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Cerberus: The Proxima Centauri Campaign

Cerberus: The Proxima Centauri Campaign Rulebook

Table of Contents

Table of Contents

  • 1.0 Background and Historical Commentary
  • 2.0 Introduction to the Game
  • Quick-Reference Charts

1.0 Background and Historical Commentary

The Human Race had, by 2090, completed a rather thorough survey of their planetary system. This survey had exposed a rather unusual anomaly, which happened to be a "Warp Point" — one end of a two way path between Earth and the Alpha-Centauri star system. This fact was determined with unmanned instrument ships. Manned exploration vessels did not make the journey until mid-2091. At the Centauri end of the warp-path, the Human explorers found a small planet circling the star PROXIMA CENTAURI. This planet was orbited by three small moons moving in highly erratic orbits. Keeping with classical mythology the Humans named the planet "Cerberus," after the three-headed dog that guarded the gates of Hell.

The Human survey team, on their small exploratory ship "Columbus," quickly established an orbit around Cerberus, and prepared to land exploration teams.

Before they could, however, the scanners on the Columbus picked up another ship approaching at high speed. It was the first contact with another race. Semi-reptilian in appearance, the "Cetians," as they were quickly named (the astronomers established that they were from Tau Ceti), were most hospitable to the Humans. They were taken on a tour of the entire system, which included 14 planets, 17 moons, a couple of thousand asteroids, more than a dozen comets, as well as 34 Cetian ships (many of which were out-and-out warships) and 200,000 Cetians, of which 80,000 were occupation combat troops.

The Humans asked the purpose of this, and received vague stories of other races on the fringes of the Cetian Empire (which included some 15 stars). The Humans then offered cooperation in trade, exploration, sciences, and, if necessary, a military defense pact. They were turned down on all counts. The Cetians wanted no further contact with Earth and specifically did not want any Human visitors, colonists, or exploratory ships visiting Centauri. The Cetians really expected the Humans to go home and stay there.

But the Human Race was not interested in "staying home." Reduced by three devastating wars (2010, 2029, and 2045) to only a billion people, the Human Race had managed to finally create the technological society so long hoped for. No one on Earth went hungry, and everyone could read and write, if only barely. The Human Race had poured massive portions of its Gross World Product into reaching Proxima Centauri, and was not going to be told to stay out of space. Man's destiny was in the stars, and he intended to go take it, by force if necessary.

The military leaders of the world studied the data from the Columbus for almost two years before formally presenting their plans to the United Nations Council. A Fleet would be built and an army raised (100,000 men were deemed adequate). The object of the first stage of operation would be to seize the planet CERBERUS, gateway to Centauri. The reasoning for choosing Cerberus was overwhelming. Closest to the Warp Point, it would be the easiest to take, and impossible to bypass. The Cetian colony on Cerberus was small, and the Cetians could not dare to strip the rest of the system of troops to fight for it, since this would leave more valuable planets vulnerable to a surprise coup. Cerberus was also a class M planet with a breathable atmosphere, eliminating the need for the troops to spend weeks in pressure suits.

The military theorists had also, in those two years, worked out a totally new style of warfare. Theorizing that the Cetians could not afford to commit more than about 30,000 combat troops to Cerberus, it was decided that 50,000 Humans could take the planet. Since the Humans would largely arrive in the early part of the battle, and the Cetians would arrive in small groups, a more or less constant 3 to 1 ratio of combat power was considered achievable with that number of troops.

The problem, largely, was how to capture and hold an entire planet with only 50,000 men, and at most 30 combat battalions. The answer, of course, was that you cannot begin to hold it, only to patrol it. Strong Bases must be established, and entire continents patrolled. Then strong fighting elements would be sent out to capture specific areas. It was generally considered that the "key terrain" in this new style of warfare would be "resource" areas, where various kinds of fuel were readily available. If you held the mineral deposits, you held everything on the planet worth having, and if you held everything on the planet worth having, you held the planet.

The Cetian military system, which was studied closely, consisted of independent battalions having rather loose ties to regimental histories. Conveniently, this was the system that the United Nations Forces had used since the Eastern system of rigid regiments was broken up, along with the East, in the War of 2010. Cetian combat battalions were virtually all identical except for their transport vehicles. Some battalions were equipped with jet-powered hovercraft, and were capable of tactical deployments of up to 2,000 km per day. Others were mounted in nuclear powered magnetic hovercraft which could cover up to 6,000 km per day.

The Humans decided that, considering the short duration of the war (estimated to be two weeks), there was little point in cross-training battalions, and units would start out as either "Infantry" (equipped with advanced jet helicopters good for 1,000 km per day) or "Mobile" (with nuclear powered magnetic vehicles, similar to those of the Cetians, but designed and constructed somewhat more efficiently, and capable of 8,000 km per day). Infantry regiments (of three battalions) would have a "Transport" company capable of moving one of the battalions 6,000 km per day, while mobile regiments would include a "heavy weapons" company, capable of increasing the regiment's firepower by 67%. In practice, however, the battalions fought as independent battalions, and regiments almost never served together.

When the call went out for 100,000 volunteers, the Human Race responded magnificently. Over 1 million men and women volunteered in the first week. During the three years needed to build a Fleet and the thousands of vehicles necessary for the invasion, the volunteers were put through the most grueling training course that military minds had ever conceived. The Warrior Races of the Human Race (some said that all men were inherently warriors) responded the most enthusiastically. Gurkhas, Sihks, Maoris, Turks, Israelis, and Mongols all competed for places in their respective "national" battalions. American paratroopers, Russian artillerists, and German panzergrenadiers all responded with fervor. Junior officers from the world's military academies fought duels with live weapons for the right to go to Cerberus, and more than a few officers went as Sergeants and Corporals, rather than remain at home. The fury and the power of the Human Race descended on Cerberus with a vengeance, and the words of Field-Marshal McReynolds, commander of the Cerberus Expeditionary Force said it for all of them:

"Where the Human soldier has set his foot, there he will triumph or die!"

2.0 Introduction to the Game

2.1 CERBERUS is a science-fiction game portraying the invasion of the planet Cerberus, in the Proxima Centauri star system, which began on June 10th, 2096. The unit counters represent the various combat and non-combat units which took part in the battle.

2.2 One player represents the Humans. He is referred to as the Human player, and he commands the Human troops in the battle. In game terms, he is responsible for transporting Human units to the planet, moving them on the planet's surface, initiating combat between his units and the Cetians, and keeping track of their supplies. The other player represents the Cetian Commander and is responsible for the Cetian units. He is referred to as the Cetian player. All of these actions are accounted for by the game mechanics, which are the purpose of the game rules. The rules to CERBERUS have been cross-referenced for ease of use by the players.

2.3 Each hexagon (hereafter "hex") on the map represents an area 1,000 kilometers (about 650 miles) across. Each turn represents 1 day (which on Cerberus is 21.45 hours). Each "battalion" includes approximately 1,000 men and 100 vehicles.

2.4 UNIT TYPES

The die-cut playing pieces represent the military forces in the game. The playing pieces are referred to as "units," "counters," or "unit counters." Certain counters, such as the "Turn" marker and storm markers do not represent military units, but are for informational purposes.

The following is an explanation of the designations and factors on each counter:

[Counter diagram: labels read Unit Designations (left: Battalion or Company; right: Regiment), Attack Factor (lower left), Defense Factor (bottom centre), Movement Factor (lower right). Sample counter shows "2 • 4 • 8" in the bottom row.]

Attack Factor — represents the units' ability to conduct attacks against enemy units.

Defense Factor — represents the units' ability to defend against attacks from enemy units.

Movement Factor — represents the units' ability to move. This is the number of "Movement Points" available to the unit in a given turn.

Unit Designations — the designation on the left-hand side indicates the Battalion or Company of the unit. If this designation is an "H" (Heavy Weapons, 4-1-6) or a "T" (Transport, 0-1-6) the unit is a Company. Otherwise, this designation indicates which Battalion the unit is. The designation on the right-hand side indicates the Regiment which the unit is a part of. Regiments are designated by number or by a letter as follows:

  • Human: R — Royal Hussars (one battalion each from England, Australia and Jordan).
  • Human: X — Brigade X (space paratroopers).
  • Cetian: P — Provisional (reservists).
  • Cetian: G — Guards (elite Cetian troops).
  • Cetian: M — Marines.
  • Cetian: S — Storm (special attack units, NOT a Heavy Weapons company).
  • Cetian: A — Assault (special attack units).

Cetian units have no unit designations. These have only a single number designation to distinguish them from other units of the same type. These are Cetian E-Fields (0-1-0's), Bases (0-4-0's) and Special Forces units (SF); and Human Bases (0-5-0's) and Special Forces units (SF). The Cetian Spaceport (0-10-0) and the two Human Spaceports (0-12-0's) have no unit designations whatsoever.

2.5 COUNTER LISTING

Cetian:

  • 4 x 0-1-6 Transport companies
  • 2 x 0-1-0 E-Fields
  • 3 x 3-4-2 Paratroop battalions
  • 8 x 3-4-2 Infantry battalions
  • 1 x 1-4-2 Provisional battalion
  • 2 x 4-3-2 Assault battalions
  • 11 x 3-3-6 Mobile battalions
  • 1 x 4-2-6 Storm battalion
  • 1 x 5-3-6 Guards Heavy Weapons company
  • 3 x 4-4-6 Guards Mobile battalion
  • 4 x SF Special Forces platoons
  • 6 x 0-4-0 Bases
  • 1 x 0-10-0 Spaceport
  • 2 x 4-5-2 Guards Infantry battalions

Human:

  • 15 x 2-4-8 Mobile battalions
  • 12 x 3-5-1 Infantry battalions
  • 5 x 4-1-6 Heavy Weapons companies
  • 5 x 0-1-6 Transport companies
  • 3 x 3-5-1 Paratroop battalions
  • 6 x 0-5-0 Bases
  • 2 x 0-12-0 Spaceports
  • 4 x SF Special Forces platoons

Other counters:

  • 1 x TURN marker
  • 1 x SPACE STATE marker
  • 5 x Storm markers

2.6 THE MAPSHEET

The Mapsheet includes the playing map (showing the surface of the planet Cerberus) and various "holding" boxes. The holding boxes represent areas not on Cerberus in which troops are held while awaiting transport to Cerberus.

The two "Fleet" holding boxes represent units which are actually aboard Transports with the fleet. Each Fleet holding box includes several smaller boxes, each of which represents the ability to carry one unit (the Human Fleet can carry six units at a time, and the Cetians five. Note that up to four Special Forces units may be kept in the Special Forces Box. Also note that on turn one, the Humans may have two units in each box.

The other boxes represent planets. The "System" Box represents other planets in the Proxima Centauri System (which is part of the larger Alpha Centauri system). Most of these units, in fact, are on the planets SCYLLA and CHARYBDIS, which are planets of the Alpha Centauri-a. The boxes marked "Earth" and "Tau Ceti" represent the home planets of the two players. There is no limit to the number of units which can be stacked in the System, Earth or Tau Ceti Boxes. These units may be placed upside down to confuse the enemy.

The two "Destroyed Units" boxes are simply convenient places to store units which have been eliminated in combat.

