CONSTRUCTION Interceptor INDEX 

SCENARIOS

SCENARIO 1: INTERCEPTION IN AN ASTEROID FIELD

Two CHEETAHS of the Commonwealth 345th Fighter Wing are on a reconnaissance flight through the Ciria system. One pilot is a veteran of the shattered 132nd Commonwealth Carrier Wing, while his wingman is a new pilot fresh from flight school on Xiphias. The flight was supposed to be a routine mission, a high-speed pass through the system, before meeting the mother ship and jumping out. Just the sort of milk run to give a young recruit some experience. Unknown to the Commonwealth pilots, an anti-recon squadron from the TOG 816th Strike Legion had just moved into the area. The two Commonwealth fighters were able to shake all but two of the intercepting LANCEAS, and the four tiny ships are now entering an asteroid field. The vet has decided to fight.

BOARD SET-UP:

Maps 1 and 2 are laid out as illustrated. Each player then takes turns placing an asteroid counter on the map. The players alternate placing the counters until all the asteroids are placed on the map. Remember that it is advantageous for the Commonwealth player to have as many clumps of asteroids as possible to hide him from missile attacks.

****Illo Of Maps 1 and 2***

DEPLOYMENT:

COMMONWEALTH (set up first):
Two CHEETAHS are set up anywhere on Map 1 within seven hexes of any hex in row xx07. They start with a velocity of 3 and a heading and facing of 4. Crew skill ratings are --

CHEETAH 1: Piloting 7, Gunnery 5, SOT 9, Familiarity 2 (Piloting), 1 (Gunnery)
CHEETAH 2: Piloting 3, Gunnery 4, SOT 7, Familiarity 0

Both of the CHEETAHS must carry a Sensor pod on their hardpoints.

TOG (set up second):

Two LANCEAS set up anywhere on Map 1 on Row xx01. They start with a velocity of 6 and a heading and facing of 4. Crew skill ratings are --

LANCEA 1: Piloting 6, Gunnery 5, SOT 8, Familiarity 1 (Piloting)
LANCEA 2: Piloting 6, Gunnery 5, SOT 8, Familiarity 0

Any type of pod or missile allowed to TOG may be carried on the Lanceas' hardpoints.


GAME LENGTH:

Combat continues until all of the opponent's ships are destroyed or abandoned, or have broken off the engagement by exiting the map.

VICTORY CONDITIONS

Victory is based on points, as follows:

     Each enemy fighter destroyed or abandoned         20
     Each enemy fighter that breaks off action         5
     Each enemy Sensor pod destroyed (TOG only)        5
Total the victory points for both sides; subtract the TOG score from the Renegade score, and consult the table below.

OUTCOME TABLE

         51+       Decisive Renegade Victory
      11 to  51    Substantive Renegade Victory
       0 to  10    Marginal Renegade Victory
     - 1 to -10    Marginal TOG Victory
     -11 to -61    Substantive TOG Victory
     -61 or less   Decisive TOG Victory
VARIANT SCENARIO:

If desired, 2 KessRith AUTUMN LEAF light fighters can be substituted for the CHEETAHS. All other factors remain the same, although SOTs will have to be recalculated.


SCENARIO 2: DEEP SPACE INTERCEPTION

While evacuating refugees from Caralis, a large Commonwealth convoy was intercepted. Most of the transports were able to escape, but one heavy transport was crippled. A mixed squadron from of the TOG 689th Interceptor Wing has been sent to finish it off. Units from the Commonwealth 1151st Interceptor Wing have been ordered to intercept and destroy the oncoming units.

BOARD SET-UP:

Maps 1 and 2 are laid out as illustrated. There are no asteroids or other obstacles to place.

(ILLO MAPS)

DEPLOYMENT:

COMMONWEALTH (Set up first):
Two FLUTTERING PETALS, two PENETRATORS, and two AVENGERS are set up between 2601 and 2606 of Map 2. Their velocity is 5 and their heading and facing is 6.

