1. Renegade Legion Legionnaire Pdf Download
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<p>Textual contents of this document 1997, 2002 Oliver Bellman. Images are their respective creators. Requires the Renegade Legion rules to play, by FASA Corporation; these rules are now out of print and FASA has dissolved. Renegade Legion, Interceptor, Centurion, Leviathan and other trademarks are used without permission, but without malicious intent nor with intent to challenge current trademark ownership.</p><p>The First Line of Defense All that separates you from the vacuum of space is a couple of tons of fibroplastic armour and your skill. You are sitting on an engine that can push you at 10 G's, constantly praying that the acceleration compensator doesn't get hit. The fighter carries enough lasers, mass drivers, electon-particle cannons and missiles to char a city, and you know how to use them with deadly accuracy. You know your ship better than you know your lifemate. If the predictor computer, or the power coupling, or even the auxiliary helm control takes a hit, you'll know it long before the damage lights come on. You feel it in your gut. You'd never have lived this long if you couldn't.</p><p>INTRODUCTIONRENEGADE 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.</p><p>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 Hex Size 75 km Turn Length 5 minutes Armor Comparison 1 box Weapon Damage 7.5/6 Laser at 1 Hex .05 37.5/30 Laser at 1 Hex .275 Weapon Range 7.5/6 Laser 3 37.5/30 Laser 20 INTERCEPTOR 15 km 1 minute 100 boxes 10 55 15 100</p><p>DEFINITION OF TERMS Unless specifically stated otherwise, 'ship' can apply equally to any of the types below: Fighter (Interceptor) Patrol Class Ship (PCS) Orbital Installation (OI) Any vessel with a tonnage of 500 or less, designed using the INTERCEPTOR Construction System. Any vessel with a tonnage of between 500 and 10,000, designed using the INTERCEPTOR Construction System. An immobile version of either of the above types.</p><p>GAME SET-UP: COMPONENTS Following are the components needed to play RENEGADE LEGION: INTERCEPTOR. COUNTERS</p><p>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.</p><p>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.</p><p>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.</p><p>THE GAME OF INTERCEPTORThe basic objective in INTERCEPTOR is to destroy the enemy's ships without losing one's own. The challenge of the game is for one player to outwit his opponent and to make better use of his ships. Though it requires skill to win consistently, even the greenest pilot can sometimes make that lucky shot that cripples the experienced ace. SEQUENCE OF PLAY The sequence of play regulates the players' actions and gives structure to the game. Its list of events and procedures is repeated until the conflict is resolved. Each turn is divided as follows:</p><p>INITIATIVE Both sides roll 1D10 to determine which must move first in this turn Phase: DECISION Phase: Each ship determines its power allocation (if necessary) and whether it will carry out any special tasks MOVEMENT Each side now moves its ships in an order determined by size and initiative Phase: COMBAT Phase: At any point during the Movement Phase, both sides may fire weapons at targets of opportunity, with damage being determined as it occurs</p><p>INITIATIVE Within each tonnage category (see MOVEMENT PHASE below), each side rolls a single die. The side with the highest initiative die roll must move one unit first; the other side then moves a unit. Movement alternates until all units of a given size have been moved; then, the same process is repeated in descending size order until all units have been moved. If, prior to any pair of movements, one side's units of the size in question outnumbers those of the other, that side moves a proportionate number of units rather than one (i.e., if one side had three fighters against the other's one, it would move them all). In any case, however, the