Also on the Mapsheet are:

  • The Turn Record Track
  • The Space Superiority Chart (which runs from +6 Human control to +6 Cetian control)

3.0 SEQUENCE OF PLAY

CERBERUS is played in turns called Game Turns. During each Game Turn the two players will follow a specific order of steps known as the Sequence of Play, as follows:

3.1 SEQUENCE OF PLAY

A. SPACE SUPERIORITY DETERMINATION PHASE

  1. Space Superiority Deterioration Segment.
  2. Major Effort Planning Segment.
  3. Major Effort Declaration Segment.
  4. Major Effort Resolution Segment.
  5. Space Superiority Resolution Segment.

B. HUMAN PLAYER PHASE

  1. Special Forces Segment.
  2. Supply Segment.
  3. Ground Unit Movement Segment.
  4. Ground Combat Segment.
  5. Transportation Segment.

C. CETIAN PLAYER PHASE

  1. Special Forces Segment.
  2. Supply Segment.
  3. Ground Unit Movement Segment.
  4. Ground Combat Segment.
  5. Transportation Segment.

D. STRATEGIC TRANSPORTATION AND REINFORCEMENT PHASE.

  1. Reinforcement Segment.
  2. Human Strategic Movement Segment.
  3. Cetian Strategic Movement Segment.

The execution of each of the phases and segments listed above constitutes a single Game Turn (which represents one day on Cerberus). The basic game lasts 12 turns, so these steps would be repeated 12 times at which time the game would end and victory (14.5) would be determined.

3.2 EXPLANATION OF SEQUENCE OF PLAY

A. SPACE SUPERIORITY DETERMINATION PHASE

In this phase the players determine whose Fleet of spaceships has "control" of the space surrounding the planet Cerberus, and to what degree. It is assumed that Fleets of opposing spaceships are engaging in battles above and near the planet. However, the actual battles are not a part of this game, and their effect on the events on the surface of the planet are shown in an abstract manner.

Each player in CERBERUS represents the ground forces commander. His only control over his Fleet consists of desperate calls for help known as "Major Efforts."

  1. SPACE SUPERIORITY DETERIORATION SEGMENT

In this segment the SPACE STATE marker is moved toward parity on the SPACE SUPERIORITY TRACK (13.1) to represent the tendency of space control to gravitate toward parity (13.3).

  1. MAJOR EFFORT PLANNING SEGMENT

During this segment the players determine whether either or both are able to call for a Major Effort (13.4) during the current turn. If neither player is able to call for a Major Effort, skip to Segment 5. If only one player is able to call for a Major Effort, he simply announces whether or not he will do so. If he does call for a Major Effort, skip to Segment 4. If he does not call for a Major Effort, skip to Segment 5. If both players are able to call for a Major Effort, proceed to Segment 3.

  1. MAJOR EFFORT DECLARATION SEGMENT

Both players secretly write if they will, or will not, call for a Major Effort this turn. Then both players display their written notes simultaneously. If both players called for a Major Effort the two cancel each other, and play skips to Segment 5. If only one player called for a Major Effort, play proceeds to Segment 4.

  1. MAJOR EFFORT RESOLUTION SEGMENT

The player who called for a Major Effort moves the SPACE STATE marker three boxes in his direction.

  1. SPACE SUPERIORITY RESOLUTION SEGMENT

The Human player rolls two dice. The total is cross-indexed on the SPACE SUPERIORITY RESOLUTION CHART (13.6) and the SPACE STATE marker is moved the indicated direction and number of boxes.

Note that if only one player had called for a Major Effort during the current turn, that player could decide that this segment would be skipped on this particular turn. This decision must be announced before the dice roll is made.

Further explanations of these rules are found in the rules on Space Superiority (13.0).

B. AND C. — HUMAN AND CETIAN PLAYER PHASES

The Human player and Cetian player each go through the same sequence of steps in their respective Player Phases. During the Human Player Phase the Human player is referred to as the "phasing player" and during the Cetian Player Phase the Cetian player is referred to as the "phasing player."

  1. SPECIAL FORCES SEGMENT

During this segment, the phasing player conducts missions using his Special Forces units in accordance with the rules on Special Forces (10.0).

  1. SUPPLY SEGMENT

In this segment the phasing player provides for the supply of his ground units as explained below.

a. Resource Production Step

Any Base or Spaceport which is located on a Resource hex produces two factors of supplies (12.7). These are added to the stockpiles of that Base or Spaceport. This may temporarily violate the limit of supplies that may be held in a Base or Spaceport.

b. Space Supply Transport Step

The phasing player refers to the SPACE SUPERIORITY EFFECTS CHART (13.7) to determine the number of factors of supplies being delivered by this Fleet in the current turn. These factors of supplies are then delivered to Bases, Spaceports and/or ground units, depending on the current Space State.

c. Supply Step

Ground units not supplied directly from space are now supplied from Bases and/or Spaceports. Refer to Supply Rules (12.4).

  1. GROUND MOVEMENT SEGMENT

The phasing player now moves his ground units in accordance with the Movement Rules (4.0).

  1. GROUND COMBAT SEGMENT

The phasing player now conducts combat between his ground units and enemy ground units (those of the non-phasing player) in accordance with the rules on Combat (7.0).

  1. TRANSPORTATION SEGMENT

The phasing player now refers to the SPACE SUPERIORITY EFFECTS CHART (13.7) to determine how many Space Transportation Points he has, and uses them to transport units to Cerberus, using the rules on Space Transportation (11.1). During this segment of the Cetian Player Phase the Cetian player may use his Sub-Orbital transport capability (11.12) to move one unit between two installations.

D. STRATEGIC TRANSPORTATION AND REINFORCEMENT PHASE

During this phase both players may use Strategic Transportation to move units between the various holding boxes on their respective sides of the Mapsheet. This is done in three segments.

  1. REINFORCEMENT SEGMENT.

The players now refer to the scenario (14.2) to determine if any reinforcements are due to them in the current turn. The ONLY Human reinforcements in the game are Special Forces units. All reinforcements are received in accordance with the rules on Reinforcements (14.2).

  1. HUMAN STRATEGIC TRANSPORTATION SEGMENT.

The Human player may move up to four units from "Earth" to the Human "Fleet" box (within the limits of 2.6). This does not cost any Transport Points. The Human player may move any number of units from the "Fleet" box to "Earth" without any cost or restriction.

  1. CETIAN STRATEGIC TRANSPORTATION SEGMENT.

The Cetian player may move any number of units from his "System" box to his "Fleet" box (within the limits of 2.6) and vice versa. THEN he may move two units from the "Tau Ceti" box to the System box. The Cetian player may NOT move units directly from Tau Ceti to his Fleet. The Cetian player may always move any number of units from his "System" box to the "Tau Ceti" box. None of this movement has any cost in Space Transport Points.

4.0 MOVEMENT

During the Ground Unit Movement Segment of each Player Phase, the phasing player may move any or all of his supplied units, as many or as few hexes as he desires so long as the "Movement Allowance" (4.1) of a given unit is not exceeded. Unused "Movement Points," however, may not be accumulated from Game Turn to Game Turn nor may they be transferred from unit to unit. Only the units of the phasing player may be moved during the Movement Segment of a given Player Phase.

4.1 A unit's ability to move is expressed in a number known as the "Movement Allowance." This number is the number of Movement Points available to the unit in a given Movement Segment. This number is shown on each unit counter (2.4).

4.2 Units are moved individually through the hex grid expending a number of Movement Points to enter each hex. Units must move from one hex to another hex that is directly adjacent. Units may not skip hexes.

4.3 Each unit expends one Movement Point for each hex that it enters, except for Mountain hexes. Each unit must expend two Movement Points to enter a Mountain hex. A unit must stop when its allowance of Movement Points has been expended in a given Movement Segment. A unit may only enter a given hex by expending the required point or points and a unit may not enter a given hex if it lacks sufficient Movement Points to do so (exception see 4.7).

4.4 Units may enter and pass through "All Water" hexes, however, a unit MAY NOT END a Movement Segment in an All Water hex. A unit may enter any hex on the Mapsheet and may end its movement in any hex that is not an All Water hex. See rules on Terrain (9.0).

4.5 A unit may end its movement IN THE SAME HEX as an enemy unit or units. When entering the Zone of Control (5.0) of an enemy unit, a unit must either stop or move into the same hex as the enemy unit or units. Any unit which enters a hex occupied by an enemy unit may not leave that hex on the same turn.

4.6 A unit which is unsupplied at the beginning of a given Movement Segment may not move during that Movement Segment (12.12).

4.7 A unit (excepting those with a Movement Allowance of "0") which is in supply at the beginning of a given Movement Segment may always move at least one hex regardless of terrain costs (9.0) or the presence of enemy Zones of Control (5.0). Also see (4.4).

4.8 Certain units may be moved without expending Movement Points by being transported by other units (11.0).

4.9 SPECIAL MOVEMENT RULES.

The CERBERUS Mapsheet depicts the surface of an entire planet. As there are certain considerations when depicting a sphere on a flat surface, the following special rules must be observed.

4.91 EAST-WEST MOVEMENT

The East and West edges of the map (including the East and West curvature edges (4.94) ) are considered to mate. That is, East Edge hexes are considered adjacent to West Edge hexes and vice versa. For instance, hex 0901 is adjacent to hexes 0930, 1030 and 0830. Movement between such hexes is the same as between any other adjacent hexes.

4.92 DOUBLE HEXES

Note hex 0505. Note that there is no hex 0506. Hex 0505 (as well as all other similar hexes) is a double hex. This is a distortion necessary to show the curvature of the planet. Although twice the size of other hexes, each double hex is treated as ONE normal hex in every way.

4.93 POLAR HEXES

Note that two hexes (hex 0000 - North Pole, and hex 2000 — South Pole) are not directly attached to the rest of the map. The North Pole hex is considered to be adjacent to hexes 0103, 0108, 0113, 0118, 0123 and 1028. The South Pole hex is considered to be adjacent to hexes 1903, 1908, 1913, 1918, 1923 and 1928. Movement between a Pole hex and any such adjacent hex is treated exactly as it would be between any other adjacent hexes. The two Polar hexes are not considered adjacent to each other.

4.94 CURVATURE SECTIONS

The map areas comprising hex rows 0100 to 0400 and 1600 to 1900 are Curvature Sections, which represent the curvature of the planet. A way to envision the planet is to imagine rolling the map so that the East and West map edges meet, then fold in the curvature sections to form the ends of the globe.

4.941 When moving in these areas, units may effectively "jump" the intervening space between the hexes. A unit wishing to move completely around the planet could start in hex 0302 and move West, eventually returning to hex 0302.

4.942 When on the edge of a Curvature Section, a unit may move to any hex on the opposing side of the "gap" so long as that hex is on the same hex row, or one row North or one row South of the row the unit is on. A slight modification of this rule is used when considering the East and West map edges. Players should consider the two edges to be joined for all purposes. For example, a unit on hex 1101 could move to hexes 1030, 1130, or 1230, but a unit on 1001 could move to hexes 0901, 1030, or 1101. The cost of such movement is equal to the normal cost of entering the hex "jumped" into. Any two hexes which can be moved between in this manner are considered to be adjacent for all purposes.

