SPECIAL Interceptor CONSTRUCTION 

CAMPAIGNS

Campaign games consist of a series of battles where the starting conditions of the next battle are greatly dependent on the outcome of the previous one. For reasons of space, these rules cannot be comprehensive in covering campaign possibilities; however, for those players who want to "worry about tomorrow" when fighting battles, or for those who want to work out full-fledged campaign situations, the following rules and guidelines are attached.

INTANGIBLES: GENERAL GUIDELINES

Despite the near-equality of technology among the warring nations of the RENEGADE LEGION universe, there are definite and noticeable differences among the personnel of each side -- and these are often the decisive factors in a battle or campaign. TOG's repressiveness and paranoia leads to generally lower quality among their crews; by comparison, the Commonwealth suffers from no such problems, and the Renegade Legions are even more inspired. Neither, however, are such fanatics that they will willingly throw their lives away without good cause. This is in sharp contrast to the KessRith, whose clumsy tactics and somewhat backward vessels are often compensated for by their inflexible will to combat. Only TOG's slightly higher training level and greater numbers have allowed them to prevail over the K-Rs, and only via hard fighting. The following rules expand on these differences.

CREW QUALITY: The initial skill levels determined in PILOTS AND CREW are those for the members of typical squadrons on all sides. These values can go higher or lower depending on circumstances; however, elite units are by definition rare, and this should be kept in mind when creating higher-quality forces. For instance, crewmen in a TOG fighter wing such as the Blood Eagles might take a -2 initial skills roll modifier, or a -3 for the infamous Death Express; in addition, all but the newest pilots in such units should have high Familiarity bonuses, as they will have had plenty of experience and enough action to keep their skills sharp. Elite units are the cream of the crop on all sides, and should be treated accordingly in a scenario -- i.e., they won't be seen often, if at all, and will certainly not be involved in a routine operation or a bloodbath in which their skills would be wasted.
MORALE: In campaigns, commanders will learn the value of disengaging badly damaged ships in order to fight another day -- but, in extreme circumstances, their crews may take matters into their own hands! In scenarios in which a player controls more than one ship, he must specify which ship is under his personal control. For all other ships under his command, a morale check is required whenever one of the following situations occurs:
  • A ship or orbital installation has lost more than 50% (rounding up) of its Internal Component boxes;
  • Each time a ship or orbital installation takes further internal damage after exceeding 50% of its Internal Component boxes, as above;
  • A ship wishes to ram an enemy ship or orbital installation.
  • In order to pass a morale check, the ship's pilot must roll less than or equal to (4 + current Piloting Familiarity bonus) -- as always, a 10 is an automatic failure. If the check is successful, the ship carries on as ordered; if not, it will seek to escape from battle by the most direct route, and its crew will abandon ship if unable to do so. In any case, KessRith ships and OIs are NEVER required to take morale checks, regardless of circumstances.


    PERSONNEL: GENERAL GUIDELINES

    One of the largest problems confronting the anti-TOG factions is lack of manpower (or being power, if you prefer!) Weapons or tactics that are cost-effective may not be acceptable in terms of lives lost, with all that this implies in both tactics and strategy. On the other hand, while TOG theoretically holds an unbeatable numerical advantage, internal security requirements mean that their front-line forces must also avoid gratuitous losses, even though they are not so constrained as their opponents. On both sides of the lines, the relative scarcity of fighter and other small craft crews is a constant bottleneck, limiting the attractiveness of massed fighter attacks because of their inevitable bloodiness. The following rules expand on these themes.

    CREW AVAILABILITY: In general, TOG players should be allowed a total number of crewmen that is two to three times that of their opponents, unless the situation being gamed is unusual. Any excess personnel on either side can be used to replace casualties in an ongoing campaign, but should only be available at a depot or other rear-area repair and supply facility unless special arrangements are made.
    RACIAL MIXTURE: As noted in PILOTS AND CREW, certain races have varying physical abilities that can affect their initial skill levels. In a campaign, the availability of personnel of different races can have a considerable impact, as follows:
    TOG's personnel are overwhelmingly Human, with a relatively small percentage of Naram and Ssora mixed in. All of these are able to use the same equipment without modification, and all have the same initial skill level modifiers, so any differentiation is unimportant unless unusual conditions in a campaign call for it.