side that won the initiative moves at least one unit last. For initiative purposes, any surviving unit may 'move', even if disabled or unable to change position. The only exception to this procedure is when a potential target ship is within a potential attacker's front 60 degree arc, the attacker is in the target's rear 60 degree arc, the attacker is within effective weapon range (i.e., a range at which one or more of its currentlyoperating weapons can do damage), and the attacking ship is both under control and has a conscious pilot. If these conditions are met, the attacker may choose to make the target move first and himself move immediately thereafter, regardless of any other initiative rolls or requirements.</p><p>POWER ALLOCATION With very few exceptions, fighters are built with powerplants that can provide enough energy to operate all of their systems at the same time. This is not always the case for patrol class ships and orbital installations, for a variety of reasons. The challenge for such a ship's commander is to balance the power demands of weaponry, shielding, maneuverability and auxiliary equipment against the requirements of the tactical situation in order to defeat the enemy. A ship's powerplant is rated in terms of the total number of Energy Points (EPs) that it can produce each turn. EPs are lost if not used in the turn they are allocated. Unused EPs may not be accumulated from turn to turn. Power allocation is shown on the Ship Record Sheet by checking each system that will receive EPs in a given turn. The effects of such allocations are as follows:</p><p>THRUST: If a ship wishes to use any or all of its slower-than-light engines to produce thrust points, it must allocate a number of EPs equal to the power rating of the engine(s), as shown on its record sheet. These thrust points can then be used to accelerate, decelerate and maneuver -- see MOVEMENT. A ship's normal thrust rating assumes that all of its engines are operating; if one or more are disabled or are not being powered, the maximum number of thrust points that can be generated are reduced proportionately. WEAPONS: Most weapons require EPs to fire in the Combat Phase; the cost for each is individually listed. All weapons in a TOT array must be powered if any are (see below). The player must specify which weapons are being energized before movement commences (i.e., if a player powers all left-side weapons and his intended victim never comes into their arc of fire, they must either find another target or the EPs will be wasted.) SHIELDS: If a ship's shields are powered at all, each must receive at least enough EPs to produce a flicker rate of 10 on all six sides of the ship. The cost of each additional 10 points of flicker rate per side is listed; again, the player must determine which shields (if any) will be reinforced before movement commences, up to the maximum flicker rate possible for the ship's powerplant. ANTI-GRAVS: Any non-streamlined ship equipped with anti-grav lifters must provide EPs for them before moving into an atmosphere hex and must continue to do so while moving through atmosphere; otherwise, it will immediately lose altitude and possibly crash (see below). The EP cost of anti-gravs is not variable. FTL DRIVE: Once a ship has completed T-Space entry calculations, it spends a single turn on the board while it makes the transition to FTL velocity. During that turn, it must provide EPs to the FTL drive; if it cannot do so, it cannot leave the battle until such time as it is able to provide enough EPs, and in any case must stay on its straight-line course unless it aborts the calculations. The EP cost of FTL drive is not variable.</p><p>SPECIAL TASKS During the Decision Phase, a ship's commander may carry out any or all of the following tasks, depending on circumstances and damage, unless specifically stated otherwise.