4.95 EXAMPLES OF MOVEMENT

A unit on hex 0404 could, with a single Movement Point, move to any of the following hexes: 0406, 0307, 0505, 0504, 0403, 0304.

A unit on hex 0304 could, with a single Movement Point, move to any of the following hexes: 0203, 0207, 0307, 0406, 0404, 0403, 0303.

A unit on hex 0203 could, with a single Movement Point, move to any of the following hexes: 0202, 0303, 0304, 0307, 0207, 0108, 0103.

A unit on hex 0103 could, with a single Movement Point, move to any of the following hexes: 0108, 0207, 0203, 0202, 0228, 0128, or to the North Pole.

Further Example: The 2nd Battalion of the Royal Hussars (a 2-4-8) begins the turn in hex 0217. It moves to hexes 0213, 0212, 0309, 0308, 0407, 0406, 0505, and finally ends its movement in hex 0604, having traveled a considerable distance in "inches" of map, but still only 8 hexes. It could have also moved as follows: 0113, North Pole, 0103, 0203, 0304, 0404, 0505, and finally to 0604.

5.0 ZONES OF CONTROL

All ground units (including Infantry, Mobile, Heavy Weapons, Transport, Bases and Spaceports) exert a Zone of Control (ZOC) into the six (or in some cases seven) immediately adjacent hexes. However, E-Fields and Special Forces DO NOT ever exert a ZOC into adjacent hexes. Any hex defined as being adjacent in the rules on Movement (4.942) is considered adjacent for all purposes. This Zone of Control represents the ability of the unit to control the areas immediately around it by use of patrols and long-range weapons. A unit does not exert a ZOC into the hex it occupies.

5.1 A Zone of Control extends into adjacent hexes regardless of the presence of enemy units or terrain (9.0) in those adjacent hexes. When a unit of the phasing player enters the Zone of Control of an enemy unit or units, the moving unit must either stop or enter the hex the enemy unit or units are in, and then stop. Should the hex being entered be in the ZOC of more than one hex containing enemy units, the moving unit may enter the hex of any of them.

5.2 Any unit, upon entering a hex which already contains one or more enemy units, must immediately stop and move no further in the current Movement Segment. This applies if the moving unit is the first friendly (phasing) unit to enter the hex and ALSO applies if there was already one or more friendly units in the same hex as the enemy unit or units.

5.3 Whenever one or more Human units are in the same hex as one or more Cetian units, the Zones of Control of ALL units in the hex are "suppressed." This applies even if one player has more units in the hex than the other player. The effect of a suppressed Zone of Control is that it no longer extends into any adjacent hexes. The ZOC of a unit in this situation remains suppressed as long as there is at least one enemy unit in the same hex. However, the ZOC of the unit will become active again at any instant that there are no enemy units in the same hex and will remain active until the unit is again in the same hex as an enemy unit or units.

5.4 If one Human unit and one Cetian unit are stacked together in the same hex, the unit of the phasing player could move out of the hex in one of the following ways, depending on the situation:

5.41 If the hex to be entered is vacant, or contains only one or more friendly units, and IS NOT adjacent to any other enemy unit or units, the moving unit would be required to stop and move no further in the current Movement Segment. This is due to the fact that it has entered a ZOC of an enemy unit (the enemy unit in the hex just left regained its ZOC immediately upon the moving out by the friendly unit) and its only option would be to enter the hex of the unit exerting the ZOC, which is the hex the moving unit began in.

5.42 If the hex to be entered is vacant, or contains only one or more friendly units, and IS adjacent to any other enemy unit or units, the moving unit could stop where it is OR it could enter any other adjacent hex which contained one or more enemy units.

5.43 If the hex to be entered contains one or more enemy units (regardless of whether or not it also contains any other friendly units), the moving unit must immediately stop and move no further during the current Movement Segment.

5.5 If two or more friendly (phasing) units begin the Movement Segment in the same hex as one or more enemy units, the following conditions apply. Any friendly unit may freely leave the hex and freely leave any adjacent hex (assuming no other enemy units exert a ZOC on the adjacent hex) so long as at least one friendly unit remains in the original hex. This is due to the fact that the ZOC of any enemy unit or units in the original hex remain suppressed as long as at least one friendly unit occupies the hex. If and when the point comes that only one friendly unit remains in the original hex, the rules described in (5.4) then apply to that unit.

5.6 Units may not be landed from space into an unsuppressed enemy Zone of Control. See the rules on Space Transportation (11.18).

5.7 A supply path may not be traced through any hex which contains an enemy Zone of Control unless that hex is occupied by a friendly unit. Thus, for supply purposes, friendly units negate enemy Zones of Control. See Supply Rules (12.0). A Zone of Control which is suppressed (as defined in 5.3) is considered suppressed for all purposes.

5.8 Zones of Control do not affect combat. Attacking is completely voluntary and the presence of an enemy unit's Zone of Control in a hex occupied by a friendly unit or units does not force combat.

6.0 STACKING

More than one unit may occupy a given hex. EACH player may have up to three units in a given hex. The presence or absence of enemy units has no effect on friendly stacking. While the actual space on the planet's surface could hold many times more units than this, large concentrations of units present tempting targets for weapons of mass destruction and are never allowed by tactical doctrine. Note that in all cases, Transport and Heavy Weapons companies may be added to a stack over and above the limit of three (see 6.3), resulting in as many as six units from each player in any given hex.

6.1 The three units in a stack may never include more than one Spaceport.

6.2 The three units in a stack may never include more than two combat battalions (of any type) or Heavy Weapons units.

6.3 In addition to the three units allowed in a stack, one Heavy Weapons unit and two Transport companies may be added to any (or all) stacks in excess of the stacking limits. However, note that the total number of combat units (those with attack factors) may never exceed three.

6.4 Special Forces units never count for stacking (they aren't on the ground long enough).

6.5 Stacks are created at the end of the Movement Phase. Units do not move as stacks, but as independent units. Units which are stacked together at the start of a Movement Phase may freely split up, or perhaps all move to another hex and end the phase stacked together, just as before. Units in stacks are, of course, never required to split up.

6.6 The combat system of this game does not include retreat results, so there is no reason to be concerned about possible retreats when arranging stacking.

6.7 EXAMPLES OF LEGAL STACKS

  1. One Base, two Infantry battalions, one Heavy Weapons company, two Transport companies.
  2. One Spaceport, two Bases, one Heavy Weapons company, two Transport companies.
  3. One Base, two Heavy Weapons companies, one Mobile battalion, one Transport company.
  4. One Infantry battalion, one Mobile battalion, three Transport companies, one Heavy Weapons company.
  5. Five Transport companies, one Heavy Weapons company.
  6. One Spaceport, one Base, one Mobile battalion, two Transports, one Heavy Weapons company.

NOTES:

Stack #1 is a typical "normal" stack. It is probably the most common of the types listed.

Stack #2 is a less often used stack, but still a legal one. The air power and supply capability of this stack is rather large.

Stack #3 shows a Heavy Weapons company substituted for a combat battalion.

Stack #4 shows more than the usual number of Transports.

Stack #5 is not likely to be seen in a game, but is legal.

Note that these are not all of the possible combinations, and the elimination of one or more units from any of the above stacks would, of course, still leave a legal stack.

6.8 The stacking limits are in effect only at the end of each Movement Segment and at the end of each Transportation Segment. Units may be moved in the Movement Segment in temporary violation of the stacking limits so long as the overstacked condition is relieved by the end of that Movement Segment.

Units may NEVER be transported to the planet's surface in such a way as to violate the stacking limits.

7.0 COMBAT

Combat takes place between units of the two opposing players which are either in the same hex or in some cases in adjacent hexes. Combat may occur only during the Combat Segment of a player phase. The phasing player is referred to as the attacker and the other player is referred to as the defender, regardless of the overall strategic situation.

7.1 Combat occurs at the discretion of the phasing player and may only occur during the Ground Combat Segment of a player phase. Attacking is completely voluntary. Units are never required to attack.

7.2 A unit with an attack factor of "0" may be a participant in combat only as a defender, it may never attack. Combat takes place between units in the same hex. In addition, Mobile battalions and Heavy Weapons companies may attack from an adjacent hex or hexes if there are no enemy units in the same hex with them. Hexes defined as being adjacent in the rules on Movement (4.0) are considered adjacent for all purposes, including combat. In a given attack, attacking units (units of the phasing player) may include a unit or units in the combat hex and/or a unit or units in an adjacent hex or hexes (if they are Mobile or Heavy Weapons units). However, a defending unit or units outside of the combat hex are never involved in the combat. Units in the same hex as enemy units cannot attack any enemy units except those which are in the same hex with them.

7.3 No unit may attack more than once per Ground Combat Segment and no unit may be attacked more than once per Ground Combat Segment. In the Ground Combat Segment of a given Player Phase only units of the phasing player may attack. The attack factor of a given ground unit may never be split up and used in more than one attack, it must be used as a single strength.

7.4 All units defending in a given hex must be involved in the combat, and they must all be attacked as a single strength. The defender may not voluntarily withhold any units in a hex under attack. The attacker must attack all of the units as a whole, i.e., the defense strengths of all the defending units in the combat hex are totalled and this total strength is attacked.

7.5 Other units of the phasing player in a hex that contains an attacking unit need not participate in that same attack or any other attack. Thus when one friendly unit in a stack is attacking a given hex, another friendly unit in the stack could be withheld from the attack and a third friendly unit in the stack (if Mobile or Heavy Weapons and not in the same hex with an enemy unit) could attack a different hex.

7.6 HOW TO ATTACK

Total the attack factors of all the attacking units involved in a specific attack (including Fire Support, see 8.0) and compare it to the total defense factors of all defending units in the combat hex. State the comparison as a ratio: Total attack factors to total defense factors. Round off the ratio in favor of the defender to conform to one of the simplified odds found on the Combat Results Table (7.61). Roll a single die and read the result on the appropriate line under the odds. Apply the result immediately, before resolving any other attacks being made during the current Ground Combat Segment. Also see the rules on the Explanation of Combat Results.

7.61 COMBAT RESULTS TABLE (see page 25).

7.7 Should the Combat Results Table call for units to be eliminated, the owning player eliminates units of his choice to satisfy the results of the Combat Results Table. If a unit of the attacking player with an attack factor of "0" is in the combat hex, it may not be given up as losses by the attacker when called for by the Combat Results Table. However, any unit with a defense factor may be given up as losses by the defender.

7.8 When the combat hex is a Mountain hex the combat odds on the Combat Results Table are shifted one column to the left. The terrain type in any adjacent hex or hexes does not affect the combat, and the shift is applied whether or not any Mobile or Heavy Weapons units are attacking from adjacent, non-Mountain hexes.

7.9 If any Heavy Weapons companies and/or Mobile battalions are involved in an attack and are attacking from an adjacent hex or hexes, and all enemy units in the combat hex are eliminated in the attack, the phasing player may, at his option, advance any or all adjacent participating Heavy Weapons companies and Mobile battalions into the combat hex immediately after the combat is resolved. This decision must be made as soon as the attack is resolved and before going on to other attacks. These units, however, may not advance into the combat hex if it will cause a violation of the stacking limits (6.0).

