The way this will go is probably the following:
- Each "Primary" source (centuiron, Leviathan, Interceptor,. Legionnaire) will get their own dedicated thred. They're all pretty big and they can pretty much encompass only that
- suppelmentary materials (Wake of the KRaken, Fire Eagles, TEssDrake run) and the various technical or briefings will probably be grouped in some fashion (all the Centurion ones together, all the LEviathan ones together, etc.) I'll also probably lump "integrated" stuff into one category too.
Some integrated material qualifies as a "miscelaneous" source as its not specific to any one particualr ssystem, and will be in some cases handled individually (Shannedam County sourcebook) while others may be lumped in with another category (IE "integrated games that encomapss more than one format, as well as misc books.)
Well, with that out of the way.. first entry for Interceptor:
The accelerative capabilities and the role of the Lancea. This does pretty much set the rough standard for combat accelerations in renegade legion. Note I say combat accelerations, because in this mode RL ships tend to rather sharply divide their power outputs between various systems- primarily guns, engines, and shields. Note that in theory (especially by Leviathan rules) power is going to be equally divided (roughly), but this may or may not be the case. Depending on interpretation, you could argue they devote minimal power from engines to weapons (say only gigajoules or maybe a few TJ of energy per shot) or alot (tens or hundreds of terajouels or even petajoules per shot.) And shields are a complete unknown (technically shields need NOT need power to consume. In fact its rather hard to devise a reason they do need it, but in the case of flicker shields it is probably possible.)like the Commonwealth's Cheetah, the Lancea's main claim to fame is its speed. In a reconnaissance role, the wing lasers are replaced with hard points and mounted with a variety of ordnance or surveillance equipment. With 11 gs of acceleration, a high-thrust Lancea is the one of fastest fighters in the galaxy.
Like the Cheetah, the Lancea performs reconnaissance missions by being carried into a solar system attached to an escort, making a high speed pass through the system, then rendezvousing with the escort again to be baken back to its base.
I only include this one simply to establish the rough scale of combat in RL Interceeptor. Honestly, I dont think alot of things can be calculated directly form the game stats, but certain, specific things may be quantifiable, at least in a broad way. Ratios and such. One of the fwe things we might go by (and can be proven consistent in the fluff) is combat engagement/weapons ranges, ,and fighter/weapon speeds. Accelerations, or turning rates, however, cannot (we don't know if its straight line accecl or constant accel, for one thing. I've tried doing calcs on it and its hard and generally is probelmatic.)Each hex on the map [Interceptor] is roughly 15 kilometers (about 9 miles) wide, and each game turn lasts one minute.
For max thrust of 1, ,you can only push by one thrust point, 2 points for max of 2, 3 points for max of 3, 4 points for max of four, and 5 for five and above. Note that the last rating for all except one is "automatic" damage (that is, the for a thrust rating of two, the second thrust point always resorts in damage For three the third always does, and so on.)In any combat situation, a pilot will sometimes do anything to get that extra little bit of power to put is fighter in the best firing position. In cases where he needs more Thrust Points than he has, he may push the plantt. Whenever a pilot asks his fighter to do something that is not normal to it, tehre is also the chance of breakdown.
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The table also shows that the most any plant can be pushed is by 5 thrust points.
Pushing the plant always reuslts in the pilot obtaining the extra thrust points he desires. The catch is whether or not he damaged the planet in getting those thrust points.
This is one of those "game mechanics" type stuff that is kind of quantifiable but won't tell us a great deal. We know they can "over-run" the reactors to a certain extent, but that it endangers the ship. What this amounts to in terms of rationalization is that fighter reactors (and probably other reactors) have a fairly large "safetY" margin, and that fighter pilots can (to a certain extent) push the reactors beyond these limits. This also exceeds the "safety margins" of their inertidal dampers, which is probably explained as them having a trouble rapidly adapting to sudden accelerations that one might utilize in combat.
likely, the "increase" this provides is a small one at best, probably less than double, more like 120-150%, slanted more towards the lower end. Useful for more of brief applications of power (or emergency situations), such as an increased "alpha strike" capability, or emergency shield boosts (or manuvering.)
On one hand, this suggests that the "standard combat accelerations" dictate the limits of acceleration compensators. That suggests that the ship really can't push the accelerations much past their combat accels, despite having a "surplus" of power. This may indicate merely an engineering limitation - the engines probably aren't designed to handle much more poweru beyond thw athey use in combat. THat is sensible, but they also (likely) can redesign ships to handle better (After all, capital ships can reallocate power to boost their acceel, ,so so could fighters if designed for it.)The SOT (Safe operating thrust) also takes into account the fact that pushing hte plant usually requires exceeding the SOT, especially on ships with lower accelerations This means acceleration at levels for which the acceleration compensators are not equipped and that the forces acting on the pilot are much greater than usual.
