renegade legion centurion rulebook

47
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

Upload: smurvy

Post on 12-Nov-2014

5.711 views

Category:

Documents


73 download

TRANSCRIPT

Page 1: Renegade Legion Centurion rulebook

RENEGADE LEGION

CENTURIONBLOOD & STEEL

Design: Jordan Weisman, Sam LewisAdditional Design: Thom Gressman, Dallen MastersDevelopment: L. Ross Babcock III, David WileyWriting: Sam LewisLayout: TzeentchCover Art: Erik Vander PalenIllustrations: Denis Nielson, Jim Nelson, Jeff Laubenstein, Steve Venters, David Martin, Dana Knutson, ErnieHernandez, 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

Page 2: Renegade Legion Centurion rulebook

INTRODUCTION

The Imperial TOG Battleship Group reports that the last of theRenegade and Commonwealth naval units have been driven fromspace. TOG controls the system, but not the planet below. Orbitalbombardment has been futile against the planetary defenseinstallations. The Strike Legion is readied and the assault begins. Screaming down through the atmosphere, with a fusion-createdhell bursting all around, the assault boats release medium and lightgrav tanks 5 kilometers above the surface of the planet. After abrief and deadly fire fight with planetary militia, the landing zonesare secured and the heavy equipment is offloaded. The LegionsCohorts form and move toward the first of their objectives, aRenegade Navy spaceport. Traveling at over 300 kilometers perhour, the TOG grav tanks give up the safety of hugging the groundfor speed. Suddenly artillery airbursts appear over the leadCentury, as Renegade artillery rains mines down to block theirpath. At the same time, three TOG Aeneas light tanks explode as150mm Gauss cannons rip open their bellies. Rising up from their hidden position. Renegade Liberatorsascend to meet the onrushing TOG horde. A TOG Centurionorders his tanks down to deal with the threat. Artillery missions arecalled in. the orbital Thor satellites pick out targets to spear withtheir deadly falling javelins, and a pair of TOG Spiculum spacefighters rushes to engage a group of Renegade Guardians lifting offfrom a secret base. The battle for the planet has now begun.

Centurion is a game for any number of players. Grav tanks andinfantry squads of the Commonwealth and its Renegade Legionallies fight a desperate struggle against the Terran OverlordGovernments attempt to conquer the galaxy. Players commandgrav tank units, infantry squads, orbital and conventional artillery,and space defense installations in this game of tactical groundwarfare. The Basic Rules present all the information required to play.The Optional Rules give players additional, diverse elements fortheir game. Centurion can also be combined with the Interceptor,Leviathan, and Legionnaire games to create a fully integratedspace/air/land battle. Included in a separate book is extensivebackground information on the ground forces and technology ofthe Terran Overlord Government, the Commonwealth, and theRenegade Legion.

Page 3: Renegade Legion Centurion rulebook

GAME SET-UP

COMPONENTS

COUNTERS

Grav Vehicle Grav vehicle figuresrepresent the mosttechnologically advancedcombat vehicle evermanufactured. Fast, heavilyarmored, and with enoughfirepower to raze a city, thegrav tank has totally

changed the nature of ground warfare.

Infantry Squad Infantry Squad countersrepresent the men andwomen who hold the terrainwon by the more glamorous

grav tanks. Each squad contains up to eight troopers armed withweapons such as painting lasers, Gauss rifles, and a variety of anti-tank weapons. Squads are also equipped with bounce packs thatgive them the limited ability to move quickly while dismounted.The continuing need for infantry in warfare proves the adage thatthe more things change, the more they remain the same.

Vehicle Crew Vehicle Crew counters represent TOG andCommonwealth vehicle crew members who havebeen forced to abandon their vehicles.

Crater Crater counters represent fieldemplacements hastily dug out bythe specialized digging chargescarried by most vehicles.

Building Building counters represent non-military facilities constructed froma variety of materials. The scenariogenerally assigns a height to eachbuilding, with each level of abuilding equal to 20 meters. Eachbuilding counter representsapproximately one city block. Forline-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 storycan absorb before that level is destroyed.

Rubble Rubble is what is left of buildings andforests when the military is finished withthem. Weapons fire can reduce any building torubble. Both forests and buildings can benibbled by the use of artillery-delivered HELLrounds. Though it is more difficult to move

through rubble, this terrain does offer limited protection and coverfrom weapons fire. Rubble has no Elevation Level.

Minefield Minefield counters represent a field of artillery-delivered anti-tank and anti-personnel mines. Thehex that the counter occupies is seeded with mines.

Smoke Smoke counters indicate that the hexis filled with smoke. Most vehicles canfire smoke rounds and often carry smokeprojectors or smoke canister launchers.

Pathway Pathway counters indicate that apath has been cut through trees orthrough minefields. There are twotypes of pathway counters: straightand curved. These counters arealigned with the hex to indicate whichhex-side is the entrance and which isthe exit.

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

Thor Cluster Thor Clusters represent the kinetic energy pro-jectiles released by a Thor satellite.

HELL Missile HELL missiles serve to protect ground targetsfrom orbital bombardments. They use a graviticallyinduced fusion reaction to create an airburst explo-sion that can vaporize unshielded targets.

Page 4: Renegade Legion Centurion rulebook

Painting A painting counter is placed next to a unit toshow that it has attempted to paint a target with aspecial laser during that turn.

Painted The painted counter is placed next to a unit thathas been successfully painted during the PaintingSegment of the Combat Phase.

Fired This counter is placed next to a unit to showthat it has fired its weapons during the turn.

TTF A TTF counter is placed next to a grav vehicleto show that it is operating in Tree-Top Flightmode.

LAF A LAF counter is placed next to a grav vehicleto show that it is operating in Low-Altitude Flightmode.

MAPSHEETS

Centurion is played on two 24” x 36” mapsheets. To helpregulate movement and combat, the map is divided into six-sidedareas called hexes. Units move from hex to hex. Hex maps help make movement more realistic because theyprovide six possible movement directions instead of the fourpossible with square grids. Each hex on the mapsheet represents anarea of ground 200 meters (roughly 656 feet) across, and each turnrepresents one minute of real time. The forests, rivers, hills, and buildings on the mapsheetrepresent a typical mixture of the terrain in the populated areas onthe inhabited planets in the year 6830. Shown below are thesymbols used for each terrain type.

Clear These are typical fields, meadows, and othergrasslands. The ground is firm and may be gentlyrolling, but its elevation does not changesignificantly from one side of the hex to the other.

Light Woods Light woods terrain is sparsely covered with20-meter-high trees, Movement through these treesis fairly easy, It is impossible to see through lightwoods. For line-of-sight purposes, light woods addone Elevation Level to the terrain’s normal

Elevation Level.

Heavy Woods Heavy woods terrain is thickly coveredwith 20-meter-tall trees and heavyundergrowth. Movement through these areasis very difficult. Heavy woods are too denseto be seen through. For line-of-sight purposes,heavy woods add one Elevation Level to theterrain’s normal Elevation Level.

River River terrain indicates that a wide river orstream flows through the hex. In this terrain,ground vehicle movement is restricted, whilegrav vehicles can use the river like a road.

Lake A Lake hex is covered with water, eitherin the form of a lake, pond, or swamp.Ground vehicles or infantry are prohibitedfrom moving into this terrain.

Contour Lines Hills are defined on the map by contour lines. Each linerepresents a one-level change in elevation, or about 20 meters. TheElevation Level of any hex is equal to the height of the highestcontour line. Moving from a lower elevation hex to a higherelevation hex is called going Up Slope. The Elevation Levelincrease is equal to the difference between the Elevation Levels ofthe two hexes. Going Down Slope is moving from a higherelevation to a lower elevation hex. The level decrease is thedifference between the Elevation Levels of the two hexes.

Page 5: Renegade Legion Centurion rulebook

RECORD SHEETS

Grav Vehicle Record Sheets

The Vehicle Record Sheet shown in the diagram is for keepingtrack of the damage done to individual grav vehicles duringcombat. Each record sheet may be used to record the informationfor any grav vehicles and infantry assigned to a platoon. Each sheetincludes three separate records to represent three individualvehicles. The Armor Diagram shows how much armor each section ofthe vehicle has, along with the section’s shield factor. The ShieldFactor is the vehicle’s Shield Rating for that section, divided by10. Immediately below the Armor Diagram are the internal systemsof the vehicle. The use and effects of each of these areas areexplained in the Combat and Damage sections of the rules. Players will use the spaces on the left-hand side of the GravVehicle Record Sheet to record the number and type of missilesthat vehicle carries. The Velocity Record Track is used to record the vehicle’svelocity at the end of each turn, and is located along the right-handside of the form. The box marked “0” is for recording the vehicle’svelocity at the start of the game. The Maximum Thrust box is located below the Velocity RecordTrack. Players record the maximum thrust for the vehicle here. Weapons information is recorded in the Weapons Tableslocated in the lower-left section of the form. Up to eight weaponsystems may be mounted on a vehicle. Boxes are provided torecord the weapon’s Type, Location, Damage, and MaximumRange. In most cases, the weapon’s damage profile is on thetemplate, and is represented by a ‘T’ in the Damage box. An ‘S’means that the weapon is used in a special manner, as describedlater in the rules. A number in the Damage box indicates that theweapon is a laser. A laser destroys a vertical column of armorboxes equal to its damage number. To the right of the Weapons Tables is a box for recording anytiring modifiers due to targeting computer hits. Below the FireModifier boxes are locations for recording the number of smokeand digging charges the vehicle has. Finally, if an infantry squad is assigned to the vehicle, theplayer fills out the Infantry Squad Table. The Infantry Squad Tablehas spaces to record the number of active troops still left with the

squad, the number of TVLG missiles or mortars the squad has, andits Movement Points (MP).

Ground Vehicle Record Sheets Conventionally powered ground vehicles have a specializedrecord sheet. It is the same as the Grav Vehicle Record Sheet,except that the Internal Systems blocks are laid out differently, andthe Velocity Record Track is eliminated along with the ShieldFactor boxes.

Building Record Sheets

The Building Record Sheet is used to keep track of the status ofbuildings. It is simply an Armor Diagram showing the currentstatus of each level of the building.

DAMAGE TEMPLATE

The damage template is made up of die-cut diagrams showingthe damage profile for each weapon in the game, except lasers. It isused to mark off weapon damage on a target’s armor and internalstructure.

DIE

Centurion uses a ten-sided die (1D10), whose sides arenumbered from 0 to 9, with 0 representing 10. To succeed inactions such as hitting a target, avoiding a tree, and so on, the rulesgenerally indicate a modified to-hit number. Unless otherwisenoted, the player must roll a die result less than or equal to themodified to-hit number for the action to be successful. No matterwhat the circumstances, a roll of 1 is an automatic success and aroll of 10 means automatic failure in this game.

Page 6: Renegade Legion Centurion rulebook

LEGIONS

This is a separate booklet containing descriptions of the organi-zational structure of TOG, Commonwealth, and Renegade groundforces, game stats and descriptions of grav vehicles, and notableunits.

PREPARATION FOR PLAY

Before play begins, players decide whether to play a publishedscenario or one of their own design. They should then choose sidesand fill out record sheets for each unit to be used in the battle.From that point on, the players will simply follow the Sequence ofPlay and the rules given for each Game Phase.

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

FILL OUT RECORD SHEETS Before the game starts, each player must first decide whichCenturion units he will control, then record the information for hisunits on individual record sheets. It is best to use a pencil, as thisinformation is likely to change during the course of play. Theinfantry portion of a Vehicle Record Sheet must indicate whetherthe squad carries anti-vehicle missiles or mortars. Unless otherwisenoted, all infantry squads start with a full complement of eightmen. All units should be assigned to platoons. There are threevehicles and/or infantry squads to a platoon, and the record sheet.

The player starts by filling out the record sheet for the firstplatoon. He decides to assign three light Renegade Viper APCsto that platoon, along with three infantry squads. He then fillsin the numbers that will represent these vehicles in the game.In this case, they are Vehicle #7, #8, and #9. Next, he fills in the shields for each section of the vehicle,The Viper has a Stern Shield of 50, Left Shield of 40, FrontShield of 50, Right Shield of 40, and Bottom Shield of 40. TheShield Factors are therefore 5,4,5,4, and 4. Next, the player should cross out the unused armor blocksin each section. Each row of boxes equals 10 points. Startingfrom the top, the player crosses off armor in rows often. TheViper is a lightly armored tank. As it has 50 points of armor onthe front and turret, the player crosses out the other 50 pointsin each of those two sections. The sides and stem each have 40points of armor, and so the player crosses off 60 unused pointsfront each of those sections, The Viper has 20 points of bottomarmor, so 80 points in that section need to be blocked out.

Next, the player fills in weapons. The Viper has one 25mmGauss cannon and an SMLM 2 in the turret. A ‘T’ is used toindicate that the weapon’s damage is on the damage template. The maximum range for each weapon is written in theappropriate section. The Viper has a TVLG 2 Launcher inboth its Hull 1 and Hull 2 positions. The Viper carries a total oftwo SMLM missiles and four TVLG missiles. The Viper is equipped with a smoke projector and a diggingcannon. Each smoke projector has four charges, as does thedigging cannon. An infantry squad is assigned to the vehicle, The playerdecides that the infantry carries TVLGs, and so two of theMortar boxes are filled in. Finally, the Viper has a Maximum Thrust of 8 points. Thisis recorded in the Maximum Thrust box.

Page 7: Renegade Legion Centurion rulebook

PLAYING THE GAME To play Centurion, the players simply move playing pieces androll the die. The challenge of the game is for one player to outwithis opponent and to make better use of his forces. Though itrequires skill to win consistently, even a novice can sometimesmake a shot lucky enough to cripple the experienced player.

SEQUENCE OF PLAY

The following is a summary of the Game Phases that make upthe Sequence of Play. This is provided for quick reference by theplayers. The complete rules for each phase and segment arc fullydescribed in the chapter devoted to that aspect of the game.

INITIATIVE PHASE One player from each side rolls the die for his team’s Initiative.The team that rolls lowest may choose to be either Side A or SideB during the Movement Phase for this turn. The player with aLeadership Advantage may subtract some, none, or all of thoseAdvantage Points from the result of his die roll (See Centurions).He must decide how much of his Leadership Advantage he willuse before making the roll. The players will then alternate moving platoons. All of thevehicles and infantry squads listed on a vehicle record sheet areconsidered one platoon. All of these units will execute theirmovement during a turn at the same time regardless of combatcasualties. Thus, if a platoon starts off the game with three ViperAPCs and three infantry squads, and, due to combat, the platoon isreduced to a single infantry squad, moving that one squad willconstitute moving a platoon.

MOVEMENT PHASE Team A moves one platoon. Each unit in the platoon is movedindividually in any order. Grav vehicles move by carrying out eachstep listed below in order:

1. Apply Acceleration. 2. Move the vehicle according to its total current velocity,counting all Terrain Costs. If the vehicle exceeds the speed limit ofany hex it enters, the player makes a Piloting Skill Roll for thathex, and takes any damage. 3. Apply any Deceleration. 4. Ground, if desired or required

5. Record Ending Velocity.

Team B then moves one platoon. Each unit in the platoon ismoved individually in any order. Grav vehicles move by carryingout each step listed below in order:

1. Apply Acceleration. 2. Move the vehicle according to its total velocity, counting allTerrain Costs. If the vehicle exceeds the speed limit in any hex thatit enters, make a Piloting Skill Roll for that hex, and take anydamage. 3. Apply any Deceleration. 4. Ground, if desired or required. 5. Record Ending Velocity.

Movement alternates until all platoons have moved or declaredtheir intention NOT to move. Team B should always move one of its platoons last. Movementshould alternate between sides, but because platoons may bedestroyed during the course of the game, this might not bepossible. If, prior to any pair of movements, one team has twice asmany platoons left to move as the other team, that team moves twoplatoons rather than one. (If one team has three times as manyunits, it moves three each time. and so on.) This means that theteam that won the initiative moves at least one of its units last. Anyplatoon that has not had all of its vehicles and infantry destroyedmay be moved.

For example, Team A has five platoons and Team B hasthree platoons. The movement of the units should follow thissequence:

Team A moves one platoon. Team B moves one platoon. Team A moves two platoons. Team B moves one platoon. Team A moves two platoons. Team B moves one platoon.

Instead of moving during their portion of the Movement Phase,platoons may choose to declare Opportunity Fire instead. Units inplatoons that declare Opportunity Fire may immediately fire onany enemy units that move into their line-of-sight during theremainder of the turn. Units may not fire at enemy units that moveuntil they have declared Opportunity Fire. See the OpportunityFire rules for a more detailed explanation. The Movement sequence can also be affected by a player with aLeadership Advantage. Depending on the size of the advantage,the player can decide not to move one or more platoons, reservingthe right to move them later during the normal Movement of one ofhis other units (see Centurions).

COMBAT PHASE

Declare Laser Painting Fire The team that lost the Initiative declares any laser paintingattempts that they plan to make with one unit. The team that won the Initiative then declares any laser paintingattempts that they plan to make with one unit. The declaring alternates until all painting has been declared.The team that won the Initiative declares the last attack.

Page 8: Renegade Legion Centurion rulebook

Resolve Laser Painting Fire All vehicles and infantry squads may fire painting lasers, oneunit at a time. Painting lasers do no damage, but improve thechances of a hit from offboard artillery, missiles, MDCs, or lasers.

Declare Weapons Fire The team that lost the Initiative declares any attacks that theyplan to make with one of their units. Next, the team that won the Initiative declares any attacks thatthey plan to make with one of their units. The declaring alternates until all fire has been declared. Theteam that won the Initiative declares the last attack.

Resolve Weapons Fire Weapons fire is resolved, one firing unit at a time. Damage toouter armor immediately takes effect, which allows subsequentshots to strike a weakened area and thus to penetrate the armor.Internal vehicle damage and infantry squad losses do not takeeffect until the end of the turn, allowing a unit destroyed in the turna chance to avenge itself. Note that all weapons attacks by one unitmust be resolved before those of any other unit take place. Damage is recorded as attacks are resolved, but internal damagedoes not affect the unit until after ALL weapons attacks have beenresolved. At that point, all internal damage takes effectimmediately.

Resolve Offboard Artillery and Orbital Fire Support Any offboard artillery or orbital fire support due to arriveduring this turn is resolved according to the appropriate rules.

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

Play continues with the start of a new Initiative Phase.

SEQUENCE OF PLAYInitiative PhaseMovement Phase A. Team A moves 1 platoon B. Team B moves 1 platoonTeams alternate until movement is completeCombat Phase A. Declare Painting Laser Fire B. Resolve Painting Laser Fire C. Declare Weapons Fire D. Resolve Weapons Fire E. Resolve offboard artillery and orbital fire supportEnd Phase A. Remove widowed armor B. Call in new artillery and orbital fire support missions C. Remove old smoke D. Lay down new smoke

Page 9: Renegade Legion Centurion rulebook

MOVEMENT

GRAV VEHICLES

Ground warfare in the 69th century is highly mobile and verydeadly. The vast majority of combat vehicles use grav drives,which warp and manipulate a planet’s gravity field in order tomove the vehicle. Because the field creates a 95 percentfrictionless surface around the tank, these combat craft can-attainvery high speeds despite their non-aerodynamic appearance. Grav drives do have one drawback, however. Short of turningoff the drive and slamming into the ground, it is difficult todecelerate quickly or to make a sudden turn in a fast moving gravvehicle. Additionally, because of engineering constraints, gravvehicles must follow ground contours fairly closely. This meansthat vehicles traveling at high speeds over rapidly changing terrain(hills, trees, canyons) run the risk of sinking the ground anddamaging the vehicle. Though conventional tracked and wheeled vehicles are muchslower than grav vehicles and are more limited by terrain effects,they are more easily controlled.

FACING

Every hex on the map has six edges called hexsides. Allvehicles, whether they are grav or conventionally powered, mustbe oriented to face one of those six hexsides, which is calledfacing. A vehicle’s facing is determined by the direction of itsfront, or nose. This facing affects both movement and combat andcan only be changed during the Movement Phase. If a vehicle isimproperly aligned, the opposing player may choose which of thetwo hexsides the vehicle will face.

ACCELERATION

Each grav vehicle has a maximum number of Thrust Points thatit can expend during its move. These Thrust Points are used toincrease or decrease the grav vehicle’s velocity during the turn.One Thrust Point can increase or decrease the vehicle’s current

velocity by 1. A grav vehicle may ONLY increase its velocity atthe beginning of its movement, and ONLY decrease its velocity atthe end of its movement, prior to grounding. The total accelerationand deceleration in a turn cannot exceed the vehicle’s total ThrustPoints.

For example, a Horatius tank has a Thrust of 6 and abeginning velocity of 5. The player decides to spend 3 of hisThrust Points on acceleration this turn, giving the Horatius acurrent velocity of 8. This leaves 3 Thrust Points that can bespent on deceleration after the vehicle has moved.