COMBAT EXAMPLE: Note in the Illustration below that the Humans have Infantry battalions in hexes 0920 and 0918, and Mobile battalions in hexes 0919, 1017, and 1119. The Cetians have an Infantry battalion in hex 0919, a Mobile battalion in hex 0818, and a Base in hex 0918. If it were the Human Combat Phase, the Human player would find that his Infantry battalion at 0920 was of no use to him since Infantry can attack only units which are in the same hex. The Mobile battalion in hex 1119 could not help, since it is not adjacent to any enemy units (it has no one to attack). If the objective were the Base, the Human player would note that his Mobile battalion in hex 0919 would be of no help, since Mobile units can only attack adjacent hexes if their own hex is clear of enemy units. The Mobile battalion in hex 1017 and the Infantry battalion in hex 0918 would be the only units available to attack the Cetian Base.

[Illustration: map excerpt for the combat example, showing the counters described above. Not reproduced.]

8.0 FIRE SUPPORT

Each player may, in some instances, have the capability of adding "artillery" type Fire Support to attacks being made by ground units. Both players have the use of Tactical Aircraft (which fly from Bases and Spaceports) and Fleet Fire Support (the "blaster" beams from the space battleships of the Fleet). In addition, the Cetian player (only) has the use of missiles which are fired from Cetian Bases and Spaceports.

8.1 Fire Support is calculated in attack factors, which may be added by the attacking (phasing) player to his attack or attacks. The total amount of all Fire Support (from all sources) in a given attack may not exceed the total of the attack factors of all ground units involved in the attack.

8.2 No type of Fire Support may be used alone or in conjunction only with another type of Fire Support. Fire Support may only be added to attacks being conducted by ground units.

8.3 TACTICAL AVIATION — AIR ATTACKS

Each Base and Spaceport is assumed to have a Tactical Aircraft Wing. This Air Wing is capable of exerting four bombardment attack factors per friendly player phase to any hex within 6 hexes of the Base. These 4 attack points need not be used as a single strength and need not be used in a single attack or against a single hex. In counting hexes for this range, the hex the Base or Spaceport is in is not counted but the target hex is counted. This 6 hex range is counted in a way similar to ground movement (ignoring terrain considerations), and the special Movement Rules (4.9) also apply to air attack ranges.

8.31 The Tactical Aircraft Wing of a Base or Spaceport is not considered a unit and may never be destroyed when being used to support an attack. The only way in which the Air Wing of a Base or Spaceport may be destroyed is through the destruction of the Base or Spaceport. The Air Wing of a Base or Spaceport is never affected by Space Control (13.0).

8.32 Tactical Air Wings are used during the Combat Phase. Movement or arrival of the Base prior to any given Combat Phase has NO effect on the Air Wing of a given Base, or on its Air Defense Zone (see 8.4).

8.4 TACTICAL AVIATION — AIR DEFENSE

The Air Wing of a Base or Spaceport is assumed to exert an Air Defense Zone (ADZ) into the hex it occupies and the six (or seven) adjacent hexes. The Tactical Aircraft of an enemy Base or Spaceport may NOT be added to an attack in a hex of this zone unless the Air Defense Zone is "suppressed."

8.41 It requires the entire air strength of one Base or Spaceport (or four air attack points from any combination of Bases and Spaceports) to reduce the ADZ of an enemy base to one hex (the hex of the Base or Spaceport) and four more points to totally suppress the Air Wing. Any air attack points used to suppress the Air Wing of a Base or Spaceport in a given Ground Combat Segment may not be added to any attack during that same Ground Combat Segment.

8.42 An Air Defense Zone may only be suppressed for one turn at a time. If suppressed, the ADZ becomes active at full strength on the next turn. The suppression is in effect only during the Ground Combat Segment of the current player phase. The suppression of an Air Defense Zone does not constitute destruction of the Air Wing and the only way an ADZ may be destroyed is through the destruction of the Base or Spaceport.

EXAMPLE: A Cetian Base is in hex 1109 (Resource hex #7). A Cetian Mobile battalion is in hex 1009. Attacking Human units are in both hexes, and various surrounding hexes, and there are Human Bases on hexes 0605, 0812, and 1313 (all within air range of the Cetian Base). The Human player indicates his first Base, and announces that it is flying air superiority missions against the Cetian Base. This reduces the Cetian Base's ADZ from seven hexes to one hex (hex 1109, the one that the Base is in). The Mobile battalion in 1009 is now unprotected, and could be attacked by both of the remaining air groups (a total of 8 bombardment factors). However, let us assume that the Human player feels that he does not need Fire Support in that attack, but does need it in his attack on the Base. So, indicating his second Base, the Human player announces that it is also flying air superiority missions, and the ADZ of the Cetian Base at 1109 is now totally suppressed. It does not function for the remainder of this turn, and is ignored. The Air Wing of the third Human Base can now be used to support attacks against the Base. Note, however, that Air Wings do not have to be employed as intact entities. Let us assume in the above example that the Human player deemed it necessary to have the Air Wing at 0605 support an attack on the North Polar continent with two of its bombardment factors. Additionally, one bombardment factor from the Base at 1313 was needed in an attack on Delta continent to gain better odds, and one bombardment factor from the Base at 0812 was needed to turn a 2 to 1 into a 3 to 1 on Beta continent. The Human player still has eight factors of bombardment within range of the Base, and could use four factors to suppress the Base (we will assume this is two factors from 0605 and two from 1313) while the other four factors are used against the Mobile battalion on 1009.

8.43 Air Defense Zones may overlap. In such cases, all ADZ's covering a given hex must be suppressed or eliminated before the hex may be attacked with aviation.

8.5 BOMBARDMENT MISSILES

Only the Cetian player may use bombardment missiles. Each Cetian Base and Spaceport has the capability of launching one attack factor of missiles during the Ground Combat Segment of each Cetian player phase. This bombardment attack factor may be added to the total attack factors of any and all ground units in an attack. More than one missile bombardment attack factor may be added to a single attack as long as the total Fire Support does not exceed the total attack factors of attacking ground units.

8.51 The range of a bombardment missile is unlimited. The attack factor of a bombardment missile may be added to any attack occurring in any hex on the Mapsheet.

8.52 Air Defense Zones have NO effect on bombardment missiles.

8.6 FLEET FIRE SUPPORT

During the Ground Combat Segment of each player phase, the phasing player consults the SPACE SUPERIORITY EFFECTS CHART (13.7) to determine the number of Fleet Fire Support Points available for his use this player phase. These support points are attack factors which may be added to the attack factors of any ground units conducting attacks.

8.61 Fleet Fire Support Points have an unlimited range, that is, they may be added to the attack factors of any attacking unit or units in any hex on the Mapsheet.

8.62 The total number of Fleet Fire Support points available in a given Ground Combat Segment need not be used as a single strength and need not be used in a single attack or against a single hex.

8.63 More than one Fleet Fire Support Point may be added to a single attack as long as the total Fire Support does not exceed the total attack factors of attacking ground units.

8.64 Air Defense Zones have NO effect on bombardment missiles.

9.0 TERRAIN

Considering the nature of combat in this game, most terrain is relatively unimportant. For this reason, effective terrain types are reduced to those described below.

9.1 TERRAIN IDENTIFICATION CHART

[Terrain chart: All Water hex; Clear Terrain hex; Partial Water hex; Ice hex; Mountain hex; Resource hex; Storm Generation hex. Symbols not reproduced.]

9.2 EXPLANATION OF TERRAIN TYPES

9.21 ALL WATER HEX — Cost to enter is one Movement Point. Has no effect on combat. No unit may ever end its movement on an All Water hex.

9.22 CLEAR TERRAIN HEX — Cost to enter is one Movement Point. Has no effect on combat.

9.23 PARTIAL WATER HEX — Effects are same as for other terrain in the hex.

9.24 ICE HEX — Effects are same as for Clear Terrain hex in every way.

9.25 MOUNTAIN HEX — Cost to enter is two Movement Points. When a combat hex is a Mountain hex, the odds are shifted one column in favor of the defender (to the left).

9.26 RESOURCE HEX — Has no effect on movement or combat in any way. However, it does affect the supply status of units (12.0). (In many ways, the Resource hexes are key objectives in the game.)

9.27 STORM GENERATION HEX — Has certain effects on the game as outlined in the Weather Rules (15.0).

9.28 OTHER TERRAIN

While it is safe to assume that the planet Cerberus has rivers, deserts, swamps and various types of vegetation, none of these will have any effect on units with the capabilities presumed in this game. Therefore, these terrain types have been eliminated for clarity. Cerberus is a habitable planet, but the highest life forms are the equivalents of deer and coyotes. There are no cities or man-made structures, other than those of the two players.

10.0 SPECIAL FORCES

Both Fleets carry small detachments (40-50 men each) of specially trained combat troops equipped with powered space armor and high-energy weapons. These troops are capable of destroying anything except the most carefully prepared and alert defenses, but their use is limited to, at most, an hour on the surface (the life of the batteries in their suits). As such, they cannot really be used as main combat units, but their ability to destroy or damage fixed installations is awesome.

10.1 The Human player begins the game with four Special Forces units and the Cetian player begins the game with one Special Forces unit. The Cetian player also receives additional Special Forces units as reinforcements. Special Forces units are kept in the Special Forces (SF) section of the Fleet holding box (see mapsheet) at all times when not actually conducting a mission. Unlike other sections of the Fleet holding box, which may hold only one unit, the SF holding box may hold as many as four SF units.

10.2 Special Forces units are not treated as are other ground units. They remain on the map only during the Special Forces segment of a Player Phase (exception, see 10.432). They ignore all terrain costs and effects and need not abide by stacking limits.

10.3 If a Special Forces unit is destroyed while participating in a mission it is placed on the TURN RECORD TRACK (see Mapsheet) as a reinforcement for two turns later. A SF unit destroyed on turn 5 would reappear as a reinforcement on turn 7. Unlike other reinforcements, SF units received as reinforcements are received at the Fleet. That is, as soon as it becomes available as reinforcements, the SF unit is placed directly in the SF holding box of the appropriate Fleet. No more than one SF unit may be taken as a reinforcement on any one turn. In the previous example, if two SF units had been destroyed on turn 5, one would return on turn 7 and the other on turn 8.

10.4 Special Forces units may be used for three types of missions. These are: to disrupt a Spaceport, Base or E-Field; to destroy supplies; or to aid in an attack by ground units. A given SF unit may participate in a mission each friendly Player Phase. A SF unit may only participate in one mission per friendly Player Phase.

10.41 If Special Forces units are used to disrupt a Spaceport (Bases and E-Fields may also be attacked in this manner, the results are the same) any number of SF units may be used. All SF units which are to participate in the attack are placed on top of the Spaceport and a die is rolled. The die roll result is cross-indexed with the number of SF units in the attack on the SPECIAL FORCES VERSUS SPACEPORT TABLE (see page 24), which yields a result. A given Spaceport may only be attacked for disruption purposes one time in each game turn.

10.411 A disruption result lasts one full turn until the next friendly Special Forces Segment, at which time the disrupted Spaceport becomes undisrupted.

