renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
renegadelegionneveren dingoffensive - Catsden.net
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C E N T V R I ON RV L E S<br />
Initiative Rules<br />
Before play, all units must be assigned into platoons.<br />
Infantry carried by vehicles are considered part of<br />
that platoon until they dismount, at which point they<br />
form a separate element. The Centurion turn is now<br />
divided as follows:<br />
Initiative Phase<br />
Action Phase<br />
End Phase<br />
For Initiative, each side rolls 1d10. The Centurion’s<br />
Leadership Rating plays a role, and before any<br />
initiative rolls, the Centurion may allocate his rating<br />
points, granting a +1 modifier to the initiative roll per<br />
point of rating used. Centurions with negative ratings<br />
must, however, expend all their Rating Points as -1<br />
Initiative modifiers. Lastly, apply any modifiers for<br />
special equipment or extraneous situations, if any.<br />
The side with the higher mofified roll has the<br />
initiative for the turn; the winner may decide if they<br />
will activate a unit first, or if their opponent must.<br />
During the Action Phase, each side takes turns<br />
‘activating’ a unit (platoon). An activated platoon then<br />
performs all its actions for the turn--all vehicles/tanks/<br />
etc in a unit are moved simultaneously, though their<br />
individual actions are completely flexible (two could<br />
move, while the third stays still). While activated, the<br />
unit performs all its movement, paints and fires at<br />
targets (at any point), and may recieve incoming fire.<br />
All attacks are resolved immediately and all damage<br />
also takes effect immediatly.<br />
Once all elements of a unit have performed their<br />
actions, a counter/chit/marker should be used to mark<br />
the unit as having taken their activation for the turn.<br />
Platoons on alternating sides are activated in turn as<br />
chosen by their commanders (players) until all units<br />
have been activated, ending the action phase and<br />
moving to the End Phase. If one side has a greater<br />
number of units than the other, the ‘extra’ units<br />
should be activated in pairs (or tripples, if so badly<br />
outnumbered) as evenly distributed as possible<br />
during the middle of the action phase.<br />
During the battle, a Centurion with a positive<br />
Leadership Rating may opt to ‘burn’ one of their<br />
Leadership points to activate a unit when it is not<br />
their turn, either due to having lost initiative, or to<br />
activate multiple units (one unit per LP used) at the<br />
same time. At a cost of 3 points, a Centurion may<br />
activate a unit that has already been activated that<br />
turn, thus giving them a double activation. A unit<br />
may only be activated thusly once per scenario.<br />
Points ‘burned’ for eitehr of these activations cannot<br />
be used later in the scenario either for bonuses to the<br />
Initiative Roll or for unit activation.<br />
The End Phase is handled as per standard Centurion<br />
Rules.<br />
Though each turn is roughly a minute of action, it<br />
should not be viewed as descrete packets of time,<br />
but rather as the continual ebb and flow of a battle.<br />
Attention must be constantly focused, and tactical<br />
decisions constantly revised. Should one allow the<br />
opponent to make it to the pass, and perchance<br />
box them in, or is it wiser to deny them access by<br />
moving troops to the entrance? Do you remove your<br />
wounded tanks, or leave them in, hoping to rescue<br />
them? The decision, is yours.<br />
Special Actions<br />
RVLS<br />
Opportunity Fire: During another’s action, a<br />
platoon/unit may declare Opportinity Fire if they<br />
meet the following conditions:<br />
-The unit was stationary (velocity 0) at the end of<br />
last round, and they have not yet been activated<br />
this turn<br />
-A unit may, during their own action phase, drop<br />
to 0 velocity, and make themselves available for<br />
opportunity fire for the remainder of the turn<br />
Opportunity Fire halts the target’s action/movement<br />
immediatly while the attack against it resolved and<br />
all damage taking effect. If it is still capable, it may<br />
then continue its action phase. Note that opportunity<br />
fire may only be declared once by a unit and does not<br />
give the ability to fire twice (or more) during a turn.<br />
Popup: A GravTank at velocity 0 at the beginning of<br />
a turn, and behind cover (a hill, building, etc) may<br />
perform a special maneuver called a Pop-Up Attack,<br />
if a spotter or observing unit is available. This<br />
permits the units to ‘pop-up’ from behind cover, fire<br />
at their target (at a +1 penalty to their attack rolls)<br />
and then drop down once again.<br />
Platoon sizes, etc (to see what constitutes a<br />
unit) can be found in the Centurion and Prefect<br />
rulebooks.<br />
XVII