GRAV MOVEMENT After a grav vehicle has applied any acceleration, it must moveand expend a number of Velocity Points equal to its currentvelocity. If a grav vehicle does not, or cannot, expend a number ofVelocity Points equal to its full current velocity, it must ground atthe end of its movement. (It does have the opportunity todecelerate before grounding). It costs different amounts of Velocity Points to enter variousterrain features, as indicated on the Terrain Effects Table, p. 18. Asthe table indicates, the Velocity Cost to move into a clear hex is IVelocity Point (VP). The cost to move into a light woods hex is 2VP. A grav vehicle must have sufficient Velocity Points remainingto enter a hex. Turning restrictions might result in a vehicle nothaving enough VP to enter the hex that it is facing, even though ithas not expended its full velocity for the turn. If this occurs, thegrav vehicle must ground (see Grounding). Unless the terrain is prohibited, a grav vehicle may alwaysmove one hex forward, no matter what the Terrain Cost, as long asthat is the only hex the vehicle enters that turn. If turning or otherrestrictions might force a grav vehicle to move forward intoprohibited terrain, the vehicle must ground immediately in theprevious hex at its current velocity (after any deceleration).

For example, the Horatius from the above example mustmove through terrain whose total Velocity Point Cost is 8.Moving from Point A, the Horatius would spend 8 points to goto B, C, or D. If the Horatius tried to move to F, however, itwould not have enough VPto enter the hex and would beforced to ground in F. Before grounding, the player could spend his remainingThrust Point to lower the velocity of the Horatius to 7, but thevehicle would still be forced to ground after the deceleration.

Page 10: Renegade Legion Centurion rulebook

Traveling Up and Down Slope

Traveling Up Slope or Down Slope can add or subtract VP to theVP Cost of the terrain. Moving from a higher to a lower elevationreduces the VP Cost of the hex, as shown on the Terrain EffectsTable. p. 18. When moving from a lower elevation to a higherelevation, the VP Cost increases, again per the Terrain EffectsTable. It is possible for a hex to have a negative VP, such as whena vehicle moves Down Slope into a clear hex with a slope of 6 ormore. In this case, the cost for entering the terrain is 0.

For example, the Horatius goes from a Heavy Woods hexwith an Elevation of 5 into a Light Woods hex with Elevationof 0. The VP Cost for entering that hex is 2—3, or -1.Therefore, the cost of entering that terrain is 0, If the Horatiuswere moving in the opposite direction, the VP Cost would be 3+ 5, or 8 VP.

Facing Changes A grav vehicle turns by manipulating the gravity field viadirectional vanes. Thus, there is no Thrust Cost to turn the vehicle.However, the faster the vehicle moves, the larger its turning arcwill be. A grav vehicle can only move forward into a hex that it isfacing (see Traveling in Reverse for exceptions). A grav vehiclemay change its facing only after it has moved at least the requirednumber of hexes in a straight line. The Facing Change Table givesthe number of hexes, during a turn, that a grav vehicle must travelbefore it can make a facing change.

FACING CHANGE TABLECurrentVelocity

Restrictions

0 May spin in place1 - 5 1 hex between each hexside turn

6 - 10 2 hexes between each hexsideturn

11 - 19 3 hexes between each hexsideturn

20 - 29 4 hexes between each hexsideturn

30+ 5 hexes between each hexsideturn

Because of these restrictions, a vehicle might not have thenecessary VP to enter the hex that it is immediately facing. In suchcase, the vehicle must ground in its current hex at the end of itsturn (though it may decelerate before grounding). If a grav vehicle starts a turn with a current velocity of 0, it mayturn to face any direction prior to moving out of the hex. This isthe only time when a grav vehicle may change its facing withoutmoving into at least the hex directly in front of it.

For example, a Horatius is traveling at a current velocity of10. That means it must travel straight forward for at least twohexes before it can change its facing one hexside left or right. Ifthe Horatius had a current velocity of 20, then it would have totravel straight for four hexes before it could change facing onehexside left or right.

DECELERATION

Thrust Points that were not expended to increase velocity thisturn may now be used to decrease the vehicle’s current velocity.The current velocity is now recorded on the vehicle’s VelocityRecord Track in the box for this turn. This will indicate thevehicle’s beginning velocity at the start of the next turn.Deceleration may only be done after the vehicle has spent all itsVP. A vehicle cannot use unspent Thrust Points to reduce theamount of VP that it must spend that turn.

For example, the Horatius starts the turn with a currentvelocity of 8 and a Thrust of 4. It does not accelerate at thebeginning of the turn. The vehicle must move through terrainwhose total VP Cost is 8. After its movement is complete, theplayer has the option of reducing the vehicle’s current velocityto 4 (8-4).

Traveling in Reverse While not a common practice, it is possible for a grav vehicle tomove in reverse. If after deceleration a vehicle’s current velocity isnegative, it will move backwards, with all movement costs andlacing restrictions in effect. Any acceleration applied during sub-sequent turns increases the current velocity. When the currentvelocity exceeds 0 the grav vehicle will move forward again. Note that if a player wishes to increase the speed that a vehicleis traveling backward, the thrust must be applied at the end ofmovement during Deceleration. If the player wishes to decrease thespeed of reverse movement, the thrust must be applied at the startof the unit’s movement during Acceleration.Because terrain avoidance sensors are primarily oriented forward,the speed limit for all terrain types is halved. (See Exceeding theSpeed Limit.)

For example, a Liberator has a current velocity of 4 and hasfinished its movement. It has not expended any Thrust Pointsand now elects to expend all 6 of its remaining points. TheLiberator will start the next turn with a velocity of -2. If it doesnot apply any acceleration, the Liberator will have to expend 2VP, but it must move backward into the hex immediatelybehind it.

EXCEEDING THE SPEED LIMIT

All terrain has a maximum safe speed. Any grav vehicle whosecurrent velocity is higher than the speed limit of the terrain it isentering may take damage as a result. In the case of hexes withboth slopes and terrain, use the lower speed limit for the hex’soverall speed limit. When a vehicle’s current velocity is higher than the speed limitof the hex it is entering, the player must make a Piloting Skill Roll.The Base Number for this roll is 5, minus I for every 2 points ofcurrent velocity (or fraction thereof) that the vehicle is over thelimit. Additional modifiers might be added because of damage thevehicle has taken.

Page 11: Renegade Legion Centurion rulebook

If the player rolls greater than this target number, the vehicletakes damage equal in 10 points per point of velocity over thespeed limit. Damage is evenly divided between the front andbottom sides. (Odd amounts may be divided in groups of ten, asthe player wishes). Mark off Armor blocks starting in the upperleft-hand corner, moving left to right down the rows. If the playerrolls less than or equal to this target number, the vehicle is notdamaged. Remember that a 1 is always an automatic success and a10 is an automatic failure. A vehicle’s current velocity is not affected by damage takenfrom exceeding the speed limit. All internal damage takes imme-diate effect, however, as does the loss of armor. If the internaldamage hits the Grav Drive or Vehicle Destroyed box, the vehiclestops all movement and must ground in the current hex at itscurrent velocity. It may not decelerate prior to grounding.

For example, a grav vehicle with a current velocity of 10enters a heavy woods hex, which has a speed limit of 6. Thisrequires the player to make a Piloting Skill Roll of 3 or less(base of 5- (4 over the limit 1/2)). If the roll fails, the vehiclewill take 40 points of damage (4 over the limit x 10). Thisdamage will be split up, with 20 points to the front armor and20 points to the bottom armor, After resolving the damage, thevehicle continues its movement.

GROUNDING

Having completed all deceleration, the player may declare thatthe grav vehicle is grounding. The vehicle must also ground if ithas not moved its full VP. A vehicle that grounds may takedamage and its current velocity is reduced to zero. Only gravvehicles may ground themselves. A grav vehicle may ground itself at the end of its movement.Grounding occurs when the driver turns off the anti grav field andallows the vehicle to drop to the ground. This stops the vehiclecompletely and kills all velocity. Depending on the vehicle’scurrent velocity (after deceleration is applied), damage might ormight not occur.

For example, a Horatius has a current velocity of 8 and hasonly moved one hex. Thus, the vehicle must ground at the endof its turn. The Horatius applies its maximum of 6 ThrustPoints to decelerate, bringing the current velocity down 102.Grounding Damage will be taken to the tank based on its newvelocity of 2, not the previous 8.

Grounding in Water Grav vehicles may ground in a full lake hex. Damage is takenas one-half normal, but the vehicle cannot fire out at any target norbe fired upon because it is under water. A grav vehicle that isunder water must spend I additional Thrust Point to rise above thesurface of the water prior to moving (for a total of 2 Thrust Points).While under water, a grav vehicle may not dismount or mountinfantry. Vehicles may move while under water, but the terrainspeed limit is I. Vehicles under water may only be attacked byartillery or orbital fire support missions.

Damage from Grounding Damage from grounding is equal to ten times the currentvelocity of the vehicle. Grounding damage is always taken on the bottom armor. Starting in the upper left-hand corner of the Armor row, theplayer crosses off damage straight across the row for as manyboxes as there are points of damage. Boxes that are alreadydamaged do not count.

It costs one additional thrust point to go from being grounded toflight. It costs two thrust points to go from a crater to flight.

For example, the Horatius grounds at the end of its lastturn, It accelerates to 3 this turn, but it costs I thrust point tolift up. The Horatius now has 2 thrust points that it must spendin moving through other terrain.

Grounding does not affect the crew or infantry squad of avehicle unless damage is taken in the appropriate internal compo-nent section.

GROUND VEHICLES

Ground vehicles are conventionally powered vehicles that usecontact with the ground via tracks, wheels, or surface effect skirtsto move. Unless otherwise specified, use the Combat andMovement rules for grav vehicles. Ground vehicles are rated in Movement Points rather thanThrust. They do not use acceleration or deceleration and do notkeep track of velocity. They may change their facing at any timeduring their movement. To move from hex to hex, a groundvehicle must pay the Velocity Point Cost to enter that hex. Notethat there are some movement restrictions listed on the TerrainEffects Table. A player may move a ground vehicle up to the limit of theunit’s Movement Points (MP). Units may spend some, none, or allof their MP. Movement Points may not be saved from one turn toanother, and so the player loses any MP not used during the currentturn. Once a unit has used all its MP, it cannot move again until thenext turn. A ground unit must have remaining MP sufficient for thecost of entering a hex. Unless the terrain is prohibited, a groundvehicle may always move one hex forward, no matter what theterrain cost, provided it is the only hex the vehicle enters that turnand that the terrain does not forbid the vehicle to enter. Ground vehicles are never affected by the speed limitrestrictions of the terrain. Rather than moving forward during a turn, a ground vehiclemay elect to travel backward one hex.

For example, a Heavy tank has 4 MP, During its movement,the tank may move into any of the indicated hexes.

DISMOUNTED INFANTRY

In order to move, dismounted infantry use what is known as abounce pack. This is a small anti-grav device that almost totallynegates the weight of the individual soldier. This allows thetrooper to move in a series of long, low jumps, or bounces, vastlyincreasing his maneuverability.

Page 12: Renegade Legion Centurion rulebook

Dismounted infantry move as though they were ground vehicleswith 3 MP. They receive no Road Bonus. Dismounted infantrymay not enter hexes whose terrain is prohibited to ground vehicles.When inside buildings, an infantry unit may move only one levelper turn.

LOADING AND UNLOADING INFANTRY

If a dismounted infantry squad begins its Movement Phase inthe same hex as a vehicle that can carry it, the squad can enter thevehicle rather than move. A grav vehicle must have a currentvelocity of 0 before a squad can mount it, however. Once mounted,the infantry moves with the vehicle and can perform no otheractions.

Both a Viper and a friendly infantry squad start theMovement Phase in the same hex, with the Viper at a currentvelocity of 0. The infantry squad can mount the Viper thisturn, and the Viper may move normally this turn, If the Viperhad a current velocity greater than 0, the infantry could nothave mounted before the vehicle moved. The Viper would havehad to complete its movement for the turn and end in theinfantry squad’s hex with a velocity of 0. The squad wouldthen be able to mount during the Movement Phase of the nextturn. Finally, if the squad did not start in the same hex as theViper, it could move to the Viper’s hex during its movementturn. During the next turn’s Movement Phase, the squad couldmount the vehicle if the Viper’s current velocity is 0.

Mounted infantry can dismount a vehicle only at the end of thevehicle’s movement, and if its current velocity is 0. It may notmove for the rest of the turn, but may engage in combat as normal.For all other purposes, the newly dismounted squad is treated asnormal.

ROAD AND RIVER MOVEMENT

Vehicles and dismounted infantry may use roads to negate theeffects of terrain as long as the unit moves from one road hex tothe next adjoining road hex. Similarly, a grav vehicle may use ariver in the same manner as a road. A road in a hex does not negate the combat effects of thesurrounding terrain. A ground vehicle may receive a Road Bonus that allows it oneadditional hex of movement if it travels along a road for its entireturn. To gain this bonus, the vehicle must begin its turn on a roadand continue to travel along the road for its entire MovementPhase.

OPPORTUNITY FIRE

Units in a moving platoon may declare Opportunity Fire ratherthan moving during their portion of the Movement Phase if theyhave a starting velocity of 0. Units that declare Opportunity Firemay immediately fire on any enemy units that move into their line-of-sight during the remainder of the turn. Units may only fire atenemy units that move AFTER Opportunity Fire has beendeclared. As enemy units move from hex to hex, the opposing playermust decide immediately if any eligible units (those having anLOS to the enemy’s hex) will fire on the enemy unit in that hex.Once a player declares Opportunity Fire, the attack is resolved perthe normal Combat rules, and all damage takes effect immedi-ately. If the enemy unit survives the attack, it can continue itsmovement normally. A unit may make only one Opportunity Fire Attack per turn.

A unit that makes an Opportunity Fire Attack may not makeany attacks in the Weapons Fire Phase. A unit may not use an Opportunity Fire Attack to paint a target. If Opportunity Fire is declared, but the attack is not actuallymade, the unit may fire normally during the Combat Phase.

For example, a Horatius ends its last turn with a velocity of0. The Horatius’ platoon is third in line to move this turn, butdeclares no movement, Thus, the Horatius can useOpportunity Fire to fire at enemy units during the remainderof the Movement Phase, The Horatius cannot fire at the unitsof the two enemy platoons that moved before it declared. Thevehicles of the other enemy platoons that have yet to move maybe attacked as they move into the Horatius’s LOS.

HULL DOWN

All vehicles on the battlefield attempt to use terrain to makethemselves more difficult targets. One such method is to use asmall ridge, crater, or other hole in the ground to cover or hide thelower portions of the vehicle. A vehicle in such a defensive postureis said to be hull down. In Centurion, many vehicles carry diggingcannons. This equipment fires a specially designed explosivecharge into the ground immediately under the vehicle. The chargeexplodes and creates a crater into which the vehicle can drive andassume a hull-down profile. At the same time, the vehicle firesother charges that create a pattern of ten to twelve man-sizefoxholes that allow any accompanying infantry to take upprotected positions. At any time during a vehicle’s movement, the player canannounce that his vehicle is firing a digging charge if functioningdigging cannons and sufficient charges remain. The player thenplaces a crater counter in the hex and marks off one digging chargefrom that vehicle’s record sheet. To gain the defensive benefits of a cratered hex, a vehicle mustend its movement grounded in the hex. Ground vehicles only haveto enter the hex to gain the advantage of an existing cratered hex. A cratered hex gives the occupying unit a defensive modifier. Itmay fire all weapons, including hull-mounted ones, as normal. It normally costs a vehicle I thrust point to lift from grounding.It costs a grav vehicle 2 thrust points to raise up from a crater andmove normally. Once a crater has been created, it is removed from the boardonly if it is unoccupied and the hex it occupies has been rubbled orhit by a HELL round. Any unit may use the crater and gain itsdefensive modifiers. Only one vehicle and one infantry unit maygain the defensive benefits of a single crater, however. Multiplecraters are allowed in the same hex. A vehicle may ground in a cratered hex without taking up aposition inside the crater. Whether or not to use a crater is solelyup to the discretion of the player that owns the vehicle. Digging cannons have no effect on enemy units occupying thehex into which they are fired, nor can they be used againstbuildings. Digging cannons cannot be fired into lake hexes to createcraters, though they can be fired into river hexes. (The vehiclestake up positions on the river banks.)

STACKING

There is no limit to the number of units that can occupy the samehex. Enemy and friendly units in the same hex may engage eachother according to the Combat in the Same Hex rules in theCombat section.

Page 13: Renegade Legion Centurion rulebook

TERRAIN EFFECTS TABLETerrain Type Speed

LimitVelocityPoints

Movement Restrictions Terrain Combat Modifiers

Clear 20 1 VP/hex NoneRoad 20 1 VP/hex Negates Terrain Effects for Movement NoneLight Woods 8 2 VP/hex -1Heavy Woods 6 3 VP/hex -2River* 20 1 VP/hex 2 VP for Ground Vehicles NoneLake 20 1 VP for Grav

VehiclesNo Ground Vehicles None

Under Water* 1 4 VP/hex Not allowedBuildings* 10 1 VP/hex -2Rubble 8 2 VP 4 VP for Ground Vehicles -1Craters* See Digging Cannon Rules -2

Up Slope1-Level Increase 20 +1 VP2-Level Increase 20 +2 VP3-Level Increase 20 +3 VP4-Level Increase 16 +4 VP No Ground Vehicles5-Level Increase 16 +5 VP No Ground Vehicles

Down SlopeI -Level Decrease 20 0 VP2-Level Decrease 20 -l VP3-Level Decrease 20 -l VP4-Level Decrease 16 -2 VP No Ground Vehicles5-Level Decrease 16 -3 VP No Ground Vehicles*See appropriate rules section

Page 14: Renegade Legion Centurion rulebook

COMBAT

PAINTING A TARGET

Once the Movement Phase ends, all units may choose todesignate targets for missiles, lasers, mass driver cannons, andoffboard artillery by illuminating them with painting lasers. Allvehicles are automatically equipped with painting lasers. Maxi-mum range for vehicle painting lasers is 20 hexes. Painting lasers offer two advantages. First, a painted targetradiates laser energy that allows an indirect fire weapon to home inon it. Second, the painting laser is able to decipher the target’sshield flicker pattern, which is downloaded into all friendly fire-control systems, thus negating the shield’s effectiveness. Thistactic is not viable in space, however. Even at close range in space(15 kilometers), the transmission lag time back to the targetingship is long enough that the target can change its shield flicker ratebefore an offensive weapons system can be fired. Painting lasers are fired as normal weapons, following all line-of-sight and to-hit modifier restrictions, as described below. Apainting laser may fire at a target that is not being engaged by thevehicle’s other weapons systems. This is the only instance when avehicle can fire at more than two targets. Painting lasers have a 360-degree firing arc. To paint a target, avehicle must make a normal to-hit roll, taking into account thetarget’s shields and other modifiers. If the painting laser hits, allfriendly laser, MDC, and missile attacks on that target ignore theshield modifier for the rest of the turn. As long as the attack has been appropriately declared, onefriendly unit can paint a single target for multiple attacks by any orall friendly units. The effects of painting only last until the end of the turn. Atarget must be painted anew in subsequent turns.

INFANTRY SQUAD PAINTING

Infantry squads need only declare that they are painting a target.The squad may attempt to paint any target that is within six hexesand to which they have a valid LOS, The Base Number for theattempt is 9, minus the number of casualties the squad has taken.For example, if the squad has taken three casualties, a paintingattempt would be successful on a die roll result of 6 or less. Infantry squads may not paint targets at ranges of greater than 6hexes. When painting a target, infantry may not fire personalweapons, missiles, or mortars that turn.

A Viper sees a Horatius in clear terrain ten hexes away. TheViper attempts to paint the Horatius with its painting laser at aBase To-Hit Number of 9. Because the attempt is against theleft side of the Horatius, the player subtracts its Side ShieldFactor of 6 from the base to-hit number, The Viper needs toroll a 3 or less to paint the Horatius. If a full-strengthRenegade infantry squad were within six hexes of the Horatiusand had a valid line-of-sight to it, the squad could paint thetarget on a roll of 9 or less. In this case, the shields of theHoratius are disregarded.