10.412 The effects of disruption are as follows:

  • missile bombardment (8.5) may not be used by a disrupted Base or Spaceport.
  • the Air Wing (8.3) of a disrupted Base or Spaceport may not attack (however, the Air Defense Zone (8.4) is unaffected).
  • a disrupted Base or Spaceport may not produce supplies if on a Resource hex (12.7).
  • a disrupted Base, Spaceport or E-Field may not be used to transport units from the Fleet to the surface of the planet (11.141).
  • disrupted Bases or Spaceports may not issue supplies that they are holding except to units which are stacked with the Base or Spaceport, or adjacent to it. However, a Transport company inverted on the Base or Spaceport (see 12.4) could transport supplies to any units within range.

10.42 Special Forces units may be used to attack supply stockpiles of Bases or Spaceports. Any number of SF units may attack a given Base or Spaceport, however, each SF unit must attack individually. Note that although each SF unit attacks individually, all SF attacks must be declared before any attacks are resolved.

10.421 For each Special Forces unit attacking a given Base or Spaceport, a single die is rolled and the result is read on the SPECIAL FORCES VERSUS SUPPLIES TABLE (see page 25). The result is applied immediately.

10.43 A Special Forces unit which is to be used to support attacks by ground units may not be used to attempt to disrupt a Spaceport nor may it be used to attack supplies. Instead, the phasing player, during the Special Forces Segment, announces that he is holding this SF unit (and any other SF units he wishes) for possible use during the Ground Combat Segment.

10.431 During the Ground Combat Segment of the current Player Phase, the phasing player may then (at his option) use any SF units not used in the Special Forces Segment to support attacks by ground units.

10.432 At the beginning of the Ground Combat Segment of the current Player Phase, the phasing player may place Special Forces units not used in the immediately preceding Special Forces Segment on top of any hex which is to be the combat hex in a subsequent attack. exactly two SF units may be used in any given attack. (No more than two SF units may be used and less than two have no effect.) The two Special Forces units used to support an attack never count toward stacking limitations.

10.433 The effect of the two Special Forces units involved in an attack is to shift the odds column on the COMBAT RESULTS TABLE (7.61) one column in favor of the attacker (to the right).

10.434 The result rolled on the COMBAT RESULTS TABLE (CRT) in the attack in no way affects the Special Forces units involved in the attack and they may not be given up as losses if losses are called for by the CRT. However, after the attack is completed and the results are applied to the ground combat units involved, a single die is rolled for each of the two SF units involved in the attack. On a roll of 1, 2 or 3 the given SF unit is eliminated (it would, however, return as reinforcements). These two die rolls are in no way affected by the COMBAT RESULTS TABLE or the result of the attack on other friendly or enemy units. SF units which survive the attack are immediately returned to the SF section of the appropriate Fleet holding box (2.6) and may not be used again for any purpose until the Special Forces Segment of the next friendly Player Phase.

11.0 TRANSPORTATION

Transportation of ground units plays a vital part in CERBERUS. There are three basic types of transportation. These are: Space Transportation, Sub-Orbital Transportation and transport via Transport companies.

11.1 SPACE TRANSPORTATION

The transportation of units to the surface of the planet is done by a system of points. Each turn, each player has a number of points which may be expended to bring units from the holding boxes on the Mapsheet to the playing area of the Mapsheet.

11.11 On each turn, at the beginning of the Transportation Segment of each Player Phase, the phasing player checks the SPACE SUPERIORITY EFFECTS CHART (13.7) and from it determines the number of Space Transportation Points that he has available that turn for moving units to the surface of the planet. It is possible that a player may have no points at all and may be unable to land units on a given turn. The cost of moving a given unit to the surface, expressed in Space Transportation Points, is given in the SPACE TRANSPORTATION COST CHART (11.12).

11.12 SPACE TRANSPORTATION COST CHART

Cost to land a unit on Cerberus:

  • From Fleet: 2
  • From System:* 3
  • From Earth or Tau Ceti: 5

Adjustments:**

  • Paratrooper: −1
  • Transport Company: −1
  • Emergency Landing Field: −2
  • Landing at Spaceport: −1

*Only the Cetian Player has units in the Centauri system, so only he can land units at this rate.

**Adjustments shown are cumulative (exception: E-Fields do not get Spaceport bonus, see rule 11.144).

11.13 Spaceports consist of considerably more material than any other unit. As such, the basic cost of transporting a Spaceport is triple the cost shown on the SPACE TRANSPORTATION COST CHART (11.12).

11.14 All rates shown on the SPACE TRANSPORTATION COST CHART (11.12) are subject to adjustments as follows:

11.141 Units which are landed at Spaceports (and in some cases at Bases or E-Fields, see 11.142 and 11.144) are landed at one point less than the cost shown on the SPACE TRANSPORTATION COST CHART. Note that any Spaceport, Base or E-Field does not count for this purpose on the turn that the Spaceport, Base or E-Field in question is, itself, landed.

Example: On turn 1 the Human player lands one Spaceport and six combat battalions. The combat battalions may not be landed at Spaceport rates (one point reduction) even if they land in the same hex as the Spaceport, since the Spaceport does not count on the turn of its own landing.

11.142 The FIRST unit landed on any given turn at each Base is considered to have landed at the Spaceport rate. All other units to land at the same Base during the same turn are landed at the rates shown on the SPACE TRANSPORTATION COST CHART (11.12).

11.143 Spaceports may never be landed in the same hex as another Spaceport (friendly or unfriendly). Spaceports never get an adjustment, even if landed on a friendly Base or E-Field.

11.144 E-Fields (available only to the Cetian player) may act as a Spaceport for purposes of landing units ONLY. E-Fields cannot stock supplies and have NO Air Wing or bombardment missiles. E-Fields DO NOT themselves get the adjustment for landing at a Spaceport. E-Field units, because of their special organization, equipment and training, are landed at two points less than the cost shown on the SPACE TRANSPORTATION COST CHART and may be landed for "0" points. However, they may not be landed in Space States −4 to −6.

11.145 Paratroopers and Transport companies, because of the nature of their organization, training and equipment, land at one point less than the basic rate shown on the SPACE TRANSPORTATION COST CHART. Note that these units may land from the Fleet box to Bases or Spaceports for "0" points. However, these units may not be landed in Space States −4 to −6.

11.15 Units may be "evacuated" from the map to the Fleet for a cost of 1 point per unit. This may not be done to any holding box except the Fleet, and may not result in exceeding the number of units that may be held in the Fleet box. In Space State −4 to −6, a player may evacuate ONE unit to his Fleet holding box, so long as this does not result in overloading the Fleet holding box, even though he has no Transport Points.

11.16 Units may be "shuttled" around the map by Space Transport Points. This costs two points per unit (see 11.17 and 11.18).

11.17 Units being picked up for evacuation or shuttle may be removed from any hex, regardless of the presence of enemy units. Units being placed on the map at the end of shuttle movement must be placed within the restrictions of 11.18.

11.18 Units being placed on the map by Space Transport Points, regardless of their point of origin (Fleet, System, Home Planet or shuttle) may not be placed in the same hex as an enemy unit, or in an unsuppressed enemy Zone of Control. There are, however, two exceptions to this rule. One is that any unit may always land at a friendly Spaceport regardless of the presence of enemy units or their Zones of Control. The other exception is that any Paratroop unit may always land in any hex EXCEPT one that contains an enemy Spaceport, regardless of the presence of any other enemy units or their Zones of Control. When doing so, the Paratroop unit IMMEDIATELY suppresses the ZOC of the enemy unit.

11.19 Units being picked up for shuttle or evacuation may not have moved in the immediately preceding Ground Unit Movement Segment. Units placed on the map by using Space Transportation (of any kind) may not move or attack during the turn in which they are landed. Units may never be landed in violation of the stacking limitations (6.0).

11.2 SUB-ORBITAL TRANSPORTS

ONLY the Cetian player has the use of Sub-Orbital Transports. These are large "bus" type space shuttle vehicles.

11.21 During the Transportation Segment of each Cetian Player Phase, the Cetian player may move one (and ONLY one) combat unit (Infantry, Mobile, Transport, or Heavy Weapons) between two undisrupted Cetian installations. Bases, Spaceports, and E-Fields may not be moved by Sub-Orbital Transport.

11.22 The installations used in Sub-Orbital Transport are Spaceports, E-Fields and Bases. The unit may be moved from any Spaceport, E-Field or Base to any other Spaceport, E-Field or Base. However, BOTH installations involved in the transportation MAY NOT be Bases. If one of the installations is a Base, the other must be either a Spaceport or an E-Field.

11.23 The hex of the receiving installation AND sending installation must be totally clear of enemy units. They need not, however, be clear of enemy Zones of Control (5.0).

11.24 There is no limitation to the distance being moved by a unit involved in Sub-Orbital Transportation and this movement is in no way affected by the presence of enemy units or their Zones of Control in any intervening hexes. Sub-Orbital Transportation is not affected by enemy Tactical Air Wings (8.3) or Space Superiority (13.0).

11.25 Up to six factors of supplies may be moved by Sub-Orbital Transport instead of the one combat unit normally allowed. These supplies MUST come from the stockpile of the "sending" installation, and be added to the stockpiles of the "receiving" installation.

11.3 TRANSPORT COMPANIES

Transport companies are units of fast jet hovercraft, capable of moving an entire Infantry battalion 6,000 kilometers (3,600 miles) in one day.

11.31 A Transport company is represented by a unit counter as are other ground units and is subject to all the rules concerning other ground units.

11.32 A given Transport company may carry one Base, one Infantry battalion or six factors of supplies (12.11) at any given time. It may NOT carry more than one of these at a time. This transport occurs during the Ground Unit Movement Segment of each Player Phase.

11.33 If, at any point during its movement, a Transport company enters (or begins in) a hex with a potential passenger (Infantry unit, Base or supplies) it may "load" and carry the passenger along with it as it moves. The Transport company may "unload" its passenger at any point along its path of movement. The passenger is considered automatically unloaded at the end of the Movement Phase.

11.34 The Transport company and its passenger are considered to be one unit during the Ground Unit Movement Segment, using the movement factor of the Transport company.

11.35 There is no penalty or additional cost in Movement Points to load and/or unload a passenger.

EXAMPLE: On turn 4, the Human player notes that he is enjoying Space State +3, and that he has 10 Space Transport Points (STP's) to work with. He selects from the units available in the Fleet box a Mobile battalion and lands it at his Spaceport. This costs two points less one for landing at a Spaceport, for a total of one. Then he decides that he needs another Heavy Weapons unit on Beta_continent to strengthen his attack force. However, none are with the Fleet, and he must bring one in from Earth, for a cost of 5 points. He considers landing it at his Base station on that continent, but decides against this, paying the extra STP for a more favorable position of the unit. Next the Human player lands a Transport company from the Fleet to the Base on Beta continent. This costs "0" points (two points for transport, less one for being a Transport unit, and less another one for being the first unit that turn landed by Space Transport at a Base). He now wishes to use his remaining points to bring an Infantry unit from Earth onto Beta continent, to further strengthen his attack force. However, he cannot do this. The cost of the transport is 5 points, and he has only 4 left. His Spaceport is on Gamma continent, and the only Base on Beta has already been used for transport on this turn. He could land a Paratrooper battalion, but he wants to hold all three of those, planning to bring them up to the Fleet this turn and land them in a mass attack on Alpha continent next turn. Then he has a flash of insight. Using two of his Transport Points, he shuttles an Infantry unit from the Spaceport on Gamma to Beta, using the other two points to land another Mobile battalion on the Spaceport (since shuttling the Infantry unit to Beta got him out of the stacking restrictions on the Spaceport).

