyed. The bow of the satellite is always pointed toward its heading. it will move so Hex 1903 rather than to 1804 in the next turn. falling toward the planet until it strikes the atmospheric interface and is destroyed. four hexes. Destroyed and shorted weapons results will always be applied to non-depleted javelin hard points or to the ECM pod. They may only be launched against ground targets. 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. If either the orbital controls or power plant is destroyed.Lasers may also be used to attack fighters from the Centurion mapsheet. Satellite Movement The Thor satellite system operates in low orbit over the planet. if the satellite is on Hex 1803 when its orbital controls short. OC 1/4. Air defense vehicles that engage fighters cannot fire at targets on the Centurion mapsheet. as described below. No lockon roll is needed. Unless the satellite takes damage. Damage against the Thor system is resolved as normal fighter damage. 1/2. and so on. If its orbital controls and power plant are operational. including TVLG and SMLM. Superstructure Per Interceptor rules. No effect until plant destroyed. . Fire Computer: -1 To-Hit Modifier for all Thor attacks. the Thor cluster must travel the shortest distance possible to its target. Auxiliary Weapons Controls: Per Interceptor rules. Satellite moves one hex closer to the planet. and the effects of internal damage are taken as above. it is placed on the map one hexrow below the satellite. Weapon Destroyed: Per Interceptor rules. staying within the firing arc. Shield Destroyed: Per Interceptor rules. Comm System: No Thor missions may be launched in the next turn. OC Destroyed: Satellite orbital controls are no longer functional. Main Weapons Control: Per Interceptor rules. but the satellite must be inside the firing arc. It is normally deployed to enter the Interceptor map at Map 2 Hex 1901 with a heading of 4 and a velocity of 2. making it vulnerable to attacks by both Interceptors and ground-based systems. 1/2. if targetlocking circuits were out at the time of launch. it cannot fire any turreted weapons at targets on the Centurion mapsheet. Range-Finder Circuits: -1 To-Hit Modifier for all Thor attacks. Nine of them mount a cluster of three Thor javelins (one fire mission’s worth). Computer Transponder: Per Interceptor rules. it must move three hexes: on Turn 4. One javelin cluster per turn may be launched. Thus. each javelin would need a 5 to hit its target rather than a 6. Thus. Lasers are fired during the Interceptor Combat Phase. Weapon Systems Target Locking Circuits: -1 To-Hit Modifier for all Thor attacks. but can only engage targets in the atmosphere or the atmospheric interface. Long Range Sensors: -1 To-Hit Modifier for all Thor attacks. Shield Power Converter: Per Interceptor rules. If a defensive installation fires its turret-mounted lasers at targets on the Interceptor mapsheet. Shield Short: Per Interceptor rules. On Turn 3. and the tenth contains an ECM pod. THOR SATELLITES Rather than arbitrarily assuming that one side or the other has an operable Thor satellite system. including range and damage attenuation for the class of laser used. The Thor satellite has ten hard points. moving right to left across the map. The basic game assumes that the satellite is set up on the l9xx row. The heading is still 4.