WEAPONS FIRE

For one unit to fire at another, it must have a clear line-of-sight(LOS) to the target (see Missiles and Artillery for exceptions) andthe target must be within the range and firing arc of the weaponsthe player will fire. The likelihood of a shot hitting a target is thencalculated based on range, target shielding, laser painting, andother factors. Players roll separately for each firing weapon’sattack, The weapons that do hit will all strike the same section of

the target. This means that all, some, or none of the weapons firedmay hit their target, but those that do hit will all hit the samesection, Weapons fire damage first strikes the outer armor of thevehicle. Damage that penetrates the outer armor begins to damagethe internal components of the vehicle. This internal damage cancause the vehicle to lose Thrust Points, knock out weapons orshields, or totally destroy the vehicle. A vehicle can engage up to two targets a turn. All of a vehicle’sdirect fire weapons (lasers, MDCs, and Gauss cannon weapons)may engage any one target in its firing arc. Any missiles that thevehicle carries can engage that same target or a different target thatis in the missile’s firing arc. Though internal damage to a unit does not take effect until theend of the turn, the damage to the outer armor takes effectimmediately, This factor makes the order in which individualweapons damage is resolved an important aspect of combat. Aplayer may fire any of his weapons in any order that he feelsappropriate. In the case of multiple units firing at one target, theplayer may choose the order in which the units fire. All weaponsfire from one unit must be resolved before any other unit can fire,

LINE-OF-SIGHT (LOS)

When a player wishes to fire on another unit, he must firstdiscover whether or not his unit can see its intended target. Variousterrain features can block a unit’s line-of-sight to a target, making ashot impossible or requiring that the target be engaged by indirectmissile fire. The line-of-sight (LOS) is determined by laying a straightedge(a ruler or a sheet of paper) from the center of the attacker’s hex tothe center of the target’s hex. Any hex that the straight-edgecrosses is on the line-of-sight. If the straight-edge passes directlyalong the spine between two hexsides, the defender chooses whichhex the line-of-sight passes through. The players then look forblocking terrain that is higher than the tallest of the two units. Ifany blocking terrain is higher than the tallest unit, the LOS isblocked. Units are assumed to be at an Elevation Level equal to the levelof the underlying terrain of their hex (i.e., the height of any woodsin the hex is not added to the Elevation Level of the underlyingterrain). Blocking terrain is equal to the Elevation Level of theterrain plus the height of any buildings or woods in the hex. Woodsadd one level to the height of the underlying terrain. Buildings addtheir total Elevation Level to the height of the terrain they occupy. The line-of-sight may be blocked by higher hills, woods, orbuildings. Units never block line-of-sight.

Page 15: Renegade Legion Centurion rulebook

The Viper in Hex A is in a woods hex on top of a Level 2hill. It has a LOS to the TOG tanks in Hexes B, C, and D. Itcannot see the TOG tank in E because the trees on theintervening Level 2 hill block the LOS. The Viper can see theTOG tank in Hex F because it is on a Level 4 hill. The Vipercannot see the TOG tank in Hex G because the straight-edgepasses along the spine of two hexes. The TOG player declaresthat the line-of-sight passes through the trees on the tank’sright rather than through the clear terrain to the left.

Dead Zones The dead zone behind or below the peak of an elevated areamay also block line-of-sight. Dead zones can only be created byterrain elevations, buildings, woods, or a combination of both. Ifthe attacker is shooting up at more than one-hex range, the LOS isblocked if the hex next to the attacker is as high or higher than thetarget’s hex. If the attacker is shooting down at more than one-hexrange, the LOS is blocked if the target is directly behind a hex ashigh or higher than the attacker’s hex.

The Liberator in Hex A cannot see the Horatius tanks inHexes C, E, or F because the Level 3 terrain creates a deadzone, The Liberator in Hex A cannot see the Viper in Hex Bbecause it is behind one level of elevation, which blocks LOScompletely. The Horatius tanks can see the Viper in Hex Bsince the buildings are one level high. If the buildings werethree levels high, then the Viper would be in a dead zone.

FIRING ARCS

Weapons are either mounted in a vehicle’s turret or fixed in thehull (in either the Hull 1 or Hull 2 position), covering the forward-firing arc. Turret-mounted weapons have a firing arc similar to theforward-firing arc, but they can be aligned during the CombatPhase to face any of the six hexsides. Hull-mounted weapons mayonly engage targets in the forward-firing arc, but turreted weaponscan fire at any target. During combat, a vehicle’s direct-fire weapons must be fired atthe same target. The vehicle’s missiles may engage the same targetor a different one, however. If a vehicle uses direct-fire weapons toengage a target outside its forward arc, it may use only the direct-fire weapons in the turret. Similarly, if a vehicle fires missiles at atarget outside of its forward arc, it may use only the turretedmissiles. It is possible to use hull-mounted missiles to engage atarget in the forward arc while the direct-fire weapons in the turretengage a target outside of the forward arc, or vice versa.

For example, the Horatius has two targets that it canengage, one in its front arc and one to its left. The Horatiuscould fire all its weapons at the target in its front arc. It couldalso rotate its turret and fire both its turreted direct-fireweapons and missiles at the target to the left. The tank couldfire its hull-mounted direct-fire weapons at the target in itsfront arc and fire its turreted missiles at the target to the left.Finally, the tank could fire its hull-mounted missiles at thetarget in its front arc and fire its turreted direct-fire weaponsat the target to the left.

SHELL AND MISSILE SELECTION

If the player is firing a Gauss cannon, he must now declarewhich type of shell he is using. Each type of Gauss cannon fires adifferent variety of shells, as listed in the Weapons Table, p. 55(HEAP. APDS, or Hammer Head). Note that 150mm and 200mmcannon cannot fire Hammer Head rounds. All cannons use anti-

Page 16: Renegade Legion Centurion rulebook

personnel rounds against dismounted infantry. (See Infantry forresolving attacks against dismounted infantry.) It is assumed thatthe vehicle carries a sufficient mix of munitions to allow it to fireany type shell any number of times during the course of a game.Missile ammunition is limited, however. The number of missilesavailable is listed with each vehicle description. If a player is firinga missile, he may use any of the missile types that his vehicle hascurrently available. A vehicle may fire only one SMLM and/or twoTVLGs per turn. After the missile(s) is fired the player shouldmark off the appropriate number on the vehicle’s record sheet.

BASE TO-HIT NUMBER

Once the player decides which weapons he can fire, he mustdetermine the base to-hit number, which is determined solely bythe range to the target. Range is the distance between the attacking unit and its target.It is also the distance a weapon can fire. The range is determinedby counting the number of hexes from the firing unit to its target.Following the shortest path to the target, begin at the hex next tothe attacker along the line-of-sight and include the target’s hex.The range has an effect on how easy or difficult it is to hit thetarget, with distant targets generally being harder to hit. Some weapons are not able to fire at targets beyond a certainrange. All weapons are given a maximum range. A player may notattempt to fire a weapon at a target whose range is greater than thisnumber. Each time a missile is fired, the player should blank out anappropriate space on the vehicle or infantry record sheet. If allmissile boxes have been blanked out, that unit can fire no missilesfor the rest of the game.

BASE TO-HIT NUMBER TABLERange (inhexes)

1 2-3 4-6 7-10 11-15 16-20 Off-board

Base To-Hit Number

12 11 10 9 8 7 6

Note to Interceptor players: These base to-hit numbers assume aGunnery Skill of 4 for all vehicle gunners. If players wish to usevarying gunnery skills, they may reduce all Base To-Hit Numbers by 4and add the gunner’s Gunnery skill to the base number.

TO-HIT MODIFIERS

Having determined the base to-hit number, the player must nowadd on the modifiers for terrain, shielding, and other factors. Allapplicable modifiers are cumulative, except where noted.

Target Shield Modifier Shield factors only apply to attacks by lasers, painting lasers,MDCs, HELL rounds, GLAD rounds, infantry weapons fire, andmissiles. Attacks by Gauss cannons, other artillery rounds, or Thorjavelins are not affected by the shields. (Though a shield’s field isproof against energy weapons, it is unable to turn large masses.The heavier rounds from Gauss cannons are able to penetrate ashield, The electronic circuitry of a missile is adversely affected byan active shield, causing it to detonate prematurely. It is notpossible to accelerate a ballistic shell In the speeds necessary to beeffective in space combat, and so Gauss cannons are only found onland-based vehicles, where the engagement ranges and speeds donot affect the accuracy of the slower projectiles.) All vehicles carry shield generators. These generators cover thecraft’s front, right, left, stem, and bottom. The bottom shield factoris only used when the craft is being attacked from below, primarilyby mines. The other four shield facings are illustrated below.Attacks that originate in the front arc use the front shield factors.Attacks originating from the left, right, or rear arcs use theappropriate left, right, or stem shield factors.

Shield factors equal the shield rating divided by 10. Thisnumber is listed in the data section of the vehicle record sheet andis applied as a negative modifier to the base to-hit number for allattacks by lasers, missiles, or MDCs. The shield factor modifier is negated for the turn if a friendlypainting laser has successfully hit the target during the Paintingsegment of that Combat Phase. Regardless of which side is hit, allshield factors are negated.

Terrain Modifiers Terrain also affects the probability of a successful shot becauseit makes a hit more difficult. The terrain modifier for the target’shex lowers the base to-hit number by the amount listed on theTerrain Effects Table. A unit occupying a cratered hex appliesthe terrain modifiers for both the crater and for the underlyingterrain.

Hull Down Modifier Any unit that is grounded in a crater is considered to be hulldown. A crater conceals a large portion of the lower hull andprovides a large defensive advantage to the grounded unit. Anyshot at a hull down vehicle takes a To-Hit Modifier of -2. If thetarget is hit, the damage will usually apply to the turret, per the HitLocation Table.

Dismounted Infantry There are no terrain or shield modifiers to the base to-hitnumber when firing at dismounted infantry. Damage is handleddifferently, as described in the Infantry section of the rules.Missiles may not be fired at dismounted infantry. Neither canplayers directly attack enemy infantry inside of buildings (not justin a building hex).

Other Modifiers Other factors can raise or lower the base to-hit number. Primaryamong these are smoke and target painting. Direct damage to thefiring unit’s weapon targeting circuits and computers can alsonegatively affect the to-hit number. These factors are discussed inlater sections of the rules.

MODIFIED TO-HIT NUMBER

The modified to-hit number is equal to the base to-hit numberplus any modifiers that apply. Once the player has determined thatnumber, he rolls one die. If the result is equal to or less than themodified to-hit number, his weapon hit its target. If the result isgreater than the modified to-hit number, the shot missed. Remember, a result of I is an automatic hit and a 10 is always amiss.

For example, the Horatius is firing at a Liberator that isseven hexes away. The Horatius will fire one SMLM missile,one 3/6 laser, and one 150mm HEAP round, in that order, TheLiberator is occupying light woods. The Base To-Hit Numberis 9 because of the range. Light woods give a -1 modifier. TheHoratius attacks the Liberator’s right side, which has a ShieldFactor of 5. The Modified To-Hit Number for the laser andSMLM is 9-1-5=3. The Modified To-Hit Number for the150mm HEAP Round is 9- 1 = 8. The player must roll a 3 orless for each laser and missile to make a hit with thoseweapons. The 150mm HEAP round needs an 8 or less to hit. Inour example, the player rolls a 4, a 1, and a 6 for the 150mmround. A 3/6 laser and the 150mm HEAP round do strike theside of the Liberator.

Page 17: Renegade Legion Centurion rulebook

HIT LOCATION

All weapons fired from the firing vehicle will strike the samegeneral location of the target vehicle. The player should roll onceon the Hit Location Table, using the appropriate flight modecolumn, to discover which armor section all of his unit’s weaponswill strike. An Attacked Side result means that the weapons hit thefront, stern, left, or right armor, as appropriate. A Turret resultmeans that the weapons hit the vehicle’s turret armor, and aBottom result means that the vehicle’s bottom armor was hit.

HIT LOCATION TABLEDieRoll Normal Hull Down TFF* LAF*

1 Turret Turret Bottom Bottom2 Turret Turret Bottom Bottom3 Turret Turret Bottom Bottom4 Attacked Side Turret Bottom Bottom5 Attacked Side Turret Bottom Bottom6 Attacked Side Turret Bottom Bottom7 Attacked Side Turret Bottom Bottom8 Attacked Side Attacked Side Attacked Side Bottom9 Attacked Side Attacked Side Attacked Side Bottom

10 Attacked Side Attacked Side Attacked Side Bottom*See Optional Rules.

For example, the Liberator has been struck on the right sideby two weapons. The player makes one roll on the Hit LocationTable. Because he fails a 7, both weapons hit the right side. Ona result of 1 through 3, the turret would have been hit.

DAMAGE

Once a shot has hit its target and the hit location beendetermined, the exact type of damage taken can be calculated.Each weapon is rated according to the amount of damage it does,which varies according to the type of weapon or shell used. Eachpoint of damage that the weapon inflicts will destroy 1 ArmorPoint or 1 Internal Component box of the target vehicle. Infantryand buildings are damaged in a different manner, as described inthe appropriate section of these rules.

Each weapon type has a different damage profile, as shown on thedamage template. Lasers penetrate deeply into armor, while anSMLM’s damage spreads out more laterally.

DAMAGE TEMPLATE

The damage template is made up of die-cut diagrams showingthe damage profile for each weapon in the game, except for lasers.Each shape is labeled for weapon type and is centered by a smallarrow along the top of the shape. Lasers need no template, for theirdamage simply descends down a column, The number of boxesmarked off is equal to the strength of the laser.

ARMOR HITS

Each side of the vehicle has armor, as shown on the ArmorDiagram of the vehicle record sheet. The Armor boxes arearranged in horizontal rows often. The number of rows depends onthe amount of armor carried. To determine where the armor hastaken damage, the attacker rolls one die to determine the center ofthe hit. The defender aligns the arrow of the damage template withthe appropriate damage profile on the rolled column. He lowers thearrow on the armor diagram until it is above the highest remainingArmorbox of the indicated column. The area indicated by thetemplate is the area damaged by the hit. These boxes are markedoff on the armor diagram. If a very low or very high number is rolled for the columnlocation, it is possible that a portion of the damage template willnot cover any armor boxes in the section. The damage templatemight also cover an area already damaged. In both cases, thedamage is simply lost.

For example, two 5-point laser shots and an MDC 8 hit thefront armor of a Horatius, The Horatius has a total of 80Armor Points on that side. The first laser hits in Column 3,and is marked off as shown in Diagram 1. The second laser hitsin Column 5. The MDC 8 hits in Column 6, and the damage ismarked off as shown in Diagram 3. The 2 points of armormissing from Column 5 were hit by the second laser and arelost, If the MDC 8 had hit in Column 5, the arrow for the MDC8 hit would be centered over Column 5 and lowered until itreached an intact Armor box, This would have been in Row 7,as the laser shot removed the armor from the first six rows inColumn 5. This damage would have appeared as shown inDiagram 4.

Widowed Armor During the Recovery Phase, each player should check hisvehicles for widowed armor. Widowed armor is created whenupper layers of armor are undercut by penetrating hits, as shown inthe diagram below. Any such armor is also marked off even thoughit has not been hit. Widowed armor is created when any block ofarmor remaining on the Armor Diagram cannot trace a continuouspath of Armor blocks to the bottom row. This path of Armorblocks must connect at the side and/or top or bottom of the block,not on a corner, The following diagram illustrates severalpossibilities.

Remember that widowed armor is not removed until theCombat Phase is complete.

Page 18: Renegade Legion Centurion rulebook

INTERNAL DAMAGE

Below the Armor Diagram is the Internal Component Diagram.It is laid out on a grid just like the armor boxes, except that varioussections are outlined and named for an internal component. When a damage template extends below the Armor Diagram,mark off that portion of the Internal Component Diagram in thesame manner as the armor. For all practical purposes, the InternalComponent Diagram is treated as an extension of the ArmorDiagram, with the following exceptions. The boxes in the Internal Component Diagram are not affectedby widowing. Except where locations are separated (between the turret andstern and between the right side and bottom), damage is transfer-able between sections. For example, it is possible that a shot hittingthe front of the vehicle can damage an internal component underthe left side armor, Note that the Internal Component Diagram for ground vehiclesis slightly different than that of grav vehicles.

DAMAGE LOCATIONS AND EFFECTS

Internal systems that are hit (having lost one or more boxes inthe section) become inoperative for the remainder of the game,except where noted. In some cases, the vehicle will not have anycomponents to damage in a location. If this is the case, treat thearea as having ballistic protection. When an Armor box is hit during a campaign game, it takesqualified technicians with adequate tools and spare parts tenminutes to repair the damaged area. Areas indicated by InternalComponent boxes require 30 minutes to fix, and areas under theVehicle Destroyed boxes require 60 minutes of repair time each.The players decide how to determine whether or not adequaterepair facilities are available. Note that repairs to crew and infantrysections can only patch up that compartment; dead and woundedcrew members cannot be resurrected. Vehicles destroyed byammunition explosions cannot be repaired.

TURRET

Ballistic Protection Ballistic protection represents the inherent survivability of theturret’s internal components because of hardening, duplication ofcircuitry, and the ruggedness of the system itself. Hits to areas withballistic protection have no effect on the vehicle’s performance.For all purposes except widowing, treat the Ballistic Protectionboxes as Armor.

Communications System (Comm) The intervehicle communications gear is damaged, whichprevents the commander from being able to talk with other vehiclecommanders. In team play, this vehicle’s commander cannot talkto teammates or taunt the enemy. If a player is controlling morethan one vehicle in a battle and receives this hit, he is not allowedto talk to his other vehicles. The vehicle can no longer engage inindirect fire, paint targets, call for artillery fire, or receive anybenefit for firing at a painted target. (The exception is when hefires at a target that he himself has painted.)

Targeting Control Systems (Targ) The vehicle’s targeting computers, weapons control linkages,weapons stabilization controls, and other systems are damaged. Foreach box marked off in the Targeting Control System, the vehiclemust apply a -1 modifier to the base to-hit number for any weaponsattacks it makes. Record this modifier in the Fire Mods box on therecord sheet.

Gunner Hit (Gunner) The gunner suffers damage and must make a ConsciousnessRoll. The Base To-Hit Number to remain conscious is 8. For eachbox in the Gunner section that is blanked out, apply a -1 modifierto the base to-hit number. In other words, use the total number ofblanked-out boxes, not just those blanked out this turn. If theplayer rolls higher than the modified base to-hit number, thegunner is unconscious. Remember, however, that a 1 is anautomatic success and a 10 is an automatic failure. At the EndPhase of the next turn, the gunner may make a die roll to regainconsciousness. If the player rolls lower than or equal to themodified base to-hit number, the gunner regains consciousness. When all the boxes are blanked out, the gunner is dead. If thevehicle’s gunner and commander are both unconscious, thatvehicle may fire no weapons until one of them regains conscious-ness.

Turret Weapons Hit (Turret Wpns) All the weapons located in the vehicle’s turret are knocked out.No turreted weapon systems may be used for the rest of the game.The vehicle may not paint any target for the remainder of thegame.

Commander Hit (Cmdr) The commander suffers damage and must make a Con-sciousness Roll, as described under the Gunner Hit rule above. Avehicle whose commander is dead or unconscious cannot fireindirectly, paint targets, or call for artillery fire. If the vehicle’sgunner and commander are both unconscious, no weapons may befired by the vehicle until one of them regains consciousness. Anunconscious commander can regain consciousness in the samemanner as a gunner.

Vehicle Destroyed All of the vehicle’s major systems become inoperative. If thevehicle is moving, it must immediately ground at its currentvelocity and take grounding damage, as normal. Crew membersand any mounted infantry squads may exit the vehicle at thebeginning of the next turn, as normal.

Page 19: Renegade Legion Centurion rulebook

STERN

Ballistic Protection Ballistic protection represents the inherent survivability of thestern’s internal components, due to hardening, duplication ofcircuitry, and the ruggedness of the system itself. Hits on areaswith ballistic protection have no effect on the performance of thevehicle. For all purposes except Widowing, treat the BallisticProtection boxes as Armor.

Stern Shield (S. Shield) Stern shields are rendered inoperative and have a value of 0 forthe remainder of the game. Note, however, that there are two sternshield locations. Both locations must be hit for the stern shields tocease functioning.

Maximum Thrust/Movement Reduced by 1/4, 1/2, or 3/4 (1/4,2, 3) This damage indicates that the Maximum Thrust for the vehicleis reduced by one-quarter, one-half, or three-quarters, withfractions rounded up. For convenience, consult the ThrustReduction Table below. Hits to a ground vehicle in this area reduce the vehicle’smovement points by the same amount. The results arenoncumulative.

THRUST REDUCTION TABLE

Reduced To:Starting

MaximumThrust 3/4 1/2 1/4

1 1 1 02 2 1 13 2 2 14 3 2 15 4 3 16 5 3 27 5 4 28 6 4 29 7 5 2

10 8 5 311 8 6 312 9 6 313 10 7 314 11 7 415 11 8 4

For example, a Liberator has a Thrust of 6. If its thrustwere reduced by one-fourth, it would have a new Thrust of 5.If its thrust were reduced by three-fourths, it would have a newThrust of 2.

Infantry Compartment (Infantry) The vehicle’s infantry compartment has been penetrated. If thevehicle is carrying infantry, the squad might also take damage. Forevery 4 points of damage taken in the infantry section, oneinfantryman is killed. If the entire location is destroyed, the vehiclecannot carry infantry and all infantry personnel aboard are killed.

SIDE (LEFT OR RIGHT)

Ballistic Protection Ballistic protection represents the inherent survivability of thesides’ internal components, due to hardening, duplication ofcircuitry, and the ruggedness of the system itself. Hits to areas withballistic protection have no effect on the vehicle’s performance. For all purposes except widowing, treat the Ballistic Protectionboxes as Armor.

Left Shield (L, Shield) The left shields are rendered inoperative and have a value of Ofor the remainder of the game. Note that there are two left shieldlocations. Both locations must be hit before the left shields stopoperating.