The Cetian player, during his Transport Segment, notes that in Space State −3 he has only one STP to use. Noting the Human build-up on Beta, and anticipating an attack on Alpha, he decides that he must land as many units as possible, and open up as many possible landing points on Alpha as he can. He has two Parachute battalions in his Fleet box, which he lands on the Spaceport for "0" points (one point to land from the Fleet and one point deduction for their being Paratroopers). Noting that he has an E-Field in his System box, and deciding that having a second landing point on Alpha continent is desirable, he lands it on Alpha. This costs three points (from the system) less two points because it is an E-Field, and uses his only point.

12.0 SUPPLY

Combat units must be supplied with fuel and ammunition (not to mention spare parts, medical supplies, food, water, lubricating oil and a thousand other items) or they begin to lose some of their combat effectiveness.

12.1 The following units require supplies: Infantry battalions (including Paratrooper, Provisional, Assault, Guards and Regular Infantry), Mobile battalions (including Storm, Guards and Regular Mobile units), Heavy Weapons companies and Transport companies. Bases, Spaceports, Special Forces units and E-Fields never require supplies.

12.11 Supplies are recorded in "factors." One factor of supplies is sufficient to supply one unit for one turn.

12.12 When a unit is unsupplied, it is flipped upside down. In this state, it cannot move, and cannot attack. Its defense factor is halved (round fractions up). It remains in this condition until the next turn when, if supplied during the Supply Segment, it may be flipped right side up and resume normal movement and other functions.

12.13 Units out of supply in hex rows 01xx, 02xx, 03xx, 17xx, 18xx, 19xx and the two Polar hexes are eliminated (destroyed) instead of being flipped upside down.

12.2 Supplies may be stockpiled in Bases (which may hold a maximum of 8 factors) and Spaceports (which may hold a maximum of 40 factors).

12.21 Bases landed on the planet arrive with their full capacity of 8 supply factors. Spaceports land with twenty supply factors (one-half their capacity).

12.3 During the Supply Segment of each player's turn, he must supply his units or flip them upside down (see 12.12). Instructions for this are found in the Explanation of the Sequence of Play (3.2).

12.4 A unit may draw supplies from a Base or Spaceport if it is within its own Movement Factor of the Base (for this determination, assume a unit with the same Movement Factor as the unit to be supplied, at the Base, and move this imaginary unit to the unit to be supplied, counting Movement Factors as you go). The supply path must not pass through any unsuppressed enemy Zone of Control (5.0).

If a Transport unit is on a given Base, then this Transport unit may be used to ferry supplies to Infantry units beyond their Movement Factor from the Base.

Turn the Transport unit upside down to reflect that it cannot be used in normal movement during the current turn, and all units within 6 Movement Points could draw supplies from that Base (see rule 10.412).

12.5 A Transport company may carry up to six factors of supplies. It may use these for its own supply during the trip to its destination (presumably a Transport unit would be carrying supplies either to an area where heavy combat action is taking place, or out of an area that is being overrun by the enemy).

When carrying supplies, a Transport company MAY issue these supplies to units with which it is stacked (in the same hex) during the Supply Segment. In effect, a Transport company can be used as a mobile "Base." Supplies may not be landed from space directly to a Transport company, other than one factor for the Transport's own use. A Transport company may load supplies at a Base or Spaceport only during the Ground Unit Movement Segment, and once it has them it can do only one of three things with them: unload them at another Base, voluntarily destroy them, or use them as supplies for itself or other units in the same hex.

12.6 The supply stockpiles of Bases and Spaceports may be attacked (and possibly destroyed) by Special Forces units (10.0).

12.7 A Base or Spaceport located in a Resource hex may manufacture 2 supply factors per turn from the resources in the hex.

12.71 One (and only one) friendly unit which is in a Resource hex not also occupied by a friendly Base may draw one factor of supplies (for its own use) directly from the Resource hex. This supply factor may not be moved or "stored" for later use. The presence of an enemy unit or units or enemy Zones of Control in the Resource hex does not prevent this supply factor from being used. If each player has a unit or units in the same Resource hex, one unit of each player may draw a supply factor from the hex during the Supply Segment of their respective Player Phases.

12.8 Supplies may be landed from space directly onto friendly units during the Supply Segment if the Space State is "parity" or better.

13.0 SPACE SUPERIORITY

As was previously discussed in the Explanation of Sequence of Play (3.2), one of the most important concepts in CERBERUS is that the activities of the space Fleets are, more or less, beyond the direct control of the players.

13.1 Space Superiority reflects the current relative strength of the rival space Fleets. This is recorded and shown on the SPACE SUPERIORITY TRACK on the Mapsheet. Space State may vary from +6 to −6, and the Space State for one player is the exact opposite of the other player. For instance, when the Human player has a Space State of +3 the Cetian player would have a Space State of −3.

13.2 During the Space Superiority Determination Phase (3.0 and 3.2) the players follow the five segments to resolve the state of space control for the current turn.

13.3 Control of local space is difficult to hold. While temporary superiority is not difficult to achieve, the other Fleet can, without too much difficulty, manage to regain parity. This is reflected in the Space Superiority Deterioration Segment of the Space Superiority Determination Phase. This is done by moving the Space State marker closer to parity (reducing the superiority of one player or the other). The amount of this reduction is as follows:

Original Space StateNew Space State
5 or 63
42
2 or 31
1 or ParityParity

13.4 Both players may call on their Fleets to make "Major Efforts." This means holding ships that are with the Fleet and need to return for repairs and refueling just a little longer, and getting ships that are repairing and refueling back to the battle just a little faster.

A Major Effort represents a surge of sorties, in effect having more combat power today in exchange for less tomorrow.

13.41 Both players in the game may make Major Efforts. The Cetian player may make a total of 3 such Major Efforts, with the first one no earlier than turn 3. The Human player may make a total of 3 Major Efforts, with the first one no earlier than turn 4. Note that the Humans are assumed to have made a "Massive" effort on turn 1, but this does not count against their total of 3. After making a Major Effort, another cannot be made by the same player until the third following turn. For example, if the Cetian player called for a Major Effort on turn 3, he could not call for another one until turn 6.

13.42 The effect of the Major Effort is to move the Space State marker three boxes in favor of the player who made the Major Effort.

13.43 On a turn in which only one player has made a Major Effort, that player may, at his option, cancel the dice roll which would normally be made during the Space Superiority Resolution Segment (3.0 and 3.2).

13.5 Assuming that the dice roll is not cancelled as described above, in the Space Superiority Resolution Segment of the Space Superiority Determination Phase two dice are rolled and the total is cross-indexed on the SPACE SUPERIORITY RESOLUTION CHART (13.6, see page [blank in source]) to determine any change in space control due to the actions of the Fleets. This accounts for the normal combat between the two Fleets of space warships.

13.6 SPACE SUPERIORITY RESOLUTION CHART (see page 25).

13.7 SPACE SUPERIORITY EFFECTS CHART (see Mapsheet).

13.71 EXPLANATION OF SPACE SUPERIORITY EFFECTS CHART

The number on the left of each pair is the appropriate factor for the Humans in that space state while the number on the right is the appropriate factor for the Cetians. For example, in Space State Humans +2 the humans get 30 supply factors and the Cetians get 5.

SPACE STATE: A numerical expression of the relative strength of the space Fleet in attempting to secure and hold the space around the planet. Naturally, if the Humans have Space State +3, the Cetians have Space State −3.

TRANSPORT POINTS: The number of Space Transport Points available for use in the current turn.

SF UNITS: The maximum number of Special Forces units which can be used in the current turn (note that due to losses, and the restrictions of the extended game, you may not have this many available).

SUPPLY FACTORS: The total number of supply factors which can be delivered to the planet on the current turn.

FLEET FIRE SUPPORT POINTS: The total number of Fleet Fire Support Points which can be used on the current turn to assist in attacks on enemy units.

14.0 THE SCENARIO

There is only one scenario in CERBERUS, which depicts the Human Invasion that began the Cetian War.

14.1 INITIAL SET UP:

14.11 The Space Control marker is placed in the Human Control +6 box on the Space Control track.

14.12 CETIAN SET UP: (NOTE: Set up for the Cetian Player is shown using the "historical" unit set up. Players may, at their option, use this "historic" set up, or freely use the units without regard to historical designations, but with due regard for the factors printed on the counters.)

On Cerberus (anywhere): one 0-12-0 Spaceport, four 0-4-0 Bases, six 3-4-2 Infantry battalions (2/3, 3/3, 2/9, 3/9, 1/8, 1/5), six 3-3-6 Mobile battalions (1/3, 1/15, 2/11, 3/11, 1/9, 3/5), one 0-1-6 Transport company (T/3). The Cetian player MUST deploy his Bases and his Spaceport on Resource hexes. Bases and Spaceports may NOT be stacked in this Initial Deployment.

With the Fleet: two 4-3-2 Infantry battalions (3/A, 5/A), one 4-2-6 Mobile battalion (2/S), one 3-3-6 Mobile battalion (1/M).

In the System: one 4-4-6 Mobile battalion (2/G), two 4-5-2 Infantry battalions (4/G, 7/G), two 0-1-6 Transport companies (T/G, T/9), one 0-4-0 Base, and one 0-1-0 E-Field.

On Tau Ceti: two 3-4-2 Infantry battalions (2/5, 1/4), two 3-3-6 Mobile battalions (2/17, 1/16), one 0-4-0 Base, one 0-1-0 E-Field.

One SF unit is placed with the Fleet. Forty supply factors are distributed by the Cetian player among his Bases and Spaceports (12.2). At his option, the Cetian player may originally place his units on the map upside down. These units must be turned right side up when: attacked, moved, a Human unit moves adjacent to them, or at the end of turn 3, whichever comes first for each given unit.

14.13 HUMAN SET UP: Fifteen 2-4-8 Mobile battalions (1st, 2nd, and 3rd battalions of the 2nd, 3rd, 5th, 8th, and R Regiments), five 4-1-6 Heavy Weapons companies (of the 2nd, 3rd, 5th, 8th, and R Regiments), twelve 3-5-1 Infantry battalions (1st, 2nd, and 3rd battalions of the 1st, 4th, 6th, and 7th Regiments), three 3-5-1 Paratrooper battalions (1/X, 2/X, 3/X), five 0-1-6 Transport companies (of the 1st, 4th, 6th and 7th Regiments, and Brigade X), two 0-10-0 Spaceports, six 0-5-0 Bases, and four SF units.

The Human player may place all four SF units and a maximum of 12 other units with the Fleet. Note that the maximum number of units normally allowed to be with the Fleet is limited to six, and the human player MUST reduce the units with the Fleet to six or less, by either landing them or returning them to Earth, before the end of turn 1.

