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Renegade Legion: Prefect

Renegade Legion: Prefect Rulebook

Table of Contents

Table of Contents

  • Planetary Game
    • Planetary Map
    • Record Sheets
    • Counters
  • Game Flow
    • Turn Sequence
  • Movement Phase
    • Combat Mode
    • Low Altitude Flight Mode
    • Effects of Terrain on Movement
    • Effects of Curvature on Movement
    • Stacking
    • Zones of Control
    • Defender Counter-Actions
  • Detection
  • Combat Phase
    • Artillery
    • Retreats
    • Fatigue
    • Destruction of Disorganised Units
  • Supply Phase
  • Withdrawal Phase
  • Task Force Adjustment Phase
  • Tempo Phase
  • Capture of a Base
  • Non-Gravitic Forces
  • Engineer Centuries
  • Space Game
    • Components
    • Record Sheets
  • Game Set-Up
  • Game Sequence
  • Mission Assignment
  • Space Movement Phase
  • Fighter Transport
  • T-Space Movement
  • Space Combat Phase
  • Mission Resolution
  • Space Fatigue
  • Opposing Sector Defences
  • Task Force Adjustment Phase
  • Supply Phase
  • Rearming Fatigued Task Forces
  • Reorganising Disorganised Units
  • Rebuilding Destroyed Units
  • Tempo Phase
  • Orbital and Ground Bases
  • Capture of Bases
  • Transport of Marine Cohorts
  • Attacking a Base
  • Establishing New Orbital Bases
  • Transporting Orbital Bases
  • Campaign Game
    • Components
    • New Units and Capabilities
    • Game Flow
    • Campaign Game Sequence
  • Ground Support Missions
  • Supply
  • Troop Transport
  • Base Limitations
  • Integration of Renegade Legion
  • Planetary Combat with Centurion

Planetary Game

In the Planetary Game, the players carry out only ground actions taking place on Ku Crassus, the main habitable planet of the Africannus star system.

Unless stated otherwise, all Planetary Game rules also apply to the campaign.

The Planetary Game uses the Planetary Map.

Planetary Map

The Planetary Map represents the surface of a world, Ku Crassus in Prefect.

The curved surface of the planet is represented by sections on the map, and movement across the planet is determined by a hexagonal grid.

Each hex represents about 300 kilometres.

The Planetary Map is itself divided into ten planetary zones. These zones identify the location of forces deployed in ground combat.

The map includes a turn record track to mark the passage of time, combat results tables, and other charts that the players will use throughout the game.

Each turn lasts twelve hours.

The map also has a Task Force movement track that allows the players to keep track of the number of Task Forces moved during a turn.

Record Sheets

Prefect provides two record sheets to help each player keep track of their units. Unless stated otherwise, these sheets must not be seen by the opposing player.

Legion/Auxilia Record Sheet

A Legion/Auxilia Record Sheet is used for each Legion/Auxilia active on the planet.

Each Task Force controlled by the Legion has a Task Force box in which to record the combat and support units assigned to it.

This sheet is kept apart from the map and out of the view of the opposing player.

Legions may operate up to eighteen Task Forces.

Auxiliaries may operate only six Task Forces.

Supply Record Track

This record track is used to track the supply points available at each base, Legion and Auxiliary controlled by the player.

The player places the Supply marker of each base, Legion and Auxiliary he controls on the appropriate number, to show the current supply level of the base.

Counters

This game includes 540 individual pieces, divided into two categories:

  • counters representing ground units and bases;
  • information counters used to track the status of units, their supply level, and so on.

Red counters represent units or bases controlled by the TOG.

Blue counters represent units or bases controlled by the Renegade/Commonwealth.

Planetary Unit Counters

These counters represent the planetary elements of a Legion, a Regiment or Auxiliaries.

The principal combat elements are Cohorts or Battalions, each comprising fifty-four to ninety combat vehicles.

Units about the size of a hundred men, or a company, represent specialised combat support units, such as headquarters, engineers, air defence and signals units.

The diagram opposite illustrates the meaning of each figure.

Unit Size

This number identifies the size of the ground unit represented by this counter.

The following symbols are used to designate unit size. See Ground Organisation for more information on the organisation of ground formations.

  • XX Legion. A force composed of ten combat cohorts or battalions. This force is able to operate independently. Units of this size generally comprise only ground forces.
  • III Regiment or Auxiliary. A force composed of three to six combat cohorts or battalions. This force is able to operate independently. Units of this size generally comprise only ground forces.
  • II Cohort or Battalion. A force composed of six to ten Centuries or companies of combat vehicles, such as armoured or infantry units. (In the rest of these rules, all these units are called "Cohorts", even when they are battalions.)
  • I Century or Company. A force of about nine specialised combat vehicles. Units the size of a Century are always support units. (In the rest of these rules, all these units are called "Century", even when they are companies.)

Parent Unit

The parent unit number identifies the unit's headquarters.

Attack Value

The attack value represents the offensive strength of the unit.

Defence Value

The defence value represents the effectiveness and survivability of the unit when it is attacked.

The defence values of support units appear in brackets to indicate that this number is used only for saving throws and is not added to the total defence value of the Task Force.

SIG/ESM Values

These values represent the signature (Sig) and electronic surveillance measures (ESM) strength of the unit.

The signature value indicates the unit's ability to conceal itself. A low signature value is preferable to a high signature value.

The ESM value indicates the unit's ability to locate enemy units. A high ESM value is preferable to a low ESM value.

Planetary Task Force Counters

Confusion, ignorance and the fog of war are real and influential aspects of combat.

Gravitic Legions operate in dispersed deployment, and effective detection of enemy forces can allow a smaller force to defeat a much larger one.

An entire science of the theory of war, intelligence and counter-espionage has been devoted to effective detection.

In the Planetary Game, combat and support units are not placed on the Planetary Map. They are placed on the Task Force record sheet of their parent organisation, and the appropriate counters are placed on the map.

At the start of the game, an unlimited number of combat and support units may be placed in a Task Force, but each Task Force placed on the map must contain at least one combat or support unit.

The maximum number of Task Forces of a parent organisation is determined by its size. An organisation the size of a Legion may have up to twenty Task Forces. A unit the size of a regiment or an auxiliary unit may have up to six Task Forces.

State Counters

At the start of the game, both players may place all their Task Force counters on the map during set-up.

During the game, Task Forces may be activated and their units may be transferred between them, in accordance with the rules.

Legion Base Counters

Legion bases are permanent sites used as operating bases for ground forces, and they provide local defence against orbital bombardment. Their size and capabilities vary. There are four types of Legion base, each with a different value:

TypeValue
Cohort Support Base (G1)1
Manus Support Base (G2)2
Legion Support Base (G3)3
Planetary Support Base (G4)4

The figures under the base type symbol on the base counter correspond to its attack, defence and ESM values, but these values are used only in the Space Game.

Supply

These counters are used on the supply tracks of the Legion and of the base. An identification number on each counter identifies the counter and its base.

Status Counters

Status counters represent the various tasks or conditions assigned to units.

  • Fatigue. This marker indicates that a unit is fatigued.
  • LAF. This marker indicates that a unit is operating in Low Altitude Flight mode.
  • Turn. This marker is used to track the current game turn.
  • Movement. One Movement marker is provided for each side. These markers are placed on the Task Force Movement track on the Planetary Map and record the number of Task Forces moved by both sides during the turn.
  • Moved. The Moved marker is placed under defending Task Forces that have made a counter-attack.
  • Breakthrough/Breakthrough. This marker is used on the Breakthrough/Breakthrough track to record the number of breakthroughs and counter-attacks made during a turn.
  • TOG/CW. These markers indicate control of urban areas.
  • Disrupted. These markers are used to indicate disorganised units.

Dice

This game uses a ten-sided die (1d10) numbered 0 to 9, the 0 representing 10.

A 1 is automatically a success and a 10 a failure.

Game Flow

Prefect is designed for two players.

Each player chooses a side: TOG or Commonwealth/Renegade, then chooses his scenario from the Scenario Book.

New players may begin with the Liberation scenario before moving on to more complex scenarios.

More experienced players may design their own scenarios using the Scenario Design Rules.

Each player first assigns all his ground forces to his Legion/Auxilia Task Force Record Sheets. Each unit must be assigned to a specific Task Force.

The players then roll a die, and the player with the highest result places a Task Force counter on the map, anywhere in his operational zone, as defined by the scenario.

The second player places a Task Force counter in his operational zone, and the players alternate until all Task Force counters have been placed.

Only one Task Force may be placed in a hex.

Turn Sequence

The Planetary Game of Prefect is played over a number of turns determined by the scenario.

Each time the game sequence is completed, the turn counter on the turn track must be advanced one space.

Game Sequence

The attacker of the first turn is generally specified by the scenario. Otherwise, the player who placed the first Task Force is the first attacker.

The game continues until the victory conditions of one player are met or the number of turns specified in the scenario is reached.

The attacker of each successive turn is determined during the Tempo Phase at the end of the previous turn.

Each turn is divided into phases:

  1. Movement Phase. The attacker moves as many Task Forces as he wishes, in accordance with the movement rules. For each Task Force moved by the player whose turn it is, that player must adjust the Task Force movement track in accordance with the movement rules. The defender's movement and combat also take place during the Movement Phase. After the Attacker has moved his first Task Force, the Defender may move an Task Force, and so on, following the rules for Defender Counter-Actions.
  2. Combat Phase. The attacker declares and resolves his attacks. He first declares all the attacks he will make, then attempts to detect the defender's units. The defender, in return, attempts to detect the attacker's units engaged in combat this turn. Finally, all attacks are resolved, in the order chosen by the attacker. Only Task Forces located in hexes adjacent to an enemy Task Force may attack. Each defending Task Force may be attacked only once, but may be attacked by a combination of several attacker Task Forces located in adjacent hexes. The units of a Task Force involved in an attack are fatigued. The defender may not attack during this phase; he may do so only during the Movement Phase.
  3. Supply Phase. Each player may remove Fatigue markers from friendly Task Forces and rebuild units during the Supply Phase by spending supply points. Supply points are first spent to remove Fatigue markers from Task Forces and to rebuild destroyed units. New supply points may then be delivered to the Legions of each player.
  4. Withdrawal Phase. Disorganised units are moved during this phase. Units disorganised during this turn are permitted to move.
  5. Task Force Adjustment Phase. Units of both sides may be moved to join adjacent Task Forces during this phase, and new Task Forces may be activated. Reinforcements due to arrive this turn are placed on the map at the appropriate location and may be integrated into a new Task Force.
  6. Tempo Phase. If the current Attacker has made more breakthroughs than he has suffered counter-attacks during this turn, he will remain the Attacker for the next turn. If the current Attacker has suffered more counter-attacks than he has made breakthroughs, the Defender will become the Attacker for the next turn. The turn counter is advanced and the next turn begins with a new Movement Phase.

Note that at the end of the Tempo Phase, the counters on the Task Force movement track and on the breakthrough/counter-attack track must be reset to zero.

Movement Phase

Movement on the Planetary Map is governed by a hexagonal grid. Each hex represents an area of about 300 kilometres.

Units equipped with gravitic systems can reach speeds of up to 900 km/h. Thus, in twelve hours, a single gravitic tank can travel 10,800 kilometres, or about 36 hexes.

Coordinating the movements of a large number of combat vehicles is, however, difficult and time-consuming. The distance covered by a Task Force in twelve hours therefore depends more on its command and control capabilities than on the maximum speed of each vehicle.

A Task Force composed of a single combat unit, or under the direct command of a command unit, can move more quickly than a Task Force composed of several combat units that attempt to coordinate their movements without a command unit.

A Task Force moves from one hex to another as far as the player wishes, up to its maximum movement capacity.

The movement capacity of an attacking Task Force is determined by its size, its composition and the movement mode selected by the player.

Task Forces may not enter hexes occupied by the enemy. (See "Destruction of Disorganised Units" for an exception to this rule.)

An attacking Task Force may move next to a defending Task Force, but it is liable to be detected and attacked by that Task Force (see "Defender Counter-Measures").

Two different movement modes may be applied to the attacker, depending on whether the attacker wishes his units to move cautiously and slowly, or quickly and recklessly. Both modes have advantages and disadvantages.

Before moving each Task Force, the attacker must declare whether the Task Force is moving in Combat mode or in Low Altitude Flight (LAF) mode. The Task Force continues to move in the declared mode until it moves on a later turn.

If LAF mode is chosen, the attacker must place a LAF status marker under that Task Force counter. Task Forces without a LAF counter are considered to be moving in Combat mode.

These movement rules assume that all units of the Task Force are gravitic units.

See Non-Gravitic Forces, p. 18, for the movement of Task Forces containing ground units.

Combat Mode

In Combat mode, the vehicles of the Task Force fly at a maximum distance of twenty metres above the surface of the planet, carefully adjusting their speed and flight altitude as required, while searching for the enemy, stopping, changing formation, and so on. This is the usual mode of movement for combat units.

A Task Force in Combat mode may move up to ten hexes per turn, minus one hex per combat unit.

There is no movement penalty for the support units of a Task Force.

A Task Force comprising one or more headquarters units adds one point to its movement speed.

A Task Force may not exceed a speed of ten hexes per turn in Combat mode.

Whatever the number of combat units assigned to a Task Force, Task Forces may always move at least one hex.

Example: a Task Force is composed of two Medium Grav Cohorts and a Signals Centurion. It may therefore move up to eight hexes in Combat mode (10 - 2 per combat unit).

If a headquarters unit were added to the Task Force, its movement speed in combat would be nine hexes per turn.

Adding a second headquarters unit would not improve this speed.

Low Altitude Flight Mode

A Task Force moving in LAF mode flies at a maximum distance of 15,000 metres (15 kilometres) above the surface of the planet, at speeds approaching 900 km/h.

A Task Force in LAF mode runs an increased risk when entering a combat zone, because it is more easily detected, more easily engaged by fighters, and the relatively weak lower armour of its tanks is exposed to ground fire.

A Task Force in LAF mode may move up to twenty hexes per turn, minus one per combat unit of the Task Force.

A Task Force composed of one or more command units adds one point to its movement speed.

A Task Force may not exceed 20 hexes per turn in LAF mode.

Example: a Task Force composed of four Light Grav Cohorts may move up to sixteen hexes in LAF mode (20 - 4 combat units).

If the Task Force included one or more command units, it could move up to seventeen hexes in LAF mode.

Effects of Terrain on Movement

Most Prefect vehicles are equipped with gravity drives, so terrain has no direct effect on movement speeds.

Gravitic vehicles can fly over the densest jungles or the steepest mountains as easily as a plain.

However, rough terrain affects combat, because it reduces the effectiveness of detection sensors.

Terrain affects the movement of non-gravitic units. See Non-Gravitic Forces.

Effects of Curvature on Movement

The Planetary Game of Prefect takes place on the curved surface of a planet.

Consequently, a Task Force going around the world along its equator will cover a greater distance than a Task Force going around the world less than two hundred kilometres from each pole.

To reproduce this effect, the Planetary Map shows certain hexes divided into two or more parts.

Task Forces, cities and installations occupying a "half-hex" actually occupy all the parts of that hex, wherever they are located on the map.

Hexes adjacent to a partial hex are adjacent to all the parts of that hex.

Note that it is possible to leave by the east or west edge of the map and reappear on the other side.

Of course, it is impossible to leave by the north or south edge of the map (at the North or South Pole) and reappear at the other pole.

Stacking

Only one Task Force may end the movement phase in the same hex, but Task Forces may freely pass through hexes occupied by friendly Task Forces during their movement.

Task Forces may not enter hexes containing enemy Task Forces, but they may enter hexes containing disorganised enemy units. The latter may not enter hexes occupied by enemy units.

If a combat result forces a Task Force to enter a hex occupied by another friendly Task Force, all the units of these two Task Forces are grouped into a single Task Force and the empty Task Force counter is removed. Note that the remaining Task Force immediately adopts the higher fatigue level of the two.

Friendly Cohorts and Centuries may be transferred between adjacent Task Forces during the Task Force Adjustment Phase.

A Task Force may contain any number of friendly units.

Zones of Control

The six hexes immediately surrounding a defending Task Force constitute its zone of control.

Attacking or disorganised units do not have zones of control.

Zones of control do not extend into rough terrain, craters, mountains, forests, urban areas or bases if the attacking Task Force moves in Combat mode.

To determine zones of control, it is particularly important to know whether each attacking Task Force is moving in Combat mode or LAF mode.

Example: defending Task Force 1 has a zone of control in the six free adjacent hexes shown in illustration 1. Its zone of control would not, however, extend to the forest or urban areas of illustration 2 if Task Force 1 attempted to detect and attack a Task Force moving in Combat mode.

If a Task Force enters the zone of control of an enemy defending Task Force, the defending player may require the attacker to interrupt the movement of his Task Force and allow the defending player to make a detection attempt against the unit. (The defending Task Force is not obliged to make a detection attempt.)

If the moving (attacking) Task Force then moves into another hex of the enemy Task Force's zone of control, a further detection attempt may be made.

If the defending Task Force decides to attack, the moving Task Force may attempt to detect it.

If several defending units attack simultaneously, the moving player has only one detection attempt, against the Task Force of his choice. Combat is then resolved.

Example: if the player controlling Task Force 1 so requests, Task Force 2 must interrupt its movement and allow Task Force 1 to attempt detection, and possibly attack, when Task Force 2 enters its zone of control (Illustration 1). If Task Force 2 follows the route of Illustration 2, through the urban area, Task Force 1 can neither detect nor attack Task Force 2.

Defender Counter-Actions

In combat, nothing is as regulated as it appears. As the troops advance, enemy commanders are informed of the attack by the forward units. Units in close communication with their headquarters can often move quickly to reinforce or withdraw, as needed. In addition, local commanders are able to anticipate possible and probable enemy movements and act accordingly. The result is an ebb and flow, with movements and counter-movements.

In Prefect, this fluidity is represented by limited movements and combats granted to the Defender during the attacker's movements in the Movement Phase.

During the Movement Phase, the defender may move or attack with a number of Task Forces equal to the number of Task Forces moved by the attacker.

A defending Task Force that attacks may not move, and a defending Task Force that moves may not attack.

For each Task Force moved by the attacker, the defender may move or engage in combat with one Task Force.

Record the number of Task Forces moved by the attacker on the Task Force movement track. Keep track of the number of defending Task Forces that have counter-attacked on the same track. The number of defending Task Forces on the Task Force movement track may never exceed the number of attacking Task Forces.

A defending Task Force may not counter-attack twice in the same turn, even if the number of attacking Task Forces is greater than the number of defending Task Forces.

If necessary, place a "Moved" marker under the Task Force counter to show that it has moved or engaged in combat this turn.

The Defender may "hold" his actions for later in the Movement Phase. He may, for example, wait until the attacker has moved four Task Forces, then move four of his own Task Forces.