Right Shield (R. Shield) The right shields are rendered inoperative, and have a value of 0for the remainder of the game. Note that there are two right shieldlocations. Both locations must be hit before the right shields stopoperating.

Left Directional Vanes (Left Vane) A left vane hit means that the grav vehicle may no longer turnto the left. This hit only affects grav vehicles.

Mobility (Mobility) A mobility hit means that a ground vehicle has taken a hit on itstracks/wheels/surface-effect skirt. It can no longer move, but maychange facings.

Right Directional Vanes (Right Vane) A right vane hit means that the grav vehicle may no longer turnto the right. This hit only affects grav vehicles.

Ammo (Ammo Stores Explode) Onboard ammunition explodes or an energy weapons capacitordestructively discharges. On a Base Roll of 7 or less, there is noexplosion. A modifier of –1 is applied to this base number forevery Internal Component block marked off in this location. Ifthere is an explosion, the vehicle is totally destroyed and cannot besalvaged. The crew or infantry survives on a Base Roll of 8 or less. Apply a modifier of –1 to this base number for every point ofcurrent velocity. Make separate die rolls for any infantry squads orcrew the vehicle carries. Dismounting in this manner counts asmovement for the infantry squad or crew next turn.

FRONT

Ballistic Protection Ballistic protection represents the inherent survivability of thefront’s internal components, due to hardening, duplication ofcircuitry, and the ruggedness of the system itself, Hits against areaswith ballistic protection have no effect on the performance of thevehicle. For all purposes except widowing, treat the BallisticProtection boxes as Armor.

Terrain Sensing and Reaction Circuits (TS&R) When the TS&R system is lost, all terrain speed limits arereduced by 50 percent of the amount (round fractions up) indicatedfor that vehicle. Note that there are two TS&R locations, Bothlocations must be hit before the system fails.

Front Shields (F. Shield) The front shields are rendered inoperative and have a value of 0for the remainder of the game. Note that there are two front shieldlocations. Both locations must be hit before the front shields stopoperating.

Driver Hit (Driver) On a driver hit, the driver must make a Consciousness Rollsimilar to the one described under the Gunner Hit rule. If the driverfails the roil, the vehicle cannot apply any thrust and will continuein its current direction until it strikes something. At that point, itscurrent velocity falls to 0. If a Piloting Skill Roll is necessary, thevehicle will strike the terrain on any die roll result of 2 or greater. A driver may regain consciousness in the same manner as agunner.

Page 20: Renegade Legion Centurion rulebook

Hull Weapons 1 Hit (Hull Weap 1) All the weapons in the vehicle’s Hull 1 location are knockedout. Any weapon systems located here are destroyed for the rest ofthe game.

Hull Weapons 2 Hit (Hull Weap 2) All the weapons located in the vehicle’s Hull 2 location areknocked out. Any weapon systems located here are destroyed forthe rest of the game.

BOTTOM

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

Digging Cannons (Digging) Damage to the digging cannons means that the vehicle may notfire its digging cannons for the remainder of the game.

Helm Helm damage means that it is no longer possible to steer thegrav vehicle. The vehicle cannot apply thrust and will continue inits current direction until it strikes something. At that point, itscurrent velocity will be reduced to 0. If a Piloting Skill Roll isnecessary, the vehicle will strike the terrain on any die roll result of2 or more.

Grav Drive The grav vehicle’s grav engine is hit and stops functioning. Thevehicle may not move for the rest of the game and it may notchange facing. If the vehicle was moving when hit, it mustimmediately ground at its current velocity and take any additionaldamage. All other systems (shields and weapons) are still func-tional.

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

Ammo (Ammo Stores Explode) Onboard ammunition explodes or an energy weapons capacitordestructively discharges. There is no explosion on a Base Roll of 7or less. A modifier of -1 is applied to this base number for everyblock marked off in this location. If there is an explosion thevehicle is totally destroyed and cannot be salvaged. The crewsurvives on a Base Roll of 8 or less. A modifier of -1 for everypoint of current velocity is applied to this base number. Separaterolls are made for any mounted infantry squads or crew that thevehicle carries. Dismounting in this manner counts as the infantrysquad or crew’s movement for the next Movement Phase.

DESTROYING A UNIT

A grav or ground vehicle is considered destroyed if: (1) all ofthe crew is killed, (2) the vehicle suffers an ammunition explosion,or (3) it suffers a Vehicle Destroyed result. Infantry squads are considered destroyed if five of its membershave been killed.

COMBAT IN THE SAME HEX

An enemy unit and a friendly unit may both occupy the samehex. Resolve attacks against vehicles in the same hex as normaland at a Range of 1. The side attacked depends on the facing of the enemy unit at thetime that the friendly unit enters the hex. If a friendly unit entered ahex occupied by an enemy unit on the enemy’s left side, the enemyunit would be in the friendly unit’s front firing arc, and the enemyunit would have the friendly unit in its left firing arc.

Attacks against infantry squads in the same hex are resolvednormally, regardless of facing. Infantry squads attacking vehicles in the same hex ignore allterrain modifiers, including craters, and may choose to attack anylocation of the vehicle except the bottom. (See Optional Rules forexceptions.)

Page 21: Renegade Legion Centurion rulebook

SPECIAL WEAPONS Most weapons carried by tanks are energy-based, utilizing thevehicle’s fusion power plant to generate laser pulses or a massdriver cannon to accelerate small slugs to unheard-of speeds. Unlike space vessels, land combatants can also mount slowerand more conventional weapons that use larger kinetic energy war-heads.

BALLISTIC WEAPONS (GAUSS CANNONS)

Most tanks mount at least one type of direct-fire ballisticweapon, or cannon. These weapons differ from energy weaponsbecause they fire an explosive shell rather than a stream of energy.They are similar to the mass driver cannon (MDC) in using amagnetic field to accelerate a shell down the length of a barrel. Themuzzle velocity of the Gauss cannon projectile is drastically lowerthan that of an MDC, however, giving the Gauss cannon a greatlyreduced range in comparison to the MDC. On the other hand,shields are unable to turn the heavier shell, and so the Gausscannon is a more effective weapon at close range. A Gauss cannon may fire various types of shells, includingHigh-Explosive Armor Piercing (HEAP), Armor-Piercing Dis-carding Sabot (APDS), Hammer Head (HH), or anti-personnel.Though these shells may all fire from the same gun, they havedifferent damage profiles. The types of shells available for eachweapon system and its range are given on the Weapons Table, p.55. All weapons may fire anti-personnel rounds. Ammunition isunlimited for purposes of this game, but the player must announcewhat type of shell is being used prior to firing a Gauss cannon.Anti-personnel rounds may only be fired at infantry targets. The base to-hit number for all Gauss cannon attacks is notmodified by the target’s shield factor.

MISSILES

In addition to direct-fire weapons such as lasers, mass drivers,and Gauss cannons, many vehicles and infantry units are equippedwith a limited number of missiles. The two types of anti-vehicularmissiles are SMLM’s (Sub-Munitions Laser-Guided Missile) andTVLG (Tube or Vertically Launched Laser-Guided). Except forrange and damage profile differences, these missiles use the sameset of rules.

Missiles may be fired directly at a target, per the Weapons Firerules. They use a base to-hit number based on range and all normalto-hit modifiers (the shield’s field disrupts the circuitry of a missileand can cause it to explode prematurely). If a target is within amissile’s firing arc, vehicle-mounted missiles can also fireindirectly over intervening terrain if a friendly unit has

successfully painted the target that turn. Dismounted infantrysquads may not fire their missiles indirectly. A vehicle may fire up to one SMLM and/or two TVLG missilesalum, regardless of the number of launchers the vehicle has. Ananti-vehicle missile may not be fired at an infantry squad. Thereare a limited number of missiles that a vehicle can carry. Theplayer is responsible for keeping track of the number of missilesthat his vehicle has available. Once a vehicle has fired all itsmissiles, it has no more missiles for the rest of the game. Vehicles may not trade missiles among themselves during thecourse of the game.

INDIRECT MISSILE FIRE

Vehicle-mounted anti-vehicle missiles do not require a directLOS in order to engage their target. As long as another friendlyunit has successfully painted the target in that turn, the missile maybe fired at the target as normal, ignoring the shield factor and line-of-sight restrictions. Firing arc restrictions do still apply, however.

For example, the Horatius behind the heavy woods hex doesa not have a LOS to the Liberator on the other side. A Lupiswithin the heavy woods hex has a valid LOS to the Liberatorhowever. In the Painting portion of the Combat Phase theLupus successfully paints the Liberator. The Horatius may,therefore, fire one SMLM at the Liberator, ignoring its shields.

ANTI-PERSONNEL (AP) LASERS

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

VULCAN ANTI-MISSILE LASER SYSTEM

The Vulcan is a weapon system with its own radar to track anddestroy incoming missiles from any direction. It utilizes rapid-fire,short-range lasers to destroy enemy missiles just before they hit thevehicle. A vehicle can use the Vulcan to engage any missiles that havescored a hit against it. The Vulcan Anti-Missile To-Hit Table givesthe to-hit numbers for various missile attacks, based on the type of

Page 22: Renegade Legion Centurion rulebook

Vulcan system. The player may decide to engage fewer than themaximum number of missiles attacking him. He may even decidenot to use the Vulcan system at all. To use the system, the playermust make a separate to-hit roll for each targeted missile. If herolls the to-hit number or less, the missile is destroyed and hisvehicle takes no damage. Surviving missiles may make a normalattack. A Vulcan system can only be used once per turn. After the firstenemy attack, the player declares how many missiles he willengage in that turn. He can use that number of die rolls to meetmissile attacks from various attacking vehicles.

VULCAN ANTI-MISSILE TO-HIT TABLENumber of Incoming Missiles EngagedType

1 2 3 4 5Vulcan-1 5 2 1 - -Vulcan-2 8 4 2 1 4Vulcan-3 9 5 3 2 1Vulcan-4 9 6 4 3 2

For example three vehicles are firing on a Horatius thatmounts a Vulcan-2. The first vehicle hits with two TVLGs. TheHoratius can declare that it will engage three missiles that turnand then make two of its to-hit rolls against the missiles thatare coming in now. The player must roll a 2 or less to succeed.The attacks are then resolved normally. The other two vehiclesmake their attacks, each in turn. The Horatius is still able toengage one more incoming missile fired from those other twovehicles.

Page 23: Renegade Legion Centurion rulebook

INFANTRY An infantry squad consists of eight men. They are armed withsmall arms, bounce packs, and portable anti-lank missiles ormortars. These men are controlled abstractly as one squad, andthus the whole squad must carry out the same action. Whenmounted in a vehicle, the infantry squad is unable to perform anyaction.

INFANTRY MOVEMENT

An infantry squad may spend 3 MP per turn when dismounted.They move like ground vehicles and so may enter any hex notprohibited to ground vehicles, Instead of moving, a dismountedsquad may mount any vehicle that starts the Movement Phase in itshex at a Velocity of 0. It then moves with the vehicle as normal. When mounted in a vehicle, the infantry squad moves with thevehicle but cannot fire its weapons in the Combat Phase. Amounted squad may dismount a vehicle at the end of the vehicle’smovement as long as the vehicle’s current velocity is 0. The squadmay not move for the rest of the turn. (See Optional Rules forexceptions.) No more than one squad may be carried inside avehicle. An additional squad may be carried on the outside. An infantry squad may mount a vehicle that has no infantrycompartment (or a destroyed one). In such a case, they are ridingon the outside of the vehicle and the squad takes damage wheneverits vehicle is hit or takes damage from Grounding. The controllingplayer rolls 1D10 to determine how many squad members werekilled. If the vehicle takes a hit and must Ground as a result, thesquad has been hit twice. The controlling player must make twodamage rolls for the squad.

INFANTRY COMBAT

Infantry fire and to-hit procedures are the same as for vehicles.The only difference is that infantry units have a 360-degree firingarc for all weapons, but the range of their personal weapons isseverely limited. During the Combat Phase, an infantry squad may perform oneof three actions. It may fire its personal weapons at a target, fire itsanti-tank missiles or mortars, or paint a target. Remember, though,that mounted infantry may not fire at all.

FIRE PERSONAL WEAPONS

Infantry squads may fire their personal weapons at any onetarget within the normal restrictions. If the target has moved duringthe Movement Phase of the turn, the squad may make one attack. Ifthe target has not moved during the Movement Phase of the turn,the squad may make two attacks. If the target is in the same hex asthe squad and has not moved, the squad may make three attacks.Each attack is resolved separately, but only one enemy unit can betargeted in a turn. Infantry weapons fire is affected by the target’s shield factor.

Once a target is hit, the squad uses the damage templateappropriate to its current strength in men. Infantry weaponsdamage is given in the Infantry Effectiveness Table.

INFANTRY EFFECTIVENESS TABLESquad

StrengthWeaponsDamage

TVLGsAvailable

MortarsAvailable

8 IWF9 4 27 IWF7 4 26 IWF7 4 25 IWF5 4 14 IWF5 4 13 IWF3 3 12 IWF3 2 01 IWF1 1 00 Dead

Infantry firing personal weapons at targets in the same hex areassumed to be making a Close Assault. They get to choose thelocation attacked, regardless of the vehicle’s facing. A squad canelect to hit the front, side, stern, or turret, but cannot attack thebottom of a vehicle.

PAINTING TARGETS

The squad can use targeting lasers to paint for missiles, lasers,mass driver cannons, and some artillery shells fired from othersources. If the target is within six hexes, infantry squads need onlydeclare that they are painting a target. Regardless of shield factors,the squad will succeed in painting the target on a die roll of 9 orless, minus the number of casualties the squad has taken. For thesepurposes, assume that an infantry squad that started the game withless than eight men has taken the appropriate number of casualties.Infantry squads cannot paint targets at ranges greater than 6.

Page 24: Renegade Legion Centurion rulebook

TVLG MISSILE FIRE

The squad may carry up to 4 TVLG anti-vehicle missiles. Forcasualty purposes, the last four men in the squad are considered tobe carrying the TVLGs. The squad can fire one, some, or all itsremaining TVLGs in one turn. The missile fire is resolved in thenormal manner, except that the squad cannot engage in indirectfire.

MORTAR SQUADS

Some special infantry squads are armed with two light mortars.These squads do not have any TVLG anti-vehicle weapons. Whenthe mortar squad is firing directly, they use the normal to-hitprocedure, but are not modified for shields, and their maximumrange is 20 hexes. To operate a light mortar requires a minimum of threepersonnel. That means a squad that has taken losses might not havesufficient personnel to operate one or both mortars. (See theInfantry Effectiveness Table.)

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

DISMOUNTED INFANTRY CASUALTIES

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

rubble, buildings, or craters, no modifier is applied against the baseto-hit number. Attacks against infantry inside buildings are carriedout according to the Building Rules, p. 32. Missile rounds may notbe used to attack a dismounted infantry squad. If the round hits, roll 1Db. Then modify the result bysubtracting the normal terrain to-hit modifier from the result (-1,-2, or -3). Cross-reference the weapon type with the modified to-hitroll on the Infantry Damage Table below, to find the number ofinfantry lost. Note that the damage can be 0. For each squad member killed, mark off one box on theappropriate infantry record. As a squad takes damage, its effec-tiveness declines. The Infantry Effectiveness Table shows what thesquad can do as it takes casualties. Remember that all damage forinfantry squads is taken after all fire is resolved. The last fourinfantrymen are assumed to be operating the squad’s TVLGmissiles.

INFANTRY DAMAGE TABLELaser Damage Points, Weapons Type, orCannon Size

Modified Die Roll

-1 0 1 2 3 4 5 6 7 8 9 1020 (200mm) 0 0 0 0 1 2 3 3 3 3 4 515 (150mm) 0 0 0 0 0 1 2 3 3 3 3 412 (MDC 12) 0 0 0 0 0 1 2 2 2 3 3 410 (l00mm/MDCl0) 0 0 0 0 0 1 2 2 2 3 3 39 0 0 0 0 0 0 I 2 2 3 3 38 (MDC8) 0 0 0 0 0 0 0 1 2 3 3 37 (50mm) 0 0 0 0 0 0 0 1 2 2 2 26 0 0 0 0 0 0 0 1 2 2 2 25 0 0 0 0 0 0 0 1 2 2 2 24 0 0 0 0 0 0 0 1 2 2 2 23 (25mm) 0 0 0 0 0 0 0 1 2 2 2 22 0 0 0 0 0 0 0 1 1 1 1 11 0 0 0 0 0 0 0 0 1 1 1 1IWF9 0 0 0 0 1 2 3 4 4 4 4 4IWF7 0 0 0 0 0 1 2 3 3 3 3 4IWF5 0 0 0 0 0 0 1 2 2 3 3 3IWF3 0 0 0 0 0 0 0 1 2 2 2 2IWFl 0 0 0 0 0 0 0 0 1 1 1 1AP Laser 0 0 1 1 1 1 2 3 4 5 6 7Mortar 0 0 1 1 2 2 3 3 4 4 5 5HAFE-I 0 1 2 2 3 3 4 5 6 6 7 8Minefield 0 0 0 0 1 2 3 4 5 6 7 8

Page 25: Renegade Legion Centurion rulebook

CONCEALED INFANTRY

A dismounted squad can effectively hide from observation andthus from attacks. Rather than moving, a dismounted infantrysquad may declare that it is concealing itself during its MovementPhase. During the following turn, the squad may not be engaged byany enemy unit not in the squad’s hex. Additionally, the concealedinfantry squad may not move, fire any weapons, or paint a targetuntil it is declared active again. The unit may become active during the Declare Weapons Fireportion of the Combat Phase. The squad may then engage anytarget normally. Enemy units that have not yet declared their fire inthat phase may engage the infantry squad, per the normal Combatrules. By waiting until other units have declared their fire for theturn, an infantry squad can get a free shot at a target withouthaving to take any return fire. Note that the infantry squad is avalid target during the turn that it declared that it was concealingitself. Concealed infantry units may not engage in Opportunity Fire.

RECOMBINING INFANTRY SQUADS

If two infantry squads occupy the same hex and perform noother actions for one turn, members from one squad can bereassigned to another squad during the End Phase. This transfer ofpersonnel can also include equipment, but no squad can operatemore than four TVLGs or two mortars. Remember, too, that nosquad has more than eight members. Recombined infantry squadsmust be assigned to one of the parent platoons for movementpurposes.

DISMOUNTED VEHICLE CREW

A vehicle crew will sometimes survive the destruction of itsvehicle. If the crew escapes, place a Crew counter next to thevehicle. In the next turn, the crew may move at a rate of one hexper turn. A dismounted crew cannot make attacks, paint targets,call in artillery fire, or recombine with an infantry squad. Exceptfor these restrictions, the Crew counter is subject to all infantryrules. This rule is especially useful when a player is attempting tomaintain troop quality.

Page 26: Renegade Legion Centurion rulebook

BUILDINGS Cities have always created special problems for militaryoperations. The many buildings among the long, narrow streets ofurban areas block line-of-sight and provide the enemy with hidingplaces and protection from weapons fire. These factors obviouslycall for unique tactics and operations. From the earliest history ofwarfare up to the present day, combat in an urban area has been themost costly and destructive form of warfare known to man. Buildings are rated by their Elevation Level (stories) and thenumber of Armor Points that each level has. (A level is 20 meters,and so each level of a building contains four to six actual floors.)As urban structures are not designed to withstand fire from modemcombat weapons, they can be reduced to rubble very quickly.

Each Building Record Sheet shows a block that is 10 boxes highby 40 boxes wide. Each row represents one of the building’sstories, numbered one through ten. When filling out the recordsheet, the player should cross off any excess rows at the top. Thebuilding’s armor factor can range from I to 40, and that same valueis used for each story. The player should block out columns so thateach story consists of a row of boxes equal to the building’s armorfactor. When the player is finished, the Armor Diagram should bea rectangle that is as high as the building’s elevation and as wide asthe building’s armor factor.

MOVEMENT EFFECTS

Vehicles are assumed to be moving through the streets andalleyways in the building hex. Vehicles can never enter thebuilding. It costs 1 VP to move into a building hex, but the speedlimit is lower than in open terrain, as shown by the Terrain EffectsTable. When dismounted infantry is in a building hex, the unit maydeclare entry into the building instead of moving. An infantry unitcan enter at Level 1, 2, or 3. Once inside, the infantry squad canonly change one Elevation Level a turn. An infantry squad can choose to exit a building from any levelrather than moving. When moving out of a building, a dismountedinfantry unit may not mount a vehicle until the next MovementPhase. An infantry unit may also move up and down levels. Eachturn, the unit may move one level.

COMBAT EFFECTS

Buildings may block line-of-sight in the same manner as trees.A building’s height is added to the Elevation Level of the hex thatit occupies. Buildings may be fired on as normal, but without to-hitmodifiers for terrain. Buildings take damage a little differently than normal. Once ahit occurs, the player rolls a die to determine which level has beenstruck. If the result is higher than the height of the building, thenthe topmost surviving level of the building has been hit. Align the damage template sideways with the arrow pointing tothe appropriate level, then slide the template over until the first fullarmor block is reached. Fill in the template as normal.