On both the Leviathan and Interceptor boards. Hex Row 0lxx is the ground. because an Interceptor hex is one-fifth the width of a Leviathan hex and 75 times the width of a Centurion hex. all movement and combat is conducted and resolved according to the rules printed in the Interceptor. randomly select which fighter(s) appears. Centurion Movement Phase 3. Units on one of these boards may not fire at units on the other board. and Hex Row 03xx is the atmospheric interface. The next turn.26l4 on Interceptor Map 2. Centurion Initiative Phase 2. its Leviathan record sheet is unchanged. As usual on the Interceptor board. On a 6 . The other fighters are engaged elsewhere in the area. Hex Rows 02xx-06xx are the atmosphere. Centurion End Phase E. Interceptor Movement Phase 5. the fighters it represents may move to the Interceptor board and begin acting during Interceptor phases. Movement from the Interceptor board to the Leviathan board is announced at the end of the Interceptor Movement Phase. One Interceptor counter may be placed on the Interceptor board for every six fighters in the Leviathan unit. Keep track of which fighters are from which Leviathan unit.) Movement from the Leviathan board to the Interceptor board is announced at the end of the Leviathan Movement Phase. Leviathan Movement Phase C. as per the integration rules in the Leviathan and Centurion rulebooks. If a damaged flight or group moves from the Leviathan board to the Interceptor board. If a fighter is able to return to the Leviathan board. If the unit has more than one type of fighter. AND CENTURION It is possible to integrate all three Renegade Legion board games into one massive game. between Leviathan Hexes 0612 (Map 1) and 0603 (Map 2) and below. It is not simple. the fighter moves in the Leviathan Movement Phase. If a player intends to allocate a unit of fighters to ground support.(or larger) size unit of Interceptors from one of his capital ships in the Leviathan Launch and Recovery Phase. To launch fighters.2414. 25 Interceptor hexes represent one Leviathan hex. a squadron. Five full Centurion/Interceptor game turns 1. Interceptor Initiative Phase 4. the Centurion board is Hex 0114. Fighter units wishing to engage in ground attacks must move from the Leviathan board to the Interceptor board as described above. Spotting Phase D. and then to the hex representing the Centurion board. Hex Row 01xx is the ground. One Gladius Interceptor counter is placed on one of the corresponding hexes on the Interceptor board. the appropriate Leviathan fighter counter is placed in any hex the capital ship currently occupies.) For example. If a fighter leaves the Interceptor board without returning to the Leviathan board. No fighter counter being launched may move or attack until the next turn.2214.2314. A capital ship may launch any or all of its fighters in one turn. As usual on the Leviathan board. or 2612 . a player must launch . In order to deploy Interceptors. (The Interceptor board represents just a slice of the three-dimensional action. No more than 10 percent of the total ground-attack ordnance carried by fighters can be of the HELL variety. RULES In general. Only fighters may move between the Leviathan and Interceptor boards. TURN SEQUENCE The turn sequence for integrated Leviathan/Interceptor/Centurion scenarios is as follows: A. and two Centurion maps represent one Interceptor hex. a fighter appears on the Interceptor board. Leviathan Combat Phase BOARDS The accompanying diagrams show how the three boards overlap. FIGHTER GROUND MISSIONS Leviathan fighter units may be designated as ground-support missions. 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 . even if it is badly damaged. or if it is destroyed. 251l . Hex Row 02xx is the atmosphere. a squadron of six Gladius fighters enters the Interceptor hexes. Any exceptions are noted in this section. LEVIATHAN. In addition. On a 1 .10. while Interceptor and Centurion turns last just one minute. 2412 . (However. Roughly speaking. In this case.INTEGRATING INTERCEPTOR. and Leviathan rulebooks. If a damaged squadron moves from the Leviathan board to the Interceptor board. Leviathan turns last five minutes.2514. Leviathan Launch and Recovery Phase F. Centurion Combat Phase 7. MOVING BETWEEN LEVIATHAN AND INTERCEPTOR BOARDS If a fighter counter ends its Leviathan movement in one of the hexes corresponding to the Interceptor board. but it may be attacked. however. That number of fighters appears on the Interceptor board. and Hex Row 07xx is the atmospheric interface. Interceptor Combat Phase 6.5. the entire unit’s Missile Attack Factor becomes 0. he must decide what type of ground-attack ordnance the unit is carrying before play begins. mark off 6 Armor boxes on its Leviathan record sheet. all surviving fighters in that squadron are engaged elsewhere. For example. LAUNCHING FIGHTERS All Interceptors begin the scenario aboard their respective capital ships. units on either board may interact with units on the Centurion board. roll 1D10. The Interceptor board overlaps the bottom center of the Leviathan board. Centurion. its hard points being loaded with ground-attack munitions. divide its remaining Armor boxes by 6 and round up. 2311 . Leviathan Initiative Phase B.