    The KessRith Empire has only KessRith personnel, and thus the issue does not arise.

    The personnel of the Renegade Legions and the Commonwealth are much more mixed than either of the above, although Renegade Legion units tend to have far fewer non-Human/Naram personnel than those of the Commonwealth. In general, available Commonwealth and Renegade personnel will break down as follows:

    60% Human and Naram
    25% Baufrin
    10% KessRith
    05% All others (Vauvausar, Ssora, etc.)
    These factors should be kept in mind when building ships or setting up campaigns -- i.e., a squadron of ships with a "perfect" mixture of races for different jobs might be very formidable, but casualties may be hard to replace.
    SEARCH AND RESCUE: In many cases, crewmen who have abandoned ship will be picked up during a battle by their comrades; however, there are times when this is not possible, and a search-and-rescue operation must be mounted afterward. S/R missions can be played out as scenarios if desired, or a roll can be made on the table below for each ejected crew counter. Unrecovered crewman are assumed to have died or been taken prisoner (determine this as necessary, although it normally makes no difference); recovered crewmen are available for further duty unless wounded (see below). All crewmen in an ejected crew counter suffer the same fate.
    For example, a squadron of Commonwealth CHEETAHS is carried into a TOG-controlled system for a fast raid. The raid is a success, but one of the CHEETAHS is destroyed. The pilot is unwounded and ejects; he is drifting at a velocity of 13. The carrier opts to stay in system to look for the pilot (the campaign guidelines will have to determine whether this is either wise or possible), and there are no other modifiers. In this case, the Commonwealth player must roll a 3 or less to recover the pilot.
     CREW RECOVERY TABLE
          LOCATION/                    RECOVERY 
          SITUATION                     CHANCE
    
     Friendly-controlled area:
         Won battle and stayed             8
         Won battle and left               6
         Lost battle                       4
    
     Contested area:
         Won battle and stayed             6
         Won battle and left               4
         Lost battle                       2
    
     Enemy-controlled area:
         Won battle and stayed             4
         Won battle and left               2
         Lost battle                       1
    
     MODIFIERS:
         Crewman wounded (per hit > 1st)  -1
         Velocity 10 or more              -1
         Velocity 20 or more              -2
         Area subject to gravity effects  -1
         Area contains asteroids          -1
    WOUNDS AND RECOVERY: If crewmen are wounded but not killed outright, consult the table below to determine if they survived the battle. Roll 1D10 for each wounded crewman brought back to base, and apply the modifiers listed below unless the result is a 1 or a 10; the crewman is always lost on a 1 and always survives on a 10.

    Crewmen that are severely wounded will be out of action for 1D10 + 4 weeks; those that are wounded, for 1D10 + 4 days; and those that are slightly wounded, for one day.

    DIE ROLL MODIFIERS:
    -1   Each hit taken after first
    +1   Hospital Bay available at base or carrier 
          (must be specified in scenario or campaign)
    -1   Crewman is Vauvausar or Baufrin
    +1   Crewman is KessRith 
     CREW SURVIVAL TABLE
    Die Roll     Result               
    
       1         Dead                 
       2         Dead                 
       3         Severely Wounded     
       4         Severely Wounded     
       5         Wounded              
       6         Wounded              
       7         Slightly Wounded     
       8         Slightly Wounded     
       9         Immediately Available
      10         Immediately Available

    TRAVEL TO AND FROM BATTLE

    In a campaign, the time it takes for a ship to reach its objective and then return to base can be vitally important if the ship's life support is failing or if it is low on fuel. With this in mind, travel time to and from an objective should be calculated for various thrust factors. In addition, damage to a ship's navigation computer and/or long-range sensors may make it impossible for it to find its way to the objective or back to base on its own. A ship with both of these systems working can always find its way to either a static target (a planetary base, an OI, or the like whose position is previously known) or a moving target (a ship whose previous position was determined in the very recent past and whose performance is known with fair accuracy -- for instance, the ship's own carrier, which has dropped it off for a raid). If the long-range sensors are disabled, the ship can find static targets on a roll of 9 or less and moving targets on a roll of 5 or less; if the navigational computer is disabled, the ship can find static targets on a roll of 5 or less and moving targets on a roll of 1; if both of these systems are disabled, the ship must roll a 1 to find either type of target. If a friendly ship stays with the damaged ship, and if that friendly ship can find the desired target, then both can.