Commonwealth Squadron Crew Skill Ratings:

PETAL 1 -- Pilot: Piloting 5,Gunnery 4,SOT 5,Familiarity 0
PETAL 1 -- Gunner: Piloting 2, Gunnery 6, SOT 4, Familiarity 0
PETAL 2 -- Pilot: Piloting 5, Gunnery 4, SOT 5, Familiarity 0
PETAL 2 -- Gunner: Piloting 2, Gunnery 6, SOT 4, Familiarity 0
AVENGER 1: Piloting 5, Gunnery 5, SOT 6, Familiarity 0
AVENGER 2: Piloting 5, Gunnery 5, SOT 6, Familiarity 0
PENETRATOR 1: Piloting 4, Gunnery 6, SOT 6, Familiarity 0
PENETRATOR 2: Piloting 4, Gunnery 6, SOT 6, Familiarity 0

Any type of missiles (other than HELLs) or pods available to the Commonwealth may be mounted on the hard points.

TOG (Sets up second):
Two GLADIUS, two MARTIOBARBULUS, and two SPICULUM are set up on Map 1 between 1101 and 1701. Their velocity is 6 and their heading and facing is 4.

TOG Squadron Crew Skill Ratings:

GLADIUS 1 -- Pilot: Piloting 5, Gunnery 4, SOT 6, Familiarity 0
GLADIUS 2 -- Gunner: Piloting 2, Gunnery 6, SOT 4, Familiarity 0
GLADIUS 2 -- Pilot: Piloting 5, Gunnery 4, SOT 6, Familiarity 0
GLADIUS 2 -- Gunner: Piloting 2, Gunnery 6, SOT 4, Familiarity 0
MARTIOBARBULUS 1: Piloting 4, Gunnery 5, SOT 5, Familiarity 0
MARTIOBARBULUS 2: Piloting 4, Gunnery 5, SOT 5, Familiarity 0
SPICULUM 1: Piloting 5, Gunnery 6, SOT 7, Familiarity 0
SPICULUM 2: Piloting 5, Gunnery 6, SOT 7, Familiarity 0

Any type of missiles (other than HELLs) or pods available to TOG may be mounted on the hard points.

GAME LENGTH:

Combat continues until all of the opponents' ships are destroyed or have broken off the engagement. Ships that exit off the map are considered to have broken off the engagement. Ships are considered destroyed if the pilot is killed, the ship explodes, or if it has no thrust capabilities.

VICTORY CONDITIONS:

Victory is based on points, as follows:

     Each enemy fighter destroyed or abandoned   20
     Each enemy fighter that breaks off           5
Total the victory points for both sides; subtract the TOG score from the Renegade score. Consult the Outcome Table.

OUTCOME TABLE

         80+         Decisive Renegade Victory
      11 to  79      Substantive Renegade Victory
       0 to  10      Marginal Renegade Victory
      -1 to -10      Marginal TOG Victory
     -11 to -79      Substantive TOG Victory
     -80 or less     Decisive TOG Victory
VARIANT SCENARIO:

If desired, a KessRith squadron can be substituted for the Renegades. Replace the FLUTTERING PETALS with FLUTTERING PETAL - BIS, and the remainder of the squadron with 4 DELICATE BLOSSOMS. All other factors remain the same, although SOTs will have to be recalculated, and the KessRith will be limited to the missiles and/or pods that they are allowed.


SCENARIO 3: SEARCH AND RESCUE

BOARD SET-UP:

Lay out the map as shown. The bottom hex row (xx14) of Map 2 is the upper atmosphere of Grosianus IV, a high- gravity planet in the Grosianus system. All other hexes are considered to be open space.The bottom hex row (xx14) of Map 1 marks the beginning of the planet's gravity well. All gravity rules are in force for this scenario.

***Illo of Map 1 on top of Map 2.***

DEPLOYMENT:

TOG (Sets up first):
The CINGULUM class corvette Deduco is set up anywhere on hex row xx07 on Map 1. It may be set up with any heading or facing and a starting velocity of 1.

