revamping capital ships in renegade Legion: leviathan by JP Trostle The following is a suggested update and alteration to the ship stats and damage templates in Renegade Legion: Leviathan. It also gives the ship classes some consistency they were lacking in the original rules by FASA.
(4) For those ships that have less than 10 rows or columns of components boxes, damage going internal from one of the 6 facings of ship armor will following the following path: d10 roll for 9 boxes across: 1 2 3 4 5-6 7 8 9 10 d10 roll for 8 boxes across: 1 2 3 4-5 6-7 8 9 10 d10 roll for 7 boxes across: 1 2 3-4 5-6 7-8 9 10 d10 roll for 6 boxes across: 1 2-3 4-5 6-7 8-9 10 d10 roll for 5 boxes across: 1-2 3-4 5-6 7-8 9-10
(1) Expanding on the ideas and designs of Oliver Bollmann on his Kannik’s RL web site, this new damage template for Leviathan reorganizes the internal component block of a starship to mirror the interior layout of the ship itself. A handful of the blocks which seemed overrepresented in the original game (1/2 Turret Factors Lost, for example), or had no impact on play (4 boxes for Transponder? Really?), have been swapped out with critical systems that were missing from the original — including missile silos and flight decks. In
(3) With this new template for Leviathan, all ships have had their exterior armor and interior size adjusted for consistency. Battleships keep their 200 points of armor per side and lose 10 points of internal boxes, giving them 200 internal components boxes in a neat 10 x 20 grid. Cruisers now have 140 points of armor per side and 144 internal component boxes in 9 x 16 grid. (Gaining 40 points of armor and 4 boxes) Frigates now have 100 points of armor per side and 98 internal component boxes in a 7 x 14 grid. (Gaining 20 points of armor and interior 8 boxes) Destroyers now have 60 points of armor per side and 60 internal component boxes in a 6 x 10 grid. Patrol ships now have 30 points of armor per side and 30 internal component boxes in a 5 x 6 grid. This means a Leviathan cruiser is 70% as large as a battleship, both inside and out; a frigate is approximately 70% as large as a cruiser; a destroyer is 60% as large as a frigate; and a patrol ship is 50% as large as a destroyer. (Honestly I never quite understood why cruisers —a 3-hex ship, or 25% smaller than the 4-hex battleship — had only half the armor of the next class up. So, updated cruisers now have 140 points of armor per side — 70% of what the battleship carries — as well as 72% of the comparative internal boxes.)
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(2) Due to the new placement of exterior armor, damage that overlaps the center line of port or starboard is not lost but damages both the forward and aft sections of the side struck.
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<—————16 —————>
100 points <———10 ———> 150 points
50 points NOTE: due to the powerful nature of the nuclear missile, those parts of a blast template that overlap the edge of a ship's armor boxes ( which, under any other circumstance, would be 'lost') now carry over to the adjacent facing. Example: A battleship takes a hit from a 150 point missile on its Forward facing. The attacker rolls a 1, indicating hit location is the far left column of the armor. Normally, a hit in this column means half the boxes from the damage template would be wasted; however, with a focused missile blast, the other half of the template will now fall on the ship's forward port armor starting in column 10.
<—— 7 ——>
addition, the final row of boxes (“ship destoyed”) have been converted to additional laser bays, crew quarters and other sections that seemed under-represented. A ship is now considered “Destroyed” if a box is hit in the Spine Cracks or Structural Collapse areas. (Optionally, if both Plant Destroyed AND SLD Destroyed are hit, a ship may be considered out of play.) See Oliver Bollmann’s free online book “Techical Update: Neverending Conflict” for more suggestions on handling internal damage.
<——— 9 ———>
(5) NEW RULES FOR MISSILES: Missiles were, simply put, broken in the original rules. They were insanely overpowered compared to all other weapons, both in cost and effect. Therefore, missiles should be reduced to the following, more reasonable, levels. A missile’s rating is now equal to the total amount of damage a salvo can do. (ie 150 points = 150 points, no matter how it is distributed over the surface of a target.) A missile salvo can have 2 settings: area blast or focused. (a) An area blast strips off armor equal to its strength, spread out over the surface of a ship (ie, an unblocked 150 point missile attack will remove 25 points on each armor facing.) (Alternately, an area blast will do damage to 5 of the 6 facings of a ship; the area opposite the original facing hit location will remain untouched — think of the untouched side as being 'in the shadow' of the blast. As missiles do 50, 100, and 150 points of damage, those totals are equally divided by 5. Therefore an full 150 missile blast does 30 damage on each of the 5 sides; a 100 point barrage does 20, and a 50 point attack removes a single row of 10 armor boxes per side.) or (b) A missile can be set for a focused blast, which carves out a cone shaped crater on the surface of a ship, similar to a HEAP round. In this case, missiles would have the following damage template shapes:
leviathan battleship
Forward 1
2
3
4
5
6
7
8
9
10
10
1
9 7
4
6
5
5
6
4
7
3
8
2
9
forward Port
8
3 1
10 1
10
9
2
8
3
7
4
6
5
5
6
4
7
3
8
2
9
1
10
½ Turret Factors Lost Bay Dest.