</p><p>DECLARE T-SPACE TRANSITION: If sufficient EPs have been allocated to the ship's FTL Drive and the T-Space calculations have been made, the ship's commander may declare transition. It spends this turn on the board, functioning normally in all respects except that it must maintain its straight-line course, and is removed from play at the end of the turn. See TRAVELING FASTER THAN THE SPEED OF LIGHT, below. LAUNCH / RECOVER SMALL CRAFT: If a PCS or OI carries any small craft, one may be launched or recovered from each bay per turn at this point. A launched ship takes on the facing, heading and velocity of its carrier at the moment of launch; to recover, it must enter the carrier's hex and match the carrier's heading, facing and velocity. If the carrier is an OI, a launched ship may have any velocity up to SOT, and it may take on any heading, but its heading and facing must be the same; to recover, the ship must enter the OI's hex at a velocity of 1, and its heading and facing must be the same. See MOVEMENT and CONSTRUCTION SYSTEM for further details. ABANDON SHIP: Any ship or OI that is being abandoned may use its crew's ejection seats or other evacuation methods to allow its surviving crew to escape. Place a ejected crew counter or other mutually-agreeable single-hex, single-sided counter on the appropriate hex to indicate their release. Further details are in the ABANDONING SHIP section. DROP HARDPOINT LOADS: Any ship with missiles or pods on its hardpoints (not in an Autoloader -- see below) that wishes to can drop them without combat effect. This can be done to relieve a crewman's task overload (see PILOTS AND CREW) or lighten the ship (see VARIABLE MASS AND THRUST CALCULATION). REALLOCATE CREW ROLES: If desired or necessary, crewmen can abandon control of weapons, take control of other weapons, or take flight control of a ship. See PILOTS AND CREW for details.</p><p>PILOTS AND CREW The men, women and other beings who operate fighters form an elite corps in the forces of the Terran Overlord Government as well as those of the Commonwealth, the Renegades and the KessRith. They have two skills that play an important part in the game -- Piloting and Gunnery. Piloting skill is primarily used as part of movement, but also represents the ability to make small evasive maneuvers that are effectively invisible due to the game scale. Gunnery skill is used to improve the chances of hitting a target with direct-fire weapons.</p><p>INITIAL SKILL LEVELS AND SKILL IMPROVEMENT The average citizen of the galaxy has no skill in INTERCEPTOR Piloting or Gunnery, and will thus have luck's chance in any attempt to do anything in a ship. Most new pilots and gunners are graduates of one of the various military academies or training centers. Crewmen who complete the whole training sequence will have initial Skill Levels as determined below. A separate roll is made for each of the two skills. INITIAL SKILL LEVEL TABLE (GUNNERS) Roll 1 2 3 4 5 6 7 8 9 10 Piloting 3 2 2 2 2 2 2 2 1 1 Gunnery 7 6 5 5 5 5 5 5 4 3</p><p>INITIAL SKILL LEVEL TABLE (PILOTS) Roll 1 2 3 4 5 6 7 8 9 10 Piloting 6 5 5 5 5 5 5 5 4 3 Gunnery 6 5 4 4 4 4 4 4 3 2</p><p>DIE ROLL MODIFIERS (BOTH TABLES) Nationality TOG Race HUMAN, SSORA, NARAM -1 -1 -2 0 +1 -1 -2 -1 0 +1 Piloting DRM Gunnery DRM 0 0</p><p>COMMONWEALTH AND HUMAN, SSORA, NARAM RENEGADE LEGION VAUVAUSAR BAUFRIN KESSRITH KESSRITH EMPIRE KESSRITH</p><p>Note that only the pilot and gunner(s) on a ship have both Piloting and Gunnery skills. Orbital installation gunners, regardless of nationality or race, do not roll for a Piloting skill level and take an additional +1 DM to their Gunnery skill roll. All other ship and OI crewmen are assumed not to need Piloting and Gunnery skill training and do not receive it. Increases in skill level come only from experience. A crewman may increase either his Piloting or his Gunnery skill one level for every five kills. For this purpose, a kill is credited to the one who either caused a ship to explode, killed its last surviving crewman, or scored the last hit before the target's crew abandoned ship. A..</p>