The Defender may not split the movement of a Task Force. In other words, he may not move a Task Force one hex and then move it one or two more hexes later in the Movement Phase.

Defender Movement

All defender movements during the Movement Phase are made in Combat mode.

A defending Task Force composed of one or two combat units may move three hexes.

A defending Task Force composed of three or more combat units may move two hexes.

The Commonwealth/Renegade player may move the Task Force containing the Manus Primus headquarters (ID no. 2) up to three hexes, provided that this Task Force does not contain more than four combat units. This movement reflects the additional command and control elements assigned to this headquarters. The TOG Legions use this additional equipment to form a fifth Manus headquarters.

No terrain restriction applies to this movement as long as all the units of the moving Jask [sic: "Forces Jask" in the source] Task Forces are equipped with anti-gravity devices.

Defending Task Forces moving in LAF mode automatically switch to Combat mode if they move as part of a Defender counter-attack.

Once the Task Force is in Combat mode, it has an active zone of control and may make detection attempts normally.

The Defender may not move his Task Force into the active zone of control of an enemy Task Force.

Defending Task Forces may move into hexes adjacent to enemy Task Forces without an active zone of control, but that unit may not make detection attempts.

Defender Combat

A defending Task Force may engage in combat during the Movement Phase against any Task Force in its active zone of control. However, if a defending Task Force has moved during the Movement Phase, it may not also engage in combat.

To carry out a Defender counter-action, use all the rules for Detection and Combat.

A defending Task Force may attack only a Task Force it has detected during the current Movement Phase.

A defending Task Force may make one detection attempt each time an enemy Task Force is in a hex of its zone of control. Only one detection attempt is allowed per hex, but if the attacking unit moves from one hex of the defending Task Force's zone of control to another, a second detection attempt is possible.

Defender counter-attacks may occur in the middle of the movement of an attacking Task Force. If such a counter-attack takes place, note the remaining movement allowance of the moving unit. If the moving unit does not suffer a Defender Retreat (DR) or a Breakthrough (PF), it may continue its movement (see Combat). If the attacking Task Force suffers a DR or PF, it may no longer move after retreating.

If the attacking Task Force is in the zone of control of several defending units, all the defending units that detect the attacking unit may combine for the attack of the Defender (subject to the maximum number of defending units allowed to act at this stage).

If an attacking Task Force does not detect an enemy attacking Task Force during the Movement Phase, it may attempt a new detection during the Combat Phase.

If an attacking Task Force, whichever side it is on, detects an enemy attacking Task Force during the Movement Phase, and neither of them moves before the Combat Phase, that detection remains effective during the Combat Phase. A second detection attempt is not necessary.

As long as a detected, moving attacking Task Force remains in the zone of control of a defending attacking Task Force, it may be attacked at any time by the latter, subject to the usual restrictions.

Detections do not count as Defender counter-actions.

The attacking Task Force may make a detection attempt against any defending Task Force in counter-attack before engaging in combat.

Destroying Disorganised Units

Friendly Task Forces may destroy enemy disorganised units during the Movement Phase.

If a Task Force enters a hex containing enemy disorganised units, it may destroy one disorganised unit by spending one Movement Point. Choose the unit destroyed at random if there is more than one disorganised unit in the hex.

The Task Force may wish to spend more Movement Points and destroy more disorganised units.

A friendly Task Force may not remain in the hex if it does not have enough Movement Points to destroy all the disorganised units occupying it.

If a Task Force destroys disorganised units during the Movement Phase, the combat unit of the attacking Task Force with the lowest Defence Value must make a saving throw. On a failure, the Task Force is assigned a fatigue level.

To attack a disorganised unit, a Task Force must contain at least one combat unit. Otherwise, a Task Force may not launch this attack.

A Task Force may not end its movement in a hex occupied by an enemy unit, even if that unit is disorganised.

The Defender may destroy disorganised units as part of a counter-attack. He may do so as part of his movement, in the same way that an attacking Task Force destroys disorganised units.

Detection

The great mobility of modern combat and the vast areas of action of gravitic units make it difficult to locate enemy units precisely. Electronic countermeasures and other sensor-jamming equipment only add to the confusion.

If one side knows the exact position of the other, it can concentrate its forces against scattered enemy forces and destroy them piece by piece. It is therefore important to know where the enemy is and to conceal the position of friendly units.

Before any combat, the players may make detection attempts against enemy Task Forces adjacent to their own Task Forces. The players indicate which enemy Force each of their Task Forces will attempt to detect, the attacker being the first to do so.

Task Forces that have travelled in LAF mode may not detect during this phase (see Movement).

Only one detection attempt per Task Force is allowed during this phase of the turn.

A Task Force may be subjected to one detection attempt per enemy Task Force in adjacent hexes.

Defending Task Forces that have made detection attempts as part of the Defender's counter-attack may not make detections during this phase.

Task Forces may not combine their detection attempts against the same enemy Task Force; all detection attempts must be made individually.

The player attempting a detection adds the ESM values of all the units of a Task Force. This number represents the maximum ESM value of the Task Force. The player announces the ESM value for this detection attempt. This value may be any number up to the maximum ESM value of the Task Force.

The player controlling the opposing Task Force adds the Signal values of the units of that Task Force, which becomes the Signal value.

The ESM and Signal values are added together to determine the base number of targets. Terrain values and other factors are then added, where applicable, to the base number of targets to determine the modified number of targets.

The detecting player then rolls a ten-sided die. If the result is equal to or less than the number of targets, the Task Force is detected and the unit counter is turned over to show this result.

Remember that a result of 1 is always a success and a result of 10 is always a failure, regardless of the modified number of targets.

In Task Force lz, the TOG player has a Light Cohort with an ESM value of 3 and a Medium Cohort with an ESM value of 2. This Task Force would have a total ESM value of 5. The Commonwealth player has an adjacent Task Force containing a Heavy Cohort with a signal value of 3 and a Light Cohort with a signal value of 1, for a total signal value of 4. The TOG player may announce any ESM value between 1 and 5. (He may use a value lower than 5 to try to make his opponent believe that his Task Force has fewer units or weaker units.) If the TOG player does not announce a value lower than the actual ESM value, the base number of targets for the detection attempt would be 9 (5 + 4). Unless this target number is modified for terrain, the TOG Task Force would detect the Commonwealth Task Force on a roll of 9 or less.

Note that a successful detection roll does not oblige the player to tell his opponent the actual composition of the detected Task Force.

Effects of Terrain

Terrain can greatly affect the operation of sensors. The more urbanised an area, the more difficult it is to detect a hidden unit.

Once the base target number has been determined by adding the ESM and Sig values, the detecting player applies modifiers to this value according to the terrain where the unit to be detected is located.

Only one terrain modifier may be used. If the hex contains several types of terrain, the detected player chooses the terrain modifier.

The value of naval or legion bases located in the hex is also used to modify the detection attempt. Base values are cumulative and may be added to the terrain modifier.

The defence factor shown with the terrain detection modifier is added to the defence value of the occupying unit (see Attack Procedure).

Signal Units

Signal Centuries of Task Forces may be used to improve or reduce detection attempts.

Signal Centuries have an ESM value of 3 and a Signal value of -3.

The ESM and Signal values of signal units are not cumulative, regardless of the number of Signal Centuries in a Task Force.

In the previous example, the TOG Task Force had a total ESM value of 5 and the Commonwealth Task Force a total Signal value of 4.

If the TOG Task Force included one or more Signal Centuries, its ESM value would be 8. If the Commonwealth Task Force included one or more Signal Centuries, its total Signal value would be 1 (4 - 3).

The base target number for detection would still be 9.

If only the TOG Task Force had a Signal Century, the base target number for detection would be 12 (8 + 4).

If only the Commonwealth Task Force had a Signal Century, the base target number for detection would be 6 (5 + 1).

Combat Phase

The main objective of Prefect is to take or hold a star system.

To do this, one must capture the system's main world, which is achieved by eliminating its defenders.

This amounts to destroying enemy units.

The players manoeuvre combat cohorts and other resources against enemy forces in order to destroy them with few or no losses.

Important strategies include concentrating forces on weak points, the economical use of available resources, a certain cunning, and knowing when to cut one's losses.

Combat is generally initiated by the attacker (see Defender Counter-Actions).

Attacking units may attack only adjacent enemy hexes.

Each defending Task Force may be attacked only once per combat phase, but several Task Forces adjacent to an enemy Task Force may combine their attacks.

No Task Force may attack more than once per turn.

The attacking player first declares the hexes attacked and the Task Force that will be used for each attack.

Each attack is carried out separately, with any retreats resolved before the next attack.

The order of attack of the Task Forces is determined by the attacker.

All units of an attacking Task Force must be involved in the battle.

If the defending Task Force contains only support units, these are automatically destroyed (and not disorganised), its Task Force counter is removed and the attacking Task Force may advance into the hex previously occupied by the defending Task Force. This does not count as a Breakthrough (see Combat Resolution below).

Attack Procedure

The attack procedure is fairly simple. The players first determine the combat ratio, taking into account the terrain occupied by the defending unit. Next, column shifts are applied for detection results. Finally, the players roll the die and consult the Combat Results Table to determine the results of the attack.

Determining the Combat Ratio

To determine the combat ratio, the attack values of the combat units of the attacking Task Force(s) are added together and compared with the sum of the defence value of the combat units of the defending Task Force and the defence value of the terrain occupied by the Defender.

The defence values of support units are not added to the total.

Note that for each level of fatigue recorded in the Holding Box of the defending Task Force, the attack or defence value of each unit is reduced by 1 (see Fatigue).

This comparison (total attack value / total defence value) produces a ratio. Round it down in favour of the Defender until it matches one of the ratios shown in the Combat Results Table.

Example: a TOG Task Force composed of two Medium Cohorts with a combined attack value of 6 attacks a Commonwealth Task Force composed of one Light Cohort with a defence value of 4 in an urban hex with a defence factor of 3. The combat ratio for this attack would be 6 to 7, or 2 to 3.

Detection Shifts

If one of the attacking forces is detected, the attacker is detected. If only one side's force has been detected, another column may be used to resolve the battle. The player whose forces have not been detected may choose to use the column to the left or to the right of the determined combat ratio column. This choice must be made before the combat die is rolled.

If both sides are detected, or if neither is detected, no column shift is made.

If only the TOG attacking force in the previous example is detected and the Commonwealth attacking force is not, the Commonwealth may choose the combat ratio column to the left (1 to 2) or to the right (1 to 1) of the actual combat ratio column (2 to 3), thereby changing the odds.

If only the Commonwealth attacking force is detected, the TOG player has the same choices.

Combat Resolution

Once the "Combat Ratio" column has been determined (or chosen), the attacker rolls 1d10 and compares the result with the corresponding column of the Combat Results Table. The table may appear complex, but it is simple to use.

[Source note: the Planetary Combat Results Table itself is not reproduced in the source document (it is printed on the physical Planetary Map, which the document does not reproduce). The rules that refer to it are transcribed above; the table values are not available in the source.]

The numbers and abbreviations to the left of the slash (/) apply to the attacking forces. The numbers and abbreviations to the right of the slash apply to the defending forces.

These numbers modify the defence value of any unit making a saving throw (see Saving Throws below).

The following abbreviations represent the results, in addition to the modifiers for saving throws.

AR/DR. This means attacker retreat and defender retreat.

Once all saving throws have been made by both sides, the player who has obtained the retreat result must withdraw from the combat.

A retreating Task Force must move to an adjacent hex that does not contain an enemy Task Force. If there is no such hex, the Task Force is destroyed.

Disorganised units move with the retreating Task Force.

The player who does not retreat may, if he wishes, move one of his Task Forces engaged in the combat into the vacated hex. No Defender counter-attack may be made in response to this movement.

(See Capture of a Base.)

BT. This result is a breakthrough. Record it on the Breakthrough/Counter-attack Track. It indicates that the front-line defending units have been penetrated through a weak point. The attacking units pour into the breach, striking the rear support units. The defending formations disperse to protect themselves better and retreat in disorder. The combat and support units of the defending Task Force must make saving throws to avoid being destroyed. Combat and support units that succeed in a saving throw are disorganised. The Task Force is removed from the board and the disorganised units retreat. An attacking Task Force may enter the abandoned hex, as for a DR result.

CA. This result is a counter-attack. Record it on the breakthrough/counter-attack track. The defender has broken the attack, sowing chaos in the rear areas and among the unprepared advancing units. The result is the same as for a breakthrough, but applies to the attacking Task Force. No retreating unit may enter a hex previously occupied by another attacking Task Force involved in this combat.

Combat Example

The attacker uses three Task Forces (attack values 5, 4 and 3) to attack a defending Task Force (defence value 9) in a forest (defence value 2).

  • Combat ratio. The base combat ratio is 12 to 9. However, the Defender is in a forest, so its defence value is increased by 2. The combat ratio, modified by terrain, is 12 to 11. This ratio is rounded to 1 to 1.
  • Detection modifiers. One of the attacking forces was detected, so the attacker was detected, while the Defender was not. The Defender may choose to shift the combat ratio column one column to the left or to the right. The Defender shifts the combat ratio column one column to the left, choosing 2 to 3.
  • Combat resolution. The attacker now rolls a 1d10 with a result of 3. Consulting the Combat Results Table, and reading row 3, columns 2 to 3 show a result of "-2AR" for the attacker and a result of "+2" for the Defender.

All combat units of the Defender must make saving throws with a +2 modifier. All combat units of the attacker must make saving throws with a modified target number of -2, a much more difficult roll.

The three attacking Task Forces must also retreat from their hexes, bearing in mind that they may not retreat into hexes previously occupied by another.

The defending Task Force may advance into one of the three hexes now vacant.

Saving Throws

Once the combat results have been determined, the combat units of all attacking and defending Task Forces must make saving throws.

Support units make saving throws only if their side has suffered a Breakthrough or a Counter-attack.

The target number of each unit's saving throw is equal to its defence value, plus or minus the modifiers of the Combat Results Table.

A +2 modifier is also applied to the saving throws of attacking units that have moved in LAF mode this turn.

Roll one die for each unit making a saving throw.

If the result is less than or equal to the unit's modified defence value, it is unharmed. If the result is greater than the modified defence value, the unit is disorganised.

Units making a saving throw as a result of a BT or CA result try to avoid being destroyed and are considered disorganised if they succeed in their saving throw.

Destroyed units are removed from the map, but may be rebuilt (see Rebuilding Destroyed Units).

Units that fail their saving throw and are disorganised are removed from the storage area of their Task Force and placed on the planetary map, in the hex of the Task Force.

Disorganised units move during the withdrawal phase.

Disorganised units may be reorganised and returned to action by grouping a Task Force with an allied headquarters unit attached to it, or by joining a friendly Legion base and spending supply points. (See Reorganisation of Disorganised Units.)

Example: an undetected TOG Task Force, composed of two Medium Cohorts with a combined attack value of 6 and a signals unit, attacks a detected Commonwealth Task Force, composed of a Light Cohort with a defence value of 4 and a Manus HQ, located in an urban hex. The TOG Task Force attacks at a ratio of 1 to 2, which is modified to 1 to 1 because of the detected status of the defending Task Force. The combat result obtained is an 8, i.e. a DR of 4-1 / -1. The two medium combat units of the TOG Task Force succeed in a saving throw on a result of 7 or less (defence value of 6, each with a combat result modifier of +1). The light cohort of the Commonwealth Task Force succeeds in a saving throw on a roll of 3 (4 - 1), and the Commonwealth Task Force itself must retreat to an adjacent hex not occupied by a Commonwealth Task Force.

Artillery

Artillery cohorts provide significant support to attacking and defending forces. These units can fire shells at distances of several hundred kilometres with surprising accuracy.

When used in support of an attack, front-line cohorts may carry out artillery missions and strike with extreme precision. Even without precise firing coordinates, artillery vehicles can deliver reasonably effective strikes at long range.

An artillery cohort adds its attack or defence value to the combat value of any Task Force to which it is normally assigned, but does not need to make a saving throw unless its Task Force suffers a breakthrough or a counter-attack. If the artillery cohort is the only combat unit of the Task Force, it makes a saving throw as a normal combat unit.

Retreats

A Task Force that suffers a retreat must be moved by its owner from its current hex to an adjacent hex. This hex may not contain an enemy Task Force, but may contain a friendly Task Force.

If a Task Force retreats into a hex occupied by a friendly Task Force, the units of the two Task Forces are combined into a single Task Force. However, if the occupying Task Force is attacked, the newly retreated force may not contribute to its defence.

The newly retreated Task Force also suffers the effects of the second combat and must make a new saving throw if necessary.

Task Forces that retreat are no longer subject to attack, unless they join a friendly Task Force against which an unresolved attack has been declared.

Units that fail their saving throw retreat with their Task Force.

Any attacking Task Force may enter the hex from which the defending Task Force retreated, even if that hex lies within the active zone of control of another defending Task Force. This defending Task Force may not attack the moving Task Force.

Example: Commonwealth Task Forces 1 and 2 are attacked respectively by TOG Task Forces 3 and 4. The TOG player decides to resolve the attack of Task Force 3 first. If Task Force 1 must retreat, it may fall back onto any of the hexes indicated. If it chooses to retreat onto the hex occupied by Commonwealth Task Force 2, its units are immediately transferred to Task Force 2. When Task Force 2 is attacked, only the combat units it contained at the start of the Combat Phase may be used for defence. However, all combat units of Task Force 1 must also make a saving throw against the attack.

Fatigue

Units engaged in combat become fatigued. The men are tired, the provisions have been used and the ammunition exhausted. The vehicles have suffered minor damage and must be repaired. The crews need sleep.

To represent these factors, a Fatigue marker is placed in the status box of any Task Force engaged in combat during the turn.

Note that a Task Force may receive a Fatigue marker during the Movement Phase following a defensive counter-attack.

The effects of fatigue suffered during a defensive counter-attack are applied immediately.

For each subsequent combat in which the Task Force takes part, its fatigue level increases by one, to a maximum of three.

Each level of fatigue suffered by a Task Force reduces the attack and defence values of all units of the Task Force by one.

Note that the lowest defence value also reduces the target number of a unit for saving throws.

If a Task Force has a Fatigue Level of 3, it may not attack, either in the Combat Phase or in a defensive counter-attack in the Movement Phase.

A Task Force with a Fatigue Level of 3 may not destroy disorganised units.

Fatigue markers may be removed by spending supply (see "Supply" below).

If a fatigued unit of a Task Force joins another Task Force, the higher fatigue level applies.

If a Task Force splits, the two new Task Forces keep the fatigue level of the original Task Force.

If two Task Forces join together, the higher fatigue level of the two forces applies to the combined force.

Fatigue is never applied to a disorganised unit.

A disrupted unit has a fatigue level of 0.