Corvette Deduco -- Pilot: Piloting 5, Gunnery 4, SOT 5, Familiarity 0
Corvette Deduco -- Turret Gunner: Piloting 3, Gunnery 6, SOT 4, Familiarity 0

An ejected crew counter representing Flight Officer Mannius is placed on Map 1 in Hex 1313. Mannius has a current velocity of 1 and a heading of 4 (directly toward the planet). His suit's maneuver unit has 1 Thrust Point left. The Deduco's hardpoints may mount any type of missile or pod available to TOG.

RENEGADE LEGION (Sets up second):
The Renegade player has a six-ship squadron; two FLUTTERING PETALS, two AVENGERS, and two SPACE GULLS. During the Decision Phase of the first turn, the Renegade player rolls one die for each ship. If the result is 1, the ship may enter Map 1 immediately. All other ships enter the map in the Decision Phase of Turn 2. All Renegade ships must enter via Hex 0101 or 0102 of Map 1. They may have any heading and facing, and have a starting velocity of 1.

Renegade Squadron Crew Skill Levels:

PETAL 1 -- Pilot: Piloting 5, Gunnery 4, SOT 5, Familiarity 0
PETAL 1 -- Gunner: Piloting 2, Gunnery 6, SOT 4, Familiarity 0
PETAL 2 -- Pilot: Piloting 5, Gunnery 4, SOT 5, Familiarity 0
PETAL 2 -- Gunner: Piloting 2, Gunnery 6, SOT 4, Familiarity 0
AVENGER 1: Piloting 5, Gunnery 5, SOT 6, Familiarity 0
AVENGER 2: Piloting 5, Gunnery 5, SOT 6, Familiarity 0
SPACE GULL 1: Piloting 5, Gunnery 4, SOT 6, Familiarity 0
SPACE GULL 2: Piloting 5, Gunnery 4, SOT 6, Familiarity 0

The ships may mount any type of missile (except HELLs) or pod available to the Renegades.

GAME LENGTH:

The game ends if Flight Officer Mannius is killed, or if a ship which has picked him up has successfully broken off the engagement.

SPECIAL RULES

Any crewman that is not picked up by the time he enters the upper atmosphere of Grosianus IV is considered to have died by burning up in the atmosphere.

If a Renegade ship attempts to pick up Mannius, he will cooperate and enter the rescue compartment -- the shock of being shot down has weakened even the steely resolve of an Overlord's son to accept no favors from Renegades (!)

Any ship that exits the board without carrying Mannius or in pursuit of a ship carrying him is considered to have broken off the engagement and is out of the combat.

A ship may attempt to break off from the engagement by entering T-Space, or by exiting from Map 1 through the 01xx hexrow. Pursuit of a ship that exits Map 1 in such a manner while carrying Mannius is done in the following manner. At the end of the Movement Phase Map 2 is placed on top of Map 1 and the escaping ship is placed on the appropriate hex of the bottom row. All ships that were on Map 2 are removed from the game. All other ships may move normally. As the escaping ship moves onto Map 2, Map 1 is placed on top of it in the same manner, and the ships on Map 1 are removed. This procedure continues until all pursuing ships are removed, or the ship carrying Mannius is destroyed, abandoned, or goes into T-Space.

VICTORY CONDITIONS:

Victory is based on points, as follows:

     Rescuing/Capturing Flight Officer Mannius 
     and successfully breaking off the engagement      150 points

     Each Renegade fighter destroyed or abandoned      10 points

     Deduco destroyed or abandoned                     50 points
Total the victory points for both sides; subtract TOG's score from the Renegade score, and check the Outcome Table.
     OUTCOME TABLE

          151+          Decisive Renegade Victory
      100 thru  150     Substantive Renegade Victory
        0 thru   99     Marginal Renegade Victory
       -1 thru -150     Marginal TOG Victory
     -151 thru -200     Substantive TOG Victory
         -201+          Decisive TOG Victory


 CONSTRUCTION Interceptor INDEX