14.2 REINFORCEMENTS

14.21 Human Reinforcements: None (excepting returning SF units).

14.22 Cetian Reinforcements:

Turn 1: At Cerberus Spaceport: one 1-4-2 Infantry battalion (1st Provisional). If the Spaceport is disrupted, this unit does not appear until the Spaceport is undisrupted. If the Spaceport is destroyed before this unit is placed on the map, it is considered destroyed.

  • Turn 2: One SF unit with the Fleet.
  • Turn 3: On Tau Ceti: two 3-3-6 Mobile battalions (2/4, 2/8).
  • Turn 4: One SF unit with the Fleet.
  • Turn 5: On Tau Ceti: three 3-4-2 Paratrooper battalions (2/16, 3/16, 4/16), one 0-1-6 Transport company (T/16).
  • Turn 6: One SF unit with the Fleet.
  • Turn 7: On Tau Ceti: one 4-4-6 Mobile battalion (1/G).
  • Turn 8: On Tau Ceti: one 4-4-6 Mobile battalion (3/G), one 5-3-6 Heavy Weapons company (H/G).

14.23 CETIAN SPECIAL REINFORCEMENTS

During the Transportation Segment of the Cetian player's first turn, the Cetian player may attempt to land the units that are in the Fleet box by special "insertion" techniques. This is the ONLY time that this may be done. The Cetian player rolls a single die. This is the number of units from his Fleet holding box that he may land on the planet (note that the Cetian player may roll a "5" or "6," but would still only land four units since only four units are with the Fleet). These units may be landed without the cost of any Transport Points, and may be landed in any land hex not occupied by an enemy unit or its unsuppressed ZOC.

The landing of any units during a Space State of −6 must seem questionable, but this is intended to depict that the Cetian space Fleet commander, realizing what was starting, attempted to get the troops he had on board onto the planet during the first few confused minutes of the Human attack. The die roll reflects how well he managed to do this.

14.3 SCENARIO LENGTH

The Scenario lasts 12 turns. (See the optional Extended Game, rule 16.0.)

14.4 MINIMUM GARRISON

Both players are forced to operate under a Minimum Garrison rule. This is the minimum number of units which must be maintained on the surface at all times.

After turn 4, if either player is reduced to less than the Minimum Garrison, the game is over and that player has lost.

The Minimum Garrison is one of the following:

  • A. One Spaceport, one Base, and three battalions (Infantry or Mobile).
  • B. One Spaceport and five battalions (Infantry or Mobile).
  • C. Two Bases and four battalions.
  • D. One Base and six battalions.
  • E. Eight battalions.

Any of the above combinations qualify as a Minimum Garrison.

If both players are reduced below the Minimum Garrison requirement at the same instant (as the result of the same combat), or if both players are below the Minimum Garrison requirement when it is first enforced, then the rule is suspended until the end of the second following turn. For example, if both players went below the Minimum Garrison requirement during the Combat Phase of the Cetian player turn of turn 14, then the Minimum Garrison rule would be suspended until the end of turn 16.

14.5 VICTORY CONDITIONS

Assuming that neither player has won by means of Minimum Garrison, the game is decided on points, which are tabulated at the end of turn 12. Players receive points for enemy units destroyed, for their own units remaining on the planet, for occupation of continents and holding Resource hexes. These points are as follows:

For Units Destroyed:

  • Each Guards or Paratrooper battalion: 4 points
  • Each Mobile, Infantry, or Heavy Weapons unit: 3 points
  • Each Transport unit: 1 point
  • Each Base destroyed: 5 points
  • Each Spaceport destroyed: 10 points
  • Each E-Field destroyed: 2 points

Players score points as per this table for enemy units destroyed.

For Units remaining on the map:

  • Each Spaceport: 3 points
  • Each Base: 2 points
  • Each Infantry, Mobile, or Heavy Weapons unit: 1 point

For Continents Held (only friendly units on this continent at the end of turn 12):

  • ALPHA: 25 points
  • BETA: 20 points
  • NORTH POLAR: 20 points
  • GAMMA: 15 points
  • DELTA: 10 points
  • EPSILON: 10 points

Each Resource hex occupied (no enemy units in the hex, at least one friendly unit in the hex): 1 point (2 points if a Base or Spaceport is there).

Points are then totaled, and expressed in a ratio of Human to Cetian victory points. This ratio is then compared to the levels of victory below:

  • 4 to 1 or more: Human Decisive Victory
  • 3 to 1 to 3.99 to 1: Human Substantive Victory
  • 2 to 1 to 2.99 to 1: Human Marginal Victory
  • 1 to 1 to 1.99 to 1: Draw (Cetians slightly favored)
  • 1 to 2 to 1 to 1.01: Cetian Substantive Victory
  • Less than 1 to 2: Cetian Decisive Victory

15.0 WEATHER (OPTIONAL)

Players may add the effects of weather to the game to add a new dimension of realism. Note, however, that doing so will tend to slow the game down, as a number of die rolls, and a certain amount of record keeping, must be done during each turn.

15.1 There are two kinds of weather: Arctic Cold Fronts (ACF's) and Tropical Storms (TS's). Each moves by different rules, and while both have basically the same effect, this effect is applied differently.

15.11 Storms are assigned an Intensity Level. This is a rating of the severity of the storm. The worst storms are Intensity Level 3, the mildest are at Intensity Level 1. Only Tropical Storms vary in intensity. These may not exceed an Intensity Level of 3, and if they drop to an Intensity Level of 0 they are removed from the game.

15.2 Storms are represented by storm markers (five are provided with the game). The counter will be used to mark the center of the storm. The storm will actually extend over a considerable area. The counters provide the upward limit of storms that may be on the game map at any given time (five).

15.3 Storms will move each turn during the Space Superiority Resolution Segment. The exact direction of movement will be determined by die roll, but the general direction of movement is indicated by an arrow printed on the map near each storm generation hex. This general direction is assigned to the given storm, and will be used as its base direction (see 15.8) during its entire "life" on the board.

15.4 After all storms which are already on the map have been moved, the players refer to (15.91) to determine if any new storms have been created. Storms do not move on the turn in which they are created.

15.5 ARCTIC COLD FRONTS

This type of storm may be generated in storm generation hexes 1, 2, or 6. These three storm generation hexes will ONLY generate ACF's.

15.51 An ACF covers an area of nine hexes, arranged in the pattern shown below. Note that the four hexes of the second row are always of one Intensity Level less than those on the front row. Note that this second row is always the row closer to the storm generation hex (north of the front row for hexes 1 and 2, and south of the front row for hex 6). (Note, however, that on the turn in which the storm marker is first placed on the map, that the second row is not considered to have any effect.)

[Diagram: nine-hex ACF pattern, with the storm marker (Intensity 3) in the centre of the second row. Not reproduced.]

15.52 When the counter representing the ACF reaches a hex adjacent to the equator, the ACF is automatically removed from the game (note that this removal will happen during the Storm Movement Procedure in the Space Superiority Resolution Segment).

15.53 The intensity of an ACF is established when it is placed on the map, and never changes as long as that particular storm is on the map. The intensity of each storm is recorded and kept track of by the players.

15.6 TROPICAL STORMS

This type of storm may be generated in storm generation hexes 3, 4 or 5. Storm generation hexes 3, 4, and 5 will ONLY generate TS's.

15.61 The area covered by a TS varies. All TS's begin with an intensity of 1.

15.62 The intensity of a TS indicates not only its effects on units, but the area it covers. At an intensity of 1, all hexes within 1 hex of the TS marker are subjected to weather at Intensity 1. At Intensity 2, all hexes within 1 hex of the TS marker are subjected to weather at Intensity 2, while those hexes 2 hexes from the TS marker are subjected to weather at Intensity 1. If the TS is at Intensity 3, all hexes adjacent to the TS marker are subjected to weather at Intensity Level 3, those two hexes away are at Intensity Level 2, and those three hexes away are at Intensity Level 1.

15.63 TS markers are removed from the game when they drop to Intensity Level 0, or when they enter any hex more than 5 hexes from the Equator.

15.64 The intensity of a TS may vary on each turn, this is built into the TROPICAL STORM TABLE (15.8).

15.65 The hex actually occupied by the TS storm marker has an Intensity Level of "1" regardless of the Intensity Level of the storm. This provides the effect of the "eye of the storm."

15.7 EFFECTS OF STORMS

Movement through a hex which is undergoing weather of a given Intensity Level costs all units extra Movement Points equal to the intensity of the storm in that hex. Additionally, combat against any unit which is in a Storm hex is resolved one column to the right of the column normally used (a 3 to 1 attack on a unit in a Storm hex would be resolved as a 4 to 1).

15.71 If the expenditure of extra Movement Points would force a unit to expend more Movement Points than it has, then the unit in question may not move into that hex.

15.72 If any hex is under weather of Intensity 3, then the following additional effects of the weather are in force: No Tactical Aviation may be used into, out of, or through that hex, no Special Forces units may operate in that hex, no units of any sort may be landed into that hex from space or by Sub-Orbital Transports, regardless of the presence of Bases or Spaceports. Additionally, Zones of Control do not extend into or out of hexes under weather of Intensity 3, and those units which normally could attack from adjacent hexes (Mobile and Heavy Weapons) cannot attack into or out of hexes under weather of Intensity 3.

15.73 In the event that the effects of two or more storms should overlap, the Intensity Levels are added for each hex in the affected area, but under no circumstances may the cumulative Intensity Level be more than 3.

15.74 In the event that two ACF type storm markers should move into the same hex, the storms would merge, the one resulting storm would be of cumulative intensity as in (15.73), and would remain on the board as a single marker, the other being returned to the pool of available markers.

15.8 STORM MOVEMENT

Storms are moved by a system of die rolls. Each turn, for each storm, a die is rolled, and the result is referenced on one of the charts below (depending on storm type) to determine which direction the storm moves in.

ARCTIC COLD FRONT TABLE

Die Roll:

  • 1, 2: Move marker to hex "A"
  • 3, 4: Do not move marker
  • 5, 6: Move marker to hex "B"

TROPICAL STORM TABLE

Die Roll:

  • 1: Move marker to hex "W"
  • 2: Move marker to hex "X"
  • 3: Move marker to hex "X"*
  • 4: Move marker to hex "Y"*
  • 5: Move marker to hex "Y"
  • 6: Move marker to hex "Z"

[Diagram: hex-grid direction keys for the Arctic Cold Front table (hexes A and B) and the Tropical Storm table (hexes W, X, Y, Z). Not reproduced.]

*On these die rolls, the intensity of the storm varies. If the storm is over a Mountain hex, it drops two Intensity Levels. If over a land hex of a named continent, the storm drops one Intensity Level. If over a Water hex, or an Island hex, the storm gains one Intensity Level. (The determining hex is the one that the storm just moved INTO.)

15.9 STORM GENERATION

As on most planets with a sun reasonably close and a moderate axial tilt, there are four seasons on Cerberus (Summer, Fall, Winter, and Spring).