From Wikipedia, the free encyclopedia

Renegade Legion is a series of science fictiongames that were designed by Sam Lewis, produced by FASA, and published from 1987 to 1995. Theline was then licensed to Nightshift games, a spin-off of thegarage company Crunchy Frog Enterprises by Paul Arden Lidberg,which published one scenario book, a gaming aid, and three issuesof a fanzine-qualityperiodical before reverting the license.

Set in the 69th Century, the series allowed gamers to play outthe battles between the 'Terran Overlord Government (TOG)', acorrupt galactic empire, and the 'Commonwealth', an alliance ofhumans and aliens. The focus of the plot, like with many strategygames, is to present a long term conflict to enable as manyindividual situations and environments as possible. Most ofRenegade Legion deals with large, military battles to be played onhexagonal grid mapsheets in a turn-based rules system.

Renegade Legion: Legionnaire the Role Playing Game - PLAY COPY by Michael A. Stackpole & James 'Bear' Peters and a great selection of related books, art and collectibles available now at. Files: Renegade Legion TRO (Custom).pdf (79.74 MB) Renegade Legion Corebook (Custom).pdf (42.41 MB) Legionnaire, the Renegade Legion RPG.pdf (37.58 MB). Links to Renegade Legion sites. Kanniks Renegade Legion Page This is the premier site for RL information. Renegade Legion Centurion rulebook - Download as PDF File (.pdf), Text File (.txt) or read online. Legionnaire was the name of the role-playing game set in the Renegade Legion universe. While designed primarily as a stand-alone game, it could be integrated into the board games in the series, with stat conversions and guidelines for players who wished to do so. Following the Zero Hour event and the rebooting of the Legion, the 'new' Brainiac 5 was extremely antisocial and disrespectful of his colleagues. Silver Legion Announcements. Tanaath on 0. You don't have to look very far to realize. Humans live in varying degrees of oppression, slavery, and suffering, while a. Nature is beautiful.

  • 3Technology
    • 3.5Very LargeCommunication Relays
  • 4Othergames
    • 4.1Role-playing Game
    • 4.3Games development
  • 5Novels and modules
  • 7External links

ThePlotline

The setting's backstory begins with human expansion through thestars, colonizing many planets, and coming into contact with manydifferent alien races. After a massive plague decimates or evencompletely depopulates the human race from many worlds of the Orionarm of the Milky Way galaxy, which includes Earth/Terra Firma, analien race known as the KessRith attack. The KessRith conquers mostof the human race and enslaves them. However, the KessRith fail toconquer the Commonwealth region which is a multi-racial nation frommany planets, but primarily humans who descended from Britain anddid not suffer from the plague.

A rebellion starts on Earth itself. It is led by a man whocalled himself Trajan and who used the ancient Roman Empire toinspire and gather support. The rebellion succeeds in driving offthe KessRith. With the help of a newly discovered interstellarcommunication technology that only humans possess this forcespreads over the course of hundreds of years. They retake most ofthe human colony worlds, forming the human race into a Republicruled by the Senate and lead by the Pro Consul. However, theRepublic becomes increasingly militant, and develops into a castesystem to identify their population. Citizens are members of thenation who can vote after service to the state, or by purchasingthe title. The second class is Plebeians who cannot vote or ownland/business. Plebians may only work for others and rent propertyto live in. The last caste are slaves who have no rights and aretypically conquered aliens and prisoners. Being a slave is notalways a lifetime affair. Convicted prisoners may be sentenced toslavery for a number of years, and then regain Plebian or Citizenstatus later on in life. In addition the population increasinglyenjoy blood sports. These are unintended consequences Trajan hadnot wanted to emulate when he led his people in revolt using theancient Roman culture as a role model.

Thirty years after the formation of the Republic the humans ofthe smaller and separate Commonwealth nation negotiate a separatepeace treaty with the diminishing KessRith empire. The humans ofthe Republic react to this as treason and must face the full forceof the KessRith alone. Under the strain the Republic must enactstricter laws, become even more militant, and raising the positionof Pro Consul into Caesar, dictator for life. After defeating themajority of the KessRith, conquering approximately 80% of the MilkyWay galaxy, the TOG switches to attacks on the Commonwealth.Conflict changes to human battling against human. In addition, thePatria Protestus law is put into effect through politicalmaneuvering, blackmail, and assassination to deal with women of thecitizen class who typically voted against the state. This reducedthe rights of women to property of their husbands or fathers,removing their right to vote, and limiting their military rank tolow level officers only.