R Turret Fire Con Silos Destroyed
Bay Dest. ½ Turret Factors Lost Bay Dest.
Int. Com System Crew Quarters Right Thruster Out
Shield Des Long Range Sen
Bay Dest. Bulkheads Life Support
CIC Destroyed
FTL Major
FTL Minor CIC Shield Des
SLD ½ damage Acc Comp.
Shield Des Ext. Com System
Bulkheads Flag Bridge
Damage Control
Bridge FTL Major
FTL Minor CIC Plant Shorts
Plant ½ damage
Shield Des
Crew Quarters L Turret Fire Con
10 9 8 7 6 5 4
Bay Dest. 10
forward Port
3 1 10 9 7
8
½ Turret Factors Lost
Left Thruster Out 9
2
Bay Dest.
8
Bay Dest.
Wpn Pwr 7
6
Plant Destroyed 6
Aft Port
SLD Destroyed 5
5
Bay Dest.
4
4
SLD Shorts 3
1
2
3
4
5
6
7
3
2
1
2
10
9
1
8
Aft starboard
7
AFT
NL
6
Bay Dest. Anti-grav
5
Manuever
BFC
SS
4
Shield Des
3
Atmos.
SLD ½ damage
BFC
2
Plant ½ damage
Flight Deck
1
FTL System Destroyed
10
10
NL
SS
Structural Collapse
BFC NL
9
BFC
Spine Cracks
9
8
BFC
Spinal SD Mount Coil Destroyed
8
7
Flight Deck
SD
Spinal Mount Destroyed
7
6
½ Turret Factors Lost
6
forward starboard
SS
VIP Docking Port
Spinal Mount Coil Shorts
5
BFC
5
4
Interior Components
T
3
AFT
NL
4
2
8
9
10
Silo — Missile Silo Destroyed: If missiles haven’t yet been launced, 50 points of missiles lost for each box destroyed Flight Deck — If one deck is damaged, ship takes twice as long to recover fighters. If both decks damaged, ship takes 4 times as long. Cannot recover half of fighters if 1 deck completely destroyed, and no fighters if both are completely destroyed.
3
1
Abreviation Key : NL . . . . Navigation Lights T. . . . . . Transponder BFC . . . . Bay Fire Control SD . . . . Front Shield Destroyed SS . . . . Shield Short — 2 shields
2
Aft starboard
Aft Port
forward starboard
2
Forward 1
leviathan cruiser Forward 1
2
3
4
5
6
7
8
9
10
10
1
9 7
4
6
5
5
6
4
7
3
8
2
9
forward Port
8
3 1
10 1
10
9
2
8
3
7
4
6
5
5
6
4
7
3
8
Aft starboard
Aft Port
forward starboard
2
2
9
1
10
AFT
½ Turret Lost Flight Deck ½ Turret Lost Bay Dest.
SLD Shorts
Rt. Thrust Acc Comp.
SS
Anti-grav
Bay Dest.
Silos Dest. Int. Com CIC Destroyed
Crew
SLD ½ damage
Shield Des
Bulkheads SLD Destroyed
R Turret Fire Con Shield Des
Lg. Senors Life Support
Coil Dest Coil short Spinal Mt Dest
Ext. Com Plant Destroyed
Struct. Collapse Manuever
Flag Bridge CIC
Bulkheads Bridge
Plant ½ damage Damage Control Plant Shorts
Bay Dest.
L Turret Fire Con Shield Des
½ Turret Lost Flight Deck
3 4-5 6-7 8 2 1
Crew 9
2
3
4
9 10
Shield Des
8
½ Turret Lost
SD
Atmos. 7
Lt. Thrust Wpn Pwr
Plant ½ damage
5/6
Bay Dest.
FTLD FTLM ftlm
SLD ½ damage
4
3 4-5 6-7 8
Spine Cracks
SD
3
1
2
SS BFC
BFC
Aft starboard
1
NL
2
forward Port
10
T
9 10
Aft Port
9
3 4-5 6-7 8
FTLM FTLD
8
2
ftlm
7
1
10
Interior Components
SD
5-6
9 10
BFC
4
1
BFC SS
3
forward starboard
VIP dock
3 4-5 6-7 8
5
6
7
8
9
10
Silo — Missile Silo Destroyed: If missiles haven’t yet been launced, 50 points of missiles lost for each box destroyed Flight Deck — If one deck is damaged, ship takes twice as long to recover fighters. If both decks damaged, ship takes 4 times as long. Cannot recover half of fighters if 1 deck completely destroyed, and no fighters if both are completely destroyed.