One of the maps (or a prominent geographical point such as a city or hilltop) should be declared the objective. the criteria for taking the objective. When the game is over. The Scenario Point Values for various units are given below.49 or less Low-Scoring Player Decisive Defeat Substantial Defeat Marginal Defeat Draw . SCENARIO POINTS TABLE Scenario Point Cost Cost/1 00.99 1. The players spend Scenario Points to build their forces. SCENARIO POINTS First. Players may design their own scenarios using the following method. the players add up their Victory Points. Then they lay out the mapsheets in a manner agreeable to both. VICTORY TABLE High-Scoring Player Decisive Victory Substantial Victory Marginal Victory Draw Ratio 3+ 2 .SCENARIO DESIGN Designing balanced scenarios is a difficult task. A dismounted infantry squad is destroyed if it suffers five or more casualties. one player may set up his forces on the map.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. but it does take away some of the flavor of the game.1. Players then decide upon the length of the game. Only one player may start with his forces on the map. Both sides should start with the same number of Scenario Points (150 t0 300 points per side is suggested). A player does not have to spend all of his Scenario Points. and consulting the Victory Table. while the other player enters from a particular direction off the map.99 1. the players choose who will play TOG and who will play the Commonwealth/Renegade side. If desired. Giving both sides the same numbers and types of vehicle is one way to ensure that a game is fair for both players.000) *Only one player Unit Vehicles VICTORY LEVELS Victory Levels are determined by dividing the highest score by the lowest score. as follows: Achieving the Objective 75 Each Enemy Vehicle Destroyed Scenario Point Value Unspent Scenario Points 1/Unspent Point 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. and on which side of the map each force will begin.5 .2.

Because the vehicle’s overall performance is based on mass. the vehicle’s armament is chosen. Ground vehicles use engines that weigh five times as much as a grav vehicle’s but cost only 10 percent of list value.VEHICLE CONSTRUCTION The grav vehicles described in this game are the most common ground combat vehicles used by the TOG and Commonwealth Legions. Choose Shields 3. and it costs 2. Record these values in the appropriate sections of the worksheet. The total power usage of a vehicle’s systems cannot exceed the vehicle’s power rating. Because he does not intend for the vehicle to fly above the treetops in combat. The heavier the vehicle.500 or less. Total mass for the armor is 41. The player wishes to design his own medium grav tank. changes in one component may require modifications in other areas to ensure optimal combat effectiveness. The bottom is given 40 points. The player now allocates armor to the six sections of the vehicle. The player must now allocate shields to protect five different locations on the vehicle. mass. and a pencil. Future recognition manuals and data supplements will describe other models. or it can mount weapons in the turret. Players wishing to design their own vehicles can use the following construction rules. The subtotal for shield power is 121. The mass. power usage. The worksheet provides spaces for noting these values. Whatever power is not allocated to these systems is used to generate thrust. left. . That engine has a mass of 28 and costs 375. based on the vehicle’s total mass. Choose Armor 4. Fill Out Vehicle Record Sheet After choosing the power rating. He decides that he wants strong shields to the front and rear. CHOOSE ARMOR A vehicle can receive additional protection by mounting armor plating on all four sides of the vehicle and on its turret. The player decides that the grav vehicle will have a 1. Note that only one engine per vehicle is allowed. He chooses a Flicker Rate of 70 for the front and stem and a Flicker Rate of 50 for the left and right sides. A separate shield is needed for each side. and 70 points to the stem. mass. A vehicle can mount fixed weapons in Hull 1 or 2. CHOOSE POWER RATINGS Grav vehicles use engines that have a Power Rating of 2. he assigns a Flicker Rate of only 10 to the bottom shields. Add Digging Cannons 7. various