200 years after the Republic is formed it suffers from a coup.It involved a small nuclear device planted under the Senate flooras the Pro Consul gave a speech. This results in a split within theRepublic. One of the Senators who helped plan the attack arrangesfor his son, a suspected war crimes criminal to be named as the newCeaser. The new Ceaser forms a fourth class of citizen, theOverlords. They are created to control the masses and are 2nd onlyto the Ceaser, and wield as much sweeping power as a Ceaser. Afterreaching the breaking point, a noble frontline legion commander hashad enough. He implores his people to follow him, invokes the noblememory of the original Pro Consul, Trajan, and breaks away from theTOG by traveling directly through the dangerous center of KessRithspace to reach the Commonwealth. They take with them Senators thathad been on a fact finding tour at the front, and correctly suspectthe real motives and nature of the assassination or their fellowSenators and Pro Consul. Also a large contingent of women flee theoppression of TOG, many of who then form the all female 'Minerva'military units in the Legion. The 'Renegade Legion' of the titlewas the name given to this defecting TOG military unit that joinsthe Commonwealth forces, and now represents 40% of theCommonwealth's fighting force. Their symbol is the TOG trianglearound the planet Earth, but covered with a hastily painted 'R'made from four straight passes with a red paintbrush to state thattheir Renegade status as a badge of defiance.

During a panel at RedCon95, FASA President Sam Lewis stated thatthe Renegade Legion series of games were originallydesigned for use with the Star Wars license. Since the license wasawarded to WestEnd Games, FASA chose to use the systems with their ownsetting.

The Renegade Legion series was made up of five boardgames, a role-playing game, a war game, two computergames, with another board game and computer game announced butnever published. With the exception of one of the board games andthe two computer games, the Renegade Legion series wascompatible on all levels.

Renegade Legion Legionnaire Pdf Download

Boardgames

Interceptor was the first game of the RenegadeLegion series, and covered ship-to-ship starfighter combat.Playing pieces were boxes that showed the fighter ships from front,back, sides and top. Lead miniatures of the most popular ships fromthe game were produced by CinC Soft Metal Casting. Asecond Edition of the game was announced, but never saw publishing.Interceptor is famed for its method for determininginternal damage: every vessel has a flow chart diagram thatleads to the damaged systems, thus making it difficult to use aswell as adding the flavor of having a complex system where it isdifficult to anticipate what will crash. This feature waspersiflaged in Renegade Nuns on Wheels, a book for theMacho Women with Gunssatirical RPG by Blacksburg TacticalResearch Center (BTRC); it was dropped in the proposed 2ndEdition of Interceptor.

Centurion, the second in the Renegade Legionseries, covered ground combat between companies of individual(anti-)grav Tanks, with support from conventional vehicles and'bounce' infantry (soldiers with anti-gravity propulsion backpacks)platoons. The spacefighters from Interceptor could also beused as air support. Like Interceptor, the first editionof Centurion used boxes that showed all sides of thevehicles for playing pieces. As with Interceptor, leadminiatures were produced by CinC. The 2nd edition of the gamereplaced these with detailed plastic miniatures of the tanks.

Both Interceptor and Centurion used a uniquegame mechanic to determine combat damage. Players used differentgeometrically shaped templates to simulate different weaponeffects, allowing for differentiation between weapons beyond simplenumbers; an armor-piercing weapon might do less total damage butpenetrate more deeply into the armor than a high-explosive warhead.Depending on where shots landed and how the templates overlapped, avehicle could sometimes be taken out with a single volley, andother times absorb large amounts of damage and continuefighting.

Leviathan covered capital ship combat in deep space,and each player could command a fleet of a dozen ships or more. TheInterceptor spacefighters were represented not asindividual units, but as whole squadrons launched from massivestarships. Again, as with the other board games in the series,Leviathan 's playing pieces were 3-D boxes which showedthe starships from front, back, top and profile.

Prefect was a more traditional wargame with large fold-outmaps and hundreds of small cardboard counters, that shifted theaction from the tactical level to the operational and involved theinvasion of an entire star system. The player of Prefectwas a high-level commander in either the TOG or Commonwealth forcesand controlled thousands of ships, tanks and soldiers fighting overmultiple worlds and millions of miles of space. Prefectalso provided a setting (and conversion rules) for integrating theother titles in the series into an ongoing campaign game.

