The reason fighters start scenarios deployed is because in 99.9999999% of encounters, there is plenty of time to launch them before combat starts.
Remember how T-space works; a ship needs to accelerate over a long period of time to enter T-space, and when they exit T-space, need to decelerate for an absolute minimum of 30 minutes (a thrust-5 ship dedicating full power to engines decelerating from the minimum T-space velocity of 30 hexes per 5-minute Lev turn), not taking into consideration matching vectors for the meet. On top of that, T-doppler will detect the ships approaching before they exit T-space.
Simply put; the Renegade Legion universe is not like Star Wars, where ships exit hyperspace right on top of the enemy fleet, or the re-imag…Read more >
Just a little list documenting the canon ships from Leviathan appearing on the Leviathan: Capital Ship Briefing that have construction rule mistakes.
Rather than list the issues here, this list links to the relevant articles, where the errata has already been added.
- Dochendal-class destroyer
- Morkanium-class destroyer
- Seeadler-class light carrier
- Kruger-class destroyer
- Potemkin-class destroyer
- Warder-class destroyer
- Hornet-class light carrier
- Lexington-class light carrier
- Hipper-class Frigate
- Xerxes-class Frigate
- Kondracke-class cruiser
- Illustris-class Battleship
APPENDIX XXVIII: Fuel usage and storage in Leviathan and Interceptor
One aspect of both space-combat RL games (Leviathan and Interceptor) that is both crystal clear and infuriatingly vague is the rules regarding fuel usage in space-going vessels.
First, let’s get some basics out of the way through review: ships in RL come in two basic types; built with Leviathan rules and built with Interceptor rules:
Interceptor-rules vessels (which we will refer to as “fighters”, for convenience, whether they are light fighters or 30k PF “patrol vessel” Escorts) can accelerate from a relative velovity of 0 to a velocity of 750 hexes per turn and descelerate back to zero… once. To borrow a term from Battletech: Aerotech, this is the equivalent of…
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APPENDIX XLIX: Let’s Build a Colony
Note: Original Battletech Universe article was posted on Battletech.com Forums; it is converted here from its original form into Renegade Legion.
Let's build a Colony © 2011, 2012, 2016 Fireangel
The first thing we need to figure out is "what kind of colony do we want?" This is an important question, as different types of colonies have different needs.
Numbers given will assume a generally human-compatible environment, where extraordinary measures are not required for basic survival.
A "Drop Colony" is one that is "dropped-off" complete, on-site and expected to thrive and survive for a long time; while new colonists may be brought in, the basis of the colony is monolithic; there are no further waves of colonist…
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While I do find that the "all facings in target hex" clause to missile damage is *really* steep, I have to say that the main problem with the capital missile rules has absolutely nothing to do with the game mechanics; the main problem is the published scenarios and the minuscule maps used.
The scenarios tend to be abnormally small formations, crammed on one or two mapsheets; practically starting the game within missile range. This goes against the whole point of design of the ships, which is "defense in depth" with squadron-level formations.
Last summer I played a BB squadron-level scenario; my opponent used a number of custom Levs, representing a KessRith squadron (these customs included a Type:E DDG and a Hermes-expy) against my TOG Illust…Read more >
These appendices are the result of my being conned into GMing a Renegade Legion Legionnaire campaign geared towards Imperial Senate-level political intrigue. In my research and preparations, I came across a distressing truism: the game I had enjoyed for decades for its rich background lacked more substance than flat soda. Don’t get me wrong! I still love the setting, but the more I looked into the details, the less sense they made together.
I know, it’s hard to believe, but let me illustrate with one particularly egregious example; the Garrison Legion:
Canon states that the TOG Army is composed of over eight million legions, the majority of which are Garrison legions deployed as standard TOG doctrine of one Garrison Legion per million inhabi…Read more >
I've been asked why I have not been updating the Wiki.
Let me assure y'all that this is not intentional; technical (my PC died, so I'm using a combination of antique laptop and smartphone, so I don't have access to a good editor or photoshop), work, health, and personal issues have all conspired to slow down progress.
I expect these things to be resolved soon, meaning I can continue to add articles and artwork to the wiki.
I seriously want to make this the go-to place for Renegade Legion information on the web, and I'm committed to this wiki's success.
--Sings-With-Spirits (talk) 14:31, July 30, 2015 (UTC)Read more >
Just to make note:
This Wikia is a year old!
--Sings-With-Spirits (talk) 17:52, October 16, 2014 (UTC)Read more >
As most Renegade Legion enthusiasts know, the game was originally developed by FASA as a Star Wars RPG. When West End Games got the license, FASA decided to rework the fluff and release it as its own setting: Renegade Legion.
You can still see the (pre-prequel) SW influence in RL: a galaxy-spanning evil empire (formerly a democratic republic) ruled by humans is fighting a rebellion in the far end of the galaxy; a rebellion that is like a cancer spreading anti-imperial sentiments throughout the empire. Fighter combat is king. Capital ships are generally wedge-shaped kilometer-long gray behemoths bristling with laser weapons. Speeders, lasers, imperial senators, rebels, even stormtroopers (Just *look* at the art, people!). Of course, with the…Read more >