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Jamie Edgar (order #3979761)

Strike Legion FAQ So, whats this thing all about?

Strike Legion

Plain Brown Wrapper Demo Version

Strike Legion is a science fiction tabletop wargame series


that, when taken as a whole, allows players to recreate historical, science fiction or science fantasy battles using miniatures of their choice. This manual takes excerpts from the main rulebook that teach the basics of armored combat in the game.

Written and compiled by Karl Johnson Produced by Legionnaire Games


Copyright 2010 Karl G. Johnson. This document may be distributed free of charge for personal, non-commercial use. Any other use, distribution, or sale of this ebook is strictly prohibited.

What makes this game different than other scifi games on the market?

Strike Legion incorporates electronic warfare as an integral part of future combat in a unique manner for ground combat
games, creating a new level of tactical decision-making and introducing another level of uncertainty into your game plans. Also, this isnt a game where you throw ever increasing amounts of six-sided dice all over the tabletop to engage in combat; there are more efficient ways to resolve game functions involving probability outcomes, and weve used some of them here. How complex is the game? On a scale of 1 through 10, wed give it a 6 in complexity, but the game incorporates more detail in the various types of units than this would lead one to believe. You can field infantry ranging from guys in loincloths throwing rocks to fully powered suits of advanced armor and electronics that are capable of taking out a small city on their own, vehicles from chariots or oxcarts up through tanks capable of inter-dimensional tactical movement that use high-energy weapon and defensive systems (some of which can even travel through time - no, really!). You can incorporate slimy alien bugs, galleys and sailing ships (and sea monsters to attack them), Aether flyers, dreadnoughts, submarines, Big Stompy Robots (BSRs), huge cybertanks, and even flesh-and-blood (or energy-based) individuals can battle it out across your tabletop using the same rules. And weve spent four years of intensive playtesting, re-writing, and editing things to make sure they all work well together in a playable, enjoyable, and engrossing format. As with all game products, there may be the occasional typographical error or a question or two on how a rule is intended to work. These can be addressed and answered via emailing Legionnaire Games at info@LegionnaireGames.com, or the Strike Legion Mailing List (http://games.groups.yahoo.com/group/StrikeLegionmailinglist/). Am I stuck playing with only the units provided in the books? No. The Strike Legion series contains complete construction rules for any type of vehicle, infantry, gun, walking, swimming, crawling, or flying thing youd like to field in your games. Creating your own force can be as simple or as detailed as youd like it to be. I dont want to make my own units. Are there any official army lists that I can buy? Currently, no. There are a large number of free-of-charge army lists - complete with data cards and organizational info for a number of popular science fiction settings and existing gaming miniatures - available through the Legionnaire Games website (http://www.LegionnaireGames.com). Other Strike Legion sourcebooks for both licensed and original scifi settings are currently at various way-stations along the publishing pipeline. How many miniatures do I need for an average game? That depends on the size of game youd like to play. Strike Legion scales very well for battles between companies (10-16 minis), battalions (roughly 40 vehicles), and regiments (80-100 vehicles and/or squads) on each side. How long do games take to play to a conclusion? Generally speaking, about a minute per vehicle or stand on the table (so, using the above numbers, a battle between opposing battalions should take 80-90 minutes to play). Games involving Large vehicles (those capable of sustaining multiple damage hits before being destroyed) should count an extra minute for each additional hit they are capable of sustaining (if you really want to plan your games around a time limit, that is). Are there any official miniatures for this game? Not at the moment. Depending on player interest (and future releases), we may consider commissioning miniatures for specific factions at some point in the future. Are there any other Strike Legion games in the works? Yes. In addition to books with new factions (including details about the factions themselves, along with military hardware descriptions, organizational data, and Data Cards), scenarios, and campaign games, Strike Legion: Planetary Operations (tentative title; subject to change) will take a different but related approach in depicting future combat.