component tables. Record the vehicle’s power rating in the appropriate box of the worksheet.000 talents. He gives 90 points of armor to the front and to the turret. A ground vehicle cannot have a mass greater than 100. and the cost for all five shields is 125. A grav vehicle can have an infinite mass. as long as he does not exceed the limit of eight. just in case he has to ground quickly. the player should keep track of the power usage. DESIGNING A COMBAT VEHICLE Designing a combat vehicle can be a complicated procedure. and to run other vehicle systems. the player will need a construction worksheet. Excess power is used to give thrust to the vehicle. along with the mass and cost of the engine. and costs of the various components that he adds to the vehicle. and cost for various types of shields are listed in the Shield Table.000 talents. CHOOSE SHIELDS Grav vehicles have shields mounted in their front. To design a vehicle. CHOOSE AND ALLOCATE WEAPONS Next.050 talents. Add Crew. 60 points to the sides. Choose Power Ratings 2. Add Grav Drive 8. and cost for each of the shield generators on the worksheet. Choose Weapons 5. Power is used to charge and fire weapons. Calculate Thrust 9. Record the values and weight of armor in the appropriate sections of the worksheet. and stern sides. A total of eight weapons systems may be mounted in a vehicle. Ground vehicles cannot mount shields. The player now notes the appropriate power. These numbers are written down in the Engine section of the construction worksheet. A vehicle may carry a maximum of 100 Armor Points per section. Ten points of armor weigh one ton and cost 50 talents. an unused Vehicle Record Sheet. but the total power usage of all components cannot exceed the vehicle’s power rating. right. while the other three shields can be weaker. and Infantry Components 6. the more power needed to move it. the mass subtotal is 10.500rated power plant. and is willing to sacrifice some of the vehicle’s thrust for it. operate the shields. The player can allocate weapons to the three locations in any manner that he desires. Use the following steps: 1. Targeting. He decides that he wants a grav vehicle that is fairly well protected and heavily armed.

CALCULATE THRUST 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). Ground vehicles cannot have more than 8 MP.000 talents. The subtotals for these components are 3 power.5 or more. and communication systems that weigh two tons and utilize 2 Power Points. armor. but it is also very expensive. For fractions of less than .01 x 240. Note that there are two SMLM and four TVLG missile systems available. a missile system takes up only one weapons location. a vehicle must allocate eight tons and 8 Power Points. along with reasonable secondary armament. or in this case. The Gauss cannon is a very efficient weapon. rounded up). This leaves it with 1.282. The totals now stand at 156 power. The cost is 6. The subtotals for the weapons are 31 for power. If hardpoints are used. The total millimeter rating of the Gauss cannons mounted cannot exceed 300.750 talents. and infantry is equal to 100 times the mass of each component.000 talents. an air defense system must be mounted. No matter how many missiles it has. The Weapons Tables give the mass. the grav vehicle must be equipped with a grav unit. It costs 120. and two TVLG (4) packs as secondary armament.350 talents. The total cost of adding crew. A vehicle with a grav drive uses the Grav Movement rules. and cost of the various available weapons systems. and a cost of 774. Engineering attachments take up a weapons location in Hull 1 and Hull 2. he mounts a Vulcan-3 antimissile system. Though he wants to keep the turret s mass down.Any Vulcan Point Defense System must be mounted in the turret. and 300 talents. 