If all of the armor boxes on one level are destroyed, all levelsabove it collapse and are destroyed. If the bottom level isdestroyed, then the whole building collapses and is destroyed.Replace the building counter with a rubble counter. Rubble doesnot block line-of-sight. Any infantry squad caught in a destroyedlevel is totally eliminated. Units outside of a building that isrubbled are not affected. The effects of rubbling a building takeplace at the End Phase of the turn. Infantry that is inside a building may fire. For line-of-sightpurposes, consider the squad lobe at the elevation of the level theyoccupy, plus the level of the hex. Larger buildings do provide some protection for infantry. Whilea squad occupies a building, it may not be fired upon directly. Onlythe building can be attacked. The infantry unit does not take damage until the last five armorblocks of their level have taken damage. Whenever one of thosefive blocks is damaged, the damage value of the weapon system orround is cross-referenced to the Infantry Damage Table, as normal. The building counters represent all of the buildings in the built-up area. It is very easy to destroy one building, but an entire cityblock is much more resilient. The randomness of the hit locationsrepresents the fact that multiple individual buildings must bedestroyed in order to significantly damage a city block. The hitlocation procedure is not any reflection on the relative difficulty oftargeting and destroying a single stationary building.

Page 27: Renegade Legion Centurion rulebook

CENTURIONS Strong and innovative leadership is necessary for the combatefficiency and effectiveness of any military unit. No matter howgood the equipment or the training of the individual soldier,without leadership an army is just rabble waiting to be swept away.

Each player has one Centurion who is in charge of all of theplayer’s units (normally three to five platoons of three vehicleseach). These are known collectively as a Century. The Centurionshould be assigned to one of the player’s vehicles. He takes theplace of the vehicle commander, and so whatever damage thecommander takes applies to the Centurion. A Centurion cannot be assigned to an infantry squad rather thana vehicle. This is because the squad does not have the necessarycommunications systems to allow him to control a battle. The unit’s Centurion performs three functions in the game. Hecan affect who wins the Initiative, decide when a friendly platoonmoves during the Movement Phase, and is necessary to call inattacks by offboard artillery and orbital fire support.

LEADERSHIP RATING

In each scenario, the Leadership Rating of the opposingCenturions is given. In most cases, the two Centurions haveequivalent ratings, and so neither side has a Leadership Advantage.In such case, the movement sequence is not affected. When one Centurion does have a higher rating than the other,he has a Leadership Advantage equal to the difference between thetwo ratings. For example, if a TOG Centurion has a LeadershipRating of 2 and a Renegade Centurion has a rating of 4, theRenegade side has a Leadership Advantage of 2 points. There are two ways to use these Advantage Points during aturn. First, the player can subtract all, some, or none of the pointsfrom his Initiative Roll at the start of the Movement Phase for theturn. Points not expended to modify the Initiative Roll can be used todelay or advance the movement of any of the player’s platoons.For every three full Advantage Points remaining, the player canpass on moving one platoon until later in the movement sequence.At that later point, he will move the units of that platoon imme-diately after the normal movement of another platoon. He can alsouse the points to move a platoon at the start of his portion of theMovement Phase.

Players may not save Leadership Advantage Points for otherturns.

For example, the Renegade player has 3 LeadershipAdvantage Points. Rather than using them to modify theInitiative Roll, he saves them until his units are to be moved.The Renegade player wins the Initiative and decides to bePlayer A. On his turn to move the units of a platoon, he maymove one platoon as normal or elect to expend the 3 points topass on moving that platoon. If he passes, Player A may movethe passed platoon immediately after he has moved anotherplatoon later in the turn. For example, he might wait untilafter moving his last platoon and then move the passedplatoon. He might also wait until midway into the movement ofhis platoons, and decide to move the passed unit then.

LOSS OF CENTURION

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

Active Centurions are necessary to call in offboard artillery,orbital fire support, and air strikes, If a player’s Centurion is killed,knocked unconscious, put out of communication, or has his vehicledestroyed, the Century cannot use any of its offboard assets(though current missions still come in), A Centurion whose vehicle has been knocked out cannottransfer to another vehicle because the special communications andencryption devices needed to control the Century have been lost inthe wreckage of the original vehicle,

CENTURION ADVANCEMENT

An average Centurion usually has a Leadership Rating of 2.Unless otherwise specified by the scenario, assume that bothCenturions have a Leadership Rating of 2. The players may alsochoose to randomly generate the starting Leadership Rating fortheir Centurions by rolling the die before the start of the game. Seethe Leadership Rating Table below.

LEADERSHIP RATING TABLEDie Roll Leadership Rating

1 12 13 24 25 26 27 28 29 3

10 3

Page 28: Renegade Legion Centurion rulebook

LEADERSHIP RATING ADVANCEMENT

Players may keep the same Centurion for future games. To doso, the player should keep track of the level of victory or defeat hisCenturion achieves in the game. (Victory Levels are given in thepublished scenarios or can be calculated as described in ScenarioDesign). Point values for each type of victory are given in theAdvancement Points Table.

ADVANCEMENT POINTS TABLEVictory Level AP EarnedDecisive Victory 3Substantive Victory 2Marginal Victory 1Draw 0Marginal Defeat -1Substantive Defeat -2Decisive Defeat -3

For every 5 Advancement Points that a Centurion gains, heincreases his Leadership Rating by 1. For every 5 points that aCenturion loses, he decreases his Leadership Rating by 1. TheLeadership Rating Table below shows the Leadership Ratings forCenturions with various Advancement Point levels.

LEADERSHIP RATING TABLETotal Advancement Points Leadership Rating

-6 to –10 0-1 to –5 1

0 - 4 25 - 9 3

10 - 14 415 - 19 520 - 24 625 – 30 7

Beginning Centurions start with a Leadership Rating of 2. Negative Leadership Ratings are also possible.

Page 29: Renegade Legion Centurion rulebook

OPTIONAL RULES The following rules are presented to enhance and expand theCenturion game. Before the start of a game, the players shouldreview these rules and agree on which ones they will use.

ALTERNATE GRAV MOVEMENT MODES

The preceding movement rules apply when a grav vehicle isoperating in its normal flight mode (NF), that is, about one meterabove the ground. Grav vehicles may also choose to operate inTree-Top Flight mode (TTF) or in Low-Altitude Flight mode(LAF). While operating in TTF, the grav vehicle is about 20meters off the ground, ignoring trees and low buildings for LOSand movement purposes. While operating in LAF, the vehicle isflying high enough to ignore all terrain for movement and LOS.Though these two modes increase the maximum speed that avehicle can safely travel (up to 900kph in LAF), the vehiclebecomes an easy target for any enemy unit that spots it.

TTF AND NF MOVEMENT

At the start of the Acceleration portion of the Movement Phase,the player may expend Thrust Points to raise or lower a gravvehicle one level. It costs 1 Thrust Point to move from normalflight to Tree-Top Flight and 1 Thrust Point to move from Tree-Top Flight to Low-Altitude Flight, and vice versa. A vehicle thatmoves down from TTF or LAF is immediately subject to theterrain speed limits of the hex that it occupies. Tree-Top Flight mode allows a grav vehicle to ignore all terrainand one Level of buildings, but such vehicles must still pay VPCosts for crossing contour lines as in NF mode. The vehicle treatsthe terrain features as clear terrain for speed limit purposes. In Low-Altitude Flight mode, a grav vehicle ignores all terrainand contour lines for movement and line-of-sight purposes. Thevehicle may accelerate up to 75 VP, but air resistance prevents itfrom going faster. It costs a LAF vehicle 1 VP to enter any hex.

STACKING Normal stacking limitations are in force for each flight level. Inother words, as many vehicles as desired can occupy the same hexat the same flight level.

COMBAT A vehicle operating in TTF mode is one level higher than theterrain it is in for line-of-sight purposes. In LAF mode, line-of-sight is never blocked. All attacks against units utilizing NF mode are handled per thenormal Combat rules, except where noted below. Attacks between units operating in the same flight mode arehandled per the normal Combat rules except where noted below. Attacks by a unit operating in NF or TTF mode against a targetoperating in LAF mode use the target’s bottom shield rating in theto-hit number modifications, and all damage is taken against thebottom. Attacks by a unit operating in NF mode against a targetoperating in TTF mode use the target’s bottom shield rating in to-hit number calculations, but damage may be taken against eitherthe bottom or the appropriate facing. Use the TTF Hit LocationTable below to determine the hit location, adding the Range to thedie roll.

A Horatius is operating at TTF, five hexes away from aLiberator on the ground. The line-of-sight between the twovehicles would normally be blocked by a light woods hex,Because the Horatius is at TTF the woods are ignored for line-of-sight purposes. The Horatius attacks the Liberator and theattack is handled as normal. The Liberator’s attacks on theHoratius are also resolved normally, but the bottom shields areused and the TTF Hit Location Table replaces the normal HitLocation Table. To determine the damage from his successfulattacks, the Liberator’s player rolls a die and adds 5 for theRange. A modified result of 8 -10 means that the Horatius is hiton the left side. A modified result of 1 - 7 results in a hit to thebottom armor.

TTF HIT LOCATION TABLEModified Die Roll* Result1 – 7 Bottom8 – 10 Attacked side*Add Range

LOSS OF GRAV DRIVE Loss of the grav drive while operating close to the ground isserious enough. Its loss at 50 meters above the surface normallyresults in the vehicle’s total destruction. If the grav drive is knocked out while the vehicle is at NF, itmust immediately ground at its current velocity. If the grav drive is lost while operating at TTF the vehicle mustalso ground, adding 2 to its current velocity. Loss of the grav drive while at LAF results in immediategrounding, with 10 added to the vehicle’s current velocity.

ARTILLERY All artillery attacks against units operating at NF, TTF, andLAF are resolved normally, except that HAFE rounds have noeffect on vehicles operating at LAF.

INFANTRY The bounce packs worn by infantry have a governing devicethat prevents the soldier from exceeding a set velocity. The devicetemporarily boosts the strength of the grav fields and applies abraking force that slows the soldier down whenever that safevelocity is exceeded. (Though the pack makes the soldier almostweightless, his mass stays the same. Striking the ground at 60kilometers per hour - weightless or not - still means that soldierends up splattered all over the countryside). Combat troops use this safety feature to engage in someinnovative tactics. The most common of these is to jump out of amoving grav vehicle as it speeds over a target. The ground is tooclose to make this lactic useful while operating in NF mode, but itis very useful when attacking at TTF or LAF.Infantry may only mount a vehicle that is operating at NF, and thenonly if the vehicle starts the turn in their hex and at a currentvelocity of 0. Infantry may dismount a vehicle at NF only at theend of the vehicle’s movement and only if the vehicle’s currentvelocity is 0. Bounce infantry may dismount a TTF or LAF grav vehicle atany time during its movement, and they are then placed in the hexat ground level. The dismounting infantry may be engaged byOpportunity Fire but the unit does not receive any terrain modi-fiers. Dismounting units engaged during the normal Combat Phasemay be attacked per the normal rules. Infantry dismounting from a TTF or LAF vehicle onto abuilding hex can declare that they are landing in the top level ofthe building rather than outside of it.

Page 30: Renegade Legion Centurion rulebook

ARTILLERY

Artillery in the 69th century is grav mounted, capable ofdelivering accurate and devastating fire from distances of up to100km. Effective use of assigned artillery support can give evengreatly out-numbered forces victory.

GENERAL ARTILLERY RULES Artillery support is assigned as fire missions per turn in everyscenario. Each assigned fire mission gives the player one artilleryattack per turn. Artillery attacks are called in against a hex, not a vehicle orother unit. Artillery can be called into attack any hex on the board.regardless of whether or not a friendly unit has a valid LOS to thetarget hex. Each artillery attack takes one turn to arrive. Thus,during the End Phase of a turn, the player must record the targethex and type of round used (see Artillery Rounds). During thenext turn’s Combat Phase, the artillery attack on the hex isresolved. If a friendly unit has a valid line-of-sight to the target hex on theturn that the artillery attack arrives, the hex is hit on a result of 9 orless. The round scatters on any other result. The observing unitcannot paint during the turn that the artillery lands. (It is using itspainting lasers to mark the target hex, though the painting isautomatic and not restricted by range). An observer can only targetone hex per turn. If there is no friendly unit spotting, the artillery attack will hiton a result of 6 or less. The attack scatters on any other result. If anartillery attack misses its target hex, where it lands is determinedon the Scatter Diagram.

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

ARTILLERY ROUNDS Artillery can fire a variety of munitions. When an artilleryattack is plotted, the player should also determine the type of roundto be used. Note that some of the rounds affect both the target hexand the six adjacent hexes, while others require a specialmodification to the General Artillery Rules.

HAFE-I Rounds The HyperVelocity Airburst Flechette Explosive—Improved(HAFE-I) round is designed to explode into thousands of smallflechettes, saturating the surrounding area with deadly, high-speedfragments. Because the flechettes are too large to be stopped byshields, the shields do not reduce damage to vehicles.

All General Artillery Rules apply. The HAFE-I affects both the target hex and the six adjacenthexes. Woods are reduced to rubble. All vehicles in the affectedhexes take 10 points of damage on every facing, including theturret, except the bottom. The damage moves straight across therows, left to right until all 10 points are used. Buildings take 10points of damage on each level. All dismounted infantry squads inthe hexes take damage per the Dismounted Infantry Casualty rules.If a hex is rubbled, all unoccupied craters in the hex are removed. Because combat is simultaneous, a woods hex reduced to rubbleby HAFE-I rounds will still block line-of-sight until the end of theturn.

ADM Rounds Artillery Dispensed Mines are fired to a target hex, per theGeneral Artillery Rules. They do no damage when they hit, butscatter land/grav mines that will affect vehicles and dismountedpersonnel. The target hex is considered to be covered with mines.All general rules for artillery rounds apply. See Mines, p.41, forfurther details. There are no advantages for overlapping mine-fields.

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

HELL Rounds The most deadly artillery round in use is the HELL round.When a HELL round goes off, it releases enough gravitic energy tocause an uncontrolled fusion reaction, This type of round is veryclean, leaving little tactically significant radiation, but it does turnthe topsoil to glass. It will also turn any type of terrain to clearterrain, and will literally melt the armor off vehicles. All GeneralArtillery Rules apply. If a vehicle is in the hex where a HELL round explodes, severalplagues will befall it. First, the vehicle is automatically grounded atits current velocity, causing damage to the bottom. Second, allarmor facings, except the bottom, take 100 points of damage,minus the shield rating. Thus, if the front of a tank has a ShieldRating of 70, and a HELL round goes off in its hex, the tank willtake 30 points of damage on the Front (100-70 = 30). A similarcalculation is made for the Left, Right, Turret (using the frontshields), and Stern Facings. Damage is applied in the same manneras Grounding Damage.

Page 31: Renegade Legion Centurion rulebook

All dismounted infantry squads are destroyed in the target hex,as are all unshielded buildings and trees. There is no rubble,Unoccupied craters are removed from the target hex. The gravitic aftershock of the HELL round affects all gravvehicles in the adjacent hexes. All such vehicles must make a dieroll of 5 or less to avoid immediate grounding at their currentvelocity. Tree hexes adjacent to the blast hex are reduced to rubble. Because combat is simultaneous, a woods or building hex thatis reduced to rubble by HELL rounds will still block LOS until theend of the turn. Shielded buildings take damage from HELL rounds differently.The amount of damage that gets through the shield is calculated asfor vehicles. Damage is marked off in rows, starting at the top ofthe building and working down, left to right. Infantry squads inside the building are destroyed by anydamage reaching the last five boxes of the level that they occupy. If multiple HELL rounds land in the same hex, their effects areresolved separately. HELL round damage takes effect no matter what the vehicle’sflight mode.

Smoke Rounds An artillery attack can be used to lay a column of smoke threehexes long and one hex wide, centered on the target hex in anyorientation the attacker chooses. These rounds are fired in the EndPhase section of the turn. Use all the normal Smoke rules andGeneral Artillery Rules.

Crater Rounds Artillery may also be used to create blast craters in the groundto give vehicles and infantry some form of protection. A Craterround landing in a hex digs a crater in the same manner as adigging charge, providing hull-down protection for vehicles andinfantry. A Crater round uses all the General Artillery Rules.

GLAD Round The Guided by Laser,Artillery-Delivered round(GLAD) requires a paintedtarget during the turn of theattack. All other GeneralArtillery Rules apply,except that a missed rounddoes not scatter. On the turnthe GLAD round arrives, thepainter must havesuccessfully painted avehicle in the target hex orin any of the adjacent hexes. If there is no paintedtarget, the GLAD round willattack any unpainted vehiclein the target hex, at theattacker’s choice.GLAD attacks are handledas normal missile attacks.

The Base To-Hit Number is 9, modified normally for terrain,shields, and painting. If the GLAD misses, it hits the ground with no damage. When aGLAD hits a vehicle, it will most often hit the stem or the turretsince it is making a top-down attack. See the GLAD Hit LocationTable.

GLAD HIT LOCATION TABLEDie Roll Effect

1 - 3 Turret Hit4 – 10 Stern Hit

The damage from GLAD is the same as from a 150mm HEAPround. GLAD rounds cannot be used against infantry.

ON-BOARD ARTILLERY FIRE Artillery is always located offboard. When playing break-through scenarios, however, it is possible for an artillery unit tofind itself overrun and on the defensive. Artillery weapons are normally variations on the graviticcannon (GPA or GPE). The gravitic cannon uses phased gravitypulses to accelerate its projectiles along the length of its barrel.Thus, the cannon launches its munitions at very precise speeds andtrajectories, making its indirect fire accurate and fast. The systemis incapable of launching indirect fire at a range of less than fourkilometers, however. Treat all GPA or GPE weapon attacks against targets at a Rangeof 20 hexes or less as a normal artillery attack, with a Base To-HitNumber of 7. The GPA/E cannot be fired indirectly at any target ata Range of 20 hexes or less. These targets must be fired on directlyfrom a valid LOS. All GPA/E attacks hit in the turn that they arefired. The GPA/E may use any artillery round for its direct fire attacksexcept HELL rounds, which have a safety interlock that preventstheir being armed within one kilometer of the firing unit. HELLrounds may only be used against targets at a Range of 6 or more.Except where noted above, use all other General Artillery Rules,including Scattering. On-board artillery may not use Opportunity Fire.

COMBAT ENGINEERING VEHICLES

Armies have deployed engineering vehicles for millennia tofacilitate the advance of combat troops. These vehicles serve toclear obstacles that hamper the movement of friendly troops, openpathways through minefields, and create fortified positions. Evenwith the introduction of grav vehicles, specialized combat engi-neering vehicles still play an important role in a Legion’s success. Engineering vehicles are standard grav vehicles with some oftheir offensive weaponry replaced by specialized engineeringequipment. If a vehicle has an engineering attachment, it is considered to bean engineering vehicle and may perform any or all of the followingactivities, in addition to its normal movement and combat.

CLEARING TREES An engineering attachment normally includes a planar laser.The planar laser consists of two projectors that create a continuoussheet of coherent light in a gap between them. The sheet is capableof cutting through most trees. The player may tun the planar laser on and off as desired duringthe engineering vehicle’s movement. The vehicle pays normal VPfor moving through terrain, but if the engineering vehicle isoperating at NE, it will cut a path through any woods hex throughwhich it travels. No path is cut if the vehicle does not leave thehex, however. The player should place a path counter down on thewoods hex to indicate this. The path is aligned to face the samedirection that the engineering vehicle took through the hex. For the remainder of the game, grav vehicles may treat thecleared woods hex as though it had a road through it. All othervehicles and dismounted infantry treat the hex as a normal heavyor light woods hex.

Page 32: Renegade Legion Centurion rulebook

An engineering vehicle is at NF, its planar laser is on, and itmoves through three light woods hexes and stops in a fourth,as shown above, The three hexes through which the vehicle hasmoved are considered to have a path cut through them. Thefourth hex does not, and will not, until the engineering vehiclemoves out of the hex. Path counters are laid on the map, andaligned with the vehicle’s direction of travel.

CLEARING MINEFIELDS Minefields may be cleared only by engineering vehiclestraveling at NP. The engineering attachment sends out a combi-nation of gravitic and magnetic pulses that detonate the minesharmlessly to create a safe pathway through the minefield. Some ofthe mines in the field are set to detonate after a delay of a fewseconds, however, in order to knock out any engineering vehiclesattempting to clear the field. When an engineering vehicle enters a mine hex, hidden orotherwise, at NP, the player rolls the die. On a result of 9 or less,he succeeds in clearing a pathway through it. A path counter is laiddown and aligned to the vehicle’s direction of travel, just as incutting a pathway through trees. The pathway is not laid downuntil the vehicle moves through the hex, however. If the vehicleends its movement in a mine hex, the roll to clear a pathway ismade, and any minefield attacks are resolved. It is only after thevehicle moves out of the minefield that the path counter is placeddown. If the player had rolled a 10, the engineering vehicle would beattacked by a mine as normal. Any unit that moves along a cleared pathway will not beattacked by the hex’s mines. Any unit that does NOT travel alongthe path is subject to normal minefield attacks.

