INTERCEPTORS AND INTRUDERS:
A Detailed Description


The design goal of this game, according to the designer's notes, was to produce an enjoyable tactical space combat game which was playable in a short period of time. In other words, Interceptors and Intruders is intended to be a "fun" game, not an intricate simulation of future combat in space.


The Ships

Before play begins, each player spends points in order to purchase one or more space fighters. A basic fighter costs 20 points, but by paying extra points, the player can purchase extra engines, laser guns, energy blocks, armour, or a superior energy changer.

Energy Blocks are central to ship design. Blocks are lost due to combat. There is also a risk every turn that Blocks will just "burn out" (the risk is higher for ships using higher energy levels). When a fighter has no more Blocks, it shifts to emergency power and must head for the table edge which it entered play from (it has no more offensive power). If a ship takes sufficient damage for it to have a "negative" amount of Blocks, it is destroyed.

Unlike Blocks, which are purchased in numbers from 1 to 7, the other elements of spacecraft design -- guns, armour, and engines -- come in only two amounts: standard and surplus. For instance, all fighters come with a standard allotment of lasers. Purchasing "extra armament" gives that ship a gun bonus; however, you can't buy "5 extra guns" -- you either have the bonus, or you don't.

Before play, a player may opt to take an Initiative Bonus or to suffer an Initiative Penalty. If he takes the Bonus, he pays a point penalty for each ship, and receives a bonus on dierolls in the Initiative Phase; if he takes the Penalty, the opposite applies.

The spacecraft are individually based. Each is then placed on a Movement Template, an arrow-shaped playing aid roughly 11 cm. (4") in length. (The players must make their own templates; none are furnished with the rules.)

DESIGN EXAMPLE: Let's say we want a fighter which has plenty of energy blocks to give it stamina, plus a Superior Energy Changer (allows it to get to "red" energy level faster) --

10 points basic fighter
40 points 10 points x 4 basic Energy Blocks
60 points 20 points x 3 surplus Energy Blocks (the maximum possible)
10 points Superior Energy Changer
120 points TOTAL


The Situation

When playing the conventional version of the game, one player takes the role of the Interceptor, while the other player is the Intruder.

The Intercepting Player sets up the playing field. His dierolls determine which and how much "terrain" is in play, but he chooses the placement. Terrain items include large objects (asteroid-sized), small objects (spaceship-sized), and object clusters (such as a meteor shower). Space scenery is mounted on 6" x 6" bases.

The same player also chooses in which direction space drift will occur. (At random moments during the game, the terrain will shift in the chosen direction.)

The Intruding Player now selects which edge of the playing field to set up his forces along.

Following this, the Intercepting Player selects one of the remaining edges for his entry. However, his fighters will not enter play immediately, but will come into play individually according to dieroll. On the turn in which a fighter enters play, it cannot move or fire.


The "Go"

The game is played in a series of turns, which the rules refer to as go's. The turn consists of these steps --

Energy Levels. At the start of play, all ships are at energy level Green. Each fighter can make one attempt per turn to change its energy rating (50% chance, or more if it has a Superior Energy Changer). The levels higher than Green are Amber and Red.

A colored marker is placed on each fighter's movement template, indicating its current energy level.

The advantage of having a higher energy level is that a fighter can move further and shoot more. The disadvantage is that it is more likely to "burn up" its energy blocks at higher energy levels.

Movement. Each fighter may move a number of increments, depending upon its energy level (green=2, amber=4, and red=7, though a penalty applies for fighters with too few functional energy blocks). During each increment, a fighter can move one Movement Template's distance. To determine the exact movement, surplus Movement Templates are butted against the fighter's supporting template.

A Side Sweep is a special maneuver which allows a fighter to use a movement increment in order to move sideways. The maneuver risks burning out an extra energy block, and disqualifies the ship for any sustained targeting bonuses.

Similarly, fighters may indulge in a special maneuver known as the Flip. This maneuver costs three increments, and allows the fighter to change its facing. The penalties are the same as for the Side Sweep.

Fighters may move through each other freely. However, coming into contact with or moving through a Space Terrain base risks a collision which could destroy one or more of the fighter's energy blocks. When collided with, asteroids may turn into meteor fields; space junk is destroyed when run into.

Combat. At the end of each increment of each fighter' movement, all fighters are elligible to fire. This may sound like a lot of firing, but there are some limits on this activity --

For each attack, the fighter is assigned a number of Attack Dice. This amount varies, chiefly depending upon range (measured in template increments). Adjustments apply if the fighter has a gun bonus, if it is low on energy blocks, or if it kept its target within its firing arc for more than half of its turn (a sustained targeting bonus).

When the Attack Dice are thrown, any result of "6" indicates that the victim has lost an energy block. If the firer is in the rear arc of his target, each hit does double damage ("engine hits"). A ship with the Armour Bonus gets a "saving roll" against each hit.

If the attacker is feeling lucky, he can immediately attempt to convert any hit into a "sudden death" throw. If he does, the hit is forgotten, but on a dieroll of "6" the target ship is immediately destroyed.

EXAMPLE OF PLAY: Our example ship is at red energy level. This energy level gives it 7 potential movement increments, and 4 shots.

In the first increment, we make a turn to line up on our target. At the end of the increment, we have the option to fire -- and we take a shot. We get the basic 4 Attack Dice, but there's a one die penalty due to the long range. Our dierolls are 2, 4, and 6 (the "6" = one hit).

In the second increment, we close the range with a straight movement. Again, we fire. This time, we don't suffer the Attack Dice penalty for range, plus we get a bonus for sustained targeting -- 5 Attack Dice. On rolls of 1, 2, 4, 5, 6, we only get one hit.

(Unfortunately, we've crossed the arc of fire of an enemy fighter. The enemy ship has saved a shot from its move, and fires at us. We lose two Energy Blocks.)

Undeterred, we close the range with a straight movement, and fire. The Attack Dice would be up to 6 (+1 for close range, +1 for sustained targeting), but the damage we just received happens to qualify us for a -1 die penalty. So, 5 dice again. However, we decide to take both of our remaining shots at this time, giving us 10 dice to throw. The rolls are 1, 1, 1, 1, 2, 3, 4, 4, 5, 6 (one hit -- do you detect a pattern here?).

Fortunately, one more hit is just enough to kill our target's last energy block. Out of combat power, he can only flee. (If one of our other fighters can get another hit on him, he'll be knocked out entirely.)

Victory Conditions. At the end of each turn, both players must check to see if they have lost the game. Each counts his force points, receiving full credit for each fighter in play or not yet in play, and partial credit for fleeing fighters (0 energy blocks) which are in play or safely off map.

The Intruding Player instantly loses if his Current Force Total reaches half of his original Force Total. The Intercepting Player loses if his current total is one-third of his original total.

Note that it is possible for both players to simultaneously lose the game...


Other Scenarios

Besides the standard Interceptor scenario, rules are provided for two advanced scenarios --

GROUND ATTACK SCENARIO
One player receives a force of space fighters, while the other player gets control of a planetary installation. A new unit known as a gun cluster is introduced, which is similar to a ship but cannot move and does not have energy blocks or levels. The planetary defense units and target sites are scattered throughout the playing area.

STARBASE ATTACK
One player commands space fighters, and the other player receives a single starbase. The starbase has a 30mm x 30mm base, divided into four quadrants. Before play, the owner places gun clusters and targets among the quadrants. During play, the starbase owner can pivot his base. The quadrants determine the firing arcs of the gun clusters.

Last Updates
19 July 1996reformatted
16 April 1996reorganized
Comments or corrections?