It is assumed that the named season applies to the Northern Hemisphere, while the opposite season is taking place in the Southern Hemisphere. Players may select the season of their choice (this would probably be the choice of the Human player, who selected the actual date of the invasion).

15.91 PROCEDURE

On each turn, there is a 50% chance of a storm starting somewhere (assuming that there are storm markers available). Each turn, roll a single die. A result of 1, 2, or 3 indicates the creation of a storm, a result of 4, 5, or 6 indicates no storm is created on this turn.

Assuming that a storm is to be created, roll a single die, and the result will directly tell you which Storm Generation hex the storm will be created on. If there is already a storm on, or within two hexes of that hex, do not place the new storm, and skip the rest of the procedure (storms do not follow on each other that fast).

Note the chart below, which will tell you the intensity of the storm.

BEGINNING WEATHER INTENSITY CHART:

SeasonACFTS
Spring, Fall21
Winter31
Summer11

16.0 EXTENDED GAME

Players may, if they wish, extend the game for an infinite number of turns (until someone fails the Minimum Garrison check). If this is done, the following rules changes must be made:

16.1 Additional Major Efforts. The time delay between Major Efforts increases from the third turn following to the fourth turn following after each player has used his third Major Effort. Both players "earn" a Major Effort on turn 15, and each 5th turn thereafter. These may be saved or used, but cannot be used any more often than every fourth turn. Major Efforts after the first three only shift the Space State marker by two points.

16.2 The maximum level of Space Control decreases from 6 to 3 after turn 15.

16.3 Both players may begin rebuilding units from the Destroyed Units box. This is at the following rate:

TurnsHumans on EarthCetians in the SystemCetians on Tau Ceti
13-15211
16-20211
21-30101
31 +½0½

Spaceports cost the same to rebuild as three units. Guards and Paratrooper battalions may not be rebuilt. Unused replacements may be accumulated for use in later turns.

The column headings show where the replacements appear. Replacements are taken in the Reinforcement Segment of the turn.

16.4 After turn 15, only three SF units may be used by a given player in any one turn. After turn 20, only two SF units may be used. After turn 40, only one.

17.0 DESIGNER'S NOTES

In developing the concepts for this game, I almost immediately rejected two long-standing principles of military Science Fiction: that millions of troops could be easily transported between star systems; and that "powered space armor" would be the primary military system. In the first case, it requires twenty times as many ships to move a million men as fifty thousand, and further, supplying them on the planet becomes highly problematical. The much larger transport fleet requires forty times as many escorts, and the whole lot of them requires auxiliaries and tankers beyond number. I simply felt that this was too much to ask of the construction industry. In the second case, it was not so much rejecting the concept as realizing its practical limits. By the time the smallest practical nuclear reactor is provided for each suit (and this size cannot effectively be reduced by any technology), armor placed around it, and extra rocket packs added to move the extra weight, you do not have a spacesuit but a tank. Space armor, at least in the next 200 years, will have to use batteries and the power drain on those precludes anything but a raiding force. As such, they would be devastating, and as such, they were included in the game.

All of this is not to say that such concepts are wrong, but that I wanted to keep the game no more than 100 years in our future. While we will doubtless make great strides in that time, I did not feel that a million men in space armor was within the range of possibility. As it happens, rejecting these concepts and using "fresh cloth" makes CERBERUS an original and innovative game, and that never hurts.

So, I began with the idea of 50,000 - 80,000 men. With this number, the concept of holding anything other than a specific spot was out of the question. Patrols in fast vehicles were the only way it could be done. From that point, I designed military establishments that were plausible, but created the best game dynamics. The Cetians are assumed to have been at this for a hundred years, and the Humans are trying to think of a better way to do it. I gave the Human Mobile units more speed and less firepower than their Cetian equivalents, and the Human Infantry more combat power at slower speeds. Jet helicopters are known technology and would be cheaper and easier to build, thereby cutting two years off the Human production schedule.

In the game itself, I found myself constrained by my own technology. The CRT calls for unit eliminations since any retreats would not move the loser out of the hex. I limited the losses to two units because with the speed they can move it would not be likely for more to be caught. Stacking is a function of the power of mass-destruction weapons and also keeps the game flowing. It is, of course, possible to "park" every vehicle in the game in far less space than any single hex. This method of handling stacking helps to create a fluid and dynamic system of mobile warfare which suits the original purpose of the game.

18.0 PLAYER'S NOTES

In a game where the designer has intentionally set out to induce game dynamics, it is logical to begin looking from that point. The Humans, who must do most of the attacking, find that their Mobile units are weak in this. The result is the "attack stack" consisting of two 2-4-8's and a 4-1-6. This gives eight attack factors, which is enough, with a little support, to get 2-1 odds on any single Cetian unit. The most powerful units are the Infantry, but these have to be carried into action by Transports (which are never around when you need them). However, the Human Infantry is unmatched on defense. They should be moved aggressively, but will often fight defensively.

The Cetians, who must survive the first few turns and then execute a counter-attack, find themselves with several key advantages in attacking, and not a few key problems in defending themselves. With Sub-Orbital Transports and their missile capability, an attack is easily organized and supported, regardless of the Space State. Probably their most important advantage is in the movement ability of their Infantry. Being able to move 2 hexes per turn allows a certain amount of "continent hopping," but even more importantly allows the Infantry to come into action. When the major continent wide battles are going on (during the attempts by both players to take out the opponent's Spaceport) the Human Infantry will all too often sit and watch the war go by out of striking range, while the Cetians can, to an extent, move with the action and participate.

The basic Human plan is to land a large force (including a Spaceport on the first turn) and capture a continent. From this base, expeditionary forces are sent out to capture Resource hexes on a one at a time basis. These expeditions are met at the battle area by troops landed from the Fleet. The problems come when the Human expands too fast and does not have enough troops to defend his main base.

The Cetians basically have two choices. The conservative approach is to just scatter out the troops and try to hold everything. The more radical approach is to abandon everything and concentrate all forces during the first two turns, to attack the Human continent just as soon as Space Superiority can be achieved.

Space Superiority at first seems to be a more or less preordained result, with everyone using his major efforts as soon as they come available. However, the astute player will quickly note that the best time to use a Major Effort is when you are already ahead (which requires some luck with the resolution die rolls) or at least near Parity. Also, in the early turns, Parity favors the Cetians, who MUST land everything that they can, and yet do not have as many units available. The Cetians may well choose to hold their first Major Effort and try to cancel out the first Human one, or at least intimidate them into delaying it a turn or two.

Keeping track of supplies in this game often seems only a nuisance, with everyone having all that he needs. However, this is not always the case. With proper planning, it is possible to catch your opponent with an inferior position in space, low supply levels, one or two key bases under direct attack, and Special Forces attacking the rest. This can result in key areas being low in supplies, and whole continents being cleared of enemy units in a single turn.

SPECIAL FORCES VERSUS SPACEPORT TABLE

Number of Attacking Special Forces Units: 1, 2, 3, 4 (columns). Die Roll (rows). Codes as printed.

Die Roll1234
1D1D1D2D3
2—DD1D2
3——DD1
4———D
5———D
6

EXPLANATION — The number of Special Forces units involved in the mission is cross-indexed with a die roll by the attacking player. This will give a result as follows:

  • (-) No Effect — The mission is unsuccessful with little or no casualties for either player. The attacking Special Forces units return to the Fleet and the Spaceport is not affected.
  • (D) Disrupted — The Spaceport is disrupted as a result of the attack (10.41).
  • (#) Special Forces Destroyed — A result which includes a number indicates that the attacking player loses Special Forces equal to the number.

NOTE: Your die roll may indicate a combination of a "Disrupted" result and a "Special Forces Destroyed" result. Both results are applied. For example, a "D2" result would indicate that the Spaceport is Disrupted and 2 Special Forces units are destroyed.

SPECIAL FORCES VERSUS SUPPLIES TABLE

Die RollResult
13 factors of supplies destroyed.
25 factors of supplies destroyed.
37 factors of supplies destroyed.
4No supplies destroyed. Special Forces unit destroyed.
5No Effect. (No supplies destroyed and no units destroyed).
62 factors of supplies destroyed. Special Forces unit destroyed.

EXPLANATION — Each Special Forces unit attacking supplies is rolled for separately (even if they are attacking the same stockpile). A die is rolled for each attacking Special Forces unit and the result indicated is applied.

13.6 SPACE SUPERIORITY RESOLUTION CHART (use two dice)

Die RollEffect
2Shift +2 Human
3, 4, 5Shift +1 Human
6, 7, 8Do not change
9, 10, 11Shift +1 Cetian
12Shift +2 Cetian

7.61 COMBAT RESULTS TABLE

Odds (Attacker to Defender) across: 1-4, 1-3, 1-2, 2-3, 1-1, 3-2, 2-1, 3-1, 4-1. Die roll down.

Die Roll1-41-31-22-31-13-22-13-14-1
1-/--/--/--/--/--/--/--/--/-
21/1-/1-/1-/1-/1-/1-/1-/2-/2
31/-

Odds less than 1 to 4 not allowed, higher than 4 to 1 equals 4 to 1.

EXPLANATION OF COMBAT RESULTS

The total combined attack factors of all attacking units in a specific attack are totaled and the total combined defense factors of all defending units are totaled. Total attack factors are then compared to total defense factors and this comparison is reduced to one of the basic odds as listed on the COMBAT RESULTS TABLE. To produce these odds divide the total attack factors by the total defense factors and drop any fractions. (For example, 23 attack factors versus 6 defense factors becomes 3 to 1 odds. Thus the "3-1" column on the COMBAT RESULTS TABLE would be used.) A die is rolled by the attacking player and the number rolled is cross-indexed with the appropriate odds column and a result is indicated.

Results are expressed in terms of "attacking units lost/defending units lost." For example, if "1/2" is the result, the attacking player would lose 1 unit and the defending player would lose 2 units. A "-" result means that the player in question does not lose any units. A "-/2" result would indicate that the attacking player would not lose any units while the defending player would lose two units.

Each player chooses his own units to be eliminated.

Spaceports count as two units when eliminated. If the CRT calls for one unit to be eliminated, and the Spaceport is the only unit in the hex, then it is inverted and thereafter functions as a Base.

Quick-Reference Charts

The final page of the scan is a separate quick-reference charts sheet. Its tables (3.1 Sequence of Play, Special Forces vs. Spaceport, Special Forces vs. Supplies, 13.6 Space Superiority, 11.12 Space Transportation Cost Chart, 16.3 Rebuilding Destroyed Units, 7.61 Combat Results Table, 15.8 Storm Movement) reproduce the charts transcribed above. The one wording difference: on the sheet, Special Forces vs. Supplies result 4 reads "Mission failed. SF unit destroyed." (the printed chart reads "No supplies destroyed. Special Forces unit destroyed."), and the sheet's 15.8 storm-movement table shows hex X and Y entries for dice 3 and 4 without the asterisks used on the printed chart.

1
1
—
—
1/-
-/-
-/-
-/-
-/-
-/1
-/1
-/2
41/-1/-1/-1/--/--/--/1-/1-/1
52/-1/-1/-1/-1/-1/11/11/21/2
62/-2/-2/-1/-1/-1/-1/-1/-1/1