DIGGING CHARGES Vehicles with an engineering attachment are equipped withdouble the number of cratering charges (eight instead of four). Thecharges are used with digging cannons in the usual manner. Tokeep track of the extra charges, players may use the InfantryTVLG Missile boxes on the record sheet. The engineering attachment is treated as a normal weaponssystem, except that it must be mounted in the hull and it takes upone space in Hull 1 and one space in Hull 2.

DEFENSE INSTALLATIONS

Ground-based defensive installations are static turrets mountingground weapons to protect some planetary facility. They arenormally one part of a massive space defense system used toprovide strategic targets such as cities and industrial centers with adefense against orbital bombardment. Such defense systemsconsist of multiple HELL missile launchers, bays of laser arraysfor use against orbital ships, shield generators that cover the targetarea, and static defense installations. These systems normally makethe city or industrial center proof against attack from space, andattacks by ground troops difficult. To destroy such a complexusually takes a combined effort by space and ground forces.

Below are rules to use installations both in Centurion andInterceptor.

INSTALLATION TYPE Four typical defensive installations are described below. ForCenturion/Interceptor purposes only the point/ground defenseweapon systems are described. A typical ground-based spacedefense system would have multiple numbers of these installationsand would also control massive arrays of lasers for use againstorbiting capital ships. These laser arrays, or bays, are incapable ofengaging ground forces and so are disregarded.

Page 33: Renegade Legion Centurion rulebook

An installation takes up one hex, and is treated as a building formovement and line-of-sight purposes. Its shield generator creates ashield over its own hex and the adjacent hexes. The installation’spoint defense weapons are mounted in a turret elevated on a pylonsufficiently high to be twenty meters taller than the terrain in thesurrounding hex. At least three infantry squads are assigned to any installation.The following table shows some of the most common installationsused in this game.

INSTALLATION TABLEType Turret Weapons Missile

LaunchersShield*

1 Two 7.5/6 Lasers,200mm Gauss Cannon

1 100

2 Two 200mm GaussCannons, 7.5/6 Laser

2 100

3 Two 200mm GaussCannons, Vulcan-3

3 100

4 Vulcan-4, Two 200mmGauss Cannons

4 100

*Interceptor players may use variable shields instead. The typicalinstallation has 1,600 Power Points available to it. Installationshields require seven times the normal power.

INSTALLATION RECORD SHEET The defensive installation building has an Armor Factor of 40and is topped by a turret with 100 Armor Points. The DefensiveInstallation Record Sheet is essentially a building record sheetcombined with the turret section of the vehicle record sheet. Theplayer should fill out a record sheet for each installation in thenormal way. The height of the installation is one level higher thanthe height of the surrounding hexes.

MOVEMENT Installations may not be moved nor change facing during thegame. For all movement purposes, ground units should treat theinstallation as a building.

COMBAT Except where noted, all rules governing Combat also apply toinstallations.

Firing Arcs An installation’s weapons are mounted in a turret. Whenengaging ground targets, the turret has the same firing arc as avehicle turret. The weapons mounted in the turret may only fire atone target per turn. When engaging targets on the Interceptormap, use the firing arc shown in the following diagram.

An installation’s turreted Gauss cannons may not fire into theInterceptor map. Laser weapons may only fire at targets in theatmosphere or the atmosphere/space interface. HELL missiles maybe used against targets in the atmosphere, in the interface, or inspace, as long as the target is in the installation’s firing arc.

Shields The shields of a defensive installation protect the buildings bothin the installation’s hex and in the adjacent hexes. Rather thanprojecting a hemispherical bubble (a technological impossibilitybecause of the scale), the installation generators are connected toindividual shield projectors on each building. Thus, the streets andalleyways are normally unprotected. When firing at a building hex protected by a defensiveinstallation’s shield, the to-hit number is modified by the defensiveinstallation’s shield factor. Vehicles and dismounted infantry notinside the building do not get this advantage. They do receive theterrain modifier for being in a building hex, however.

DAMAGE The hit location of any successful attack against a defensiveinstallation is resolved in the same manner as for a building.However, any hits that strike the upper level hit the turret. Damage to the installation’s lower levels is also resolved perthe Building rules. Hits to the turret are resolved as normal turrethits. Destruction of any of the levels results in destruction of theturret but not of the shield generators or the missile launchers. Theshield generators and missile launchers are only destroyed whenthe bottom level is destroyed. If an enemy infantry squad occupies the bottom level of theinstallation and there is no friendly squad present on that level, theshield generators and missile launchers may be destroyed. If thesquad spends one turn without moving or firing, the installation’smissile launchers are destroyed. In the next turn when they do notmove or fire and still occupy the bottom floor, the installation’sshield generators are destroyed.

TURRET INTERNAL COMPONENT DAMAGE ANDEFFECTS If the installation’s turret armor is penetrated, its internalcomponents may be damaged. Internal component damage isrecorded and resolved as normal.

Ballistic Protection Ballistic protection represents the inherent survivability of theturret’s internal components, due to hardening, duplication ofcircuitry, and the ruggedness of the system itself. Hits against areaswith ballistic protection have no effect on the performance of theinstallation. For all purposes except widowing, treat the BallisticProtection boxes as Armor.

Communications System (Comm) The installation’s communications gear is damaged, whichprevents the commander from talking to other installation com-manders or friendly ground units. In team play, this installation’splayer cannot talk to teammates. The installation may not engagein indirect fire, paint targets, call for artillery fire, or receive anybenefit for firing at a painted target. (The exception is that he mayfire at a painted target that he himself has painted.)

Targeting Control Systems (Targ) The installation’s targeting computers, weapon control linkages,weapon stabilization controls, and other systems have been hit. Foreach box blanked out in the Targeting Control System, theinstallation applies a -1 modifier to the base to-hit number for anyweapons attacks that it makes. Record this modifier in the FireMods box on the record sheet.

Page 34: Renegade Legion Centurion rulebook

Gunner Hit (Gunner) The gunner suffers damage and must make a ConsciousnessRoll. The Base To-Hit Number to regain consciousness is 8. Thereis a -1 modifier to this base number for each box blanked out in theGunner section. Use the total number of blanked-out boxes, notjust those marked off this turn. A roll greater than the modifiedbase number means that the gunner remains unconscious.Remember that a I is an automatic success and a 10 is an automaticfailure. When all the boxes are blanked out, the gunner is dead. Ifthe installation’s gunner and commander are both unconscious, theinstallation may fire no weapons for the rest of the game. Thegunner may recover consciousness as normal.

Turret Weapons Hit (Turret Wpns) All the weapons located in the installation’s turret are knockedout for the rest of the game. The installation may not paint anytarget for the remainder of the game.

Commander Hit (Cmdr) The commander suffers damage and must make a Con-sciousness Roll as described in the Gunner Hit rule above. Aninstallation whose commander is dead or unconscious cannot fireindirectly, paint targets, or call for artillery fire. If the installation’sgunner and commander are both unconscious, the installation mayfire no weapons for the rest of the game. The commander mayrecover consciousness as normal.

Turret Destroyed All of the installation’s major systems are rendered inoperative,except for the shield generators and the HELL missile launchers.

INSTALLATION WEAPON ATTACKS During the Centurion Combat Phase, the installation com-mander may decide to have the installation’s turret engage groundtargets or engage targets on the Interceptor mapsheet. Ground targets may be engaged normally, per Centurion line-of-sight and firing arc rules. Only one ground target may beengaged per turn. Attacks on targets on the Interceptor mapsheet are handled asnormal Interceptor attacks by an orbital installation, with theground installation being located in the battlefield hex on theplanet’s surface. The firing arc for these attacks is given above.Turreted weapons may only attack targets in the atmosphere or theinterface.

Missile Launcher A defensive installation’s primary means of defending itselfagainst bombardment by orbital kinetic energy weapons (Thorsand large rocks) is to fire massive HELL missiles at the incomingobject. Each missile launcher can launch one HELL missile at atarget on the Interceptor map each turn. Use all the Interceptormissile rules except where noted. The player may attempt to lock a HELL missile onto anyspacecraft, Thor round, or Thor satellite that is in the launcher’sfiring arc. A roll of 4 or less means that the HELL missile haseffectively acquired its target. Because of the massive destructive power of these missiles,compared to the artillery-delivered variety, they cannot be usedagainst ground targets.

HELL Missile This massive weapon is essentially an artillery HELL roundexcept that its effective blast radius is 7.5 kilometers rather than100 meters. The missile has an Intelligence of 8 and a Thrust of 4. HELL missiles are moved after all other missiles, asteroids, andThor javelins. When the missile enters the same hex as its target, itexplodes. All of the target’s armor facings take l00 points ofdamage. minus the shield rating. For example, an Avenger has aFront Shield Rating of 50. When a HELL round goes off in its hex,the fighter will take 50 points of damage on the Front (100-50 =

50) and 60 points to the Left, Right, and Stern Facings (100-40=60). If more than one ship is in the target hex, all are attacked inthe same manner. Any Thor javelins, missiles, or asteroids present in a hex withan exploding HELL missile are destroyed. A patrol craft hit by a HELL missile lakes damage only to thehex that was struck. The patrol craft’s other hex is not affected.HELL missiles are not affected by any form of ECM. Safeguardand MDC-G systems may be used against the missile, however,and it may be targeted by normal weapon systems, per the Missilerules. A successful hit destroys the missile without detonating it. HELL missiles can be carried and used like normal missiles byfighters, installations, and two-hex ships.

HIDDEN UNITS

Given sufficient time, a vehicle or infantry squad can be dug inand camouflaged so that battlefield sensors cannot detect it. This isnormally accomplished through the use of special energy-absorbing camouflage nets and by keeping the vehicle operating onlow power. The scenario should indicate which units, if any, may start thegame hidden. Hidden units are always in craters, with an initialvelocity of 0. They may or may not have to expend a diggingcharge, depending on the scenario. Dismounted infantry that isinside a building may also start the game hidden. The hidden unit’s location and facing should be marked on apiece of paper. When the unit moves, changes facing, engages incombat, uses Opportunity Fire, or has an enemy unit enter its hex,the unit is placed on the map, as is the crater. Once on the map, theunit is subject to normal attacks. Infantry inside a building also lose their hidden status if theymove, engage in combat, or inhabit a hex that an enemy unitenters. A hidden unit declares during the Movement Phase just as anyother unit does. It is not placed on the map, however, unless itactually moves. A hidden unit may engage in Opportunity Fire, asnormal. Remember that a unit may use Opportunity Fire only afterit has declared that it is doing so during the Movement Phase.

MINES

Minefields can be delivered by artillery, per the Artillery rules,or they can be set up prior to play if noted in the scenario. Thelocations of mine hexes delivered by artillery are known to allplayers. The location of mine hexes set up prior to the start of ascenario are written down by the defending player and are notrevealed until an enemy unit enters the hex. When an enemy vehicle enters a mined hex (either at NF orTTF mode), its bottom armor is attacked. The Base To-Hit Numberis 12, with normal modifiers for shields but not for terrain. If themine hits, the bottom section is automatically hit and receivesTVLG damage. The minefield remains active until it is clearedeither by an engineer vehicle, AMA or a HELL round. Friendly vehicles and infantry do not set off mines, and so theymay pass freely though a friendly minefield. (The mines areequipped with 1FF receivers and so are not detonated by thepassing of a friendly vehicle). Any enemy dismounted infantry that enters a minefield will beattacked. Losses are taken according to the Infantry DamageTable.

Page 35: Renegade Legion Centurion rulebook

SMOKE

Smoke can be delivered by ballistic weapons, offboard artillery,mortars, and vehicle smoke grenades. Smoke is opaque in thevisual, thermal, and electromagnetic spectra. As a result, smokesignificantly reduces visibility on the battlefield as well asincreasing the probability of a crash when a vehicle travels throughit too quickly. During the End Phase of the turn, players remove all Smokecounters from the previous turn. Then smoke rounds and grenadesmay be fired. Any artillery attack, mortar, or Gauss cannon notused during the Weapons Fire segment of the Combat Phase mayfire a smoke round. Players should note that if other direct-tire weapons were used in the turn, the weapon firing the smokeround must fire at the same hex targeted by the other ballisticweapons. Additionally, any vehicle that still has smoke grenadesmay launch one of them. Artillery, mortar, or ballistic weapons firing smoke are subjectto all normal LOS restrictions and to-hit rolls. No terrain modifiersapply. Any shot that misses its target hex will scatter, per theScattering rules. Once the shot has landed, a Smoke counter isplaced in the hex if the firing unit was a mortar or a ballisticweapon. Artillery smoke lays a pattern that is three hexes long andis aligned, as the player wishes, with the target hex at the center ofthe screen. Multiple Smoke counters in a hex have no additionaleffect. Smoke grenades are deployed in a different manner. They arefired from a vehicle and fill any three adjacent hexes next to thevehicle’s hex, as shown below.

For movement purposes, a smoke hex halves the normal speedlimit of the terrain it covers (with fractions rounded up). Thisreduction only affects grav vehicles that arc operating in NF modeor TTF. Grav vehicles in LAF mode are unaffected. Smoke has noeffect on the speed of ground vehicles or dismounted infantry.Smoke is treated as heavy woods for LOS and combat purposes,giving vehicles occupying the smoke hex a -2 To-Hit Modifier andblocking LOS through the hex. Because smoke only rises to aheight of twenty meters, a vehicle at higher elevation can fire overit with no effect, as though it were a woods hex. A vehicle firing a cratering charge will immediately dissipateany smoke in the hex.

TROOP QUALITY

The experience and quality of a Century’s troops are just asimportant as the ability of its Centurion. Even the worst politicalappointee can win battles if he is leading elite Guards againstplanetary militia. In most cases, a Century’s troops are considered to be ofRegular quality. Though seasoned enough to avoid losing battlesthrough lack of discipline or skill. Regular units are not yet goodenough to win battles solely by those attributes. A Century can be rated as Elite. Regular, or Green. Regularunits use all of the Combat rules as normal. Elite and GreenCenturies use a slightly different set of rules to reflect theirabilities. Whenever an Elite Century unit makes a hit, the controllingplayer may shift the column hit in the Armor Diagram up or downby 1. For example, if an Elite unit hit the left side of a tank inColumn 4, the attacking player may choose to have the hit land inColumn 3, 4, or 5. Conversely, when a hit is made by a unit in a Green Century,the defending player may shift the column hit in the ArmorDiagram up or down by 1 For example, if a Green unit hit the frontof a tank in Column 7, the defending player may choose to havethe hit land in Column 6, 7, or 8. These shifts are only available to the organic ground forces ofthe Century. Units assigned from outside of the Century for onlythat battle use the shift of their own Century. Interceptors maynever use this shift. (Interceptors gain advantages throughincreasing Piloting and Gunnery Skills instead.)

SKILL IMPROVEMENT

It is assumed that actual combat will improve the skill of thetroops in a Century, but the loss of seasoned troops can also reducethe unit’s overall effectiveness. A Century receives replacementsthat are one quality grade less than that of their Century. That is,Elites get Regular replacements, and Regulars get Greenreplacements. As long as a Century has not lost a majority of itspersonnel, however, these new troops are quickly assimilated andthe skill of the unit as a whole is not impaired. In a campaign game, players should start their Century atRegular status and use the following rules to upgrade or degradethe unit. To go from Green to Regular, the Century must destroy nineenemy vehicles or full infantry squads (no fractions). This kill tallycan be achieved in more than one battle, but once the advancementis made, the count starts back at 0 again for the next promotion. To go from Regular to Green, the Century must have lost 50percent or more of its total personnel (equal to (3 x the number ofvehicles) + (8 x the number of infantry squads)) in one engage-ment. To go from Regular to Elite, a Century must destroy 27 enemyvehicles and full infantry squads (no fractions). This total can beachieved in more than one battle. To go from Elite to Regular, a Century must have lost 30percent or more of its total personnel in one engagement.

In one battle, a Green Century knocks out twelve enemyvehicles and four full infantry squads. They lost eight vehiclecrew members and twelve infantrymen, or over 60 percent oftheir strength. The Century advances to Regular statusbecause of the number of casualties that it inflicted on theenemy, but it is reduced back to Green because of the level ofits losses. Because the Century did advance, its count starts at 0again when it next takes part in a battle. If the Century hadlost only twelve personnel, it would have advanced to Regular.

Page 36: Renegade Legion Centurion rulebook

MORALE CHECKS

In most cases military units do not fight to the last man orvehicle. Combat losses might result in an infantry squad or vehiclehaving its morale broken and running from the battlefield withoutorders. The following rules simulate this situation. Whenever a vehicle takes damage to its internal structure (otherthan damage to the ballistic protection), the controlling player mustmake a morale check for the troops in the vehicle by rolling 1D10.If the result is higher than the troops’ Morale Number (see TroopMorale Table), that vehicle is forced to withdraw, If there is nocurrent commander, the Leadership Rating is 0. As always, a 10 isa failure. Dismounted infantry start to make morale checks after the thirdcasualty. Withdrawing dismounted infantry may not recombinewith other squads.

TROOP MORAI.ETroop Quality Morale NumberElite 9 + Commander’s Leadership RatingRegular 6 + Commander’s Leadership RatingGreen 3 + Commander’s Leadership Rating

WITHDRAWAL Withdrawal begins during the Movement Phase of the next turn.The current turn may be completed normally. Beginning thefollowing turn, any unit forced to withdraw must exit as quickly assafely possible toward friendly lines. Grav vehicles will continueto increase their velocity at Maximum Thrust to 20. The playermay take the vehicle to TTF or LAF at his discretion. Awithdrawing unit may fire only at units that attempt to paint themin the current turn or have attacked them during the last turn. Theymay not paint or spot for artillery or fire their missiles indirectly.Withdrawing vehicles may not mount or dismount infantry. Withdrawing infantry may not mount vehicles.

ORBITAL FIRE SUPPORT

In addition to planet-based fire support, a Century might beassigned one or more orbital fire support missions. There areeffectively two types of orbital tire support, Thor satellite systems,and naval fire support. More detailed information on these twoforms of fire support can be found in the Interceptor Integrationsection.

THOR SATELLITE SYSTEM

A Thor satellite can be deployed by specialized patrol craft orground launchers. Once in orbit, the satellite can receive firemissions from ground commanders and respond by droppingdepleted-uranium javelins that accelerate via the planet’s gravity.As the javelins fall toward the battlefield, they pick up enormouskinetic energy. When close to the ground, they start to seekradiation sources, aiming themselves toward them. When a javelinhits a vehicle, it punches a hole deep enough to kill most vehicles.Javelins do no damage to woods. nor can they be used againstdismounted infantry. A building hit by a javelin will most likely bedestroyed. Because Thor systems are so destructive, they aretargets for any Interceptors in the area and often become the centerof orbital battles. A Thor mission can normally be called for onlyduring a limited time in the battle, depending on the scenario. It takes three turns to call in a Thor fire mission. One Thor firemission consists of three javelins, each going for a different target.When the mission arrives, the player can designate any threeenemy vehicles or buildings as targets. Dismounted infantry maynot be targeted by Thor javelins. A player may allocate more thanone javelin to a target if he wishes. Because Thor javelins are equipped with independent targetingdevices. friendly units do not need a LOS to the target at the timeof launch or when the javelins arrive. Once the targets are selected, the player must make a die roll of6 or less to hit the target. Javelins that miss their target will scatter,per the Scattering rules. p. 36.Thor rounds that miss their target scatter as normal. but will notattack vehicles in the hex where they scatter. Buildings in thescatter hex are automatically hit, however. Because javelins are seeking radiation sources, they use theGLAD Hit Location Table. The damage template for a Thor javelin is a straight verticalcolumn three blocks wide and 15 blocks deep.

NAVAL FIRE SUPPORT

A ground Legion’s worst nightmare is that of devastating fireraining down from unmolested enemy naval units. In combinationwith friendly ground units, uncontested capital ships can spelldoom for enemy ground forces. Loss of local space superiorityquickly puts a planetary commander on the road to defeat. Orbiting capital ships can be used in a Centurion game in amanner similar loan artillery fire mission, but with much greatereffect. The scenario should define the type of ship that is availablefor support along with the turns that it can deliver any such fire. Anaval fire support mission is assigned in the same manner as anartillery fire support mission, but availability is normally limited toa window only a few turns long. Each class of ship can make twotypes of attacks, using one armor of its laser bays or a missileattack, if allowed by the scenario. Each type of ship to be used andthe types of attacks it can make are also specified before the startof the game.

Leviathan players should note that the rules below aregeneralized from the more detailed fire support rules found inLeviathan.