AFT
2
2
Abreviation Key : NL . . . . Navigation Lights T. . . . . . Transponder BFC . . . . Bay Fire Control SD . . . . Fore/Aft Shield Destroyed SS . . . . Shield Short — Affects side damage came from ftlm. . . . FTL Minor Damage FTLM. . . FTL Major Damage FTLD. . . FTL Destroyed
1
NL
1
9 10
Forward
leviathan Frigate
Forward 1
2
3
4
5
6
7
8
9
10
10
1
9 7
4
6
5
5
6
4
7
3
8
2
9
forward Port
8
3 1
10 1
10
9
2
8
3
7
4
6
5
5
6
4
7
3
8
Aft starboard
Aft Port
forward starboard
2
2
9
1
10
Bay Dest. Flight Deck ½ Turret ½ Turret
L. Senors
CIC Silos Dest. Crew SLD Shorts
FTL Dest.
FTL Major SLD Destroyed Life Supp
R Tur Con
Structural Collapse
Com Bulkheads
Bay Dest. Flight Deck ½ Turret
FTL Minor Plant Destroyed
AFT
Bay Dest.
Atm Man AG
Rt. Thrust
WpPr SD Acc
3/4 5/6 7/8 9 10
3-4 5-6 7-8 9 10
Crew Lt. Thrust
Bay Dest.
BFC SD Plant ½ damage SD BFC
2
2
Dam Con L Tur Con Plant Shorts
½ Turret
SLD ½ damage
SS
1
1
SD BFC
Interior Components
Aft starboard
Aft Port
SpD
Br
3-4 5-6 7-8 9 10
SS
SMD Com
NL
2
3-4 5-6 7-8 9 10
BFC SD
SCS
SD SCD
1
2
T
3-4 5-6 7-8 9 10
1
NL
forward starboard
3-4 5-6 7-8 9 10
2
1
2
3
4
5
6
7
8
9
10
Silo — Missile Silo Destroyed: If missiles haven’t yet been launced, 50 points of missiles lost for each box destroyed Flight Deck — If one deck is damaged, ship takes twice as long to recover fighters. If both decks damaged, ship takes 4 times as long. Cannot recover half of fighters if 1 deck completely destroyed, and no fighters if both are completely destroyed.
AFT
2
1
Abreviation Key : NL . . . . Navigation Lights T. . . . . . Transponder BFC . . . . Bay Fire Control SD . . . . Shield Destroyed on that side of the ship SS . . . . Shield Short — Affects side damage came from SCS . . . . Spinal Mount Coil Shorts SCD. . . . Spinal Mount Coil Destroyed SMD. . . Spinal Mount Destroyed SpD. . . . Spine Breaks
forward Port
Forward 1
leviathan Destroyer
Forward 1
2
3
4
5
6
7
8
9
10
10
1
9 7
4
6
5
5
6
4
7
3
8
2
9
forward Port
8
3 1
10 1
10
8
3
7
4
6
5
5
6
4
7
3
8
2
9 10
Aft starboard
1
9
2
Aft Port
forward starboard
2
Forward Com
Structural Collapse
SLD ½
Plant Dest
FTLD Bay
Bay FTLD
Deck ½T
FTL BFC
WpPr SD SD Acc Atm Man CIC AG
Rt. Thrust
Com FTL
Br SpD Dam Crew
SLD Dest
½T
Life Supp
Deck
Blk SMD CIC ½ T
Plant ½
½T Crew
Lt. Thrust
forward Port
SCS Silo NL
Bay SD Sen SCD SD Bay
Aft star
1
2
3
4
5
6
7
8
9
10
Aft Port
T
forward star
1 2-3 4-5 6-7 8-9 10
Abreviation Key : NL . . . . Navigation Lights T. . . . . . Transponder BFC . . . . Bay Fire Control SD . . . . Shield Destroyed on that side of the ship SCS . . . . Spinal Mount Coil Shorts SCD. . . . Spinal Mount Coil Destroyed SMD. . . Spinal Mount Destroyed SpD. . . . Spine Breaks Bay. . . . Fire Bay Destroyed Deck. . . Flight Deck Br. . . . . Bridge Sen. . . . Long Range Sensors Dam. . . Damage Control Man. . . Maneuver 1/2 T . . 1/2 Turret Factors Destroyed Blk . . . . Bulkhead
NL
1-2 3-4 5-6 7-8 9-10 1-2 3-4 5-6 7-8 9-10
AFT
1-2 3-4 5-6 7-8 9-10 1-2 3-4 5-6 7-8 9-10
1 2-3 4-5 6-7 8-9 10
AFT
Silo — Missile Silo Destroyed: If missiles haven’t yet been launced, 50 points of missiles lost for each box destroyed Flight Deck — If one deck is damaged, ship takes twice as long to recover fighters. If both decks damaged, ship takes 4 times as long. Cannot recover half of fighters if 1 deck completely destroyed, and no fighters if both are completely destroyed.
Interior Components