    LANDING

    To land aboard a ship or OI, a pilot must roll equal to or below his Piloting skill + 5, with the following die roll modifiers:

    Per hit against pilot                                       +1   
    Per every 10% of internal hit boxes lost                    +1
    Per each 25% of total engine power lost                     +1
    Per Directional Control System disabled (left, right)       +3

    If the landing roll fails, treat as an unintentional collision from the rear of the target, at a velocity 3 points higher than that of the target, and with no shield or differential modifier values (see COLLISION DAMAGE TABLE).

    Landing on a planetside base in atmosphere uses the same procedure as above except that the pilot must roll equal to or below his Piloting skill + 6. In this case, read Atmospheric Control Systems for DCS if the ship is streamlined, and add a +2 die roll modifier if landing deadstick (with engines off, willingly or not). A failed roll completely destroys the ship.


    TRAVELING FASTER THAN THE SPEED OF LIGHT

    To enter T-Space, an FTL-capable craft must be traveling at a velocity of at least 30 hexes per turn. To travel FTL accurately, the ship must have maintained a straight line course for the five turns previous to translation, with at least three turns being at a velocity of 30+ hexes per turn. For every turn less than five, the chance of a ship's achieving its desired destination grows quite small, as shown by the Misdirection Table below right.If there is a misdirection, roll on the table below left to find how long it will take to get to the original, intended destination.

     MISDIRECTION TABLE  COURSE ADJUSTMENT TABLE
    Turns spent on
    straight course
    Roll to avoid
    misdirection
    
    0
    1
    2
    3
    4
    5
    6
    
    Auto Misdirection
    1
    1
    1-2
    1-5
    1-9
    Auto Correct
    Original Travel
    Time (in days)
    Turns Spent on
    Straight Course
    
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
     0     1     2     3     4    5 
     1d   20h   16h   12h    8h   4h
    10d    5d    1d   18h   14h   8h
    20d   15d    5d    1d   21h  12h
    30d   25d   15d    5d    1d  16h
    35d   30d   25d   15d    5d  20h
    40d   35d   30d   25d   10d   1d
    45d   40d   35d   30d   15d   2d
    50d   45d   40d   35d   20d   3d
    55d   50d   45d   40d   25d   5d
    60d   55d   50d   45d   30d  10d
    d=Days
    h=Hours

    To successfully make T-Space translation, an FTL-capable ship must have a conscious pilot, navigator, and FTL Drive engineer; a powered and functioning FTL Drive, and a functioning FTL Navigation Computer. Translation is declared during the Decision Phase. The ship moves and takes damage during that turn, but is removed at the end of the turn.


    REPAIR

    As noted above, damage cannot be repaired while in battle due to INTERCEPTOR's short time scale. In a campaign, the amount and type of repairs that can be done vary as follows:

    If Repair Facilities are not available, a ship may not repair lost Ship Destroyed boxes or armour (including Firewall boxes). It may repair all other internal damage, but only one system may be under repair at a time.
    If Repair Facilities are available, and the ship, OI or base equipped with them has a hangar bay large enough for the damaged ship (or is a planetside base with a breathable atmosphere), any type of damage may be repaired. Each armour box takes 30 minutes to repair; each Firewall box, 1 hour. All Ship Destroyed boxes must be repaired first; once this is done, all other damaged systems may be repaired simultaneously. Only one ship may be repaired at atime.
    If Repair Facilities are available but the ship, OI or base equipped with them doesn't have a hangar bay large enough for the damaged ship (or is not a planetside base with a breathable atmosphere), the same procedure is followed, but all repair times are tripled. In all of the above cases, the campaign background should specify whether there are sufficient spare parts, armour plate and the like to enable repairs to be done and in what quantity.


     SPECIAL Interceptor CONSTRUCTION