Jamie Edgar (order #3979761)

Each maneuver unit in Planetary Ops represents a battalion of 2-4 stands plus support units (artillery, scouts, AA, and others), allowing players to engage in battles between regimental and divisional-sized formations in a reasonable time frame. Planetary Ops includes scaled-up versions of all of the combat options presented in the Strike Legion game series, full unit construction rules and conversion guidelines for your Strike Legion creations, and three different types of campaign games to give your battles more meaning and depth. Also in the works is Strike Legion Module Three: Skunk Works, which adds some advanced rules for use in the game, such as expanded types of missile and artillery payloads, vehicle riders, more mecha options, psionic combat abilities, and a few other items, along with new unit Data Cards, scenarios, and a consolidated and annotated construction document. There will also be at least one Strike Legion module dedicated to scenarios which will include set-piece and generic tactical scenarios, tactical campaigns, and possibly even more new systems, weapons, attributes, traits, and functions for use in creating your own units. And, at some unknown point in the future, we may expand the Strike Legion game series to depict system-, sector-, and galaxy-wide conflicts, including starship combat games and 4x campaign systems. Will there be more downloadable Army Lists? Yes, but when they appear is subject to how much time the author has available to research and create them. The current lists will be revised from time to time as well (especially the lists dedicated to specific miniatures lines, as these will need to be updated to keep up with new releases from the various companies). Anything else? Probably, but well wait until someone asks... OK, so what will I need to play this demo version of the game? At minimum, youll need: These rules; Two dozen (or more) scale model tanks (we suggest 6mm/1:285/1:300, but anywhere from 2mm to 15mm will do just fine); Several 4-, 6-, 8-, and 10-sided dice; A standard (inches) tape measure or ruler; Printouts of the markers, data cards and game charts at the back of this book; A 4 x 4 gaming table and some scale terrain; About an hour of your time, counted from when you began reading this page through the end of your first game.

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Game Scale
Each model on the table represents a single vehicle or gun, and each base of infantry represents a team of 3 to 5 men. Each terrain elevation level represents an altitude of about 10 meters, and 1 on the tabletop represents a distance of 250 meters. One full game turn represents 3 to 5 minutes of real time.

Game Terminology
AT: Anti-Tank. Damage Die: each weapon in the game uses a specific polyhedral die known as its Damage Die for resolving combat functions. Dice: Whenever the rules call for a type of die to be used, the number of sides of the die is preceded by a lower case d (d6 means to roll a six-sided die). If a function calls for a dx-1 or dx+1, subtract one from, or add one to, the result of the die roll. A 0 result on a d10 is normally read as 10.
If a game function calls for the use of a d3, roll a d6 and divide the result by two. If a d5 is needed, roll a d10 and divide by two. In both cases, round fractions up. There are two ways that multiple dice of the same type are written to be used. If 2d6 is called for, use the sum of the two dice to resolve the game function. If written as 2xd6, each die will be used independently and are not added together. When a function calls for increasing or decreasing a die type, substitute the die type that is numerically higher or lower (the next higher die type from a d6 is a d8; the next lower die type from a d6 is a d4). No die type may be modified higher than a d12. If a function uses a d4 and conditions call for the next lower die type to be used, the function becomes impossible to complete and automatically fails. Note that d3 and d5 are virtual dice and are never considered the next higher or lower die type.

Element: A single base of infantry, an individual vehicle, gun, aircraft, etc., is sometimes referred to as an element. Markers: Used to denote specific conditions on the tabletop, such as EW assignments, damaged and burning vehicles, smoke, aircraft
height, and a few other items. All of the necessary markers are included in this rulebook and should be copied and mounted on thin cardboard or foamcore. Players may also prefer to use custom-made or commercially-available markers and/or aircraft flying stands (or written notes) to preserve the clean look of the tabletop during play. As long as all players understand which marker schemes are being used and what they represent, any method may be used during play.

Measuring: Inches are the unit of measure in Strike Legion; players using figures in scales smaller than 6mm (1:300 or 1:285) may want to measure using centimeters in place of inches.
When measuring distances between units, always measure from or to the center of a vehicle or base. If using figures larger than 10mm, all measurements should be taken from the center of an element's front. Players using smaller scale figures may also choose to use this method of measurement, so long as all players are measuring in the same fashion.

Platoon: The basic unit of maneuver in Strike Legion is the platoon. Platoons consist of two to four similar vehicles, or two to four Personnel squads. Some Large vehicles are considered single-element platoons.

DATA CARDS Players will need at least one Data Card for each type of vehicle or squad in their force.

