REVISED BY: DON GALLAGHER
 O f f i c i a l !  REVISED BY: DON GALLAGHER (3rd draft, 5/1/97) 

Interceptor Logo

T h e  F i r s t  L i n e  o f  D e f e n c e

INTRODUCTION

RENEGADE LEGION: INTERCEPTOR is a game for two or more players which pits fighters and patrol craft of the Terran Overlord Government (TOG) against those of the Commonwealth and their Renegade Legion and KessRith allies in their ongoing battle for control of the galaxy.


SCALE COMPARISONS

Both INTERCEPTOR and LEVIATHAN are games of combat in space. INTERCEPTOR focuses on fighters and, to a limited extent, on patrol class ships. LEVIATHAN deals with much larger ships and handles small craft in an abstract manner. Direct translation between the two game systems is not quite possible because the original strict conversions were sacrificed to make LEVIATHAN a more enjoyable game, but the following comparisons can be made:

                             LEVIATHAN      INTERCEPTOR 
Hex Size                      75 km          15 km
Turn Length                   5 minutes      1 minute
Armor Comparison              1 box          100 boxes
Weapon Damage
     7.5/6 Laser at 1 Hex     .05            10
     37.5/30 Laser at 1 Hex   .275           55
Weapon Range
     7.5/6 Laser              3              15
     37.5/30 Laser            20             100


DEFINITION OF TERMS

Unless specifically stated otherwise, "ship" can apply equally to any of the types below:

Fighter (Interceptor)Any vessel with a tonnage of 500 or less, designed using the INTERCEPTOR Construction System.
Patrol Class Ship (PCS)Any vessel with a tonnage of between 500 and 10,000, designed using the INTERCEPTOR Construction System.
Orbital Installation (OI)An immobile version of either of the above types.


GAME SET-UP: COMPONENTS

Following are the components needed to play RENEGADE LEGION: INTERCEPTOR.

 COUNTERS
 The game includes 24 counters representing fighters, two counters representing patrol ships, and a single counter representing an OI. The "boxes" and other odd-sized counters originally provided are no longer used in this edition of INTERCEPTOR. Other information counters include asteroids, ejected crews, direction arrows, and two damage templates. How to use these pieces is described further on in the rules.

 RECORD SHEETS
The Record Sheet shown in the diagram is for keeping track of damage done to the individual ships during combat. The Internal Component Block represents the internal systems of the ship via a series of reference boxes. The use and effects of each of these areas is explained in the COMBAT DAMAGE section of the rules.

The other section of the Record Sheet provides space to list weapon systems, their To-Hit numbers at specified ranges, and the amount of damage they do at those ranges. In addition, there is space to record the craft's power status (how much thrust is available), vector status, velocity, shield factor, and status of the ship's armour. The Record Sheet also provides space for the pilot's Gunnery and Piloting Skill Levels and any other modifiers.

 MAPSHEETS
INTERCEPTOR is played on two 22 x 34 mapsheets, representing open space. To help regulate movement and combat, the map is divided into a hexagonal grid.

 DIE
This game uses one ten-sided die. The sides are numbered from 0 to 9, with 0 representing 10. In this game, a roll of 1 is an automatic success and a roll of 10 means automatic failure.

 MAPSHEET LAYOUT
To play the game, lay out the two mapsheets on a table or on the floor in a way agreeable to all players and so that everyone has easy access to all parts of the map. If desired or called for by the scenario, place asteroids, orbital installations and/or other features on the mapsheet. This can be done randomly or by the players taking turns to place the objects in specific locations on the maps. Next, players decide which scenario they will play, either one of their own design or a published battle. Players must then fill out Record Sheets for each fighter, patrol ship, or installation to be used in the battle. Playing the game is then a matter of following the Sequence of Play and rules listed below.


Please Note: In general, "he", "his" and "him" will be used when referring to players. This doesn't mean that women can't or shouldn't play INTERCEPTOR -- we hope they do -- nor does it mean TOG/RL/CW forces do not use female combattants. However, "him/her", "s/he" and/or alternating use of "she" and "he" seem more distracting than socially relevant. Please assume that we mean everyone, and please don't feel offended by it.


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