Alternately, as I already mentioned, it may simply represent that the closert ot the "margin" the inertial dampers operate, the harder a time they have to handle sudden accelerations.
The fact that generators come "preset" would tend to suggest that the idea that fighter systems are optimized towards certain outputs (and thus are "fixed" at certain maximums) has some credence. In such case, the limitations are merely ones of design and probably could be changed if need be (IE you could adopt a more flexible system.), or, instead they could probably re-optimize for new designs (less firepower and more acceleration, for example.)All fighters carry preset shield generators that cannot be changed during the course of the game Shields are rated according ot their rate of flicker. That is, when a shield is on, nothing can get through it, but nothing can get out, either. So that shields flicker on and off at very fast rates. Also, technology has not yet advanced to the point where a shield can operate at all times. Sheilds have ratings as low as 10 and as high as 200 or more. Th ehighest shield generator usually found on a fighter is 70. Most fighters carry shields rated at 30 to 50.
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Shield flicker rates can be different for each side of the fighter and are determined during ship construction.
Now, onto shields. We can deduce certain conclusions about how shielding in REnegade Legion works:
1 - its not an absorption/retransmission systme, like we know certain other universes use. Rather its more like a physical barrier that deflects/retards certain attacks (more like intangible armor, or a physical barrier.) It is also "double blind".
2 - bypassing the shield is not illuminated on here, but it is heavily implied in other sources (and will be expanded upon agian later) that you either hit the shield when it is "off", which is a matter of factors (timing, range, etc. - and mainyl is ivnovled in the "painting" bit) or by brute force (the force field itself is virrtually imepentrable, but it seems it can be "worn down" by pounding away at it until the generators overload or fail - conversation of momentum, probably) The former does imply a certain amount of "tactics" to offense and defense (strategies to bypass the sield effectively) while the latter probably is more simple but time consuming (and may help explain why ship combat lasts so long)
other aspects, such as the reasons (and theory) behind flicker rates and why shields consume so much power, are addressed later.
I mention this largely to establish that fighter weapons (and other systems) are very heavily computer assisted and/or controlled.Damage to teh weapons tracking circuits and computers directly affects the To-Hit number.
A bit on deteciton systems. By the way they're described, RL long range sensors are almost certainly passive sensors of some sort primarily. ACtive sensors could be, but they'd be alot less accurate for moe things (the signal has to go out and return, and it lights you up to the enemy more accurately.) FTL active sensors are a possibility, but evidence as stands tends to mainly argue against it (at least for fighter-scale objects.)Long range sensors: without the scanning capability of long range sensors, it is extremely difficult for pilots to find their carrier ship. These sensors come into play mostly in campaign scenarios.
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Scanner systems: When tehse are damaged, teh fighter is no longer able to fire its scanner silhoutte seekign missiles.
The fact that long range sensors are "campaign only" also tends to suggest they aren't utilized as much in combat (at least on fighters. Misisles is another story.) except maybe to track/locate the fighters. TArgeting sensors are probably active.
The SSS's scanner system is almost certainly active, but it may only represent a "kind" of active sensor (A specialized one)
Again, more indication of the systems that are computerized on a fighter. The weapons, again, are noted to be computerized. Its interesting that they deem it "impossible" to use weapons without computers (IE almost no manual system.) This may be a combat on the nature of fighter combat (For example, they engage in high velocity long range passes that may occur faster than human reactions could allow - or manuvering may equire computerize dpredicitve/tracking systems to keep up.)Fire computer: The main weapons computer is destroyed, and so no further wepaons fire is possible.
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Shield synch computer:
This computer coordinates weapons shots with the shield generator. Because the shield flickers, teh weapon must fire while it is off. If the synch computer is damaged, the pilot must fire through his own shields beofre he can hope to hit.
Oddly, the shield synch computer ihas a sort of manual aspect. One assumes, though, that in some cases it may require a "lowering" of flicker rate, as some sources suggest flicker rates that can greatly exceed human reflexes (eg painting lasers in centurion.)
All of the above are components in weapons accuracy. Basically, fighter targeting is highly computerized, in toher words. Basically yet more evidence of how fighter targeting sysems are included (note the use of predictor computers, ,rangefinders, and such - the extent of variables that appear to need to be compensated for may explain why manual firing isnt used.)Target locking cricuits:
Predictor computer
Range finder computer
Target trackign computer