Example: a Light Cohort of a Task Force with a fatigue level of 2 joins a Task Force with a fatigue level of 0. The combined Task Force now has a fatigue level of 2.

Destruction of Disorganised Units

A disorganised unit may be destroyed by an attacker entering its hex during the Movement Phase.

Disorganised units may also be attacked normally during the Combat Phase of the turn.

Any attack against one or more disorganised units automatically succeeds.

All disorganised units present in the attacked hex are destroyed and removed from the map. The attacking combat unit with the lowest defence value must make a saving throw. On a failure, the Task Force suffers one fatigue level.

If one or more disorganised units occupy the same hex as a Task Force engaged in combat, they are safe, unless the support units of that Task Force must make saving throws.

If the support units must make saving throws, all disorganised units present in the hex are destroyed and removed from the map. These forces may be rebuilt (see "Rebuilding Destroyed Units").

If the Task Force retreats, the disorganised unit retreats with it and may move normally during the Withdrawal Phase.

Supply Phase

The success or failure of an army operation depends on its supply.

Ammunition, fuel, food, spare and replacement parts, and even mail, are essential to keeping units in fighting condition, or even, in some cases, to allowing them to fight at all.

Running short of supplies can be harmful, but a shortage of supplies is often fatal.

Headquarters serve as depots and as distribution points for supplies and reinforcements for the forces they command. These headquarters represent the command and control centres of their forces and serve as means of transport, maintenance and repair for the Task Force.

Legion bases may repair or replace damaged vehicles and men, and also serve as depots for receiving supplies from other planets, or as supply collection points.

Naval bases may not supply ground troops, and Legion bases may not supply naval units.

During the Supply Phase, each player may carry out the following actions in the order indicated:

  1. Transfer supply points between allied headquarters and bases;
  2. Use supply points from any base or headquarters to relieve units;
  3. Use supply points to reorganise any disorganised unit currently in a friendly base or in a Task Force including a headquarters unit; and
  4. Use supply points from a Legion base to rebuild destroyed units.

Supply Points

At the start of the Supply Phase, both players may transfer supply points from their Legion bases to any allied Legion or Auxilia headquarters, or to other friendly installations, provided that a valid line of communication exists between the sending base/unit and the receiving base/unit.

A line of communication is considered valid if a continuous line of hexes can be traced from the sending base/unit to the receiving base/unit, without crossing a hex occupied by an enemy Task Force, an enemy disorganised unit, an enemy base, or an enemy active zone of control.

This line of communication is limited neither by distance nor by terrain, as long as the Legion/Auxilia headquarters receiving the supply is a gravitic unit.

After the supply transfer, each player allocates supply to his Legion bases, or as set out in the scenario.

This allocation must be recorded on the supply track appropriate to that base.

These supply points may not be transferred during the current turn.

In planetary mode, each allied Legion base receives a certain number of supply points each turn, according to the scenario. This supply flow sometimes depends on the number of allied cities under the control of the side. It may also be a one-off delivery from another planet.

Each base and Legion headquarters may store a maximum number of supply points. If the incoming supply level is greater than the storage capacity of the unit, the surplus supply points are lost.

Note that supplies carried by a Legion or Auxilia are considered to be stored at the headquarters.

Resupplying Fatigued Task Forces

Any base or headquarters may remove fatigue levels from any Task Force. The supplied Task Force must be able to establish a valid line of communication with a Legion headquarters or base.

It costs 1 supply point per combat or support unit of the Task Force to remove one fatigue level.

Several fatigue levels may be removed in one turn, provided that enough supply points have been spent.

Part of a Task Force's fatigue may be removed during a turn, rather than being fully restored.

The supply used to restore a Task Force may come from several sources, if necessary.

Players are not obliged to restore fatigued Task Forces.

Example: a Task Force composed of a signals unit, a light cohort and a heavy cohort has a fatigue level of 2. The player must spend 6 supply points to restore the Task Force completely, and 3 supply points to bring it back to a fatigue level of 1. However, the player may not spend 4 supply points to restore only the heavy cohort completely without simultaneously restoring the signals unit or the light cohort.

Whatever the type of unit, a single supply point removes one fatigue level, since supplies are not intended to replace destroyed equipment, but rather consumable ammunition, supplies and immobilised soldiers. As all units are standardised in personnel and vehicles, a single supply unit will have the same effect on all types of units.

Reorganising Disorganised Units

Once fatigued Task Forces have been restored, players may reorganise disorganised units located in the same hex as a friendly Task Force with a Legion, Auxilia or Manus Headquarters unit, or in a Legion base.

The base or headquarters may reorganise as many units as it has supply points.

The cost of reorganising the different types of units is shown in the Reorganisation Cost Table opposite.

Reorganizing Cost (as printed in the source; the unit names are in English in the original table)

Unit TypeSupply Points
Combat Units
Light Grav Cohort3
Medium Grav Cohort5
Heavy Grav Cohort8
Infantry Grav Cohort2
Artillery Grav Cohort5
Marine Cohort2
Militia Regiment—
Garrison Legion—
Support Units
Air Defense2
Combat Engineer2

A disrupted headquarters may not reorganise disorganised units, but may be reorganised by a Legion headquarters or an active Legion base.

A disrupted Manus headquarters may be reorganised by its parent Legion headquarters or by a Legion base of rank 2 or higher.

A disrupted Legion headquarters may be reorganised by a friendly Legion base of rank 3 or higher.

Headquarters units occupying a completely water hex may not reorganise disorganised units.

Rebuilding Destroyed Units

Units destroyed during play may be rebuilt in any friendly Legion base, at double the cost of a reorganisation.

The value of the base is equal to the number of units it can rebuild in one turn.

1 supply point must be spent to rebuild a militia regiment and 4 supply points to rebuild a garrison legion.

Once the unit has been rebuilt, a new Task Force counter is placed on the map in the hex containing the Legion base, unless the rebuilt unit is assigned to a friendly Task Force already present in that hex. (However, the player's Task Force limit may not be exceeded.)

If the player does not have an available Task Force to place the unit, it may not be rebuilt this turn and the supply is not spent.

Players may not rebuild units that have not been destroyed. In other words, they may not create new units by rebuilding.

Players may not deliberately destroy a unit in order to rebuild it elsewhere.

Supply points used to rebuild a destroyed unit must be available at the Legion base where the rebuilding takes place.

Players may not use several sources to rebuild a destroyed unit.

Withdrawal Phase

After the Supply Phase, players must check each disrupted unit on the map.

If a disrupted unit cannot establish a valid line of communication with a headquarters or a friendly base, it is automatically destroyed and removed from the map.

All disorganised units that can establish a valid line of communication with a headquarters or a friendly base may now move up to nine hexes in Combat mode, instead of LAF.

Units are neither detected nor attacked during the withdrawal phase, but they may not cross active enemy zones of control or hexes occupied by enemy Task Forces or bases.

An unlimited number of disorganised units may stack, even in a hex occupied by a friendly Task Force.

If a disorganised unit manages to join a Legion base or a Task Force containing a headquarters before being destroyed, the Unit counter is placed under the Base or Headquarters counter to show that the unit is still disorganised.

Disorganised units may not take part in any attack, nor increase the defence value of a Task Force or a base.

They make saving throws as support units. If a disorganised unit present in a base fails a saving throw, it is destroyed.

Task Force Adjustment Phase

After the withdrawal phase, a Prefect (commander) may modify the composition of his Task Forces.

A new Task Force may now be created near any Task Force containing a headquarters or a friendly base.

Adjacent Task Forces may freely exchange units.

Remember, however, that the fatigue level of a unit applies to its new Task Force (see Fatigue).

If, after an exchange of units, a Task Force has no units assigned to it, it is removed from the map.

The units of a Task Force operating in LAF mode apply their movement status to any Task Force they join.

Tempo Phase

Tempo refers to the speed or rhythm of combat.

If the tempo is slow, units conduct small operations, sometimes combined with a large operation, with both sides probing the weak points of the opposing lines.

If the tempo is fast, things happen quickly. Troops advance rapidly and battles are swift and bloody.

Fast combat often concentrates on one or more areas of the line, such as potential breakthroughs or successful advances.

A rapid attack can be harmful to the commander who receives it.

During the Tempo Phase, the players determine which player will be the attacker for the next turn.

If the attacker has made more breakthroughs than the defender has counter-attacked, the attacker of the current turn will continue to be the attacker in the next turn. The defender will remain the defender.

If the defender has made as many counter-attacks as the attacker has breakthroughs, the current defender becomes the attacker for the next turn.

Capture of a Base

During the Planetary Game, enemy Legion or Naval ground bases, as well as urban areas, may be captured.

If a unit enters a hex containing an enemy base or an urban area, replace the current enemy marker with the appropriate TOG or Commonwealth marker, or mark the captured urban areas with the appropriate TOG or CW marker.

Any supply present may be captured.

If the friendly Task Force was able to enter the base without attacking an enemy Task Force, or by attacking an enemy Task Force and obtaining a BT result, all the supply in the base is captured and may be used by the friendly player.

If the base contained only disorganised units, or a Task Force composed only of support units, the supply is considered captured.

If the friendly Task Force entered the base by attacking an enemy Task Force that obtained a DR result, the supply is destroyed.

Once captured, bases may be used without restriction by the new player controlling them.

Non-Gravitic Forces

Militia regiments, garrison legions and Marine cohorts have no gravitic capability. Consequently, their combat capabilities are limited.

Non-gravitic units may be attached to a Task Force or operate independently.

If the unit operates independently, use the unit's own counter, and not a Task Force counter, to mark its location on the map.

A non-gravitic unit operating independently of gravitic units has no zone of control.

Non-gravitic forces may only move one hex per turn, whether attacking, defending or disorganised.

They may not cross water hexes.

If a non-gravitic unit is attached to a Task Force, these movement restrictions apply to the whole Task Force.

Valid lines of communication with non-gravitic units operating independently may not cross water hexes.

Non-gravitic forces are normally affected by fatigue, but those that fail a saving throw are destroyed.

Non-gravitic units forced to retreat into water hexes are destroyed.

Engineer Centuries

Legions are equipped with two types of Engineer Century.

Combat Engineer Centuries have gravitic engineering vehicles capable of engaging in combat.

For each Combat Engineer Century present in a Task Force, a -1 modifier may be applied to the saving throw of one combat unit of the Task Force.

This modifier may not be applied to a support unit.

The target number of a combat unit's saving throw may not be reduced by more than one.

The second type of Engineer Century is the Construction Engineer Century.

These units build bases using supply and prefabricated construction modules (see the Campaign Game).

During the scenario, additional bases will be made available to each player.

Players must assign the new base to a Task Force able to trace a valid line of communication with a friendly base or headquarters.

During the Supply Phase of the following turn, the base may be built in the hex by the Task Force assigned to it.

One Construction Engineer Century is required to build a GL1 base, two for a GL2 base and three for a GL3 base.

Building a base also requires supply.

A GL1 base requires 5 supply points for its construction, a GL2 base 15 supply points, and a GL3 base 50 supply points.

These supplies do not necessarily have to come from a single source, but may come from any friendly base or headquarters unit with a valid line of communication with the Task Force under construction.

Space Game

In space, the Prefects contest control of a planetary system, carry out raids against orbital bases and land troops on enemy planets.

Control of local space is indispensable to the success of a planetary invasion.

Components

The Space Game is played on a map representing the Africannus star system and its main habitable planet, Ku Crassus.

Counters represent Task Forces, ships, fighter squadrons and planetary bodies, and are used on various route sheets and cards.

System Map

The system map represents the solar system and is used to regulate the movement of spacecraft within the system.

This map is divided into eleven orbital zones. The Sun occupies zone 0. Zones 1 to 7 are divided into numbered sectors. This arrangement allows each sector to be located quickly if the orbital zone and the sector number are known.

Example: if an orbital base is located in the tenth sector of the second orbital zone, its position is written (2,10).

The size of zones and sectors is abstract, because their real size in normal space has little tactical impact on military operations.

Each zone is twice as wide as the previous one, zone 1 measuring about 0.25 AU.

Simply moving from one sector to another in normal space would take longer than the scope of this game, so spacecraft make short "mini-jumps" through T-space to travel between sectors.

Most sectors are empty, but some contain planets, asteroids or space installations that give the sector economic or military importance. These natural bodies and artificial installations are objectives that the opposing players may capture or destroy.

The counters representing these bodies are placed on the map at the start of the game.

The turn record track is also located on the system map. This track indicates the passage of time and the arrival of reinforcements. Each box represents twelve hours.

The system map also contains the Breakthrough/Counter-attack Track, which is used to record the number of breakthroughs and counter-attacks made by the player during the turn.

Sector Combat Table

A Sector Combat Table appears on the system map. During the Combat Phase of the Space Game, players allocate their forces on this table to defend and attack specific bases in a contested sector.

Record Sheets

Each player uses record sheets to track the location and status of his naval forces, as well as the current supply level in each of his bases or aboard his transports.

These record sheets must be hidden from the opposing player.

Naval Force Record Sheet

Each player has a Naval Force Record Sheet. This sheet is used in the same way as the Legion/Auxilia Record Sheet.

Naval forces assigned to the Naval Force are placed in the Naval Force holding box, rather than on the system map.

Mission markers are also placed in the Naval Force holding box to indicate that a combat mission has been assigned to it for the turn.

If a Naval Force is assigned a sector defence mission for the turn, the naval forces are placed on the Orbital Force Allocation Sheet, for the planet or planetoid concerned, rather than in the Naval Force holding box.

The naval task force record sheet has three other record tracks: the off-system zone map, the T-space travel time track and the supply record track.

Off-System Zone

The off-system zone represents secure friendly bases, located in nearby friendly systems. It is used to track naval forces currently operating from bases located in nearby interstellar space.

One holding box is reserved for destroyed forces, and the other for naval forces that are operational but not assigned to an off-system Task Force.

No combat may take place in off-system zones.

T-Space Travel Time Track

This track indicates how long a Task Force spends travelling in T-space before arriving on the system map.

The more time a Task Force spends in T-space while moving toward a system, the less chance it has of being detected before its arrival.

Each box contains two numbers. The higher number indicates the number of turns the Task Force has spent in T-space. The second number is the modifier to use when the defending player makes a T-space detection roll for that Task Force.

Supply Track

This track provides a current count of the supply level of each base and transport ship. The supply marker of each base or transport ship is placed on this track to indicate the current amount of supply.

The counter is moved up or down the track as supply increases or is consumed.

Orbital Force Allocation Table

This table shows the exact location of orbital installations and the forces assigned to defend them and the planet below.

Each planet or planetoid in the system has its own Orbital Force Allocation Table, divided into several orbital segments according to the size of the planet below.

The Orbital Force Allocation Table of a planetary body has ten orbital segments. The Orbital Force Allocation Table of a planetoid has four orbital segments.

Installations in orbit around the planetary body are placed in an orbital segment for the duration of the game.

All orbital segments must contain one installation before any segment may contain two; all orbital segments must contain two installations before any segment may contain three; and so on.

The ships and fighter squadrons of any Task Force assigned to a sector and given a sector defence mission are assigned to individual orbital segments at the discretion of the owning player, instead of being placed in the Task Force holding box on the Task Force Record Sheet.

Some installations are located in system sectors that contain no planetary body. These installations do not require a separate Orbital Force Allocation Table, because they are considered to occupy a single orbital segment.

If an orbital zone is designated as an asteroid belt, each orbital sector in that zone has four orbital segments.

Several blank Orbital Force Allocation Tables are provided for these zones. The sector number corresponding to each table must be carefully noted.

Markers

The Space Game includes 540 counters, divided into three categories:

  • counters representing naval units and orbital bases;
  • planetary counters, representing the planetary bodies in orbit around Africannus;
  • information counters, used to indicate the status of units, supply levels, and so on.

Red counters represent units or bases controlled by the TOG player. Blue counters represent a unit or base controlled by the Renegade/Commonwealth player.

Task Forces

Each army has twenty numbered Task Force counters.

These counters are used to indicate the general location of the forces assigned to it on the system map. Only active Task Forces (comprising at least one naval unit) may be placed there.

Spacecraft

Spacecraft are imposing vessels that compete for control of space and carry ground troops to the surface of a planet.

The Carrier, Cruiser and Battleship counters each represent a single vessel of that class.

The Patrol Squadron and Defence Squadron counters each represent a force of six to seven frigates, destroyers or patrol craft.

Each counter shows the silhouette of the vessel type, an alphabetic code distinguishing it from the vessel or squadron type, and an identification number.

All spacecraft have attack, defence and Signal/ESM values analogous to those of planetary combat units.

All ship counters include a fighter transport value, representing the number of fighter squadrons the unit can carry, as well as a thrust value.

Transports carry cargo rather than fighters, so the fighter transport value represents the number of supply points the ship can carry.

The class of ship represented by the counter is defined by the following codes:

  • BB – Battleship
  • CA – Cruiser
  • FG – Frigate
  • P – Pursuit Squadron
  • D – Defence Squadron
  • FGV – Carrier Frigate
  • DDV – Carrier Destroyer
  • TRL – Light Transport Squadron
  • TRM – Medium Transport Squadron

Fighters

"Fighter" counters represent a squadron of interceptors, composed of twenty-four space fighters without interstellar capabilities. Each squadron has attack, defence, signal/ESM and thrust characteristics.

The class of fighter represented by the counter is defined by the following alphabetic codes: FL1 – Light Fighter type 1, FL2 – Light Fighter type 2, FM1 – Medium Fighter type 1, FM2 – Medium Fighter type 2, FH1 – Heavy Fighter type 1, FH2 – Heavy Fighter type 2.

Units displaying a coloured bar belong to an independent fighter wing and have organic carriers.

These units are capable of moving through space and do not need to be assigned to a spacecraft in order to move from one sector to another.

Planets and Planetoids

These counters are placed on the system map to represent the current position of the planetary bodies in orbit around Africannus.

Asteroid Belt

"Asteroid Belt" counters are placed on the system map to indicate that an entire orbital zone is an asteroid belt. The Africannus system has two asteroid belts: one in zone 1 and one in zone 7.

Fatigue

A "Fatigue" counter is placed on the Task Force holding box to indicate that a unit is fatigued.

There are three levels of fatigue.

Naval Base

Naval bases are permanent sites that support naval operations. Most of these bases are located in quasi-planetary orbit, but smaller bases may be established on the surface of the planet.

Bases are classed into six classes: O/GN1, O/GN2, O/GN3, O/GN4, O/GN5 and O/GN6. The designation "O" indicates that the base is in orbit, and the designation "G" indicates that it is located on a major planetary body of the system.

Supply

Each base and transport squadron uses a supply counter to track its current supply level on the supply record track.

Mission

Mission counters define the types of mission that may be assigned to a Task Force. See Mission Assignments for a description of the missions.

