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Renegade Legion Centurion Pdf

Renegade Legion Centurion Pdf Average ratng: 8,8/10 1825 reviews

My BT friends got to try Centurion out once, and were intrigued by the damage system. Once we go into infantry and other things, they may get more excited about it. However, it seems that they're more excited about Heavy Gear, next to BT.I'm still proud that I managed to find that 2nd ed box. Btw, I'm looking at the 36 assorted tanks that came with it, and I'm wondering what scale they're supposed to be. Judging from the illustrations in the little tech readout book, I'm thinking they're 2-4 mm scale. But, I'd like to know for sure.Also, I like some of the pics of the standard combat units, like their infantry and some of the tracked tanks I've seen illustrated as well as that fighter in the Interceptor integration section. Is there someone out there that still makes minis for this game?

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Renegade Legion is a series of science fiction games that were designed by Sam Lewis, produced by FASA, and published from 1989 to 1993.The line was then licensed to Nightshift games, a spin-off of the garage company Crunchy Frog Enterprises by Paul Arden Lidberg, which published one scenario book, a gaming aid, and three issues of a fanzine-quality periodical before reverting the license.

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Or, would that be like trying to locally hunt down old Kenner MegaForce toys: almost impossible?Thanks. No, FASA wasn't big on errata - ColBosch. The Housebook series is from the 80's and is the foundation of Btech, the 80's heart wrapped in heavy metal that beats to this day - Sigma.

To sum it up: FASAnomics: By Cthulhu, for Cthulhu - Moonsword. Because Battletech is a conspiracy by Habsburg & Bourbon pretenders - MadCapellan. The Hellbringer is cool, either way.

It's not cool because it's bad, it's cool because it's bad with balls - Nightsky. It was a glorious time for people who felt that we didn't have enough Marauder variants - HABeas2, re 'Empires Aflame'. I've been looking at the Renegade Legion games and the BattleTech games, young and old, and because both were made by FASA, I can't help thinking that a cross-over was planned at some point, but never happened.I've devoted some brain time and study into figuring out how to mesh the two, but the question of technological parity springs to mind.Since RenLeg is set in the seventh millenium AD, and they have things such as grav drives and shields, and intelligent aliens which can bring unique engineering perspectives, it seems that the combat units in RenLeg should be pretty advanced. The 3000 + year time-difference isn't chalk full of any technological set-backs from what I've seen, so we can assume a pretty steady tech progression.However, I've been looking at stats from both games, where I have them, and I'm getting conflicting data.

More and more it looks like the two are on par. RenLeg armor is ' crystal-aligned titanium alloy molecularly wedded to a ceramic mesh'.

That sounds familiar, aside from the titanium and molecular wedding part. So, it looks like damage should be matching up, mostly, point-for-point in the ground and close-to-ground games. That is actually pretty good for Centurion and Interceptor, as very few weapons do less than five points of damage.The only quibble I'm having is what to do about the range differences on the ground, or if anything should be done.Part of me is thinking 'yes'. There are a lot of things that suggest that BT has some decent tech edges over what's depicted in the RenLeg games:BT Autocannons, fired with powder based charges, are useful in space engagements, and appear to be hyper velocity.

(In fact, if we go back to AT1, which was active when Interceptor was released, an AC/5 has an effective space range of 18 X 6,500 or 117,000 km.) RL powder-based weapons are deemed too slow to be effective. Gauss and Mass Drivers are the only way to get the speed.BT combat units, aside from most infantry and ground-attacking aircraft and ground units engaging said Aircraft, can engage as many targets as they have weaponry with only minor drawbacks. RL ground units can't target more than one enemy, and only if the second is with Missiles. Ground units can't missile spam a target like BT units can, either.

(1 or 2, or maybe 3 max, dependent on type) Interceptor combat is based on crew and arcs and number of weapons/bays/links and targets. Overburdening a gunner has significant consequences.Rate of fire is also in BT's favor just by looking at the turn lengths. Both Centurion and Interceptor turns last a minute. Armored units are limited to a single engagement per turn. Only infantry can beat that with potentially three as long as they and their target haven't moved and they're in the same hex.Just looking at this, it seems that I should probably be jumping the BT ground ranges at least up to the AT2/TW Air-ground ranges, or dropping the Centurion ranges down to BT level when engaging BT targets.However, RoF and turn lengths have me thinking. When looking at Centurion or Interceptor at face value, it looks like a lot is dependent on the crews, and that shots really are hit or miss.

Whereas, many have come to accept that combat in a BT game is not a 'hit-and-miss' environment, just merely a 'failure-to-hurt' one.The armor materials match in design, though RLs is probably more efficient in the amount one can cram in per ton. Unless Leviathans has space-ship combat ranges maxing out beyond, where ships can start dodging lasers outright, (the dominant weapon of the universe I might add) then the game is probably also dealing with a failure-to-hurt mechanic.In Centurion, the only ammo tracked is digging cannons, smoke rounds, and missiles. (And infantry, too, if you want to think that way. ) Everything else is assumed to have enough for the engagement.

Considering that most standard Grav Tanks are well over 100 tons and the rounds for cannons are not propellant based, they should have a lot.So, I'm wondering if a single engagement is more than a single shot of opportunity inside a minute's time frame. When I say engagement, I mean an attack with any and all weapons as desired and allowed on a target in a turn. (A shot of opportunity is the only way I can describe it, and makes sense for a turn length of one minute.

Only units hull down in a crater get any defensive bonuses in the open, even though there are probably many swells a unit can take advantage of for cover. It probably is taking advantage until it gets out to fire, and thus be fired upon. Hence, no terrain bonus unless you're in a crater. This isn't including trees and buildings.)Are units firing more than one shot on a target to guarantee that one telling template hit while the rest bounce off harmlessly? Are laser blasts mostly being dissipated harmlessly until that last telling one finally burns right into the armor?

(This means that the range and to-hit mechanic are assuming these shots are accounted for, and you're rolling for the one.)Note: The only thing that really goes against this is the rules for building hexes, which I find are too simplified and can be fleshed out to allow for some interesting lucky breaks and varying individual building heights, as well as infantry occupation choice in relation to the hex.So, I'm curious if there's anything in the fiction to back this up.What kind of fiction was all released for RenLeg? Has anyone read it? Can you tell me about combat depictions?This approach gives me some solid idea on how to handle ranges and to-hit procedures for a hybrid attack resolution system, and it'd be nice to know if I'm on to something, or if I have to rethink my approach.Thanks.