Page 37: Renegade Legion Centurion rulebook

Laser Fire Support Capital ships’ main weapons are bays filled with arrays of high-powered lasers. Each ship class is rated for the damage that itslaser bay does. Note that most ship classes have multiple numberslisted for laser bay damage. Each listing can be used as a separatenaval fire attack. For example, a TOG Shiva battleship can makethree naval fire support attacks, two with values of 450, and onewith a value of 55. A Naval Fire Control Officer might be assigned to theCenturion unit, in which case an additional medium or light gravAPC is assigned to the Century. This APC has its infantrycompartment full of the necessary communications equipment tocall down naval fire support. If this vehicle is destroyed, leaves theplaying area, has its infantry compartment damaged. itscommunications section hit, or if the commander is killed orbecomes unconscious, the player no longer has the advantagesdescribed below. Naval fire support is called for during the End Phase of the turnan(l can be targeted on any hex on the playing field. It can only becalled for by the unit’s Centurion or the attached Naval FireControl Officer. If the Naval Fire Control Officer called for theattack, it occurs during the Artillery Resolution segment of thenext turn’s Combat Phase. If the unit’s Centurion called for theattack, it occurs two turns later. Any hex on the map may betargeted; no line-of-sight is necessary. During the Artillery Resolution segment of the appropriate turn,the player should roil to see if the attack hits its target. If a NavalFire Control Officer called down the attack, the To-Hit Number is9. If the unit’s Centurion called down the attack, the To-HitNumber is 6. If the attack is successful, resolve damage asdescribed below. Shots that miss their targets are subject to scattering. Use theScattering rules to determine where the round lands. Most fire support from naval units comes from bays filled withscores of lasers. Their attack bathes the target area with coherentlight, superheating the surrounding air into a column of fire. Thenet effect is similar to that of an HELL munition, with the targethex and adjacent hexes affected equally, but there is no graviticeffect. Bay weapons automatically destroy dismounted infantry andvehicle crews, unshielded buildings and any people inside,minefields, trees, and unoccupied craters. Damage to shielded vehicles and shielded ground installationsand buildings is resolved by finding the damage factor of the laserfire mission from the Naval Fire Support Damage Table below andapplying the damage, as per the HELL round rules, to all sidesexcept for the bottom armor. There is no gravitic effect from a bay-weapon strike, and so moving vehicles do not need to ground asthey would if caught in a HELL blast.

NAVAL FIRE SUPPORT DAMAGE TABLEShip Class Laser Bay

DamageMissileClass

Number

CW/RLDD Exeter 90/90 C 1DD Ajax 90/70 B 1FG Valiant 250/190 6 1CA Carthage 460/80 A 2BB Repulse 300/300/29

0E 3

TOGDD Serpens 90/90 G 3DDFulgur 140/10 A 2FG Bantha 100/60 - 1CA Syracuse 560/60 G 3BB Shiva 450/450/55 F 3

Missile Barrages Ships may also fire missiles in support of ground troops oragainst the location of a known target. Because of the devastatingeffect on the countryside, the authority to launch a missile barrageis normally not delegated to officers below flag or field rank. Evenif a Century has a ship with missile capability providing firesupport, that does not automatically give the player access to theship’s missiles. The assignment of a missile barrage is separatefrom the assignment of naval fire support. Unless otherwise notedin the scenario, a player cannot use missiles for fire support. Notethat fighters’ HELL missiles cannot be used in this manner. When allowed, missile attacks are called for in the same manneras artillery and naval fire support. Each ship is rated for the type ofmissile it carries and the number of salvos it can launch. A missilebarrage called by an Naval Fire Control Officer lands two turnslater during the Artillery Resolution segment, with a To-HitNumber of 9. A missile barrage called for by a Centurion landsthree turns later during the Artillery Resolution segment, with aTo-Hit Number of 6. A missile barrage that misses follows thenormal scatter procedure (see Scattering). A missile barrage affects multiple hexes according In thestrength of the attack. Find the normal missile damage andcompare it to the chart below. Centurion units that are in theimpact hex and those within the Destroyed Radius are immediatelyeliminated. Units within the 100-Point Radius sustain damage asthough a HELL round had detonated. Units in the Gravitic-EffectRadius are treated as though they were one hex away from theexplosion of a standard artillery HELL round. The effects on trees, buildings, and craters are the same asdescribed in the artillery HELL round rules.

MISSILE BARRAGE DAMAGE TABLEMissile Type Destroyed

Radius100-Point

RadiusGravitic-Effect

RadiusA,B,G 3 4-6 7-8C,D,F 6 7-8 9-10E 12 13-18 19-24

More detailed rules for orbital ground support can be found inLeviathan.

Page 38: Renegade Legion Centurion rulebook

OTHER RENEGADE LEGION SYSTEMS There are three other Renegade Legion game systems that arecompatible with Centurion. Legionnaire, the Renegade Legionroleplaying game, can be used to personalize the soldiers that manthe grav tanks. Interceptor can be used to recreate actionsbetween the space fighters that vie for control of the air and spaceover the battlefield. Leviathan simulates the combat betweencapital ships and can be used to resolve the actions of invasionfleets. Leviathan and Legionnaire have detailed rules that can beused to integrate the systems with Centurion. Rules for integratingInterceptor, and for operating Centurion, Interceptor, andLeviathan together are given below.

INTERCEPTOR INTEGRATION

Interceptor games can be used in conjunction with Centurion.The TOG and Renegade fighters are used to provide groundsupport for the ground units, to attack Thor satellites, or to providea first line of defense against a space-based attack.

MAP SET-UP Both the Centurion and Interceptor mapsheets are used whenplaying with fighters. The Centurion mapsheets are set upaccording to the directions in the scenario.

The Interceptor mapsheetshould he set up as shown inthe diagram. On Map 2,Hexrow 26xx represents thesurface of the planet. Hexrows25xx, 24xx, 23xx, 22xx, and21xx represent the atmosphereof the planet, while Hexrow20xx represents theatmosphere/space interface.The bottom row of Map 1 willrepresent the beginning of theplanet’s gravity well. Hex2608 on the map is normallyused as the location for theCenturion mapsheet.Whenever fighters end theirmovement there, they maymake an attack on theCenturion mapsheet.

TURN SEQUENCE

When using Interceptor with Centurion, players should usethe following Sequence of Play:

Centurion Initiative PhaseAs normal.

Centurion Movement PhaseAs normal.

Interceptor Initiative PhaseAs normal.

Interceptor Movement PhaseAs normal, except at the end of all movement,

Interceptors making a ground attack are placed on the Centurionboard.Interceptor Combat Phase

As normal, except Interceptors attacking ground targetscannot attack targets in the atmosphere.Centurion Combat Phase

As normal, except Interceptors attacking ground targetsexecute their attacks at the start of the Resolve Weapons Firesegment of the Combat Phase, as described below.Centurion End Phase

As normal.

MOVEMENT Movement for fighters is as normal. For fighter movementpurposes, players will treat the ground hexes as atmosphere hexes.If a fighter has lost power, is out of control, and is in a ground hex,it is assumed that the vessel has crashed and is destroyed. If theejection mechanism is still functioning, the pilot escapes andremains located in that hex. Fighters that end their turn in the Centurion battlefield hex maymake strafing or dive bombing attacks. Subject to the rules described below, a fighter making a groundattack is treated as a grav vehicle operating at LAF. Its attack canbe resolved at the start of the Resolve Weapons Fire segment of theCombat Phase. Damage is treated normally.

Landing Or Launching Centurion Units

Centurion vehicles may be carried by specially modified patrolcraft. Each fighter bay may carry one vehicle whose mass is equalto or less than the tonnage rating for the bay. Remember that thepatrol craft must have sufficient passenger space to carry thevehicle’s crew and any attending infantry squads.

If a patrol craft carrying ground units ends its Movement Phaseon the battlefield hex of the mapsheet, it may decide to land anddebark its cargo or have the vehicles deploy at LAF. Only gravvehicles may deploy at LAF. Ground vehicles and infantry maydebark only from spacecraft that have landed.

Page 39: Renegade Legion Centurion rulebook

If the patrol craft elects to land, it is placed on the Centurionmapsheet anywhere that the player wishes. During the next turn’sCenturion Movement Phase, the vehicles may leave the craft. Inthe following Interceptor Movement Phase (during the next turn),the patrol craft is placed back on the Interceptor map in theBattlefield hex. This sequence ensures that the patrol craft isexposed to fire from Centurion units for one Combat Phase. A patrol craft on the ground is treated as a normal ground target(at NF) for all attacks by both Centurion units and Interceptorunits. Either of the patrol craft’s hexes may be targeted by groundunits. Strafing and dive bombing Interceptors may only target onehex of the ship. All Centurion Combat rules apply to the patrolcraft except that hit location and internal damage is determined perthe Interceptor rules. A grounded patrol craft may fire all weapons except missiles,NPCs, and EPCs, as normal per the Centurion rules. For firing arcrestrictions, use the Interceptor rules. All patrol craft weaponshave a maximum range of 20 hexes and damage equal 10 thedamage given at Range 1 in Interceptor. If the patrol craft chooses to drop the vehicles without landing,the vehicles are placed anywhere, with any facing, on theCenturion map. Their flight mode is at LAF and current velocityis 75. The vehicles may not engage in combat during the turn thatthey are released, but may be fired upon normally. The vehicles aresubject to all LAF rules. Remember that a vehicle is immediatelysubject to speed limits if it moves from LAF to TIE.

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

Strafing When a fighter or patrol craft ends its turn on a battlefield hex,he may announce a strafing attack, which will be resolved duringthe Centurion Combat Phase. This is the only attack he may makeduring the turn. After all ground forces have completed theirmovement, the fighter counter is placed anywhere on the map, withany facing. The fighter may be painted by any ground units, exceptinfantry, during the Painting segment of the Combat Phase.Fighters may also mount a painting laser on a hard point. Thispainting laser is used only when attacking ground targets and mustbe used prior to the fighter beginning its strafing run. Before any ground-weapons fire is resolved, the fighter makesits attacks. The craft moves straight forward in the direction it isfacing, engaging all targets within one hex away from it. Thisgives the fighter a strafing corridor that is three hexes wide. Thestrafing fighter must move a minimum of ten hexes in a straightline on the map. The player may also choose to move the fightercompletely off the map edge. He does not have to inform hisopponent of how long the strafe will be, but it must beat least tenhexes long. The only other limitation is that the strafing fighter must attackall ground targets that come within range. friendly and enemy.Every enemy and friendly ground unit within the strafing row isattacked individually by the strafing craft’s turret- and forward-mounted weapons. The highest damage value is used for eachweapon. Missiles, NPCs, and EPCs may not be used for strafingattacks. However, DEM clusters may be fired at one hex along thestrafing corridor (see below). The Base To-Hit Number is 8, modified by the pilot’s GunnerySkill, the condition of the strafing craft, the target terrainmodifiers, and the target’s shields, if it is unpainted. A ground target is any vehicle, infantry unit, or building.Infantry units inside buildings are protected from direct fire duringa strafing attack, but the building can be attacked. Units hiddeninside the building will suffer the consequences of that attack, per

the Building rules. Other hidden and concealed units are notaffected by a strafe. After the attack is over, the craft is placed back on thebattlefield hex of the Interceptor map, with a heading of either 1or 4, at the player’s choice. The craft’s velocity is unaffected bythe attack.

For example, an Avenger ends its movement on thebattlefield hex of the Interceptor mapsheet. The playerdeclares that he will make a strafing run this turn. At the endof the Centurion Movement Phase, the fighter is placedanywhere on the map and aligned on the map as shown. Theattacker begins moving his fighter along the map, makingattacks as he goes. The defender does not know when the strafewill end, but it must continue for at least ten hexes. Aftermoving 15 hexes, the Avenger declares that it is pulling out ofthe strafe. At this point, any ground units that have not yetfired now have one last opportunity to do so. All the Avengerlasers do 7 points of damage and all of its MDCs will do 8points. The EPC cannot be used.

A DFM may be fired at any single hex along the strafingcorridor. When fired, the DFM will affect the target hex and the sixadjacent hexes in the same manner as a HAFE-I artillery round.

Dive Bombing At the start of the scenario, players may mount various ground-attack munitions, rather than missiles or pods, on their fighters’hard points. For game purposes, these munitions are the same asartillery rounds. A hard point can carry a painting laser (one pership). GLAD. HELL, ADM, smoke, or HAFE-l round.When a fighter ends its turn on a battlefield hex, he may announcea dive-bombing attack, which will be resolved during theCenturion Combat Phase. This is the only attack he may makeduring the turn. After all ground forces have completed theirmovement, the fighter counter is placed anywhere on the map, withany facing. The hex that the fighter now occupies is considered thetarget hex. The fighter may be painted by ground units during the Paintingsegment of the Combat Phase. Before any ground weapons fire is resolved, the fighter makesits attack. It may drop all or part of its ground-attack munitionsonto the target hex. The player makes a separate to-hit roll for each

Page 40: Renegade Legion Centurion rulebook

round. The Base To-flit Number for all munitions is 4, modifiedonly by the Gunnery Skill of the pilot. As Gunnery is usually 4, theModified Base To-Hit Number is normally 8. Ground-attackmunitions use the same scattering and damage procedures as theartillery equivalent and cause the same type of damage. Dive-bombing attacks do not have the one-turn delay of artillery attacks,and the Base To-Hit Number is 8. At the end of the attack, the fighter is placed back on thebattlefield hex of the Interceptor map with a heading of either I or4, at the player’s choice.

Return Fire A fighter or patrol craft making a ground attack is vulnerable tofire from all ground units except dismounted infantry. A unit tiringat a fighter may not engage any other targets for the remainder ofthe Combat Phase. Internal damage from return fire takes effect atthe end of the Combat Phase. For LOS purposes, fighters are treated as grav units operating atLAF. They may be engaged by any enemy weapons that are withinrange. They may be painted, and lose their shield factors to allattacks. The range for dive-bombing attacks is the distance from thetarget hex to the firing unit. The fighter’s facing is importantbecause it will determine whether other ground-fire enemy unitswill fire at the front, sides, or stern of the attacking fighter.The base to-hit number against a dive-bombing craft is modifiedper the Centurion rules for Shields and per the Interceptor rulesfor Angle of Attack and Hit Location. The unit in the target hex isassumed to be firing at the front of the fighter with a -l modifier tofire. Return fire against Strafing craft is handled in a manner similarto Opportunity Fire. As the fighter moves, the defending player hasan opportunity to declare fire and shoot at the fighter with anyunits in range. When the attacking player declares that the strafehas ended, the defending player may attack with any unfired units.All painting attempts must be made prior to the fighter starting itsstrafing run. For strafing attacks, the range is the distance between thefighter’s current location and the firing unit. The current locationof the fighter determines if the ground fire attacks the front, sides,or stern of the fighter. The base to-hit number against a strafing craft is modified perthe Centurion rules for Shields and per the Interceptor rules perAngle of Attack. Hit Location is determined according to theInterceptor rules. A player whose vehicle is well within the minimum strafecorridor would gain an advantage by holding his fire until thestrafing craft has passed over him, allowing him to fire at the rearof the craft with an Angle of Attack Modifier of 0.

Interceptors that take a hit to the anti-grav drive or atmosphericcontrols from ground fire are considered to be destroyed.

Attacks at LAF In any scenario integrating Interceptor and Centurion, fighterson the Interceptor board may attack tanks dropping from orbit or atLAF, Interceptors may fire any normal weapon or ship-to-shipmissile at a dropping or LAF tank, Use the appropriate followingtable to resolve such an attack,

HIT LOCATIONS WHILE DROPPINGDie Roll Hit Location1-3 Bottom4-7 Attacked Side (right, left, front,

stern)8-10 Turret

HIT LOCATIONS AT LAFDie Roll Hit Location1-5 Turret6-10 Attacked Side (right, left, front,

stern)

A grav vehicle at LAF may only fire at a fighter on theInterceptor board if that fighter is in the same Interceptor hex asthe tank. Under this condition, the grav vehicle may paint theenemy unit and fire on it with all of its weapons (subject to the fiveweapons per gunner rule). The Base ‘To-Hit Number for all gravvehicle weapons is 7.

Stand-Off Attacks Rather than entering the Centurion hex to attack units at TTFor NF, Interceptors can remain in atmosphere and fire SSS missilesat painted enemy targets. This requires that the target be painted inthe turn that the missile is fired, as well as during the turn that themissile enters the Centurion hex, If the target is not painted whenthe missile enters the board, the missile does not hit. If the missile is fired normally, it travels as normal until itmoves into the Centurion hex, If its original target has beenpainted this turn, then the missile will make its attack during theOffboard Artillery resolution segment of the Combat Phase.Damage location is resolved like a GLAD round against the top ofthe target, using the GLAD Hit Location Table, p. 37, and the SSSdamage profile. The missile maybe intercepted by a Vulcan systemper the normal missile attack rules. DFM and TGM missiles may not be used in this manner.

ATTACKING FIGHTERS FROM THE CENTURIONBOARD Defense installations and specialized air defense grav vehiclesmay engage fighters and other craft that are not directly attackingthe Centurion board. Use the Interceptor rules to resolve all suchattacks. Unless otherwise specified by the scenario, use GunnerySkill 4 for the installation and air defense vehicle gunners. During the Interceptor Combat Phase of the sum, a defenseinstallation or grav vehicle mounting an air defense system canlaunch HELL or SSS missiles at any fighter in its firing arc (seeInstallations) per the Interceptor missile rules. A Lock-On Rollof 4 or less is needed to successfully launch each missileattempted, and a maximum of five missile launches per turn can beattempted by each installation or air defense vehicle. If the missile launch is successful, a counter is placed on theCenturion hex of the Interceptor mapsheet. During the next turnthe missile will accelerate normally and attempt to engage its targetper the Interceptor rules. The missile’s acceleration rating has a -1modifier until the missile climbs out of the planet’s gravity well.

Page 41: Renegade Legion Centurion rulebook

Lasers may also be used to attack fighters from the Centurionmapsheet, but can only engage targets in the atmosphere or theatmospheric interface. Lasers are fired during the InterceptorCombat Phase. Combat is resolved as for the normal Interceptorrules, including range and damage attenuation for the class of laserused. Ballistic weapons, including TVLG and SMLM, cannotengage targets on the Interceptor map. Air defense vehicles that engage fighters cannot fire at targetson the Centurion mapsheet. If a defensive installation fires itsturret-mounted lasers at targets on the Interceptor mapsheet, itcannot fire any turreted weapons at targets on the Centurionmapsheet.

THOR SATELLITES

Rather than arbitrarily assuming that one side or the other hasan operable Thor satellite system, the players may decide to placethe satellite on the Interceptor mapsheet, making it vulnerable toattacks by both Interceptors and ground-based systems.

Thor Record Sheet A Thor Record Sheet is provided below. Damage against theThor system is resolved as normal fighter damage. Effects frominternal damage are described below.

Computer Transponder: Per Interceptor rules. Long Range Sensors: -1 To-Hit Modifier for all Thor attacks. Scanner Systems: -1 To-Hit Modifier for all Thor attacks. Main Weapons Control: Per Interceptor rules. Auxiliary Weapons Controls: Per Interceptor rules. Comm System: No Thor missions may be launched in the nextturn.Weapon Systems Target Locking Circuits: -1 To-Hit Modifier for all Thorattacks. Target Tracking Circuits: -1 To-Hit Modifier for all Thorattacks. Range-Finder Circuits: -1 To-Hit Modifier for all Thorattacks. Weapon Short: Per Interceptor rules. Massive Weapon Short: Per Interceptor rules. Weapon Destroyed: Per Interceptor rules. Fire Computer: -1 To-Hit Modifier for all Thor attacks.Orbital Controls OC Short: The orbital controls short out and are inoperative forone turn. Satellite moves one hex closer to the planet. OC 1/4, 1/2, 3/4: Orbital control hit. No effect until OCdestroyed. OC Destroyed: Satellite orbital controls are no longer func-tional. Satellite moves one hex closer to the planet each turn.Engineering Plant Hit 1/4, 1/2,3/4 Down: Power plant hit. No effect untilplant destroyed. Plant Destroyed: Satellite destroyed as plant explodes. Power Coupling Hit: Same effect as OC Short. Shield Short: Per Interceptor rules. Shield Destroyed: Per Interceptor rules. Shield Power Converter: Per Interceptor rules.Superstructure Per Interceptor rules.

Satellite Movement The Thor satellite system operates in low orbit over the planet.It is normally deployed to enter the Interceptor map at Map 2 Hex1901 with a heading of 4 and a velocity of 2, moving right to leftacross the map. This places it just above the atmosphere interface.The controlling player may now place it anywhere on the xx01column of Map 2 at any velocity of his choice. The heading is still4.

Unless the satellite takes damage, the heading and velocitynever change. The satellite moves after all fighters have completed theirmovement, but before the missiles are moved. If its orbital controlsand power plant are operational, the pull of the planet’s gravitywill not affect it. If the orbital controls or power plant are temporarily shortedout, the satellite will fall one hexrow down toward the planet, yetmaintain its heading and velocity of 4 and 2. Thus, if the satellite ison Hex 1803 when its orbital controls short, it will move so Hex1903 rather than to 1804 in the next turn. If either the orbital controls or power plant is destroyed, thesatellite will be affected by gravity as normal, falling toward theplanet until it strikes the atmospheric interface and is destroyed.