Game Set-Up

In the Prefect Space Game, one player controls the TOG naval forces and the other the Renegade and Commonwealth forces.

The players may begin by selecting the scenario "Hold the Line".

The players may design their own scenario (see "Scenario Design").

To begin, the players place the planets and planetoids on the Ku Crassus system map according to the zone/sector coordinates provided.

Each scenario lists the forces available to each player and indicates their location in the system by zone/sector coordinates.

The scenario may indicate that forces are currently off-system.

The players then place their naval bases in the orbital segments of their Sector Combat Table for the planet concerned.

Players may place an orbital base in any orbital segment, but each segment must contain a base before an orbital segment may receive a second one.

The initial location of the ground bases on the orbital segment is defined by the scenario.

Bases may also be placed in sectors without planets. In this case, they are placed directly on the map. Bases placed in sectors within the asteroid-belt orbital zones are placed on the players' asteroid force assignment sheets, and the number of their sector is noted.

Finally, each player allocates all his naval forces to his Naval Force Record Sheet. Each unit must be assigned to a Task Force.

Each Task Force is then placed in a sector of the system and assigned a mission, by placing a mission counter in the Task Force holding box.

The scenario generally determines which player places his Task Forces on the map first.

Naval units of Task Forces assigned a sector defence mission in a sector containing a planet or planetoid may be placed in one, several or all of the orbital segments of the planet, planetoid or asteroid belt.

Several friendly Task Forces may be present in the same system sector, but only one Task Force per system sector may be assigned a sector defence mission.

Task Force Record Sheets and Orbital Force Allocation Tables must be hidden from the opposing player.

Game Sequence

The Prefect Space Game is played over a number of turns determined by the scenario.

During a single turn, the players move their Task Forces, attack enemy forces and attempt to defeat them decisively.

When a game sequence is completed, the turn counter on the turn track must be advanced one space.

The players then repeat the game sequence.

Sequence of Play

The space game follows a sequence of play similar to that of the planetary game.

The attacker of the first turn is generally specified by the scenario. Otherwise, each player rolls a die. The player with the highest result attacks first.

The game continues until the victory conditions of one player are met or the number of turns specified in the scenario is reached.

Each turn is divided into phases.

The attacker of each successive turn is determined during the Tempo Phase at the end of the previous turn.

  1. Mission Assignment Phase. At the start of each turn, the attacking player and the defending player assign new missions to all Task Forces present in the off-system zone or on the system map. Task Forces on the T-space travel time track may not receive new missions.
  2. Attacker T-Space Movement Phase. The attacker first advances all Task Forces on the T-space travel time track by one space. Then, any Task Force present in the off-system zone may be placed on space zero of the track. The attacker then announces which of his Task Forces on the T-space travel time track will move onto the system map this turn. The defending player makes a T-space detection attempt for each incoming Task Force. The attacker must place all detected Task Forces in a sector of the system map. The defending player may then reassign his ships, and their fighter squadrons, to any of his Task Forces having a sector defence mission. Finally, all incoming undetected attacker Task Forces are placed in any sector of the system map.
  3. Attacker Intra-System Movement Phase. The attacker moves any Task Force that began the turn in the system to any sector of the system map.
  4. Attacker Space Combat Phase. Task Forces in the same sector may now fight. The attacking player determines the order of resolution of attacks. Each attacking Task Force must allocate the forces it will use to accomplish its mission. The defending player then attempts to detect the incoming force and may intercept it, and combat is resolved. Task Forces involved in combat are assigned a fatigue level.
  5. Defender T-Space Movement Phase. The defender advances all Task Forces on the T-space travel time track by one space. Then, any Task Force in the off-system zone may be placed on space zero of the track. The defender then announces which of his Task Forces on the T-space travel time track will move onto the system map this turn. The attacker makes a T-space detection attempt for each incoming Task Force. The defender must place all detected Task Forces in a sector of the system map. The attacking player may now reassign his ships, and the fighter squadrons escorting them, to any Task Force having a sector defence mission. Finally, all incoming undetected defender Task Forces are placed in any sector of the system map.

The game sequence ends when the players advance the turn marker one space and reset their Breakthrough/Counter-attack markers to zero on the Breakthrough/Counter-attack Track. The next turn begins with a new Mission Assignment Phase.

Mission Assignment

At the start of the game sequence, players must assign each Task Force a mission for the turn by placing a Mission counter in the holding box of each active Task Force.

During the turn, a Task Force may carry out only the mission assigned to it.

Mission assignments are designed to give a Task Force various advantages and disadvantages in combat.

Only one mission may be assigned to a Task Force per turn.

A Task Force may receive a new mission only at the start of the game sequence.

Task Forces currently on the T-space travel time track may not be assigned new missions.

A Task Force in transit may be assigned a new mission only after completing or failing its current mission.

Attack

Task Forces assigned an attack mission carry out low-speed attacks against enemy orbital bases or naval forces, firing multiple volleys.

Task Forces assigned this mission carry out normal combat attacks against enemy forces or bases in their sector.

High-Speed Attack

High-speed attacks (HA) have the same objective as standard attack missions, but are carried out at relative speeds so high that the enemy forces can fire only a single volley before moving out of range.

Task Forces assigned this mission may attack all enemy forces or bases in their sector.

However, both the attacker and the defender must add a +2 modifier to the target number of their saving throws. An additional -3 modifier is applied to the target number of N-space detection rolls.

Reconnaissance

Task Forces assigned a reconnaissance mission attempt to determine the position and composition of enemy forces in a sector.

A -3 modifier is applied to the target number of N-space detection rolls made against a Task Force on a reconnaissance mission.

Sector Defence

Task Forces assigned this mission must defend an orbital segment against any enemy intrusion into their sector, or attack the enemy Task Forces withdrawing in the sector.

Only Task Forces of the system may be assigned this mission, and only one friendly Task Force in a system sector may have a sector defence mission.

Forces assigned to a sector defence mission are assigned to the orbital segments of the Orbital Force Allocation Table, rather than to the Task Force holding box of the Task Force Record Sheet, corresponding to the planet or planetoid of the sector.

These forces are used to defend the various orbital segments against any enemy force present in the sector.

These forces may also intercept approaching enemy Task Forces before the attacking forces are assigned to an orbital segment, and may attack withdrawing Task Forces.

Task Forces containing transport squadrons may not be assigned sector defence missions.

Supply

Supply missions aim to transfer supply and/or troops to a friendly base.

If the Task Force is intercepted during a supply mission, its forces are moved to any orbital segment of the sector.

All units of a Task Force on a supply mission that are not disorganised or destroyed by attacks from enemy forces on a sector defence mission may transfer the remaining supply points or ground forces they carry to any friendly base of the orbital segment.

Attacking enemy forces add a +2 modifier to their saving-throw target when attacking a Task Force on a supply mission.

Withdrawal

Task Forces on a withdrawal mission must be moved off the system or to an inner sector containing a friendly base.

Attacking enemy forces add a +2 modifier to their saving-throw target when attacking a Task Force on a withdrawal mission.

Ground Support

Forces on a ground support mission must attack enemy ground forces or bases.

If the forces of the attacking Task Force are intercepted, they are moved to any orbital segment of the sector.

If the Task Force survives the attacks of enemy forces assigned to a sector defence mission, it may be used to support the ground forces of the orbital segment.

Any attacking enemy force adds a +2 modifier to the saving-throw target when attacking a Task Force on a ground support mission.

Orbital Drop

An orbital drop mission requires Task Forces to attempt to land troops on an enemy base or planet.

If the landing forces are intercepted, the remaining forces of the Task Force are moved to any orbital segment of the sector.

Units of this Task Force that are neither disorganised nor destroyed by attacks from enemy forces assigned to a sector defence mission may transfer their ground forces to any hex of the appropriate orbital segment.

Supply points may also be transferred directly to any Legion or Auxilia headquarters.

Any attacking enemy force adds a +2 modifier to the saving-throw target when attacking a Task Force assigned to an orbital drop mission.

Space Movement Phase

In the Space Game, naval forces make interstellar and intra-stellar movements by jumping through T-space, rather than covering these distances in normal (rational) space.

The players move their Task Forces during the appropriate T-space and intra-system movement phases.

During the T-space movement phase, all incoming Task Forces are moved, one at a time, to a sector of the system map. The opposing player has the opportunity to detect the incoming forces and to transfer ships between friendly Task Forces assigned to a sector defence mission.

The intra-system movement phase takes place immediately after the T-space movement phase ends. The player whose movement phase it is (the player in phase) moves the Task Forces that began the turn in the system to another sector of the system, or to the off-system zone if the Task Force is assigned a withdrawal mission.

The movement of a Task Force is never hindered by the presence of disorganised units or by its fatigue level.

Fighter Transport

All ships are capable of using T-space and may therefore move freely between the sectors of the system, as well as between the system map and the off-system zone.

Fighters belonging to an Independent Fighter Wing have organic carriers of Patrol class, which allows them to move freely between the sectors of the system, as well as between the system map and the off-system zone.

Non-independent fighter squadrons may not operate in T-space. They must be transported by a ship in order to leave their current sector or the off-system zone.

Each type of ship is capable of transporting a certain number of fighter squadrons.

A Task Force may only move with a number of fighter squadrons equal to or less than the total transport capacity of the ships assigned to it.

Example: a TOG Task Force composed of a defence squadron with a fighter transport value of 4 and a pursuit squadron with a fighter transport value of 5 can transport 9 fighter squadrons.

If a TOG Frigate-class carrier is added to the Task Force, it may transport 15 additional squadrons, for a total of 24 fighter squadrons.

A Task Force may not move if the number of fighter squadrons assigned to it exceeds its total fighter transport capacity.

Players may voluntarily destroy surplus squadrons in order to move the Task Force. These destroyed squadrons may be rebuilt (see Supply).

Note that players may reassign fighter squadrons during the Task Force Adjustment Phase to any friendly Task Force on the system map, without reassigning enough ships to move them. It is assumed that the ships carry the fighters to their new sector of operations, then return to their original Task Force.

Fighter squadrons assigned to Task Forces in the off-system zone may also be freely exchanged.

Squadrons may not be exchanged between friendly Task Forces on the T-Space Travel Time Track.

In reaction to enemy movement in T-space (see T-Space Detection), any reassigned fighter must be accompanied by a number of ships whose total fighter transport capacity is equal to or greater than the number of fighters to be transferred.

Example: a TOG Task Force comprises a battleship, a Pursuit Squadron, two independent fighter squadrons and eleven normal fighter squadrons. The battleship and the Pursuit Squadron are capable of transporting 6 and 4 squadrons respectively. If the player wishes to move this Task Force this turn to another sector of the system or to the off-system zone, one fighter squadron must be destroyed. Note that the two independent fighter squadrons did not need space on spacecraft to move with the force.

T-Space Movement

Movement in T-space creates a distortion of the wavefront the size of a light-year in T-space, detectable by special T-Doppler sensors.

The size of this wavefront is directly related to the speed of movement. A slow speed creates a small wave, while a high speed creates a very large wavefront.

Most ships move slowly toward their destination until their wavefront passes just before the system. They then enter the system by a high-speed jump in T-space, leaving the T-Doppler stations of the arrival system only a few seconds of warning.

Enemy Task Forces in approach are most often detected by picket ships stationed several light-years from the target system, which can detect the fleet in approach while it slowly approaches the outskirts of the system.

The slower a fleet approaches a system, the less chance it has of being detected.

These "picket" detection posts are controlled by the theatre commander rather than by the system commander.

The detection of an incoming Task Force in T-space is therefore handled abstractly.

At the start of the player's T-space movement phase, all Task Forces on the T-space travel time track advance one space.

The player may then move the Task Forces that have completed their last turn in the off-system zone to space zero of the travel time track.

The player then designates the Task Forces on the T-space travel time track that will leave T-space and appear on the system map.

T-Space Detection

Before an incoming Task Force is placed on the system map, the opposing player may attempt to detect it.

To determine the total Signal value of each incoming Task Force, the owning player adds the Signal values of the spacecraft and independent fighter squadrons of the Task Force, then adds the T-Space Travel Time modifier (see the T-Space Travel Time Detection Table, below) of the current Task Force.

He then announces the total Signal value of the Task Force, together with the T-Space Travel Time modifier.

The Signal values of transported fighter squadrons are not added to the total Signal value, but those of independent fighter squadrons are.

T-Space Travel Time Detection

Turns in T-spaceModifier
0–1+3
2–3+2
4–5+1
6–70
8–9−1
10–11−2
12+−3

Once the opposing player knows the total Signal value of the incoming Task Force, he may attempt to detect it.

If the opposing player rolls a result equal to or less than the total Signal value of the incoming Task Force, the Task Force is detected.

Detected Task Forces are immediately placed on the system map, in the sector chosen by the owning player.

If the result of the die roll is greater than the total Signal value, the Task Force remains undetected. The opposing player may attempt to detect the next incoming Task Force.

If the player attempting to detect the incoming Task Force rolls a 1, the Task Force is detected, regardless of its total Signal value. A die result of 10 means that the Task Force has not been detected.

Example: a Task Force composed of an independent fighter squadron with a Signal value of 0, a Pursuit Squadron with a Signal value of 1, and carrying four additional fighter squadrons and a Defence Squadron with a Signal value of 2, has spent five turns in T-space, which gives the Task Force a travel time modifier of +1 in T-space. If the player decides to leave T-space this turn and enter the system, the opposing player must roll 4 or less to detect the incoming Task Force (0 + 1 + 2 + 1 = 4). Note that the Signal value of the fighter squadrons was not added to the total value of the T-space detection attempt. Players may not use a Signal value greater than the actual total value of the Task Force.

Detection Reaction

Once all detected Task Forces have been placed on the system map, the opposing player may reassign naval units between the system Task Forces having a sector defence mission for this turn.

Non-independent fighter squadrons may be transferred to other sector defence Task Forces, but a sufficient number of ships must also be transferred to carry the fighters.

Once the opposing player has made all internal transfers, the owning player places the undetected incoming Task Forces in any sector of the system map.

The TOG Task Force in the example above has entered the sector of New Mandella, which contains a Renegade Task Force with a sector defence mission. The Renegade player decides that the signal of the TOG Task Force indicates a large force, potentially too large for the forces currently stationed in this sector. He chooses to transfer a cruiser, a defence squadron and five fighter squadrons from a Task Force on a defence mission in orbit around Ku Crassus to the threatened sector. These forces are moved from their current orbital allocation segments above Ku Crassus to any segment of New Mandella.

Movement within the System

Once the player in phase has moved all his incoming Task Forces into the system, the friendly Task Forces already present in the system may move.

The player may move any Task Force to any sector of the system map, except Task Forces on a sector defence mission.

The opposing player has no opportunity to detect or react to movements within the system.

Once the Renegade player has reacted to the TOG Task Force that appeared in the sector of New Mandella, he moves three Task Forces from the Traverse sector to the Ku Crassus sector. The Renegade player cannot react to this movement.

Withdrawal

Withdrawal is a special type of intra-system movement.

A Task Force on a withdrawal mission must move to a friendly intra-system base or to an off-system zone.

If the player decides to move the Task Force to an off-system zone, the units of the Task Force are simply removed from the Task Force holding box and placed in the operational naval units box of the off-system zone.

If the Task Force withdraws to a friendly intra-system base and no enemy Task Force on a sector defence mission is stationed in that sector, the Task Force has accomplished its mission.

If the sector contains an enemy Task Force on a sector defence mission, the withdrawing Task Force is liable to be detected and intercepted while moving to the base.

Stacking

An unlimited number of friendly and enemy Task Forces may occupy the same system sector.

Orbital segments may contain only friendly units at the end of the turn. See Enemy Sector Defences.

Orbital bases must be assigned to a single orbital segment and may not be moved for the duration of the game.

Each segment may contain an unlimited number of bases. However, all segments must contain a base before a segment may have two, and so on.

If a base is destroyed during play, the owning player does not need to reassign his bases to new orbital segments, but these new bases must be located according to the rules above.

An unlimited number of ground bases may be located in an orbital segment. See Ground Bases.

Example: the Orbital Force Allocation Table of the planetoid Sizzle Stone shows four orbital segments. If five orbital bases and two ground bases were available on Sizzle Stone, one of its orbital segments would contain two orbital bases, and the other three one orbital base each. The location of the ground base is generally defined by the scenario, and the two ground bases may be in the same orbital segment.

Space Combat Phase

Although space is vast enough that two ships may never meet, combat takes place.

The strategic locations of a star system attract both attackers and defenders. Ships manoeuvre to try to obtain the best shot at optimal range without being destroyed. Fighters swarm around giant capital ships, while broadsides, missiles and hyper-velocity projectiles from dorsal-mounted mass drivers tear through space.

Two space combat phases take place each turn: one immediately follows the attacker's intra-system movement phase, and the other the defender's.

The basic combat procedures are the same for both sides.

The player whose phase it is must resolve the missions of all his Task Forces during this phase, except those assigned to sector defence or withdrawal.

The attacker, during the attacker's Space Combat Phase, and the defender, during the defender's Space Combat Phase, choose the sector and the order of resolution of the missions of his Task Forces in that sector.

The player in phase selects a sector, then selects one of his Task Forces in that sector and resolves its mission.

He then selects the next Task Force in that sector, resolves its mission, and so on, until all his Task Forces, except those with a sector defence or withdrawal mission, have been resolved.

In general, the resolution of a mission in a sector takes place in three steps: the opposing player's detection attempt, deep-space interception combat, and the resolution of the mission, which may involve combat between opposing forces in an orbital segment.

The resolution of the missions of specialised Task Forces, such as reconnaissance, ground support, supply, orbital drop or withdrawal, may include additional events occurring after these three steps.

Even if two opposing Task Forces are in the same system sector, combat will generally take place only if one of them is assigned a sector defence mission. Otherwise, the forces generally keep apart and concentrate on accomplishing their assigned objectives.

Normal-Space Detection

Any Task Force carrying out its mission in a sector occupied by an enemy Task Force on a sector defence mission may be detected in normal space (N-space).

If the Task Force is detected in normal space, the opposing player may attempt to intercept it before it reaches its target.

If the Task Force in phase remains undetected, it may shift the column of the Combat Results Table when attacking enemy forces in its destination orbital segment.

If the Task Force of the player in phase carries out a reconnaissance, an attack or a HS attack, the player must decide which portion of the unit will attempt the mission before an N-space detection attempt is made.

The player in phase may assign to the mission all or part of the ships and/or fighters of the Task Force.

Ships or fighters not used in combat remain on the Task Force Record Sheet and may be neither attacked nor used in combat during the current turn.

The ships and fighters to be used are placed in the Deep-Space Interception box of the Sector Combat Table.

If the Task Force carries out a mission other than a reconnaissance, an attack or a HS attack, it must be deployed in its entirety in the deep-space interception zone.