Circus Imperium was the fifth of the RenegadeLegion board games published by FASA, but unlike the others inthe series, this tongue-in-cheek game of chariot racing was played strictly for laughs.The game involved anti-grav chariots being pulled by carnivorousbeasts, with the object of the game to defeat the other racers,usually by knocking them out of the race or getting them eaten bythe monsters. Outcomes of player actions were often random andunpredictable, and players could get points for eliciting laughs orthe loudest cheers from other gamers. Ral Partha produced aseries of lead figures for the game, including chariots, senatorsand imperial guards. Older catalogs have had these figures presentas items available to order but in the exchange ofBattleTech figures the Identifiers have changed. Therewere 3 variants under the old Ral Partha banner dependent oncountry of purchase.

Technology

Gravvehicles

One of the most common technologies of the setting areanti-gravity devices that allow vehicles and other machines to fly.The largest vehicles are corvette class starships used as scouts,couriers, and landing craft. The main unit of the armies ofRenegade Legion are grav tanks, grav APC's for transportinginfantry, and Bounce Infantry that use grav belts to enable them tojump long distances even while fully loaded. Gravity control iseven used for nuclear devices, as a gravity device known as a Hellbomb increases the local gravity to such an extent in a nearlyinstantaneous timeframe that the material drawn into it will reachfusion state, and explode. Other applications are Thor satellitesthat hover above an atmosphere and can drop large guided spikes ofsolid metal as a form of artillery support.

Because of the use of Grav vehicles, roads are not nearly asimportant to armies of the Renegade legion settings. Rivers oftenbecome major routes of travel as they are clear of obstructions.Tank battles can also occur far out at sea, as grav tanks fly abovethe surface of the ocean, popping up from the troughs of largewaves and exchanging fire with the enemy forces.

The visual art style of Renegade legion most often depicts gravvehicles as having a box shaped hull with two downward slopingprong bow section with upturned tips. Frequently a large cannon isfitted into the hull between the bow prongs, as well as a turretwith secondary weapons.

Lasers

Another common weapon, but best known in the Renegade Legionsetting for being a source of misery. The crystals used to make thelasers are mined on various planets, but is toxic and mining themis used as a form of punishment for slaves.

T-space

Faster than light travel is possible in Renegade legion byspaceships that enter Tachyon-space, also known as T-space. T-Spacetravel requires a ship to accelerate under computer control along aprecise flight path before activating the T-space drive. Onceinside T-space the ship cannot turn in any direction as T-spacedoes not follow the normal laws of physics. In addition theenergies involved will build up within the solid matter of the shipand crews, requiring no more than a month of travel in T-spacebefore becoming dangerous. An equal amount of time must be spent inthe real space to dispate the energy, known as Shimmer Heat, sonamed for the visual shimmering effect crews can see when enteringand leaving T-space. The ships of the Leviathan board game featurelarge fins on their hulls, and these are used to dissipate ShimmerHeat.

P-Comm

The faster than light communication related to T-space travel.The range is limited, but it is possible to communicate with nearbystar systems. The devices are small enough to fit onto smallspaceships. However, the P-comm cannot be used while actuallytraveling in T-space.

Very Large CommunicationRelays

Another faster than light communication system that only the TOGpossess. The arrays are large space stations and can transmit andreceive over far greater distances than the P-comm devices, evenacross the entire Milky Way galaxy. This allowed the Republic/TOGgovernment to make use of smaller forces for maximum effect thantheir enemies using only P-comm system. However, they are quitelarge and must operate by line of sight to other known relaystations and cannot be fitted into starships.

Shields

Most military vehicles, ships, and fighters are equipped withshields. They deflect incoming attacks, though their protection isbased on their flicker rate. Shields cannot run continuously, soinstead they cycle on and off many times a second. A fixedpercentage of attacks are rendered harmless due to their flickerrates, and higher quality shields have a better ratio of on-cyclesto off-cycles when compared to low quality shields. However,shields have limitations beyond this. In grav tank battles the maingun/Gauss cannon shots are not affected by shields, as well as Thorsatellite attacks and nuclear detonations. Lasers, missiles, andinfantry weapons are potentially stopped by shields.