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. He will use this total mass and power usage to calculate the size and power of the digging cannons and the grav drive.5.) Each turret uses 1 Power Point. the player elects to mount two 1. weapons. but the second Gauss cannon could not be larger than 100mm. round down. Hardpoints may be used only to mount Interceptor-class SSS or HELL missiles. round up. (It is assumed that the painting laser and other devices that require 360-degree fields of fire are mounted in the turret. To mount a squad of infantry. and not including the digging cannons). Dividing this by the mass gives the vehicle a Thrust of 4. and a cost of 1.10 x 240). painting lasers. Instead. Extra weight for the turret is 5 percent of the combined mass of the two weapons mounted there. Total cost is 1. All other vehicles are ground vehicles and use the Ground Movement rules. Digging cannons have a power usage of 12 (. but the system is optional. The player may want to add another MDC or Gauss cannon. power usage.08.05 x 240. TARGETING. The cannon requires power equal to 5 percent of the vehicle’s current tonnage. 3 mass. targeting. Each vehicle has targeting. A digging cannon weighs 10 percent of the vehicle’s current mass (the total weight of the engine. even if they mount no weapons.092 in excess power (1500-408).05 x 118 = 5. Finally. A maximum of two ballistic weapons (any combination of MDC or Gauss) can be mounted on a vehicle. The procedure is the same as that described in Fill Out Record Sheets . The number in parenthesis indicates how many missiles come with the system. The vehicle now has a total power usage of 408 and a mass of 267. He mounts a 200mm Gauss cannon in the turret. For fractions of .404. FILL OUT VEHICLE RECORD SHEET The final step in vehicle construction is to fill out a record sheet for the newly designed vehicle. At this point. The cost of a digging cannon is equal to 100 times its mass. These weapons are evenly divided between the Hull 1 and Hull 2 locations. A grav unit costs 500 times the power usage. shields. and turret). Turrets weigh a minimum of one ton. ADD GRAV DRIVE In order to move. sensing. two SMLM (2) missile packs.400 talents. and smoke projectors.5. The turret’s mass is equal to 5 percent of the total tonnage of the turreted weapons (fractions are rounded up. rounded up) and a mass of 24 (. ADD DIGGING CANNONS All vehicles described in this game may mount digging cannons. AND INFANTRY COMPONENTS Each vehicle has a crew compartment that weighs one ton and utilizes 1 Power Point. The weapons in the turret also increase the mass and power usage of that component. 6 tons (. Because the vehicle will not carry any infantry.000 talents. or 4 when rounding down for a fraction less than . They cost 2.5/3 lasers. the player needs to pay only these standard costs.) The grav drive has a power usage of 240 and a mass of 3 (. CALCULATE TURRET TONNAGE AND POWER USAGE Weapons that are mounted in turrets have additional tonnage and power costs. 152 for mass. All vehicles have standard costs for their crew compartments. 240 mass. Any vehicle may he designed to carry infantry. ADD CREW. he must mount the Vulcan there. the player calculates a subtotal for all the vehicle’s components thus far.8). The player wants his vehicle to mount the largest ballistic weapon available.

000 60.000 15 15 5 15 15 4 10 10 10 3 6 6 6 1 6 6 6 10 10 6 6 6 6 0 0 0 0 3 T T T T NA 500”’ 0 0 0 0 0 0 5 8 12 15 5 3 3 3 3 30 18 3 6 3 6 9 18 5 8 12 15 5 NA NA NA NA 30 112 10.000 70.000 60.000 96.000 60.000 25.000 14 67.000 30.000 228.000 65.500 43 216.H.000 Cost 168.000 . 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 Range 20 20 20 20 20 20 20 20 Range 20 20 20 Power 2 5 7 8 10 15 19 23 Power 6 11 12 9 Mass 2 5 7 8 10 15 19 23 Mass 24 42 46 10 Cost 24.5/3 4 1.5/4 5 1.000 120.000 60.000 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.LASERS Type Max Damage 1.000 35.000 20.000 60.000 30.000 10.000 84.000 66 330.000 30.000 NA NA NA NA 150.000 Power 1 2 4 6 12 24 48 Mass 2 2 2 2 2 2 2 Cost 5.H.000 47 234.000 50. T 50mm HEAP T APDS T H.056.5/6 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.000 10.000 6 528.5/5 6 1.000 15.000 20.5/6 7 3/6 8 5/6 9 7.H.000 1.000 250.000 45.5/1 2 1.000 20.000 46. T 25mm HEAP T APDS T H.000 300.000 180.000 276.000 55.000 20.

000 475.000 575.000 625.000 550.100.175.050.000 800.000 675.000 700.000 1.000 775.000 1.000 900.000 1.225.000 1.000 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 1.000 1.000 175.000 1.200.000 200.000 275.025.000 225.000 1.000 725.000 925.000 1.000 375.000 250.000 950.125.000 .000 450.000 300.000 1.000 75.000 825.000 350.075.000 1.000 150.000 50.000 400.500.000 425.150.000 600.000 100.000 125.000.000 750.000 875.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 25.000 850.000 325.000 975.000 500.000 525.