The opposing player adds the total ESM values of all the units of a Task Force on a sector defence mission to the ESM value of all the friendly orbital bases of the sector, and announces the total ESM value of the detection attempt.

The player in phase, controlling the attacking Task Force, adds the Signal values of the attacking units of that Task Force and announces the total Signal value.

The total of the ESM and Signal values determines the base target for detection.

Subtract 3 from the base target if the attacking force is carrying out a high-speed attack or a reconnaissance mission.

The opposing player then rolls the dice. If the die result is equal to or less than the base target for detection, the attacking force has been detected.

A roll of 1 is always a success, and a roll of 10 is always a failure.

Example: a TOG Task Force launches a high-speed attack in the sector of New Mandella. It is composed of a Pursuit Squadron (Sig 1), a Defence Squadron (Sig 2), two Medium Fighter squadrons (Sig 0), three Heavy Fighter squadrons (Sig 0) and two Independent Fighter squadrons (Sig 0).

A Renegade Task Force, composed of a Cruiser (ESM 5), three Light Fighter squadrons (ESM 1), two Medium Fighter squadrons (ESM 1) and an ONI Orbital Station (ESM 2), also occupies the sector.

The TOG player decides to commit only the fighters to the attack. The TOG Signal value is 0 (all fighters have a Signal value of 0).

The Renegade player has an ESM factor of 12 (5 + 1 + 1 + 1 + 1 + 2 = 12).

The base target for N-space detection is 12. However, as the TOG force is making a high-speed attack, a -3 modifier is applied to the base target, bringing it to 9.

The Renegade player must roll 9 or less to detect the attacking force in N-space.

Deep-Space Interception

If the forces of the player in phase are detected in N-space, the opposing player may send forces with a sector defence mission from the sector's Task Force to engage the incoming force of the player in phase before it reaches its target.

The incoming force must be detected in N-space for the opposing forces to carry out a deep-space interception.

Only naval units whose thrust is equal to or greater than the lowest thrust of the incoming unit may be sent to intercept the incoming forces.

Forces sent to intercept an incoming force may neither make N-space detection attempts nor engage in any other combat for the rest of the turn.

Once deep-space interception has been resolved, the forces of the intercepting player must be returned to the appropriate Task Force box of the owning player's Task Force Record Sheet.

The TOG medium and heavy fighter squadrons in the example above have thrust values of 7 and 6 respectively. The Renegade player may commit any part of his Sector Defence Force having a thrust of 6 or more to the interception attempt. As the Renegade light fighters have a thrust of 10 and his medium fighters a thrust of 6, all Renegade fighters may be committed to the battle. The cruiser, with a thrust of 3, may not be used. The Renegade player chooses to use all his fighters against the approaching TOG force, leaving the cruiser in the segment with the orbital base.

Before the forces may engage in combat, the player in phase must determine whether his forces detect the approaching interception forces. The player in phase adds the total ESM value of his incoming forces to the Signal value of the interception forces to obtain the base target for the detection attempt. The Signal values of opposing forces not used for interception are not added to determine the base target, even if these forces were used for the N-space detection of the player in phase's forces.

The TOG force of two medium fighter squadrons (ESM 1) and two heavy fighter squadrons (ESM 1) has a total ESM factor of 4. The Renegade interceptor fighters all have Signal values of 0. The TOG force must roll 4 or less to detect the interceptor fighters.

Once all forces have been committed and all detection attempts made, combat is resolved.

The forces of the player in phase that survive deep-space interception are then moved to their target orbital segment.

The surviving opposing forces are moved to their appropriate Task Force box on the owning player's Task Force report sheet.

Combat Resolution

Space combat is resolved in the same way as ground combat.

The players first determine the combat ratio. Then, any column shifts resulting from the non-detection of the attacking force are applied. Finally, the attacking player rolls the die and consults the Combat Results Table below to determine the results of the attack.

[Source note: the Space Combat Results Table referred to here is not reproduced in the source document. The procedure is transcribed above; the table values are not available in the source.]

Detection Shifts

If the attacking force has not been detected, the attacking player may choose to use the Combat Results column to the right of the actual combat ratio column, determined by comparing the total defence and attack values.

The player must announce this shift before rolling the combat die.

If the attacking force has been detected, no column shift is allowed.

Determining the Combat Ratio

For each attack, the total attack value of the ships, bases and fighters of the attacking force is compared with the total defence value of the ships, bases and fighters of the defending force.

Note that bases may be used only in combats taking place in a single orbital segment.

If the attack is a deep-space interception, the player in phase is the defending force and the opposing player is the attacking force.

If the attack takes place in an orbital segment against a Task Force on an attack or HS attack mission, the player in phase is considered the attacking force and the opposing player the defending force.

If the attack occurs in an orbital segment and the Task Force of the player in phase is carrying out a supply, ground support or orbital drop mission, the player in phase is considered the defending force and the opposing player the attacking force.

Note that for each level of fatigue assigned to the participating Task Force, the attack or defence value of each unit is reduced by 1 (see Fatigue).

Comparing the total attack value with the total defence value creates a ratio. Round this ratio down in favour of the Defender until it matches one of the ratios shown in the Combat Results Table.

The number to the right of the ratio rounded down is the combat ratio modifier for the combat die roll.

Example: the TOG fighter force consists of two medium fighter squadrons (defence value 6) and three heavy fighter squadrons (defence value 7), for a total defence of 33. It is intercepted by three Renegade light fighter squadrons (attack value 2) and two medium fighter squadrons (attack value 3), for a total attack value of 12. This creates a ratio of 12:33, or a ratio of 1 to 2. This attack will be resolved using the 1 to 2 (or less) column of the Combat Results Table.

Combat Resolution

Once the combat ratio column to be used has been determined, the attacker rolls a die and compares the result with the appropriate column of the Combat Results Table.

This table is similar to the planetary Combat Results Table, but the results are interpreted slightly differently.

The numbers and abbreviations to the left of the slash apply to the attacking forces. The numbers and abbreviations to the right of the slash apply to the defending forces.

All numbers modify the Defence value of the unit making the saving throw (see Saving Throws below).

The abbreviations represent results in addition to the saving-throw modifiers.

AR/DR. These are the attacker's and defender's retreats, respectively.

Once saving throws have been made by both sides, the losing player withdraws from the battle.

Retreating naval forces are removed from the Sector Combat Table and returned to their Task Force Holding Box. These forces are no longer available to help the Task Force accomplish its mission for the rest of the turn.

Supply or cargo transports may not unload their cargo this turn.

Bases may not retreat.

BT. This result is a breakthrough. Record it on the Breakthrough/Counter-attack Track.

A breakthrough means that the screen of the defending naval unit has been penetrated and the attacking force is now able to engage the enemy orbital bases in this segment.

The defending formations disperse to protect themselves better and retreat in disorder.

All defending naval forces must make a saving throw to avoid being destroyed, and defending forces that are not destroyed are disorganised.

Defending orbital installations must make a saving throw to avoid being disorganised.

The defending forces of the orbital segment must retreat.

The attacking player adds +1 to his current score on the Breakthrough/Counter-attack Track.

CA. This result is a counter-attack. Record it on the Breakthrough/Counter-attack Track.

A counter-attack result means that the defending force has broken the attack and has been able to engage any orbital installation of the attacker in this segment.

The result is the same as for a breakthrough, but applies to the attacking naval force and to all attacking installations in the orbital segment, rather than to the defending forces.

The attacking naval force must retreat, is automatically disorganised, and must make saving throws to avoid being destroyed.

Attacking installations in the orbital segment do not retreat, but must make saving throws to avoid being disorganised.

The defending player adds +1 to his current score on the Breakthrough/Counter-attack Track.

The TOG fighter group in the example above is intercepted by an undetected Renegade fighter group. The Renegade player makes an attack using column 2 to 3 and rolls a 6, obtaining a result of +1/0. The five Renegade fighter squadrons modify their base saving-throw target by +1. The five TOG fighter squadrons receive no modifier to their saving throw.

Saving Throws

Once the combat results have been determined, the ships and fighters of all attacking and defending forces make saving throws.

The base target of each unit's saving throw is equal to its defence value, plus or minus the modifiers of the Combat Results Table.

Any force with a high-speed attack mission also adds +2 to its saving-throw target.

If the force of the player in phase has a ground support, supply or orbital drop mission, the opposing player adds a +2 modifier to all of its saving-throw targets.

Roll one die for each unit making a saving throw.

If the result is less than or equal to the unit's modified defence value, it is unharmed. If the result is greater than the modified defence value, the unit is disorganised.

If the combat ended with a BT or CA result and the unit failed its saving throw, it is destroyed.

If the unit succeeds in its saving throw, it is disorganised.

Orbital bases must make saving throws to avoid being disorganised if no friendly ship or fighter in the orbital segment took part in the combat.

If friendly naval forces were involved, the orbital base does not need to make a saving throw.

If no friendly naval forces were involved, the base makes normal saving throws after each combat and is automatically disorganised on a BT or CA result.

A disorganised base must make a saving throw to avoid being destroyed.

Disorganised naval force counters are turned over and returned to their Task Force.

Disorganised units may not be used to accomplish the missions assigned to the Task Force.

During the Task Force Adjustment Phase, all disorganised units of a sector must be grouped into a single Task Force.

Players may then voluntarily disorganise additional units in the sector to ensure transport for fighter squadrons that are stranded.

Disorganised bases are turned over and remain in their orbital segment. Their attack value is reduced to 0 until they are reorganised. Their defence value remains unchanged. Disorganised units may be reorganised and returned to action after reaching an allied base.

In the example above, the TOG force had to make a saving throw for each of its five fighter squadrons. As the fighters were carrying out a high-speed attack mission, they receive a +2 modifier to their saving-throw target. The medium fighter squadrons save on a roll of 8 or less (defence value of 6 + 2). The heavy fighter squadrons save on a roll of 9 or less (defence value of 7 + 2). The TOG player rolls the die for each squadron. He obtains a 7 and a 9 for the two medium squadrons, and a 3, a 4 and a 10 for the three heavy squadrons. One medium squadron and one heavy squadron are disorganised. The counters are turned over and placed in the Task Force box. The Renegade player then makes saving throws for his five squadrons. The three light squadrons have a defence value of 3, and the two medium squadrons of 7. A modifier of +3 (+1 for the combat result and +2 for attacking a force with a high-speed attack mission) is added to these targets. Thus, the light fighter squadrons succeed in their saving throw on a result of 6 or less, and the medium fighter squadrons on a result of 10 or less. As a roll of 10 is always a failure, the effective target is 9 or less. The Renegade player obtains 5, 2 and 8 for the light fighter squadrons, and 10 and 7 for the medium fighter squadrons. One light squadron and one medium squadron are disorganised and placed in the Task Force holding box. The other three are also placed in the Task Force holding box, and their interception combat is resolved. The three remaining squadrons are not disorganised. The disorganised TOG and Renegade fighter squadrons must form separate Task Forces in this sector during the Task Force Adjustment Phase of the turn, and will then be assigned a withdrawal mission during the Mission Assignment Phase of the following turn.

If players make a saving throw against a BT or CA result, all naval forces involved in the combat are automatically disorganised. The saving throw serves to determine whether a unit is destroyed. If a unit fails its saving throw, it is destroyed and placed in the destroyed unit box of the owning player's off-system zone map. This unit may be rebuilt by the player (see Rebuilding Destroyed Units).

Note that bases in a segment containing no friendly naval forces and suffering a BT or CA result must make a saving throw to avoid being destroyed. A base with friendly naval forces must make a saving throw to avoid being disorganised.

Attacking Disorganised Units

Disorganised units may be attacked during the game before they have been rebuilt. A Task Force composed of disorganised units in retreat may be intercepted, and a disorganised base may be attacked.

A player attacking a disorganised unit or base adds a +2 modifier to all of his saving-throw targets, in addition to the other modifiers allowed by the type of mission or the combat results.

Disorganised units are destroyed if they fail a saving throw.

When a transport or base is destroyed, any supply or other cargo (Marine cohorts or disassembled bases) it carries is also destroyed. The destroyed cargo is placed in the destroyed naval unit box. Destroyed supply points are simply lost.

Mission Resolution

Once the deep-space interception combat has been resolved, the player in phase must gather the surviving forces and attempt to accomplish the mission assigned to the Task Force.

In general, the player in phase moves his surviving fighters and ships to one of the orbital segments of the Sector Combat Table on the system map.

The opposing player then places the friendly units or bases assigned to this segment on the Sector Combat Table (except for the Reconnaissance section below).

Note that, although the Sector Combat Table shows ten segments, planetoids have only segments 1 to 4 active, and only segment 1 is active if the sector contains no planetary body.

Once the units have been moved to the appropriate segment, the player in phase attempts to accomplish his mission in that segment.

In some cases, the player's forces need only survive an attack by the opposing forces present in the segment.

If the forces of the player in phase have an attack or high-speed attack mission, the player in phase attacks all enemy forces present in the segment.

Unlike deep-space interceptions, the opposing player does not move non-disorganised forces to the Task Force Record Sheet after engaging in combat. These forces remain on the Sector Combat Table of their orbital segments and may be used several times.

Disorganised opposing forces are moved to their Task Force Record Sheet.

Once the forces of an orbital segment have been deployed on the system map's Sector Combat Table, they may no longer be used for deep-space interception attacks. Thus, successful reconnaissance attempts "freeze" the forces in their orbital segments and make them unavailable for deep-space interception.

This freeze reflects the ability of the reconnaissance unit to follow detected units closely and to keep friendly attacking forces away from enemy interception attempts.

The players may interrupt any mission of a Task Force, except a withdrawal or sector defence mission, before placing forces in the deep-space interception zone. The player simply declares that the Task Force is interrupting its mission, and no other action is required. However, the force still suffers a certain level of fatigue.

Once the units of the Task Force have been placed in the deep-space interception zone, the forces must attempt to accomplish their mission.

Attack

Task Forces assigned this mission carry out low-speed attacks against enemy orbital bases or naval forces operating in the same orbital segment.

The force enters the segment at a relatively low speed, which allows it to make several passes over its target.

Once the player in phase has assigned his forces to the orbital segment, the opposing player places in it the orbital bases and the sector defence forces assigned to them.

The attacking force must then make an attack as described in Combat Resolution.

If the forces of the player in phase were not detected in N-space, he may apply a column shift to his attack. Otherwise, the attack is resolved as indicated above.

After the attack, the opposing player's forces remain on the Sector Combat Table of the system map and do not return to the Orbital Force Allocation Table until all combat in the sector has been resolved.

The player in phase may assign his forces to an orbital segment containing no opposing forces, thus avoiding any combat. If the player in phase uses this strategy, these forces return to their Task Force holding box. The Task Force will nevertheless suffer a certain level of fatigue, while the opposing Task Forces on a sector defence mission will not be fatigued.

High-Speed Attack

A high-speed attack (HS) is carried out at a relative speed so high that the forces can fire only one volley before moving out of range of one another.

Task Forces assigned a high-speed attack mission attack all enemy orbital bases or forces in their segment.

Combat proceeds as described above, but both sides add a +2 modifier to their saving-throw targets. An additional -3 modifier is applied to the N-space detection target.

The player in phase may assign his forces to an orbital segment devoid of opposing forces, thus avoiding combat. If the player in phase uses this strategy, these forces return to their Task Force holding box. The Task Force will nevertheless suffer a certain level of fatigue, but the opposing Task Forces on a sector defence mission will not be fatigued.

In the example above, the TOG Force now has only one medium fighter squadron (attack value 3) and two heavy fighter squadrons (attack value 4 each). The TOG player announces that his force will be assigned to orbital segment 3. In this segment, the Renegade player has the remaining cruiser (defence value 8) and the ONI-class naval base (defence value 3). The Renegade player places these forces on the Sector Combat Table for segment 3. The TOG forces have a total attack value of 11, and the Renegade forces have a total defence value of 11, for a combat ratio of 1 to 1. If the TOG force had not been detected in the N-space box, the TOG player could have chosen to resolve the attack on the 3 to 2 column. The TOG player rolls a 4, giving a result of -1 / +1. As the attack is a high-speed attack, the TOG player adds +1 (+2, -1) to his saving-throw target, and the Renegade player adds +3 to all saving-throw targets (+2, +1). All TOG forces succeed in their saving throws, as does the Renegade cruiser. The Renegade orbital station does not need to roll because of the presence of the cruiser. The TOG fighters return to their Task Force holding box to join the pursuit and defence squadrons and the two disorganised fighter squadrons. The Renegade forces remain in orbital segment 3 until all TOG Task Forces have completed their missions for this sector.

Reconnaissance

Task Forces on a reconnaissance mission attempt to determine the position and composition of enemy forces in a system sector.

If the reconnaissance Task Force is not intercepted (see Combat) and all of its units are disorganised or destroyed, the defending player must tell the attacking player the total signal factor in each orbital segment of the sector and allow the latter to make a detection attempt in an orbital segment of his choice. If this attempt succeeds, the defending player must place all of his bases and forces in that segment on the system's Sector Combat Table.

A -3 modifier is applied to the target number of N-space detection rolls made against a Task Force on a reconnaissance mission.

The forces used for the reconnaissance attempt do not necessarily have to be placed in an orbital segment of the Sector Combat Table. These forces are placed in the Deep-Space Interception box.

Supply

Task Forces assigned a supply mission attempt to transfer supply and/or troops to a friendly base.

The units of this Task Force on the defensive are moved to any orbital segment of the sector.

The opposing player then places all his forces, including the bases of the segment, on the Sector Combat Table, if he has not already done so. He may then attack the forces of the player in phase with any, some or none of the forces of the segment, in accordance with the Combat section.

Bases are not obliged to take part in the attack, but their weapon systems have sufficient range to engage targets in their orbital segment.

Orbital and ground bases do not need to make saving throws.

All units of the supply Task Force that are not disorganised or destroyed by attacks from enemy forces on a sector defence mission may transfer their supply points or the ground forces they carry to any friendly base of the orbital segment.

Attacking enemy forces add an additional +2 modifier to their saving-throw targets when attacking a Task Force on a supply mission.

This mission may also be used to transfer ships and fighters to a sector, or to bring a Task Force into the system, without carrying out any other mission.

Sector Defence

Task Forces on a sector defence mission are assigned to various orbital segments of a sector in order to defend it against any enemy intrusion.

Only Task Forces internal to the system may be assigned this mission, and only one friendly Task Force in a system sector may be assigned a sector defence mission.

Instead of being placed in the Task Force holding box, the forces are assigned to the orbital segments of the Orbital Force Allocation Table for the planet or planetoid of the sector.

These forces defend the various orbital segments against enemy forces in the sector.

These forces may also be used to intercept incoming enemy Task Forces, before the attacking forces are assigned to an orbital segment.