Thor Combat The Thor satellite is considered to be a normal fighter target forcombat purposes. The bow of the satellite is always pointed towardits heading. Damage is calculated normally, and the effects ofinternal damage are taken as above. Destroyed and shortedweapons results will always be applied to non-depleted javelinhard points or to the ECM pod. The Thor satellite has ten hard points. Nine of them mount acluster of three Thor javelins (one fire mission’s worth), and thetenth contains an ECM pod. One javelin cluster per turn may belaunched. Once all nine clusters have been launched, the satellitemay no longer be used for Thor fire missions. Thor clusters are launched during the Missile Fire Phase of theturn. They may only be launched against ground targets. No lock-on roll is needed, but the satellite must be inside the firing arc, asdescribed below.

Once a Thor cluster is launched. it is placed on the map onehexrow below the satellite. Its velocity is 1. In the second turn, itsvelocity is 2 and it must move two hexes toward the battlefieldhex, staying within the firing arc. On Turn 3, it must move threehexes: on Turn 4, four hexes, and so on. Like a missile, the Thorcluster must travel the shortest distance possible to its target. TheThor cluster attack on ground targets is resolved on the turn that itenters the battlefield hex. (Note that the lag time for receiving theThor attack on the ground is based on which row is the satellite’sstarting point. The basic game assumes that the satellite is set upon the l9xx row, causing the Thor cluster to strike the ground threeturns after launch.) The Thor cluster attack is resolved normally, but damage to thesatellite’s targeting or sensor equipment at the time of launch willreduce the to-hit number for each separate javelin. Thus, if target-locking circuits were out at the time of launch, each javelin wouldneed a 5 to hit its target rather than a 6.

Page 42: Renegade Legion Centurion rulebook

INTEGRATING INTERCEPTOR,LEVIATHAN, AND CENTURION

It is possible to integrate all three Renegade Legion boardgames into one massive game. It is not simple, however, becausean Interceptor hex is one-fifth the width of a Leviathan hex and75 times the width of a Centurion hex. Roughly speaking, 25Interceptor hexes represent one Leviathan hex, and twoCenturion maps represent one Interceptor hex. In addition,Leviathan turns last five minutes, while Interceptor andCenturion turns last just one minute.

RULES In general, all movement and combat is conducted and resolvedaccording to the rules printed in the Interceptor, Centurion, andLeviathan rulebooks. Any exceptions are noted in this section.

TURN SEQUENCEThe turn sequence for integratedLeviathan/Interceptor/Centurion scenarios is as follows:A. Leviathan Initiative PhaseB. Leviathan Movement PhaseC. Spotting PhaseD. Five full Centurion/Interceptor game turns 1. Centurion Initiative Phase 2. Centurion Movement Phase 3. Interceptor Initiative Phase 4. Interceptor Movement Phase 5. Interceptor Combat Phase 6. Centurion Combat Phase 7. Centurion End PhaseE. Leviathan Launch and Recovery PhaseF. Leviathan Combat Phase

BOARDS The accompanying diagrams show how the three boardsoverlap. As usual on the Leviathan board, Hex Row 01xx is theground, Hex Row 02xx is the atmosphere, and Hex Row 03xx isthe atmospheric interface. The Interceptor board overlaps the bottom center of theLeviathan board, between Leviathan Hexes 0612 (Map 1) and0603 (Map 2) and below. As usual on the Interceptor board, HexRow 0lxx is the ground, Hex Rows 02xx-06xx are the atmosphere,and Hex Row 07xx is the atmospheric interface. On both the Leviathan and Interceptor boards, the Centurionboard is Hex 0114.

LAUNCHING FIGHTERS All Interceptors begin the scenario aboard their respectivecapital ships. In order to deploy Interceptors, a player must launch

a squadron- (or larger) size unit of Interceptors from one of hiscapital ships in the Leviathan Launch and Recovery Phase. To launch fighters, the appropriate Leviathan fighter counter isplaced in any hex the capital ship currently occupies. A capital shipmay launch any or all of its fighters in one turn. No fighter counterbeing launched may move or attack until the next turn, but it maybe attacked. The next turn, the fighter moves in the Leviathan MovementPhase.

MOVING BETWEEN LEVIATHAN AND INTERCEPTORBOARDS If a fighter counter ends its Leviathan movement in one of thehexes corresponding to the Interceptor board, the fighters itrepresents may move to the Interceptor board and begin actingduring Interceptor phases. For example, a fighter counter thatends the Leviathan Movement Phase in Hex 0603 on LeviathanMap 2 may announce it is moving to any of Hexes 2212 - 2214,2311 - 2314, 2412 - 2414, 251l - 2514, or 2612 - 26l4 on Intercep-tor Map 2. One Interceptor counter may be placed on the Interceptorboard for every six fighters in the Leviathan unit. (The Intercep-tor board represents just a slice of the three-dimensional action.The other fighters are engaged elsewhere in the area.) For example,a squadron of six Gladius fighters enters the Interceptor hexes.One Gladius Interceptor counter is placed on one of thecorresponding hexes on the Interceptor board. If the unit has morethan one type of fighter, randomly select which fighter(s) appears. If a damaged squadron moves from the Leviathan board to theInterceptor board, roll 1D10. On a 1 - 5, a fighter appears on theInterceptor board. On a 6 - 10, all surviving fighters in thatsquadron are engaged elsewhere. If a damaged flight or group moves from the Leviathan board tothe Interceptor board, divide its remaining Armor boxes by 6 andround up. That number of fighters appears on the Interceptorboard. Keep track of which fighters are from which Leviathan unit. Ifa fighter leaves the Interceptor board without returning to theLeviathan board, or if it is destroyed, mark off 6 Armor boxes onits Leviathan record sheet. If a fighter is able to return to theLeviathan board, even if it is badly damaged, its Leviathan recordsheet is unchanged. Only fighters may move between the Leviathan and Inter-ceptor boards. Units on one of these boards may not fire at unitson the other board. (However, units on either board may interactwith units on the Centurion board, as per the integration rules inthe Leviathan and Centurion rulebooks.) Movement from theLeviathan board to the Interceptor board is announced at the endof the Leviathan Movement Phase. Movement from theInterceptor board to the Leviathan board is announced at the endof the Interceptor Movement Phase.

FIGHTER GROUND MISSIONS Leviathan fighter units may be designated as ground-supportmissions. In this case, the entire unit’s Missile Attack Factorbecomes 0, its hard points being loaded with ground-attackmunitions. Fighter units wishing to engage in ground attacks mustmove from the Leviathan board to the Interceptor board asdescribed above, and then to the hex representing the Centurionboard. If a player intends to allocate a unit of fighters to groundsupport, he must decide what type of ground-attack ordnance theunit is carrying before play begins. No more than 10 percent of thetotal ground-attack ordnance carried by fighters can be of theHELL variety.

Page 43: Renegade Legion Centurion rulebook

SCENARIO DESIGN Designing balanced scenarios is a difficult task. Giving bothsides the same numbers and types of vehicle is one way to ensurethat a game is fair for both players, but it does take away some ofthe flavor of the game. Players may design their own scenariosusing the following method.

SCENARIO POINTS

First, the players choose who will play TOG and who will playthe Commonwealth/Renegade side. Then they lay out themapsheets in a manner agreeable to both. One of the maps (or aprominent geographical point such as a city or hilltop) should bedeclared the objective. Players then decide upon the length of thegame, the criteria for taking the objective, and on which side of themap each force will begin. If desired, one player may set up hisforces on the map, while the other player enters from a particulardirection off the map. Both sides should start with the same number of ScenarioPoints (150 t0 300 points per side is suggested). The players spendScenario Points to build their forces. The Scenario Point Values for various units are given below.

SCENARIO POINTS TABLEUnit Scenario Point CostVehicles Cost/1 00,000 (fractions

rounded up)Bounce Infantry Squad 2Offboard Artillery 30/Fire MissionThor Mission (per turn available) 10Naval Fire Support Damage Factor/Fire

Mission/TurnSetting Up On Objective 75Hidden Minefields* 10Craters Starting on Map* 5Defensive Installations (anytype)*

100

Fighters 2 x (Cost/l00.000)*Only one player

Only one player may start with his forces on the map. A playerdoes not have to spend all of his Scenario Points. When the game is over, the players add up their Victory Points,as follows:

Achieving the Objective 75Each Enemy Vehicle Destroyed Scenario Point ValueUnspent Scenario Points 1/Unspent Point

A vehicle is counted as destroyed only if it suffers anammunition explosion or if a hit is recorded in the VehicleDestroyed box in its Internal Systems Diagram. A dismountedinfantry squad is destroyed if it suffers five or more casualties.

VICTORY LEVELS

Victory Levels are determined by dividing the highest score bythe lowest score, and consulting the Victory Table.

VICTORY TABLERatio High-Scoring

PlayerLow-ScoringPlayer

3 + Decisive Victory Decisive Defeat2 - 2.99 Substantial Victory Substantial Defeat1.5 - 1.99 Marginal Victory Marginal Defeat1.49 or less Draw Draw

Page 44: Renegade Legion Centurion rulebook

VEHICLE CONSTRUCTION

The grav vehicles described in this game are the most commonground combat vehicles used by the TOG and CommonwealthLegions. Future recognition manuals and data supplements willdescribe other models. Players wishing to design their ownvehicles can use the following construction rules.

DESIGNING A COMBAT VEHICLE

Designing a combat vehicle can be a complicated procedure.Because the vehicle’s overall performance is based on mass,changes in one component may require modifications in otherareas to ensure optimal combat effectiveness. To design a vehicle, the player will need a constructionworksheet, various component tables, an unused Vehicle RecordSheet, and a pencil. Use the following steps:

1. Choose Power Ratings2. Choose Shields3. Choose Armor4. Choose Weapons5. Add Crew, Targeting, and Infantry Components6. Add Digging Cannons7. Add Grav Drive8. Calculate Thrust9. Fill Out Vehicle Record Sheet

After choosing the power rating. the player should keep track ofthe power usage, mass, and costs of the various components that headds to the vehicle. The worksheet provides spaces for noting thesevalues. A grav vehicle can have an infinite mass, but the totalpower usage of all components cannot exceed the vehicle’s powerrating. A ground vehicle cannot have a mass greater than 100.Excess power is used to give thrust to the vehicle, based on thevehicle’s total mass. The heavier the vehicle, the more powerneeded to move it.

CHOOSE POWER RATINGS

Grav vehicles use engines that have a Power Rating of 2,500 orless. The total power usage of a vehicle’s systems cannot exceedthe vehicle’s power rating. Record the vehicle’s power rating in theappropriate box of the worksheet, along with the mass and cost ofthe engine. Note that only one engine per vehicle is allowed.Power is used to charge and fire weapons, operate the shields, andto run other vehicle systems. Whatever power is not allocated tothese systems is used to generate thrust. Ground vehicles use engines that weigh five times as much as agrav vehicle’s but cost only 10 percent of list value. The player wishes to design his own medium grav tank. Hedecides that he wants a grav vehicle that is fairly well protectedand heavily armed, and is willing to sacrifice some of the vehicle’sthrust for it.

The player decides that the grav vehicle will have a 1,500-rated power plant. That engine has a mass of 28 and costs375,000 talents. These numbers are written down in the Enginesection of the construction worksheet.

CHOOSE SHIELDS

Grav vehicles have shields mounted in their front, right, left.and stern sides. A separate shield is needed for each side. Themass, power usage, and cost for various types of shields are listedin the Shield Table. Record these values in the appropriate sectionsof the worksheet. Ground vehicles cannot mount shields.

The player must now allocate shields to protect fivedifferent locations on the vehicle. He decides that he wantsstrong shields to the front and rear, while the other threeshields can be weaker. He chooses a Flicker Rate of 70 for thefront and stem and a Flicker Rate of 50 for the left and rightsides. Because he does not intend for the vehicle to fly abovethe treetops in combat, he assigns a Flicker Rate of only 10 tothe bottom shields. The player now notes the appropriatepower, mass, and cost for each of the shield generators on theworksheet. The subtotal for shield power is 121, the masssubtotal is 10, and the cost for all five shields is 125,000 talents.

CHOOSE ARMOR

A vehicle can receive additional protection by mounting armorplating on all four sides of the vehicle and on its turret. Ten pointsof armor weigh one ton and cost 50 talents. A vehicle may carry amaximum of 100 Armor Points per section. Record the values andweight of armor in the appropriate sections of the worksheet.

The player now allocates armor to the six sections of thevehicle. He gives 90 points of armor to the front and to theturret, 60 points to the sides, and 70 points to the stem. Thebottom is given 40 points, just in case he has to ground quickly.Total mass for the armor is 41, and it costs 2,050 talents.

CHOOSE AND ALLOCATE WEAPONS

Next, the vehicle’s armament is chosen. A vehicle can mountfixed weapons in Hull 1 or 2, or it can mount weapons in the turret.A total of eight weapons systems may be mounted in a vehicle.The player can allocate weapons to the three locations in anymanner that he desires, as long as he does not exceed the limit ofeight.

Page 45: Renegade Legion Centurion rulebook

Any Vulcan Point Defense System must be mounted in theturret. Engineering attachments take up a weapons location in Hull 1and Hull 2. A maximum of two ballistic weapons (any combination ofMDC or Gauss) can be mounted on a vehicle. The total millimeterrating of the Gauss cannons mounted cannot exceed 300. Hardpoints may be used only to mount Interceptor-class SSS orHELL missiles. If hardpoints are used, an air defense system mustbe mounted. The Weapons Tables give the mass, power usage, and cost ofthe various available weapons systems. Note that there are two SMLM and four TVLG missile systemsavailable. The number in parenthesis indicates how many missilescome with the system. No matter how many missiles it has, amissile system takes up only one weapons location.

The player wants his vehicle to mount the largest ballisticweapon available, along with reasonable secondary armament.He mounts a 200mm Gauss cannon in the turret. The playermay want to add another MDC or Gauss cannon, but thesecond Gauss cannon could not be larger than 100mm. Instead,the player elects to mount two 1.5/3 lasers, two SMLM (2)missile packs, and two TVLG (4) packs as secondaryarmament. These weapons are evenly divided between the Hull1 and Hull 2 locations. Finally, he mounts a Vulcan-3 anti-missile system. Though he wants to keep the turret s massdown, he must mount the Vulcan there. The subtotals for theweapons are 31 for power, 152 for mass, and a cost of 774,000talents. The Gauss cannon is a very efficient weapon, but it isalso very expensive.

CALCULATE TURRET TONNAGE ANDPOWER USAGE

Weapons that are mounted in turrets have additional tonnageand power costs. The turret’s mass is equal to 5 percent of the totaltonnage of the turreted weapons (fractions are rounded up.) Eachturret uses 1 Power Point. Turrets weigh a minimum of one ton,even if they mount no weapons. (It is assumed that the paintinglaser and other devices that require 360-degree fields of fire aremounted in the turret.)

The weapons in the turret also increase the mass and powerusage of that component. Extra weight for the turret is 5percent of the combined mass of the two weapons mountedthere, or in this case, 6 tons (.05 x 118 = 5.8), The cost is 6,000talents.

ADD CREW, TARGETING, AND INFANTRYCOMPONENTS

Each vehicle has a crew compartment that weighs one ton andutilizes 1 Power Point. Each vehicle has targeting, sensing, and communicationsystems that weigh two tons and utilize 2 Power Points. Any vehicle may he designed to carry infantry. To mount asquad of infantry, a vehicle must allocate eight tons and 8 PowerPoints. The total cost of adding crew, targeting, and infantry is equal to100 times the mass of each component.

All vehicles have standard costs for their crewcompartments, painting lasers, and smoke projectors. Becausethe vehicle will not carry any infantry, the player needs to payonly these standard costs, The subtotals for these componentsare 3 power, 3 mass, and 300 talents.

ADD DIGGING CANNONS

All vehicles described in this game may mount diggingcannons, but the system is optional. A digging cannon weighs 10percent of the vehicle’s current mass (the total weight of theengine, shields, armor, weapons, and turret). The cannon requirespower equal to 5 percent of the vehicle’s current tonnage. The costof a digging cannon is equal to 100 times its mass.

At this point, the player calculates a subtotal for all thevehicle’s components thus far, He will use this total mass andpower usage to calculate the size and power of the diggingcannons and the grav drive. The totals now stand at 156 power,240 mass, and a cost of 1,282,350 talents.

Digging cannons have a power usage of 12 (.05 x 240, roundedup) and a mass of 24 (.10 x 240), They cost 2,400 talents.

ADD GRAV DRIVE

In order to move, the grav vehicle must be equipped with a gravunit. A grav unit weighs 1 percent of the total mass of the currentlymounted components and has a power usage equal to the vehicle’scurrent mass (fractions rounded up, and not including the diggingcannons). A grav unit costs 500 times the power usage. A vehicle with a grav drive uses the Grav Movement rules. Allother vehicles are ground vehicles and use the Ground Movementrules.

The grav drive has a power usage of 240 and a mass of 3(.01 x 240, rounded up). It costs 120,000 talents.

CALCULATE THRUST

The thrust (or Movement Points for ground vehicles) availableto a vehicle is equal to the remaining power divided by the totalmass of all systems ((Power Rating-Total Power Usage of AllSystems) / Total Tonnage of All Systems). For fractions of .5 ormore, round up. For fractions of less than .5, round down. Ground vehicles cannot have more than 8 MP.

The vehicle now has a total power usage of 408 and a massof 267. This leaves it with 1,092 in excess power (1500-408).Dividing this by the mass gives the vehicle a Thrust of 4.08, or4 when rounding down for a fraction less than .5. Total cost is1,404,750 talents.

FILL OUT VEHICLE RECORD SHEET

The final step in vehicle construction is to fill out a record sheet forthe newly designed vehicle. The procedure is the same as thatdescribed in Fill Out Record Sheets

Page 46: Renegade Legion Centurion rulebook

LASERSType Max Damage Range Power Mass Cost1.5/1 2 20 2 2 24,0001.5/3 4 20 5 5 60,0001.5/4 5 20 7 7 84,0001.5/5 6 20 8 8 96,0001.5/6 7 20 10 10 120,0003/6 8 20 15 15 180,0005/6 9 20 19 19 228,0007.5/6 10 20 23 23 276,000OTHER WEAPONSTypes Max Damage Range Power Mass CostMDCMDC 8 T 20 6 24 168,000MDC 10 T 20 11 42 250,000MDC 12 T 20 12 46 300,000Gauss Weapons200 mm 9 10 6 528,000 HEAP T 15 APDS T 15150 mm 5 66 330,000 HEAP T 15 APDS T 15100mm 4 47 234,000 HEAP T 10 APDS T 10 H.H. T 1050mm 3 43 216,000 HEAP T 6 APDS T 6 H.H. T 625mm 1 14 67,500 HEAP T 6 APDS T 6 H.H. T 6Other SystemsSMLM (l) T 10 0 3 10,000SMLM (2) T 10 0 6 20,000TVLG (2) T 6 0 3 10,000TVLG (4) T 6 0 6 20,000TVLG (6) T 6 0 9 30,000TVLG (12) T 6 0 18 60,000Vulcan-l S 0 5 5 20,000Vulcan-2 S 0 8 8 30,000Vulcan -3 S 0 12 12 46,000Vulcan -4 S 0 15 15 60,000AP Laser S 3 5 5 60,000IWF 9 T 3 NA NAIWF 7 T 3 NA NAIWF 3 T 3 NA NAIWF 1 T 3 NA NAEngineerAttachment*

S NA 30 30 150,000

GPA/E** S 500”’ 18 112 1,056,000* See Combat Engineer Vehicles** See Artillery rules

SHIELD TABLEFlicker Rate Power Mass Cost Flicker Rate Power Mass Cost10 1 2 5,000 80 96 2 40,00020 2 2 10,000 90 182 2 45,00030 4 2 15,000 100 264 2 50,00040 6 2 20,000 110 528 2 55,00050 12 2 25,000 120 1056 2 60,00060 24 2 30,000 130 2112 2 65,00070 48 2 35,000 140 4228 2 70,000

Page 47: Renegade Legion Centurion rulebook

ENGINE TABLERating Mass Cost Rating Mass Cost50 1 25,000 1300 20 650,000100 1 50,000 1350 22 675,000150 1 75,000 1400 24 700,000200 1 100,000 1450 26 725,000250 1 125,000 1500 28 750,000300 1 150,000 1550 30 775,000350 1 175,000 1600 32 800,000400 1 200,000 1650 34 825,000450 1 225,000 1700 36 850,000500 2 250,000 1750 38 875,000550 3 275,000 1800 40 900,000600 4 300,000 1850 42 925,000650 5 325,000 1900 44 950,000700 6 350,000 1950 46 975,000750 7 375,000 2000 48 1,000,000800 8 400,000 2050 50 1,025,000850 9 425,000 2100 52 1,050,000900 10 450,000 2150 54 1,075,000950 11 475,000 2200 56 1,100,0001000 12 500,000 2250 58 1,125,0001050 13 525,000 2300 60 1,150,0001100 14 550,000 2350 62 1,175,0001150 15 575,000 2400 64 1,200,0001200 16 600,000 24S0 66 1,225,0001250 18 625,000 2500 68 1,500,000