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RVLS<br />

Emergency Turns<br />

In Centurion, there are times when you just HAVE<br />

to make that turn now. Grav tanks who find<br />

themselves in that situation may do so, at a risk. By<br />

dumping power into the turning vanes, the unit can<br />

decrease it’s turning radius quite dramatically, but<br />

at the chance of temporarily, or worse, permanently<br />

burning out the vane. (This rule as written requires<br />

the use of the Damage Rules and Record Sheet later<br />

in this document)<br />

For every thrust point spent pumping into the turning<br />

vane, one hex of required “turning movement”<br />

is negated. So, using the example on p 14 of the<br />

Centurion Rules: a Horatius is travelling at a current<br />

velocity of 10. That means it must travel straight<br />

forward for at least two hexes before it can change<br />

it’s facing by one hexside. If it wanted to turn in just<br />

one hex, it would have to spend one thrust point.<br />

Similarly, if the Horatius had a current velocity of<br />

20, then it would have to travel straight for four<br />

hexes before it could turn one hexface. Deciding to<br />

turn in just one hex, the Horatius must spend three<br />

thrust points to negate the hexes of required straight<br />

travel (that it won’t be taking).<br />

There is a price to pay for this haste, however.<br />

Every time thrust is dumped into the vane this way,<br />

a saving roll must be made to prevent the vane from<br />

shorting or burning out. Several saving rolls must<br />

be made: the first checks to see if the vane has been<br />

burned out. If the vane survives this check, a second<br />

roll is made to see if the vane takes any damage at<br />

all. Lastly, the third roll is to prevent the vane from<br />

shorting out for a turn.<br />

All the rolls are based on the vane’s current target<br />

number’s due to damage, and as listed in the<br />

Damage Rules. For each roll, apply a -1 penalty to<br />

the target number for each point of thrust forced into<br />

the vane. The first and third rolls are the standard<br />

saving rolls for the vane; simply roll versus the listed<br />

target number, and apply failures as normal. The<br />

second roll is essentially the same as the first, with<br />

an added -1 penalty to the target number. If this roll<br />

fails, the vane suffers one point of damage. Cross out<br />

one damage box on the record sheet.<br />

It sounds horrifically complicated, but in practice, it<br />

really isn’t.<br />

Example: A Liberator is travelling at a speed of 14.<br />

Having just completed a turn, it travels into the next<br />

hex and decides to turn again, in the hex it just entered.<br />

The required straight line movement for a speed of 14<br />

is 3; therefore, it will cost the Liberator two thrust<br />

points to execute the maneuver. The Liberator turns,<br />

and proceeds to the next hex. The player must now<br />

roll to see if this power turn has any adverse effects<br />

on the left turning vane. Combat has just begun, so the<br />

Liberator has suffered no damage. The target numbers<br />

for an undamaged vane are 9 and 9. The modified<br />

save number versus destruction is 9 minus 2 (for the<br />

thrust used) for a target number of 7. The player rolls<br />

a 5, and avoids instant burnout. Next, the player must<br />

roll to avoid vane damage. 9 - 2 (for thrust) - 1 (vane<br />

damage) equals a target number of 6. The die is rolled,<br />

and a 9 comes up. The player must mark a single box<br />

off the Left Vane on the record sheet. Lastly, the<br />

player rolls versus Vane Shortage. 9 - 2 is the target<br />

number, and the roll is a 1. No problem. The Liberator<br />

continues on its merry way.<br />

Ramming<br />

Desperate? We thought so...<br />

For a Vehicle or Grav tank to ram another unit in<br />

Centurion, a declaration must be made during the<br />

Movement Phase, before the unit has moved. The<br />

unit must finish its movement in the same hex as the<br />

intended target, and at a velocity over 0. After the<br />

Combat Phase, the ramming attempt is resolved.<br />

Both units involved (the rammer and the rammee)<br />

must make a roll: 1d10 + Piloting Skill (and<br />

Familiarity Bonus) + Modifiers (damage, etc). As<br />

well, the unit with the higher thrust gains a bonus<br />

of the unit’s thrust difference. The unit that rolls the<br />

higher total may then declare whether the ramming<br />

attempt is a success or a miss. Any ties go to the<br />

defender (the rammee). If the defender is immobile<br />

(grounded, building, etc) than the ram automatically<br />

succeeds unless the attacker rolls a 1 on the d10.<br />

Ex: A Liberator decides to whack itself into a Trajan.<br />

Each pilot has a skill of 5, though the Trajan’s driver<br />

has a +2 familiarity bonus. The Trajan rolls a 6,<br />

adding in 5 and 2 for a total of 13. The Liberator<br />

rolls but a four, adding in 5 and 2 (for the thrust<br />

difference) for a total of 11. The Trajan player<br />

declares the ram a failed attempt.<br />

If the ram is successful, damage is applied to both<br />

units. The defender takes 12 times the Attacker’s<br />

Velocity in damage. The Attacker takes 8 times<br />

his velocity in damage. Apply damage in the same<br />

manner as Grounding Damage, save the damage is<br />

taken on the appropriate location (roll for location<br />

on the defender, the attacker automatically takes it<br />

on their front).<br />

XIX

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