Bases located in the orbital segment are automatically considered part of the sector's defence.

The player may choose to include ground or orbital bases in attacks against enemy forces assigned to supply, ground support or orbital drop missions.

Orbital bases must be included in the total defence value when attacked by enemy forces on an attack or HS attack mission, but the ground bases of this sector are not added to the total defence value.

Withdrawal

Task Forces on a withdrawal mission must be moved off the system or to an inner sector containing a friendly base.

Task Forces in withdrawal may not carry out combat missions, but they may be intercepted and attacked before their withdrawal.

Once all missions of the players in phase in the sector have been resolved, the opposing player may attempt to intercept any enemy Task Force withdrawing in the sector.

The opposing player makes a normal N-space detection attempt by adding the ESM values of the undisorganised ships and bases of the sector defence Task Force to the Signal value of the withdrawing Task Force. The Signal value of forces that carried out deep-space interceptions this turn may not be added to the total number of targets for this detection attempt.

If the detection attempt succeeds, all units of the opposing sector defence Task Force that were not placed on the Sector Combat Table may be used to attack the withdrawing Task Force (provided that their thrust is equal to or greater than that of the lowest-thrust unit of the withdrawing Task Force).

Enemy forces add a +2 modifier to their saving-throw target when attacking a Task Force on a withdrawal mission, in addition to the modifiers of the Combat Results Table and any modifiers assigned for attacking disorganised units, where applicable.

An off-system Task Force may not attempt to move to an inner sector containing a friendly base by executing a withdrawal mission.

Ground Support

Forces engaged in a ground support mission attempt to attack enemy ground forces or ground bases.

The units of the intercepted Task Force are moved to any orbital segment of the sector.

The opposing player then places all his forces, including the bases of the segment, on the Sector Combat Table, if he has not already done so. He may attack the forces of the player in phase with any, some or none of the forces of the segment, in accordance with the Combat section.

Bases are not obliged to take part in the attack, but their weapon systems have sufficient range to engage targets in their orbital segment.

Orbital and ground bases do not need to make saving throws.

Enemy attacking forces add a +2 modifier to their targets when attacking a Task Force on a ground support mission.

Forces that survive attacks by enemy forces assigned to a sector defence mission may be used to support the ground forces of the orbital segment (see Campaign Rules) or to attack any ground base in the orbital segment.

Attacks against ground bases proceed normally, but the total attack value of the ground support forces is compared only with the defence value of the base.

In the Space Game, the ground support mission serves only to fulfil victory conditions or to attack a ground base.

See Ground Bases and Campaign Rules for more details.

Orbital Drop

Task Forces assigned an orbital drop mission attempt to land troops on an enemy base or planet from transports.

The intercepted units of the Task Force are moved to any orbital segment of the sector.

The opposing player then places all his forces, including the bases of the segment, on the Sector Combat Table, if he has not already done so.

The opposing player may then attack the forces of the player in phase with any, some or none of the forces of the segment, in accordance with the Combat section.

Bases are not obliged to take part in the attack, but their weapon systems have sufficient range to engage targets in their orbital segment.

Orbital and ground bases do not need to make saving throws.

All units of the Task Force having an orbital drop mission that are neither disorganised nor destroyed by attacks from enemy forces having a sector defence mission may transfer their ground forces to any hex of the relevant orbital segment. Supply points may be transferred directly to any Legion or Auxilia headquarters (see Campaign Rules).

Attacking enemy forces add a +2 modifier to their saving-throw targets when attacking a Task Force having an orbital drop mission.

In the Space Game, the orbital drop mission serves only to fulfil victory conditions. See the Campaign Rules for more details.

Space Fatigue

Once all missions have been resolved, all forces engaged in combat, or having carried out a mission other than supply, withdrawal or sector defence, receive one additional fatigue level.

Whatever the mission, if the Task Force, in whole or in part, is engaged in combat, it receives one additional fatigue level per turn.

Task Forces may receive up to three fatigue levels.

Each fatigue level reduces the attack and defence values of a Task Force by 1, each time the Task Force engages in combat.

Units that have three fatigue levels and suffer an additional fatigue result are disorganised and also keep these three fatigue levels.

Disorganised units with three fatigue levels suffer no further penalty from additional fatigue results.

Bases may not suffer fatigue.

Opposing Sector Defences

Opposing Task Forces in the same sector may each carry out a sector defence mission without interfering with or attacking each other.

During the Attacker's Combat Phase, the attacking player must declare which Task Forces, if any, of a jointly held (contested) sector have been given a sector defence mission.

If the defending player has a Task Force with a sector defence mission in the same sector, both players immediately place their forces on the Sector Combat Table, in the appropriate orbital segments.

If both players have forces, bases included, in the same segment, these forces immediately engage in combat.

The player whose forces have the highest total attack value is the attacker.

A standard combat round is resolved, and destroyed or disorganised units are removed in the standard manner.

If, at the end of a combat round, the players still have opposing forces in the orbital segment, each player may move his forces out of the orbital segment to the appropriate Task Force box.

Note that orbital bases cannot be moved and must therefore be disorganised or destroyed.

If a base is disrupted, the enemy forces present in that segment may not launch further attacks against it, although Task Forces on an attack or HS attack mission may attack the base.

Ground naval bases cannot be affected by enemy units on a sector defence mission and may therefore attack without opposition, until the enemy forces are disorganised or withdrawn.

Task Force Adjustment Phase

After the Defender's Space Combat Phase, the players may adjust the forces of their current Task Forces.

They may activate new Task Forces at any friendly naval base or from the forces in the Functional Naval Units box of the Off-System Zone Map.

The disorganised units of a sector must be grouped into a single Task Force at that time and must receive a withdrawal mission during the Mission Assignment Phase of the following turn.

The Task Force Adjustment Phase allows players to exchange forces between Task Forces of the same sector or of the off-system zone.

If a unit of a fatigued Task Force joins another Task Force, the higher fatigue level applies to the whole Task Force.

If disorganised units force a Task Force to split, the new Task Forces keep the fatigue level of the original Task Force.

If two Task Forces merge into one, the higher fatigue level of the two Task Forces applies to the new Task Force.

Task Forces formed in the off-system zone may use only the forces available in the Functional Naval Unit box. Task Forces formed in the off-system zone may not be formed from the forces in the Destroyed Naval Unit box.

Any Task Force formed in the off-system zone must receive a mission during the mission assignment phase of the following turn and be placed on space zero of the T-space travel time track.

Task Forces currently on the T-space travel time track may not be adjusted in any way.

Supply Phase

Supply is as important to the navy as it is to the army.

Ships need reaction mass for their thrusters, missile resupply and other consumables, food, oxygen, fighter maintenance, and so on, even if the ship never fires.

After a battle, damage must be repaired, and replacement fighters and crew must be gathered and prepared for the next mission.

Naval operations require massive and continuous effort to rearm and reorganise fatigued and disorganised Task Forces.

Naval supply tracking is similar to ground supply tracking.

Each base or transport squadron has a supply counter, which is used to track its supply level on the player's supply track.

As supplies are consumed or lost, the corresponding counters are moved to reflect the change.

A number representing the maximum supply level that a base or transport can hold appears on each supply counter.

Off-system zones, for both the Renegade and TOG sides, are considered to provide unlimited supply.

Thus, fatigued and disorganised Task Forces that withdraw into this off-system zone are simply placed in the Functional Naval Unit box.

These forces may be used during the Task Force Adjustment Phase of the following turn to form new Task Forces.

At the start of the Supply Phase, both players may spend supply to reconstitute any fatigued Task Force in a sector containing a friendly naval base or transport.

Disorganised units may also be reorganised.

After spending supply to rearm or reorganise units, players may transfer supply between friendly bases and transport squadrons of the same orbital segment.

A transport must have a supply mission and must have entered, during the current turn, the orbital segment where the base is located, in order to transfer supply.

Friendly bases of the same sector and the same orbital segment may freely transfer supply, but bases in different orbital segments must use a Task Force with a supply mission in the usual way to transfer supply.

Disrupted transports may not transfer supply until they have been reorganised.

Disorganised bases may receive supply points from a transport or another friendly base in their orbital segment, but may neither transfer nor spend these points.

Transport squadrons may not use the supply they carry to restore or reorganise their Task Force.

During the last part of the Task Force Adjustment Phase, players may rebuild destroyed units from the destroyed naval unit box of their off-system zone map.

Disorganised bases may not use supply to rearm or reorganise Task Forces.

Legion bases of class GL1, GL2, GL3 or GL4 may not be used for naval supply.

Rearming Fatigued Task Forces

Fatigued Task Forces are rearmed in the Space Game in the same way as on the ground.

Any Task Force in a sector containing a friendly undisrupted naval base may remove or reduce its fatigue level by -1 at a cost of one supply point per unit, ship or fighter squadron.

Example: a Task Force composed of a battleship, a destroyer, two defence squadrons and seven fighter squadrons must spend eleven supply points to remove one fatigue level from each unit.

Several fatigue levels may be removed in one turn, provided enough supply points are spent.

Supply may come from several sources, if necessary, provided that these bases are located in the same sector.

Task Forces moved to the Off-System Zone are dissolved and their units placed in the Functional Naval Unit box.

The high level of supply available in these secure bases eliminates all fatigue from these units.

Reorganising Disorganised Units

Once the players have rearmed the fatigued Task Forces, they may reorganise the disorganised units located in the same sector as an undisrupted friendly naval base.

The base may reorganise as many units as it wishes, provided it has enough supply points.

All units of a Task Force must be reorganised simultaneously; a Task Force may be reorganised only in part.

Naval units may not be reorganised over several turns.

However, during the Task Force Adjustment Phase, a player may split a Task Force containing disorganised units in order to reorganise some of the disorganised units in a sector.

A disrupted base may only spend supply points to reorganise itself.

The reorganisation cost of a disrupted unit depends on its type.

Rebuilding Destroyed Units

A system battle is only one part of a larger conflict taking place in the theatre of operations.

The theatre commander has limited resources and generally replaces destroyed units only when necessary.

Destroyed naval units and bases may be rebuilt in the off-system zone, but a limited number of units may be rebuilt per turn, generally defined by the scenario.

As a general rule, no more than three units may be rebuilt per turn.

To rebuild a naval unit, a spacecraft, a fighter squadron or a base, simply move the unit counter from the Destroyed Naval Unit box of the off-system zone map to the Functional Naval Unit box.

A player who does not rebuild, or cannot rebuild, the maximum number of units in a turn may not carry unused rebuilding opportunities over to another turn.

Tempo Phase

During the Tempo Phase, the players determine which player will be the attacker for the next turn.

If the current attacker makes more breakthroughs and counter-attacks than the current defender, the latter becomes the attacker for the next turn.

The current defender remains the defender. If the current defender makes as many counter-attacks and breakthroughs as the current attacker, or more, the players reverse roles.

The current defender becomes the attacker for the next turn.

Orbital and Ground Bases

The Space Game uses orbital bases and ground bases.

Orbital bases orbit a planet or float freely in the system.

Ground bases are dug deep into the rock of a planet, moon or asteroid, their weapon systems concealed in the canyons and crevasses of the terrain.

Ground bases are much more difficult and dangerous to destroy than orbital bases, but also much more difficult to build.

In general, ground bases have higher defence values and supply limits, but lower attack and ESM values than their orbital counterparts.

Orbital and ground bases are placed in an orbital segment of a planet and are supplied according to the standard rules for supply, rearming and reorganisation.

Both types of base may be used for sector defence in the orbital segment to which they are assigned.

This allows the player to use bases as part of the attacking force in an engagement with enemy Task Forces assigned to ground support, supply or orbital drop missions.

The player is not obliged to use a base on these missions. The player may decide not to risk disrupting his base.

Disorganised bases have an attack value of 0 and are therefore useless until reorganised. Saving throws are made for orbital bases only when the segment containing the base is attacked by enemy forces with attack or HS attack missions, or when the opposing side has assigned sector defence forces to the base's orbital segment (see Opposing Sector Defences).

If the base's segment contains friendly naval forces with a sector defence mission, saving throws are made only to avoid disruption following a BT or CA result.

If a base was not defended by friendly naval forces, the saving throw is made to avoid disruption, or destruction if the result is a BT, as usual.

Saving throws are made for ground bases only when enemy units enter the orbital segment of a base and attack with a ground support mission.

As a member of the sector's defence force, the ground installation may make a free attack (without a saving throw) against the force carrying out the ground support mission, adding its attack value to that of any other sector defence force in the segment.

When the surviving enemy force carries out its ground support mission, the ground installation must make a saving throw.

Example: a Renegade GN2 base and a Renegade heavy fighter squadron occupy orbital segment 4 of Ku Crassus. A TOG defence squadron and a heavy fighter squadron attack on a ground support mission. The Renegade force has detected the TOG force in N-space, but has decided not to intercept it in deep space. When the TOG force enters orbital segment 4, the Renegade fighters (attack value 4) and the ground installation (attack value 1) combine their attacks for a total attack value of 5. The total TOG defence value is 12, which gives the attack a ratio of 1 to 3, rounded to 1 to 2, with a result of 0/+2. As the TOG force is attempting a ground support mission, the Renegade player adds a +2 modifier to his saving throws. All forces involved in the combat succeed in their saving throws. The GN2 base did not have to make a saving throw. Now the TOG force (total attack value of 7) carries out its ground support attack against the Renegade GN2 base (defence value of 6), at a ratio of 1 to 1. The Renegade player rolls a 5, giving a result of 0/0. The Renegade base and the TOG force make saving throws against unmodified targets. The TOG defence squadron fails its saving throw, as does the Renegade base. Both units are disorganised.

Ground bases make saving throws only in special situations, so their presence in an orbital segment discourages the opposing player from placing sector defence forces there. A ground base may fire on enemy forces without making a saving throw until the enemy is destroyed, disorganised or withdrawn.

Orbital bases, for their part, must make saving throws as soon as they engage in unsupported combat, and therefore do not enjoy the same endurance as their ground counterparts.

Orbital bases may be placed anywhere on the system map and are not limited to planetary bodies. They may only be placed in sectors containing planets, planetoids or asteroids.

Capture of Bases

Disorganised enemy orbital bases may be captured by Marine cohorts in the same way as ground forces capture a planetary base.

To be captured, a base must be disorganised and no opposing naval force or base, of any type, may be in the orbital segment it occupies.

Marine cohorts are specially trained to attack and defend orbital installations, as well as ground bases located on planetary bodies of low gravity.

Most bases have a small detachment of Marines assigned to protection against such attacks, but in a major emergency, a cohort may be deployed to a small base lacking the necessary installations.

In this case, the Marines use modular barracks, which provide both living quarters and defensive positions. These modular barracks may be dug around a ground base or placed around a floating naval base.

In particularly contested sectors, a small fighter-squadron base of twenty naval ratings and officers may be surrounded by more than six hundred Marines in floating armoured capsules.

Transport of Marine Cohorts

Marine cohorts must be transported in a transport squadron.

Each Marine cohort moves 10 supply points.

A light transport squadron may carry one Marine cohort, and a medium transport squadron may carry up to ten Marine cohorts.

Marine cohorts do not move supply points when stationed on a base, and may be loaded and transferred to a base or transport squadron as if they were supply points during the Supply Phase of the turn.

To indicate that a Marine unit is being transported, simply place the Marine Cohort counter under the Transport Squadron counter.

To indicate that a Marine unit is defending a base, place it under the Base counter.

Attacking a Base

To use a Marine cohort in an attack, the transport carrying the Marines must be assigned to a Task Force with an attack mission (not a HS attack) and must be deployed in the attack itself.

If the transport survives deep-space interception, it may land its Marine cohort on the orbital base.

The base must, however, be disorganised at the time of the attack, otherwise the attack cannot be made.

An earlier attack in the same turn may hit a segment and disorganise all the sector's defence forces and the base, after which the Marine cohort may land during a follow-up attack, all within the same combat phase.

The defence value of a base protected by Marine cohorts is the class of the base, plus one additional point to the total defence value for each friendly Marine cohort stationed on the base.

Thus, an ON2 base assigned a Marine cohort would have a defence value of 3. Note that the total defence value is based on the class of the base, not on its defence value.

To resolve an attack on a base, the attacking player makes a normal combat roll, comparing the total attack value of the Marines with the total defence value of the base and its Marine forces.

If the base fails its saving throw, it and all its supply are captured, and the Marines defending it are destroyed.

If the base is captured, the attacking player replaces the Base counter with a Base counter of the same class, taken from his own set of counters.

The base is always considered disrupted.

If the defending player succeeds in a saving throw, the base remains in the possession of its current owner, the attacking Marines are destroyed, and their transport squadron is disrupted.

Establishing New Orbital Bases

Players may not build ground bases in the Space Game.

However, they may load orbital base components into transports located off-system, transport them to the system map, and assemble the base in the sector and orbital segment of their choice, excluding any orbital segment containing an enemy base.

Transporting Orbital Bases

A player may transport into the system any orbital base located in the Functional Naval Unit box of his off-system zone map.

To indicate that the base is being transported, simply place the Base counter under the Task Force counter.

Bases move 20 supply points per class level. Thus, an ON3 base moves 60 supply points, while an ON4 base moves 80 supply points.

A single transport squadron cannot carry all the components needed to assemble a base, but the load may be spread among the transports of a Task Force.

If a single transport squadron carrying the orbital base is disrupted, all transport squadrons carrying the components of the orbital base are disrupted. If one of the transport squadrons is destroyed, the entire base is destroyed.

A base may only be moved by a Task Force with a supply mission. Once the Task Force has safely arrived in the sector and orbital segment where the player wishes to establish the base, the base may be unloaded during the Supply Phase of the turn.

The base is then placed in the appropriate orbital segment, or on the sector map if it is not in orbit around a planetary body.

The base is considered disrupted and may be reorganised normally during the following Supply Phase.

The opposing player must be informed of the location of the base at deployment.

A player may choose to use a transport squadron as a base. The player moves the transport to the sector and orbital segment from which he wishes to operate. During the Task Force Adjustment Phase, the player removes the Transport Squadron counter from the Task Force holding box and places it on the Orbital Force Allocation Table of the sector, if it orbits a planetary body. Otherwise, the counter must be placed on the system map.

The opposing player must be informed of the location of the new transport/base.

Until the transport counter is reassigned to a Task Force, the unit functions as a naval base.

During any following Task Force Adjustment Phase, the player may place the transport in a Task Force and move it normally.

Campaign Game

The Prefect Campaign Game combines the Planetary and Space Games into an integrated whole.

In this game, the players control all aspects of the invasion and defence of a planet.

Unless stated otherwise, the players must use the rules of the Planetary and Space Games to play.

Components

The Campaign Game uses all the components of the Planetary and Space Games, as well as several new counters.

