For a couple of years(!) now, I’ve been promising stats and rules that would allow anyone who’s read my Virginia War stories (
central directory) to play out scenarios in that setting if they wished. Well, here they finally are: the prototype rule-sets for gaming in The Virginia War, as playable with the Renegade Tech rules.
Now, these rules-sets are ‘mods of a mod’ - they assume that you’re familiar with the
Renegade Tech rules, as crafted and promulgated by Francis Greenaway. I’ve made some tweaks based on creating a greater sense of verisimilitude; I’d suggest you read the .pdfs closely and take note of the changes.
Ground Warfare This first post contains the mods to the ground-warfare rules for ’Mechs and other vehicles. ’Mech sheets for many canonical designs are available for download at the Renegade Tech website in .xls format; stats (and possibly armour-sheets, if not full-blown record-sheets) for each faction’s TVW-specific designs will be made available with FM-style entries on each relevant faction as soon as possible.
Fair warning: in all likelihood, those upcoming FM-style entries will
not cover most of the Inner Sphere states or their improved designs in any sort of exhaustive fashion. There’s been so much published about them already that I’m not sure I need to go over that territory again, and as willing as he may be, one man simply can’t match the combined engineering and creative talent of more than two thousand worlds. #P While I will provide summaries of the advanced systems available to each of the Inner Sphere’s major powers, and detail a sample of their redesigned combat platforms, I will leave much of that experimentation to those who wish to test and exercise their engineering skills under this revised paradigm.

It’s virtually inevitable that many players who try these rules will stick to the PTB-established factions and play out semi-canon Succession Wars battles/campaigns with these rules; I wish them all fun nights of gaming and eagerly await their stories of how things went.

However, my primary focus will be on providing specs, stats, and fluff on the units deployed by the factions featured most prominently in my alternate-reality. Naturally, these include my interpretation of the Taurian Concordat in this period, and to a lesser extent the Tortugan Dominions; but my primary focus will be on the non-canonical factions within my equally non-canonical Cavaretta Expanse, including the Union of Sovereign Republics and its Allies, the Principality of Salerno, the Cylon Protectorate, Clancy’s World, the Cylon Republic, and the Colonial Remnant.
If you download these rules and read them - most especially, if you play out games with them - please
please PLEASE register your feedback in this thread. How realistic do they feel? Are they too cumbersome? (I don’t
think the dice-rolling gets all
that excessive, but then again, I played second-edition
Shadowrun.

) Which ’Mechs and units shine under these rules, which go from ‘zero’ to ‘hero’, and which fall off their pedestals? Which weapons, or combinations of weapons, are overpowered or ‘broken’? Is the ARC-2R once again a ’Mech to strike fear (and missiles) into peoples’ hearts?