Reading a Data Card


(Please refer to the Scimitar Medium Tank Data Card found on the charts page of this book). Data Cards show the element class across the top, along with the Game Point Value (PV) for a single vehicle of this type. The next line gives its Movement Allowance (MV) in inches, along with the mobility type, the vehicles Signature (Sig), its Electronic Warfare (EW) rating, its Shield rating, and its Defense value (Def). The middle section of the left-hand side of the card lists the vehicles weaponry characteristics. The Scimitar Medium Tank is armed with an Anti-Tank (AT) Gauss weapon, mounted in the vehicles [T]urret that uses a d6 Damage die, along with an AT Laser that uses a d4 Damage die (also mounted in the turret). The right side of the weapon entry shows each weapons short/medium/long/extreme ranges (read as up to and including exactly [first number] inches for short range, over [first number] inches up to and including exactly [second number] inches for medium range, and so forth). In the middle right of the card are found the vehicles armor values, including the type of armor used and the Armor ratings for the vehicles turret and hull in their front/side/rear aspects.

Got it? Good! Time to learn the game...

Jamie Edgar (order #3979761)

THE BASIC GAME

Progenitor Hammerhead tank destroyer section (Plasmablast Games). 1. The Game Turn Strike Legion is played in a series of identical game turns that follow a specific sequence of events. Only those
game phases necessary to play the Basic Game are included in this section.

Game Turn Phases A. The Initiative Phase


1. Players secretly assign Offensive and Defensive Electronic Warfare chits, face down, to each of their units. 2. Each player rolls 2d6. The player with the higher total is the Initiative Player.

B. The Activation Phase


Players alternate moving and firing platoons in the order determined by the Initiative Player. The Initiative player may choose to activate the first platoon or have his opponent activate the first platoon. If the Initiative Player allows his opponent the first activation, he may specify the exact enemy unit that must be activated first. Players continue to alternate unit activations until all platoons have acted. If all of one players platoons have completed their activations for the turn and the opposing player has multiple platoons that have not, the player with the un-activated platoons may complete their activations, one at a time, without interruption from the finished player. Once all platoons have completed their activations, proceed to the End Phase.

C. The End Phase


If this was the last turn of a set-turn scenario, or if an immediate scenario victory condition was met by one player, determine the winner of the game. If the game does not end, remove all Electronic Warfare chits from the table and continue to the next game turn.

2. Electronic Warfare (EW)


EW is used by vehicles to achieve a targeting solution on an enemy vehicle or to disrupt the enemys ability to do the same to them. Every vehicle has a numerical EW rating; vehicles that do not have an EW value listed on their Data Card have a rating of zero.

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As the first action of each Initiative Phase, players assign the amount of Offensive and Defensive EW (OEW and DEW) for each vehicle platoon under their command. Using the provided chits, each player places, face down near the unit, one numbered blue chit (DEW), and one numbered red chit (OEW). The sum of the numbers on both chits must equal the total EW rating of the vehicle type that comprises the platoon. All vehicles in a platoon will use the same OEW/DEW assignments for the duration of the turn.

Example: a Bloodhound light tank platoon has an EW rating of 6. The owning player decides to use two points for OEW, and the remaining four for DEW. A red 2 chit and a blue 4 chit are placed face down on the tabletop next to the platoon. Alternately, for players that dont like to see markers on their gaming tables, use one Data Card per platoon in play and place the EW chits on each platoons Data Card instead of the tabletop.
OEW/DEW assignment is done secretly; a player need not reveal either chit until it becomes necessary to complete or verify an activity during play. Each player also leaves (or flips) their red OEW chit face up on the table to indicate the completion of a units activation in the current turn. All EW chits are removed in the End Phase of the turn.

3. Activation Options
During a platoons activation, it performs one Order. The Order to be used by a platoon is announced by the owning player immediately prior to its execution.

3.1 Move and Fire


The platoons elements may move up to their movement allowance and may fire at an enemy unit at any point during its movement. A platoon using Move and Fire orders is never compelled to do either.

3.2 Double Time


The elements of the unit may move up to one-and-a-half times their printed movement, but may not fire. A unit that declares Double Time must move all elements at least a number of inches equal to its movement allowance. No unit may Double Time two turns in a row.

3.3 Intensive Fire


All vehicles of the platoon may fire at the enemy with a modifier of -1 to the To Hit number and may not move.