Planetary Map

The Planetary Map of the Campaign Game is used as described in the Planetary Game, except for the orbital segments of the Ku Crassus Force Allocation Table, which correspond directly to the Air/Space Defence Century.

The Air/Space Defence Century is a combat support unit tasked with protecting a Task Force from attacks by fighter squadrons assigned to ground support missions.

For each Air/Space Defence Century of a Task Force, the target number of the saving throw of any attacking squadron is reduced by -1.

[Source note: the French text is incomplete at this point; the sentence introducing the map zones is missing from the source, which resumes with "zones on the planetary map, as illustrated below".]

Any ground base in a zone is considered part of the corresponding orbital segment, as described in the section "Orbital and Ground Bases" of the Space Game rules.

Other ground units of a zone may be attacked by enemy forces on a ground support mission in the corresponding segment.

Naval forces carrying out an orbital drop mission in this segment may land their troops only in hexes of the corresponding planetary zone.

Ground support and orbital drop boxes appear for each planetary zone to contain forces being dropped or assigned to ground support somewhere in that zone.

New Units and Capabilities

A new combat support unit, the Air/Space Defence Century, is added to the Campaign Game.

Ground bases receive additional capabilities.

Ground Bases

The Planetary Game did not use the attack, defence and ESM values of the Legion and Naval ground bases. These values are used in the campaign when a base engages enemy space forces. See Ground Support Missions.

Game Flow

The Prefect Campaign is designed for two players.

One player controls the TOG naval and ground forces, and the other the Renegade/Commonwealth naval and ground forces.

It may be useful to begin by selecting the invasion scenario and placing the planets and planetoids on the Ku Crassus system map according to the zone/sector coordinates provided.

The Task Force record sheets, force allocation tables, and so on, are set up in accordance with the set-up rules of the Planetary and Space Games.

Campaign Game Sequence

The Campaign Game sequence combines the sequences of the Planetary and Space Games. Actions taking place in space are generally resolved first, followed by the movement and combat of planetary forces. Finally, the separate Supply, Task Force Adjustment and Tempo phases of each part are grouped into Campaign Supply, Campaign Task Force Adjustment and Campaign Tempo phases.

The attacker of the first turn is generally specified by the scenario. Otherwise, each player rolls a die. The player obtaining the better result is the attacker of the first turn.

The game continues until the victory conditions of one player are met or the number of turns specified in the scenario is reached.

The attacker of each successive turn is determined during the Tempo Phase at the end of the previous turn.

The sequence of the Campaign Game is presented below. Unless stated otherwise, the rules of the planetary and space phases do not change.

Sequence of Play

  1. Naval Mission Assignment Phase. Use the rules of the Mission Assignment Phase of the Space Game.
  2. Attacker T-Space Movement Phase. Use the rules of the Attacker T-Space Movement Phase of the Space Game.
  3. Attacker Intra-System Movement Phase. Use the rules of the Attacker Intra-System Movement Phase of the Space Game.
  4. Attacker Space Combat Phase. Use the rules of the Attacker Space Combat Phase, except that Task Forces with ground support missions do not resolve their missions until friendly ground forces are in combat. Orbital drop missions are resolved during the Supply Phase.
  5. Defender T-Space Movement Phase. Use the rules of the Defender T-Space Movement Phase.
  6. Defender Intra-System Movement Phase. Use the rules of the Defender Intra-System Movement Phase.
  7. Defender Space Combat Phase. Use the rules of the Defender Space Combat Phase, except that Task Forces with ground support missions do not resolve their missions until friendly ground forces are in combat. Orbital drop missions are resolved during the Supply Phase.
  8. Attacker Ground Movement Phase. Use the rules of the Attacker Ground Movement Phase of the Planetary Game.
  9. Defender Ground Movement and Combat Phase. Use the rules of the Defender Ground Movement and Combat Phase of the Planetary Game. In addition, Task Forces with ground support missions may be used to support friendly ground Task Forces engaged in combat.
  10. Ground Combat Phase. Use the rules of the Combat Phase of the Planetary Game. In addition, attacking Task Forces with ground support missions may be used to support attacking ground Task Forces based on the planets. At the end of this phase, players may use unengaged Ground Support Task Forces to launch independent attacks against enemy Task Forces or bases.

Ground Support Missions

Ground support missions are handled differently in the Campaign Game and in the Space Game.

A Naval Task Force with a ground support mission moves to the orbital segment it has been assigned to attack, and may be intercepted by any enemy force on a sector defence mission, as described in the Space Game rules.

The owning player may use the surviving forces to attack enemy Task Forces or bases in the corresponding zone of the planetary map, or to support an attack by friendly ground forces.

The Task Force must be placed in the ground support box of the planetary zone.

During the ground combat phases of the turn, players may assign the space forces of the zone to assist their ground forces in combat, in the manner and at the time of their choosing.

At the end of the combat phase, both players may use remaining space forces with ground support missions to launch independent attacks against enemy Task Forces.

Once combat is resolved, the space unit returns to the Task Force box.

Example: the Renegade player is the defender for this turn. He has two light fighter squadrons and a patrol squadron in zone 1, on a ground support mission. He chooses that one fighter squadron support an attack against a TOG Task Force crossing one of the zones of control of his Task Force. The second fighter squadron is used to reinforce the defence of an attacked Task Force. The patrol squadron is used at the end of the combat phase to attack a TOG GL2 base.

Combat Support of the Task Force

Once combat has been declared, both players may assign all, some or none of the naval ground-support forces present in the zone of the map where the combat takes place to strengthen the attack or defence values of one or more of their Task Forces.

Players may then add the attack value of the supporting naval units to the total attack or defence value of the Task Force, as applicable.

Even if naval support assists a defending Task Force, only the attack value of the naval ground-support forces is added, not the defence value of the naval unit.

Detection attempts by Task Forces against other Task Forces are not modified by the presence or absence of naval ground-support forces.

Example: TOG Task Force No. 1, composed of two medium armour cohorts (attack value of 3 each), attacks Renegade Task Force No. 2, composed of a single medium armour cohort (total defence value of 6). In the same zone, TOG Task Force No. 3, composed of a heavy cohort, attacks Renegade Task Force No. 4, composed of two infantry cohorts. The TOG player has two light fighter squadrons (attack value of 2 each) in the zone. The Renegade player has one pursuit squadron (attack value of 7) in the zone. The TOG player chooses to commit his two squadrons to support the attack against Renegade Task Force No. 2. The Renegade player commits the pursuit squadron to the defence of his Task Force. The other attack is made without support. A detection attempt is made, both sides are detected, and the combat between Task Forces No. 1 and No. 2 is resolved. The total TOG attack value for the attack is 10 (3 + 3 + 2 + 2). The total Renegade defence value is 13 (6 + 7). Combat is resolved on the 2 to 3 column of the Combat Results Table. The attacker rolls an 8, giving a result of +1/-1.

The fighter squadrons assigned to support the Task Force's combat must make saving throws, applying the modifiers to the target number allowed by the Combat Results Table.

If the enemy Task Force includes Air/Space Defence Centuries, the saving-throw targets of the friendly Task Force are reduced by -1 for each Century present in the enemy Task Force.

Non-disorganised bases are considered to possess a number of Air/Space Defence Centuries equal to their value (Planetary Game rules).

Spacecraft do not have to make saving throws, unless an air defence unit is present.

Whatever the number of air defence units present or the combat results, spacecraft will fail a saving throw against air defence only on a result of 10. All other results are considered successful saving throws.

In the example above, the TOG fighters add a +1 modifier to their saving throw. If the Renegade Task Force had contained an Air/Space Defence Century, the player would have announced this configuration, giving the TOG fighters a modifier of 0 (+1 - 1) to their saving-throw target. A second Renegade Air Defence Century would have given the TOG fighters a total modifier of -1 (+1 - 1 - 1).

The Renegade player was using a spacecraft in the attack, but could make a saving throw only if the TOG Task Force also contained an air defence unit.

All naval forces used to support a ground attack are immediately removed from the planetary map and placed with their Task Force after the combat is resolved.

Supported Attacks Against Bases

Faced with an attack launched only from space, bases can easily afford to be extremely cautious. But if a space or air attack is combined with a ground attack, the effectiveness of a base's space armament is seriously reduced. The base must keep its missile silos and laser bays closed to prevent enemy artillery from slipping in a well-placed HELL-type shot. The sensors and targeting networks of ground bases may also be blinded by a ground battle surrounding them.

Result: a base subjected to a combined attack deactivates all its point-defence systems, except its smallest ones.

A ground attack supported by friendly air forces launched against an enemy ground base is handled in the same way as described above.

If the attacked base is not disrupted, the ships supporting the attack must make saving throws against targets that remain unchanged. The supporting fighter squadrons must add an additional modifier, equal to their defence value, to their saving-throw targets.

An attacked base must make a saving throw, the target being modified by the combat results.

If the base is already disrupted, a failed saving throw results in the destruction of the base and of all the supply it contains.

Independent Attacks

At the end of the Combat Phase, once all ground combat has been resolved, any unused naval ground-support force may carry out independent attacks against any enemy Task Force or base.

The attacking player resolves his independent attacks first, assigning his forces against the enemy Task Forces or bases of his choice.

If the defending Task Force was detected this turn, the attack is carried out as described in the section "Supported Attacks Against Bases" above.

The attack value of the naval units carrying out the attack is compared with the defence value of the Task Force (after adding all normal ground-combat modifiers related to terrain).

The saving throws of the attacking force are treated as described above.

If the defending Task Force is not detected, the attacking force must make a detection attempt as described in the "Detection" section of the Planetary Game, using the ESM value of the naval units. To determine the total ESM value of the detection attempt, subtract 2 from the ESM values of all spacecraft. The ESM values of fighter squadrons are not modified.

If the attacking force does not detect the defending Task Force, no attack may be carried out and the assigned naval forces are returned to their storage box. If the enemy Task Force is detected, a normal attack is carried out.

Note that the defending Task Force does not need to attempt to detect the attacking naval forces; these forces are considered detected for this combat.

An independent naval attack against a ground base uses the combat rules of the Space Game. The ground base is always considered detected. If the attacking naval Task Force was not detected in N-space, the attacking force may apply a column shift. Fighters do not add the value of the base as a modifier to their saving-throw targets. However, if Air/Space Defence Centuries are stationed at the base, all combatants apply a -1 modifier to their saving-throw targets for each Century present.

Bases are not affected by the AR, DR, CA and BT results, but must make their saving throws with the appropriate modifiers.

If a base contains an enemy Task Force, only the base is considered attacked during an independent attack. In this case, the defence values of the combat units of the Task Force are not added to the defence value of the base. The Task Forces present at the base are not affected by the disorganisation of the base. If the ground base is destroyed, all units of the Task Force are immediately disorganised.

Supply

The supply procedure of the Campaign Game is the same as that of the Planetary and Space Games, with the difference that supply points do not appear "by magic" on a Legion ground base.

The majority of supply must be transported to the planet and to the other bases from off-system zones.

Urban areas also generate a limited amount of supply each turn, in accordance with the scenario.

During the Supply Phase, the players must carry out the following operations in the order given:

  1. Rearm and reorganise fatigued and disorganised units.
  2. Rebuild destroyed ground and naval forces.
  3. Transfer supply points and/or create combat units between bases, headquarters and transports.
  4. Carry out orbital drop missions of supply and troops.

Disorganised Bases

Disorganised ground and naval bases have an attack value of 0, but retain their full defence value.

Disorganised bases may not transfer supply, rearm, reorganise or rebuild units, but they may receive supply.

Disorganised bases may spend supply points only to reorganise themselves.

Troop Transport

Combat and support units may be carried by naval transports instead of supply points.

As the physical space occupied is roughly the same for each type of unit, most ground units move 10 supply points. However, some ground units use such massive equipment, or are so much larger than the norm, that they move more supply points.

Use the following table to determine the number of supply points that a ground unit may move.

Ground Unit TypeSupply Points Displaced
Legion Headquarters15
Heavy Armor Cohort30
Militia Regiment20
Garrison Legion40
All Other Units10

To indicate that a combat unit is being transported, place the Unit counter under the Transport Squadron counter.

If the transport is destroyed while carrying the unit, the unit is also destroyed.

A disrupted transport does not disrupt the unit it carries, but it may not unload it until the unit has been reorganised.

Players may combine transports to carry units too large to be carried by a single transport, just as several transports may move a base. All transports moving a unit must remain in the same Task Force until the unit is unloaded.

Transports with a supply mission may only unload ground units in planetary zones containing friendly bases.

Ground troops may be transferred to orbital bases, but they will move the supply of the bases normally.

Ships and bases may destroy supply to make room for ground troops, but may not destroy ground troops to make room for supply.

Marine cohorts do not move the supply of orbital bases. Marines and ground forces do not move the supply of ground bases.

To land on a ground or orbital base, the transport must enter an orbital segment containing an undisrupted base. If the transport meets these conditions, the forces may be transferred to the base. When transferred to a ground base, all forces must immediately be integrated into a Task Force already present at the base or form a Task Force around them. Non-gravitic forces are not obliged to form part of a Task Force.

Base Limitations

These rules treat naval and Legion bases as virtually identical. However, the two installations require different repair and maintenance equipment.

Legion bases are mainly organised to maintain ground forces and have a limited capacity to support fighters.

GL1 class bases may use supply only to rearm, reorganise and rebuild fatigued, disorganised or destroyed ground units.

GL2 class bases may use supply to relieve the fatigue of fighters in their sector.

GL3 and GL4 class bases may use supply to reorganise disorganised fighter squadrons in their sector.

Ground Legion bases cannot remove the fatigue of ships.

Naval bases, or transports operating as orbital bases, may use supply only to rearm and reorganise naval units.

Any base, whatever its class or type, may rearm, reorganise or rebuild fatigued, disorganised or destroyed Marine cohorts.

Planetary Support Base Manufacturing

The Prefect campaign allows players to increase the standard supply normally available on a planetary base through manufacturing.

Planetary support bases (GL4) may have the industrial capacity to receive replacement vehicles and equipment in the form of components and to assemble these parts into finished products.

On-site assembly makes it possible to ship greater quantities of useful materials per tonne of mass transported.

Players choosing this option will increase by 25% the number of supply points delivered by a transport coming directly from the off-system zone, rounding fractions down.

This supply bonus is limited to transports coming directly from the off-system zone, in order to discourage players from transferring the same supply points in both directions and increasing the number of points available at each transfer.

Orbital Drops

In any kind of military campaign, troops land under enemy fire. The initial invasion troops, and often reinforcements, are not simply transferred to a friendly planetary base. Any landing is dangerous. Losses of troops and equipment must be expected, but they can be kept to a minimum.

Dropping Troops

During the Defender's or the Attacker's Space Combat Phase, transports with an orbital drop mission must enter the orbital segment corresponding to the planetary zone where they wish to land the troops.

Only gravitic units or Marines may be landed by orbital drop. Garrison legions and militia regiments may land only on friendly bases, as part of a supply mission.

Transports attempting to land troops must survive the attacks of the opposing forces assigned to sector defence missions.

Disrupted transports immediately return to their Task Force storage box and may not land any troops.

The troops are removed from the Task Force holding box and placed in the orbital drop holding box of the appropriate planetary zone.

At the end of the ground combat phase, any unused enemy fighter squadron assigned to a ground support mission in the same planetary zone as the dropping transport may launch an attack against the dropped forces.

Use the combat resolution system, comparing the total attack value of the fighters with the defence value of the dropped cohorts. No player may make a column shift. Fighters do not make saving throws, whatever the result of the combat.

The dropped forces must make normal saving throws against a target number modified by the combat result.

Note that all retreat results AR, DR, CA and BT are ignored, but the saving throws are made against targets modified by these modifiers.

Disorganised units continue the drop. Destroyed units are removed. During the Task Force Adjustment Phase, the owning player must group all dropped units into Task Forces. He does not need a headquarters to do so.

At the end of the Supply Phase, the player must place his Task Forces in any hex of the planetary zone. A Task Force may not land in a hex containing an active enemy base, a Task Force, or the active ZOC of an enemy unit.

It may land in the same hex as a friendly Task Force, but the two Task Forces must immediately merge into one.

Legion and Auxilia headquarters always land with full supply, which is not considered part of the supply carried by the transport. Supply carried by a Legion or Auxilia headquarters may not be used until the headquarters has landed and is no longer on a transport or orbital base.

Once landed, the Task Force functions as a normal unit.

Units disorganised during the drop must be placed in a Task Force with a headquarters, or landed in a hex containing a Task Force with a headquarters. Otherwise, the disrupted unit will be unable to defend itself until it is ordered to withdraw.

Supply Drops

Supply may be dropped directly to Legion or Auxilia headquarters, in the same way as for ground units, provided that the supply transports are located in the appropriate planetary zone.

The player must place the transport squadron in the orbital drop box. The transport squadron is subject to the same fighter attacks as a ground unit.

If the transport squadron is disrupted, it returns to its Task Force drop box and the supply is not dropped.

At the end of the Supply Phase, any undisrupted transport present in the orbital drop box of the planetary zone may transfer supply to the Legion headquarters.

Dismantled bases may be transferred in the same way to any friendly Task Force containing Construction Engineer Centuries.

Building Ground Bases

Legion and Naval ground bases of rank 1, 2 or 3 may be built on the planetary map by Construction Engineer Centuries.

Only one base may be built per hex.

Any base of rank 1, 2 or 3 may be transported in accordance with the base transport rules of the Space Game.

Ground bases may be unloaded onto a friendly ground base, then transferred to a friendly Task Force in accordance with the rules for Construction Engineer Centuries in the Planetary Game.

Bases may also be transferred, by orbital drop, to any Task Force containing Construction Engineer Centuries, as described above.

Once transferred, a base is placed in the hex where the Task Force is located. The base is considered disrupted until it is reorganised normally during the next Supply Phase.

The opposing player must be informed of the location of the base as soon as it is deployed.

Integration of Renegade Legion

Players owning Renegade Legion products may resolve key space or planetary battles of Prefect using Centurion, Interceptor or Leviathan, according to the procedures described below.

Space Battles in Leviathan

Any space battle may be resolved with Leviathan in place of Prefect's combat resolution system.

The players set up the Leviathan cards, select and arrange the appropriate Leviathan pieces. They may then fight a standard Leviathan battle, transferring the results of the battle to Prefect.

Conversion of Prefect Units to Leviathan

The first step in resolving Prefect space battles with Leviathan is to convert the forces of Prefect into an appropriate mix of Leviathan units, using the table opposite.

Prefect/Leviathan Unit Conversion

Prefect UnitTOG ForcesRenegade/CW Forces
FL1Lancea FlightCheetah Flight
FL2Verutum FlightGuardian Flight
FM1Spiculum FlightSpace Gull Flight
FM2Pilum FlightPenetrator Flight
FH1Marty FlightAvenger Flight
FH2Gladius FlightPetal Flight
P Sqd2 Fulgur, 2 Serpens, 4 Cingulum3 Exeter, 3 Ajax
D SqdPursuit Squadron plus 1 BanthaPursuit Squadron plus 1 Valiant

*From Leviathan Capital Ship Briefing.

