Renegade Legion Legionnaire Pdf Download

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Full Thrust in the Universe of Renegade Legion's Leviathan The following are rules to play in the Renegade Legion Universe using variations of FT rules. Turn Sequence The turn sequence is as FT:FB, with the provision that all damage is considered simultaneous i.e.

Doesn't take effect until the end of the turn. Movement Leviathans use EFSB vector movement. A small modification: If a ship has a thrust of 2, it can spend 2 points main thrust, and 2 points to rotate or push, in contrast to EFSB, which has half available.

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(Thus, Leviathans have the equivalent of the Centauri 'Gravitmetric Drive') It costs 1 point to 'roll ship.' FTL Leviathans, in order to go FTL, must travel in a straight line for at least 5 turns, with a minimum speed of 30' a turn, at the moment of translation. Violating these parameters creates a misjump, as per Leviathan rules. Energy Allocation Leviathans have three blocks of 'energy' to allocate.

A block of energy will run one of shields, thrust, starboard broadside, port broadside, or the spinal mount. Leviathan ship displays will have three 'icons' to represent the power generation and distribution system. As these 'icons' are hit, a block of power is lost. Whenever a power system fails a threshold check, roll another 2d6. On a twelve, the power reactor detonates, taking the ship with it. See 'Overdamage', below. Thrust can be overcharged, up to using all three blocks of power.

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The each block gives the unit its base thrust e.g. A unit with a base thrust of two gets thrust 2 to spend with one block, thrust 4 to spend with two blocks, and thrust 6 to spend with three blocks. This is the only system that can be overcharged. Directional Armour Leviathan ships, unlike FT ships, have armour 'facings.'

Each facing is considered independent for armour purposes, and armour must be purchased separately for each facing. There are six facings, equal to the six arcs. Combat Systems Leviathan weapon systems all have independent fire controls i.e. They don't use the global firecon. Their targets are assigned through the use of a Combat Information Centre.

If the CIC is destroyed, the bay weapons can continue to fire at any target, but the target is treating as having screens one level higher then present. If a ship already level two screens, then treat as if the ship has level three screens, as per Full Thrust. (Hit only on a 6) All Leviathan bay weapons can be used against fighters. Treat them just like class 1 batteries being used in anti-fighter/missile mode. Batteries re-roll on a 6.

The re-roll die is treated as if the screens applied to that die as well. Fighters Leviathan fighters don't have combat endurance. (Well, they do, but it's measured on the order of days.) Fighter Squadrons move as if they are burning combat endurance for movement, first moving 12', letting ships move, then moving another 12'. Fighters have an attack range of 3'. Fast fighters have move 18' and 12'.

Fighters are fought as per EFSB, for rules such as screens, and the launching/landing mechanism. On the turn that a ship is performing fighter operations, it may not burn any thrust. Small Craft Small Craft are treated as fighters, with a movement of 6' and 6'. They require two hits to kill, attack enemy ships like attack fighters, and for enemy fighters they score hits only on a 6, with no re-roll.

Launch and Landing Ships can launch half their entire fighter complement in one turn, and land one quarter. Special rules may apply. Weapon Modifications: Arcs The FP/AP and FS/AS arcs are combined into a P(ort) arc and S(tarboard) arc, covering 120 degrees. Bay Mounted Lasers The common and main weapon of the Leviathan is the bay mounted laser weapon. This can be simulated using the standard battery rules.

However, there are some changes. Batteries now have two ratings. The first rating represents the number of dice to be thrown, and the second rating represents the range of the weapon (in range bands.) A range band is 5' across.

Thus, a typical Class-C (or Class-1 battery from Fleet Book) would be rated approximately 1/2.4. A Class A (or Class-3 battery from Fleet Book) would be rated 3/7.2, etc. This also means you can get odd weapons like 5/1, or 1/10, or things like that.

After each weapon is a small display that tells you how many dice to roll in each range band. (5/4/3/1) means roll five dice 0-5', four dice 5-10', three dice 10-15', etc. Damage is determined just like battery weapons in FT, with rerolls. Missiles Missiles in Leviathan are represented by the Salvo Missile Launcher. Same basic operation as per Fleet Book, but with some changes. First, the launch point is nominated AFTER movement.

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