Othergames

Role-playingGame

Legionnaire was the name of the role-playinggame set in the Renegade Legion universe. Whiledesigned primarily as a stand-alone game, it could be integratedinto the board games in the series, with stat conversions andguidelines for players who wished to do so.

ComputerGame

In addition to the board games and the role-playing game, twocomputer games set in this universe where published by Strategic Simulations, Inc.Renegade Legion: Interceptor was a straight translation ofthe turned-based board game of the same name, and allowed twoplayers to fight each other with a squadron of starfighters. TheInterceptor computer game also contained a ship creationgenerator, providing players the ability to produce customships.

The second game was called Renegade: the Battle for Jacob'sStar. This game deviated from the Interceptor gamesystem by becoming a space dogfighting simulator, very similar toWing Commander. It wasreleased around the same time as Wing Commander III: Heart ofthe Tiger. However, its graphics were originally designed inVGA and hastily converted tohigher-resolution Super VGA, and were decidedly inferior toWing Commander III's (which were designed for SVGA fromthe beginning), and compared to the marketing blitz forWCIII (similar in nature to a movie marketing campaign),it was very poorly advertised. Renegade, therefore, alongwith a number of other relatively hastily-programmed spacesimulators marketed at the time hoping to catch WingCommander's coattails, performed very poorly in the market.Part of its failure in the market can also be attributed to theperilous finances of SSI at the time, and the company was absorbedby MindScape later in the year.

Gamesdevelopment

Nightshift games had given Don Gallagher the task of evolvingthe background as well as revising Interceptor into thelong-announced 2nd Edition and creating the announcedPhalanx board game.

Legion

In his proposal for the background, TOG collapsed and anew human ./. Kess Rith-conflict ensued. In Fan circles, this wasreceived with mixed emotions, and many fans continue to play in theold storyline.

Renegade Legion Ships

Interceptor, 2nd Edition abolished the flowchart-like internal damage system, in effect making it to'Centurion in Space'. The completed rules have been released freelyonto the internet, and have a certain following, but never existedas a published work in book format.

Phalanx was to be the game of individual combat, likeBattletroops in Battletech or DMZ in Shadowrun. Luc Nadonand Dallen Masters did a playtest version that differed heavilyfrom the Battletroops rules, in effect makingPhalanx a tabletop game. No more than a HTML-edplaytest version exists. There is talk on the fanbase to merge theexisting Phalanx and Sam Lewis'Battletroops into a Centurion-compatible game;the realisation status of this is unknown.

Novels andmodules

FASA published a number of titles in support of theirRenegade Legion games. Interceptor,Centurion and Leviathan each had a number ofmodules that provided interlinking scenarios for gamers, and eachhad one technical sourcebook that provided additional ship andvehicle designs. In addition, FASA published ShannedamCounty, a sourcebook which profiled dozen of planets and starsystems where adventures and battles could be set.

There were several paperback novels that used the RenegadeLegion setting: Renegade's Honor by WilliamH. Keith, Jr.; and Damned If We Do …, FrostDeath, and Monsoon, all by Peter L. Rice. Amor del bueno reyli lyrics.

Notes

Renegade Legion's Leviathan module was used asthe base for FASA's Battletech new aerospace rules known at thetime as BattleSpace.Much of Leviathan's movement & damage system rules were used tomake it. The Leviathan rules have continued to be used,updated and revised for Battletech's newer aerospace ruleset,Aerotech 2.

In 2006 Catalyst Game Labs revised andenhanced the Aerotech2 rules. They were split up between Total Warfareand Techmanual. Rules for large naval ships andspacestations are included in the 2008 rulebook, StrategicOperations.

Externallinks

Renegade Legion Legionnaire Pdf Online

  • Renegade Legion:Interceptor at BoardGameGeek
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