Independent fighter squadrons are generally deployed so that their carriers never engage in combat.

If a player chooses to deploy carriers with the squadron, each TOG squadron will be assigned four Pharetra-class corvettes, while Commonwealth/RL independent fighter squadrons will have four Solstice-class corvettes.

Units suffering one fatigue level are out of missiles.

Units suffering two fatigue levels have no missiles left and possess only 75% (rounded up) of their nominal armour.

Units suffering three fatigue levels, and disorganised units, have no missiles left and possess only 50% of their nominal armour.

Complete battles played under Leviathan rules may include naval or ground bases and transports, as well as ships and fighters.

Naval ground bases increase their shield value by 1 (up to a maximum of 5).

The factors of the right and left turrets are added together to form a single firing factor.

All forward and rear weapons are removed.

Only right and left broadside weapons and missiles may fire, although both broadsides may be used, in accordance with the Leviathan rules.

Map Set-Up

Once both players have chosen their forces, set up the map on which the combat will take place.

The map configuration is determined by whether or not the forces involved in the combat arc are detected, and by whether the battle takes place in an orbital segment or in deep space.

Deep-Space Interception

If the combat is a deep-space interception, both maps are laid out as indicated. The forces of the player in phase are placed first, anywhere on the xx0l hex row of the map, regardless of their heading.

All fighters start the game.

If the forces of the player in phase have been assigned a high-speed attack mission, they may begin the game with a starting speed of up to twice the thrust of their lowest unit.

If another mission is assigned, the force may begin the game with a starting speed of up to the thrust of its lowest unit.

All units of the player in phase must have the same starting speed.

The opposing player is placed second.

If the forces of the opposing player have been detected by those of the player in phase, they must be placed on the xx14 hex row of map 2, regardless of their heading.

These forces may have a starting speed up to the maximum thrust of their lowest unit.

Combat in an Orbital Segment

If the combat takes place in an orbital segment, the map sheets are laid out as indicated. The 0lxx hex row represents the ground, 02xx the atmosphere, and 03xx the interface.

Ground bases must be placed in the centre of the map, at hex 0114.

Orbital bases are placed anywhere on the 07xx hex row.

If the orbital segment contains several bases, they are all placed on the same hex, but split equally between the two map sheets.

Example: if two bases are present, the player may place one on map 1, hex 0711, and another on map 2, hex 0711.

The opposing player places his ships and fighters anywhere on or below the 13xx hex row, on any heading and at an initial speed of up to their maximum thrust.

All fighters start the game launched.

The player in phase then deploys his forces.

Undetected forces may be placed on or above the 20xx hex row.

If the force is detected, it must be placed on the 26xx hex row.

Force of the Player in Phase

If the forces of the opposing player have not been detected, they may be deployed anywhere on the 0lxx column, the 26xx column or the xx14 row of map 1, regardless of their heading. Their starting speed may reach the maximum thrust of their lowest unit.

Once all forces have been deployed, the combat against the Leviathan begins.

The Leviathan part of the battle ends when all the forces of the player in phase have left the map by one of the edges, have jumped into T-space, or have been destroyed.

The player in phase must exit his forces from the xx14 row of map 2 to carry out attack, HS attack, reconnaissance, ground support, supply or orbital drop missions.

Units leaving by any other edge of the map are disrupted and may not be used to accomplish these missions.

Units showing dorsal cracks, structural collapse, a destroyed SLD, a destroyed installation or a destroyed ship may also not be used to accomplish these missions.

Note that these forces may have to fight an additional battle in the orbital segment before carrying out their mission. This battle may be resolved using either Prefect (see Leviathan Conversion to Prefect) or Leviathan.

Players using the Leviathan rules for the battle use the current record sheets of the surviving force. Missile reloads and other repairs are not allowed until the units have returned to a friendly base and that base has spent enough supply points to rearm, reorganise or rebuild the units of the Task Force.

Surviving forces assigned to a reconnaissance mission, which survived a deep-space interception and left the board correctly, may carry out their mission normally. (See Leviathan Conversion to Prefect.)

Intercepted forces carrying out a withdrawal must enter T-space to complete their withdrawal. If forces leave a map edge without jumping into T-space, another map must be placed against that edge, and the combat continues until all withdrawing forces have been destroyed or have jumped into T-space. (See Leviathan Conversion to Prefect.)

Combat in an Orbital Segment

If the combat takes place in an orbital segment, the map sheets are laid out as indicated. The Olxx hex row represents the ground, 02xx the atmosphere and 03xx the interface.

Ground bases must be placed in the centre of the map, at hex 0114.

Orbital bases are placed anywhere on the 07xx hex row.

If the orbital segment contains several bases, they are all placed on the same hex, but split equally between the two map sheets.

Example: if two bases are present, the player may place one on map 1, hex 0711, and another on map 2, hex 0711.

The opposing player places his ships and fighters anywhere on or below the 13xx hex row, on any heading and at a starting speed up to their maximum thrust.

All fighters start the game launched.

The player in phase then deploys his forces.

Undetected forces may be placed on or above the 20xx hex row.

If the force is detected, it must be placed on the 26xx hex row.

Once the combat against Leviathan has been resolved, the remaining forces of the player in phase may attempt to accomplish the mission assigned to them.

Forces with an orbital drop, ground support or supply mission that have not broken off the combat may be used in accordance with the Prefect rules for those missions.

Forces that have broken off the engagement may not be used to accomplish their assigned missions. (See Leviathan Conversion to Prefect.)

Leviathan Conversion to Prefect

At the end of the Leviathan combat, the players must convert the results into Prefect units.

This is not a straightforward reversal of the Prefect-to-Leviathan conversion.

The players must determine whether their ships are considered destroyed, disrupted or simply fatigued by the Leviathan action, in accordance with the following rules.

The fatigue level of the Task Force increases in accordance with the Prefect rules. However, the fatigue level does not depend on the level of damage suffered by the ships during the Leviathan game.

The Task Force returns to Prefect with all the ships with which it began the combat, including those that broke off.

Destroyed ships and fighters are removed from the Task Force box and placed in the destroyed naval units box of the off-system zone map.

Ships and fighters considered disrupted, as defined below, normally form a new Task Force in the segment.

Ships of class BB, CA, FGV and DDV, as well as all bases of which a ship is destroyed, whose spine is cracked or whose structure has collapsed, are considered destroyed.

If the ship or base suffers internal damage, it is considered disorganised.

Pursuit, defence and transport squadrons are considered disorganised if fewer than half of their ships are destroyed, as defined above, or have suffered internal damage.

If more than half of their ships are destroyed or have suffered internal damage, the squadron is considered destroyed.

Supply points are lost whenever a transport is destroyed, as defined above. Supply points are considered to be divided equally among the ships of the squadron, so the loss of a single transport therefore results in a proportional loss of supply. Each transport loss must result in the loss of at least one supply point.

Cohorts and Centuries carried by transports are considered destroyed if the Transport Squadron is destroyed. The Cohort or Century is disrupted only if the Transport Squadron is disrupted by the destruction of one or more of its ships.

Bases carried by transports are considered destroyed if the Transport Squadron is destroyed or disrupted.

Planetary Combat with Centurion

Any individual combat in Prefect between enemy planet-based Task Forces may be resolved using the Centurion rules.

Prefect players may choose a representative force of ground and gravitic vehicles and play the battle on two standard Centurion maps.

As these battles may involve a large number of forces, it is recommended to play only very important battles with this system.

Unless stated otherwise, use all applicable Centurion rules, including the optional rules.

Conversion of Prefect Units to Centurion Units

The first step in resolving planetary battles with Centurion is to convert the Prefect forces into a representative mix of Centurion units.

Each player must examine the combat and support forces assigned to the Task Forces involved in the combat and select a number of Centurion units according to the table below.

[Source note: the Prefect-to-Centurion unit conversion table referred to here is not reproduced in the source document; the conversion ratio and modifiers are transcribed above.]

The conversion ratio is about 9 to 1, each Centurion unit representing a Century of a similar vehicle type.

Divide the number of Defender Centurion units by two (rounding up) if the defending Task Force is detected and the attacking force is not.

Divide the number of Attacker Centurion units by two (rounding up) if the attacking Task Force is detected and the defending force is not.

If the attacker and the defender are both detected, or both undetected, do not modify the composition of units.

Players must take care to indicate on the Centurion sheet which units represent the cohorts or Centuries engaged in the battle. The status of these units at the end of the Centurion game will determine the status of the Prefect cohorts or Centuries they represent.

If a base is present in the hex of the defending Task Force, a number of defensive installations (Centurion) are added to the composition.

Consult the table opposite to determine the number of installations available, according to the type of ground installation in the hex.

Ground Facility Type / Number of Defence Installations

Ground Facility TypeNumber of Defence Installations
GL12
GL23
GL35
GN11
GN2/32
GN44
GN53
GN65

The defending player may choose one of the four types of defensive installation listed in Centurion. Each defensive installation has three squads of ground infantry.

Units suffering one fatigue level have no missiles available.

Units suffering two fatigue levels have no missiles and possess only 75% (rounded up) of their nominal armour on all facings.

Units suffering three fatigue levels have no missiles and possess only 50% of their nominal armour.

Headquarters and Support Centuries

Headquarters, Engineer Centuries and Signals Centuries are not listed in the conversion tables above and must not be part of the force composition selected.

These units have no tactical significance in the Centurion game, although their presence at the operational level may significantly affect the set-up of the Centurion game.

Combat Engineer Centuries are represented by an engineering vehicle, while Air/Space Defence Centuries are represented by two units equipped with air defence.

Artillery Cohorts

The artillery cohorts of a Task Force with other combat units do not use the vehicles available in the Centurion game.

Each assigned artillery cohort provides three fire missions per turn to its friendly units.

If a player's force is operating at half strength, see above, only one mission is allowed per turn.

Ground Support

In the campaign, naval forces with ground support missions may support a friendly ground Task Force.

For each fighter squadron present, the player receives two fighters of the appropriate type, or one if his forces have been detected and are operating at half strength.

For each BB or CA present, the player receives two laser support missions for the game, in accordance with the Centurion rulebook.

Only one laser support mission is available if the forces operate at half strength.

Missile barrages are not available.

Pursuit and defence squadrons provide one laser fire-support mission for the game, from each DD or FG-type ship present (see Conversion of Prefect to Leviathan).

The TOG player receives the support of a Cingulum.

If the player's forces have been detected and are operating at half strength, divide the number of ships by two and remove the Cingulum support from the TOG player, where applicable.

If spacecraft are present, add one additional Spartius (CW/RL) or Romulus (TOG). This vehicle represents the naval fire-control officer assigned to the unit, as described in the Centurion rules.

A Centurion must be assigned to the general command of the player's forces, in accordance with the Centurion section, p. 33. If the player's force has anti-gravity tanks, troop transport vehicles or artillery vehicles, the commanding Centurion has a command value of 2. Otherwise, the Centurion has a command value of 1.

Troop Quality

A quality level is assigned to each Century/Cohort/Regiment/Legion represented in the battle.

The vehicles and the infantry representing them have the same quality level.

All militia regiments, garrison legions and defence installation infantry squads are considered green.

All other units, including support fighters and defence installation crews, are considered regular.

Note that players must use the morale and retreat test rules of the Centurion rules.

Map Configuration

Just as the forces in play are represented by Centurion units, the maps used in Centurion represent the terrain on which the battle will take place, and are based on the type of terrain present in the Defender's hex.

In order to offer sufficient terrain variation, the terrain features printed on the Centurion maps represent the following terrain features:

  • Clear. Terrain modification: ignore all contour lines.
  • Rough/Broken/Crater. Terrain modification: all dense forest hexes are rubble, all river hexes are rubble at an elevation of -1, and all lake hexes are rubble at an elevation of -2.
  • Forest. Terrain modification: all lake hexes are dense woods, all stream hexes are light woods. All hexes of Elevation Level 1 and 2 are light woods, and all hexes of Elevation Level 3+ are dense woods.
  • Water. Terrain modification: ignore all terrain features. Vehicles that run aground in these hexes are considered to have run aground in water.

If the combat takes place in an urban centre, the Defending player must place twenty Building counters on the map. Five of these buildings are of Elevation Level 1 (PA 10), five of Level 2 (PA 20), five of Level 3 (PA 20), three of Level 4 (PA 30), one of Level 4 (PA 30) and one of Level 6 (PA 30).

The player must place the buildings on the southern map in the manner of his choice, but each counter must be adjacent to at least two other Building counters.

Then, if the defending player has a friendly base located in the hex of his Task Force, the defensive installations may be placed anywhere on the southern map if the player is the Defender for this turn, or on the northern map if he is the Attacker for this turn.

Players may place only one defensive installation per hex.

Force Set-Up

Once all forces have been selected and the maps laid out, both players place their forces on the maps.

The deployment zones of each player are determined by the type of combat represented, a Defender counter-attack or a normal attack.

If the Centurion game represents a Defender counter-attack, the forces of the attacking player are placed first, anywhere along the xxO1 hex row of the northern map.

The Defender's forces are then placed, anywhere along the xxl4 hex row of the southern map.

All vehicles may have any heading and a starting speed up to maximum thrust.

Players may choose to start with their infantry squads mounted or dismounted.

If the Centurion game represents a normal attack, the Defender's forces are placed first, anywhere along the xxl4 hex row of the southern map.

The player may spend digging charges before the start of the game and begin with his units entrenched.

The attacking player's forces are placed second, anywhere along the xx0l hex row of the northern map.

All vehicles may have any heading and a starting speed up to maximum thrust.

Players may choose to start with their infantry squads mounted or dismounted.

Results of Retreats, Breakthroughs and Counter-attacks

Both players then add up the total scenario points of all their destroyed vehicles and infantry units, including units that left the map without failing a morale test, but excluding destroyed bases and destroyed naval ground-support units. Divide the attacker's total by the defender's total. Compare the ratio obtained with the table below to determine the combat results.

If the players have friendly defensive installations present on the map sheet, and the battle does not represent a Defender counter-attack, all forces may be deployed as hidden units, in accordance with the Centurion hidden units rule.

Orbital vessels involved in the action are handled abstractly, but fighters on a ground support mission involved in the battle must also be deployed.

The interception map is presented as illustrated on page 49 of Centurion.

The Defending player positions his forces on the xx0l hex column of the left-hand map, with any heading and a starting speed up to the vessel's movement rate.

The attacking player then places his vessels anywhere on the xxl4 hex column, with any heading and a starting speed up to the vessel's movement rate.

If fighters are present, use the rules for integrating interceptors, see Centurion.

Once both sides are placed, play continues normally until one side has withdrawn all its forces from the map, or all the forces of one side have been destroyed.

Units may leave the board only by failing a morale test. Units that leave without failing a morale test are considered destroyed.

Results of Retreats, Breakthroughs and Counter-attacks

Both players now add up the scenario points of all their destroyed vehicles and infantry units, including units that have left the map without failing a morale test, but without counting destroyed bases or destroyed naval and ground support.

Divide the attacker's total by the defender's total.

Compare the ratio obtained with the table below to determine the combat results.

Retreat/Breakthrough Conversion

RatioEffect
1 to 3CA
1 to 2AR
1 to 1No effect
2 to 1DR
3 to 1BT

These results are applied to the Prefect Task Forces and bases in accordance with the Prefect rules.

Note that the Prefect combat support units that were not represented by units in the Centurion game (Headquarters, Signals, Civil Engineering and Artillery) must make normal saving throws to avoid disorganisation. Units present on the Centurion map are not obliged to make this saving throw.

Saving Throw Conversion

Both players now examine the status of each vehicle and squad representing the various units involved in the combat.

Determine whether each unit has succeeded or failed a Prefect saving throw, indicating a BT, CA, disorganised or destroyed result. If 50% or more of the vehicles and infantry squads that make up the unit are destroyed (Centurion) or have suffered internal damage, other than ballistic protection, the unit is disorganised.

Note that even if all the representative units are destroyed, the Prefect unit they represent is only disrupted.

Bases are considered disorganised if 50% or more of the defensive installations are destroyed or have suffered internal turret damage.

It is possible to disrupt an Air/Space Defence Century or a Combat Engineer Century by this method, even though, with the Prefect resolution system, these units can be disorganised only by a BT or CA result.

Construction Engineer2
Signal Century1
Manus/Auxilia Headquarters2
Legion Headquarters5
  • Defender Intra-System Movement Phase. The defender may move any intra-system Task Force without a defence mission to any sector of the system map.
  • Defender Space Combat Phase. Task Forces in the same sector may now fight. The defending player determines the order of resolution of attacks. The attacking player then attempts to detect the incoming force, may intercept it, and combat is resolved. Task Forces involved in combat are assigned a fatigue level.
  • Task Force Adjustment Phase. Both players may reassign naval units present on the system map to any friendly Task Force, and form new Task Forces. Players must group all friendly disorganised units of a sector into a new Task Force. This Task Force must receive a withdrawal mission at the start of the following turn.
  • Supply Phase. Task Forces of a sector containing a friendly base may remove fatigue markers or reorganise disorganised units by spending supply points during the Supply Phase. Task Forces with supply missions may load or unload supply, and units destroyed in the off-system zone may be rebuilt.
  • Tempo Phase. If the current attacker has destroyed more enemy units than he has lost during this turn, he will become the attacker again in the next turn. If the attacker has lost more units than he has destroyed, the current defender becomes the attacker in the next turn.
  • Task Force Adjustment Phase. First, all ground Task Forces are adjusted in accordance with the Task Force Adjustment rules of the Planetary Game. Then, all naval Task Forces are adjusted in accordance with the Task Force Adjustment rules of the Space Game.
  • Ground Withdrawal Phase. Use the rules of the Withdrawal Phase of the Planetary Game.
  • Supply Phase. Supply points are spent to rearm and reorganise fatigued and disorganised units. Destroyed ground and naval units may then be rebuilt in accordance with the appropriate rebuilding rules. Next, supply points may be transferred between bases, headquarters and transports. Supplies and troops dropped by naval forces on an orbital drop mission land during this phase.
  • Tempo Phase. Use the rules of the Tempo Phase of the Planetary and Space Games, except that players record all breakthroughs and counter-attacks, both in space and on the ground. The total of BT and CA results will determine who will be the attacker or defender for the next turn. At the end of this phase, players must advance the turn marker one space and reset the breakthrough/counter-attack track to zero.
  • CA1 Syracuse1 Carthage
    BB1 Shiva1 Repulse
    DDV*1 Canis1 Hornet
    FGV1 Xerxes1 County