RULES CLARIFICATIONS AND ADDITIONS FOR INTERCEPTOR AND CENTURION 13 JULY 1988 RULE BOOK CORRECTIONS AND CLARIFICATIONS Page 34 Ship costs were incorrectly calculated. Following costs are the correct costs. Lancea – 1,890,100 Verutum – 2,013,600 Spiculum – 2,773,400 Pilum – 3,196,100 Martiobarbulus – 3,364,000 Gladius – 4,109,700 Cingulum – 16,448,300 Cheetah – 2,440,000 Guardian – 1,703,300 Space Gull – 2,500,400 Penetrator – 3,018,950 Avenger – 3,614,400 Fluttering Petal – 4,705,000 Pegasus – 16,580,200 Page 4 The Spiculum’s High Thrust Modification value is 10. Page 6 The Martiobarbulus’s Mass is 191. Page 7 The Gladius carries one additional hardpoint in the bow. Page 8 The Cingulum’s Thrust is 4. The Cingulum’s Left Front and Left Rear Armor Values are 160 and 170, respectively.
A percentage roll can be obtained by rolling the die twice. The first roll gives the tens digit and the result of the second roll gives the ones digit. In the case of a “0” result it is a 0 not a 10. A 0,0 result is treated as 100. The Course Adjustment Table is mislabeled. The column marked Original Travel Time should read Die Roll. The result is the additional T-Space time it takes to arrive at your destination. Please note that some results exceed the 30 day limit, and so multiple jumps, with appropriate resting times, are necessary. Page 43 Players my not mount more than three engines in a fighter or patrol craft. Page 62 Fighters are not classified by weight, but rather by total power rating. Outer Back Page The Atmospheric Turning Table is incorrect. Use the table given on page 36. Construction Work Sheet Weapons Notes: A player can mount as many weapons as desired on a ship. Only five weapons per turn may be fired by one crewman. Fighters may have only 1 hardpoint per 20 tons of mass. Patrol craft may have only 1 hardpoint per 100 tons of mass. Missile Lock-ons
Page 19 The firing arc for the ship’s turret is the same as the arcs shown on page 39. The turret can be positioned to face any of the six hex sides. This positioning is done after the ship has moved, as described in the Sequence of Play. The turret can be mounted on the ship’s centerline, left wing or right wing, to give it an arc similar to the bow, right wing, or left wing arcs. Page 21 Roll separately for each fired weapon, using the Modified To-Hit number.
If a missile fails to obtain a lock-on, the pilot/gunner may elect to try again. Each attempt is counted against the maximum number of weapons to be fired each turn (5 per crewman). Ex. A Spiculum pilot could take up to five attempts to launch his three SSS missiles – provided he is willing to pass up the opportunity to fire his two 7.5/4 lasers. Turret Fired Missiles
Each pilot or gunner may only attempt to launch a maximum of 5 missiles per turn.
If fired off the side or rear of a fighter’s turret, the missile has an initial speed of zero; with a facing and heading the same as the facing of the turret, appearing in the hex that the turret faces.
If a missile enters the hex of its target at any time during its movement, it makes an attack, even if it has not used all of its velocity.
RULES ADDITION
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Occupying The Same Hex Transponder Guided Missiles have a thrust of 12. Page 29 The To-Hit Modifiers for ECM cannot be added together. Thus, the modifier for only one ECM pod or missile may be used each turn.
Fighters Fighters that occupy the same hex as one another may engage in combat only if both fighters have the same facing and heading or totally opposite facings and headings (one traveling and facing in direction 1 and the other traveling and facing in direction 4, etc.).
RULES CLARIFICATIONS AND ADDITIONS FOR INTERCEPTOR AND CENTURION 13 JULY 1988 The fighter with the lowest ending velocity may then fire at the faster fighter. If the headings are the same, then all front-facing weapons may be fired against the target’s rear. If the headings are opposite, then all rear-facing weapons may be fired at the target’s rear. The faster fighter may fire any rear-facing turreted weapons. If the headings are opposite, then the slower fighter’s rear is attacked. If the headings are the same, then the target’s front is attacked.
facing weapons may only engage targets occupying the rear hex. If the ships have the same facing and headings, then the target ship is hit in the rear. If the facing and headings are opposite, then the target is hit in the bow. If both ships are two-hex ships and they occupy the same two hexes, then the slower of the two may engage in combat, with the same restrictions outlined in the fighter section. Weapons
The range is considered to be one for damage and To-Hit calculations. All appropriate modifiers for angle of attack and shields are applied.
A fighter may carry a maximum of 1 hardpoint per 20 tons of mass. A patrol craft may have only 1 hardpoint per 100 tons of mass. All fractions are dropped.
Two-Hex Ships A ship occupying one of the two hexes of a patrol craft may fire at the patrol craft only if both ships have the same facing and heading or totally opposite facings and headings. (Exception: properly aligned turreted weapons may always attack the unoccupied hex, regardless of heading or facing.) If the above condition applies, the ship may always fire any weapons that can bear into the unoccupied hex of the patrol craft. For example, if the ship occupies the rear hex and is facing front, it may fire its front-mounted weapons into the front hex. A ship that occupies the patrol craft’s front hex and is facing front, may only fire may only fire rear-facing weapons into the rear hex. Shots into the front hex have the rear-side attack modifier, but hit the patrol craft’s bow. Shots into the rear hex have a front-side angle of attack modifier, but hit the patrol craft’s rear. Range is 1. All other modifiers are the same. A ship may attack the hex that it occupies only if its ending velocity is less than the patrol craft’s. If the ship’s heading is 180 degrees of the patrol craft’s then front-side angle of attack modifiers are used. If the ship’s headings are the same, use rear-side angle of attack modifiers. Attacks against the rear hex are resolved against the stern shields and armor, and attacks against the front hex are resolved against the bow shields and armor. The faster patrol craft may engage the ship also. If the faster ship occupies the front hex, all forward-facing weapons may fire at the appropriate front or rear side of the slower ship. If the faster ship occupies the rear hex, then all rear-facing weapons may fire at the appropriate front or rear side of the slower ship. If the patrol craft is traveling slower than the other ship and both ships have the same facing and heading or totally opposite facings and headings, then the patrol craft may fire the appropriate front or rear firing weapons. Front-firing weapons may only engage targets in the front hex, while rear-
Turrets may be mounted on the centerline, left wing or right wing. Unless otherwise noted, all turrets are assumed to be mounted on the centerline of the ship.
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Centurion Corrections (1 Edition) Page 35 The turret armor is protected from a HELL round blast by the front shield rating, rather than the “Appropriate Shields”. Page 51 An Engineer Attachment uses 30 power and masses 30. It costs 150,000.