3.4 Overwatch
The platoon moves up to half of its movement and declares that it will fire during a future enemy activation. Do not reveal the OEW chit to mark the end of the units activation; its activation is temporarily suspended. Place an Overwatch counter next to the platoons (still face-down) OEW chit. Platoons on Overwatch may fire at any moving element during an enemy platoons activation, and all elements of a unit on Overwatch must fire during the same enemy activation. Such fire may be announced any time up to (and including) the completion of an enemys activation. In cases where both the active unit and a platoon on Overwatch declare fire at the same time, fire is considered to be simultaneous. Apply any combat results after the conclusion of all fire attacks by both platoons. A moving unit may trigger Overwatch fire from more than one platoon. All attacks from firing platoons must be declared against specific targets prior to the execution of the first attack, and all attack results take effect at the conclusion of the last declared friendly shot during the enemy units activation.

Eurofed Garibaldi heavy tank platoon (Brigade Models).

Once a unit on Overwatch fires, remove the Overwatch chit and place its OEW chit face-up on the table to indicate that its activation is complete.

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Should activations by all enemy units be completed while a friendly unit is still marked as being on Overwatch, the friendly unit may not execute an attack this turn and its activation is immediately ended.

4. Movement and Terrain 4.1 Movement


Each element has a Movement Allowance that indicates how far the element may move in an activation and a Mobility type that tells how the element is designed to move around the battlefield. Some game effects, such as vehicle damage, limit or modify an elements movement allowance. Fractional inches are always rounded down to the nearest whole inch for all instances of movement allowance modification. Elements may use all, some, or none of their movement within the restrictions of their orders during their activation. No element may save movement for use in a later turn. Elements may always move through or over other friendly elements without penalty, but they may not stop movement on top of another friendly element. Elements may not move through or over enemy elements during their move (but may make Overrun attacks using the Advanced game rules). There is no restriction on the direction of travel for any Basic Game element: they may move forward, backwards, sideways, crossways, etc., without movement penalties.

Command and Control


In the Basic Game, all elements of a platoon must move so as to be within 2 of another element of the same platoon at the end of its movement. If an element cannot keep up with the rest of its platoon, it must move its full available movement allowance towards another element of the same platoon, ending its movement as close as possible to this element. If an element is the sole surviving element of the platoon, this restriction is waived. Any element that is more than 2 away from another element of the same platoon when its elements fire increases all of its To Hit numbers by one.

4.2 Mobility Classes Wheeled


Vehicles that use tires, wheels, or other forms of rolling, non-tracked, locomotion.

Tracked
Vehicles that have caterpillar-like tracks that are shuffled across gears and bogeys. Tracked vehicles have the advantage of being able to go places that some wheeled vehicles cannot.

Hover
Riding just above the ground on cushions of air, Hover vehicles are slightly faster than their Tracked or Wheeled counterparts. Grav Using anti-gravity drives or gravity inversion fields, Grav vehicles are capable of moving just over or much higher than the terrain under them.

Progenitor Wolfbite missile trikes (Plasmablast Games).

4.3 Terrain Effects on Movement


In the Terrain Effects Table, which is included with the game charts, players will find the Mobility classes crossreferenced with different terrain types. There are several entries that may affect the moving unit: X1: The element may move normally, using 1 of its movement allowance for each 1 of table crossed. X1.5: Each inch of movement through this terrain type will use 1.5 of an elements movement allowance. X2: Each inch of movement through this terrain type will use 2 of an elements movement allowance. P: The element is prohibited from moving into or through this type of terrain.

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Note: Some entries on the Terrain Effects Chart are accompanied by the letter B, followed by a number. This is not used in the Basic Game. 4.3 Terrain Effects on Combat
For an element to benefit from cover, the elements center point must be inside the outline of the terrain feature on the tabletop.

In Cover
Elements are considered to be In Cover if they occupy any type of terrain that would impose a X1.5 movement penalty on the element. Firing at elements In Cover adds one to the To Hit number. In Hard Cover Elements are In Hard Cover if they occupy any type of terrain that would impose a X2 movement penalty on the element. Firing at elements In Hard Cover adds two to the To Hit number. Moving up or down an elevation is not considered moving through terrain for purposes of determining Cover modifiers.

4.4 Line of Sight (LOS)


To determine if a LOS exists between two elements, place a tape measure, ruler, piece of string or other straightedge over the center points of both elements. If the edge crosses any amount of restricted terrain (see below), then no LOS exists between the two units and no direct fire combat can take place.

Restricted Terrain
No element may fire or be targeted through Foliage, Urban, or Hill terrain. Stands may be targeted if they occupy Foliage or Urban terrain, provided the line of fire does not cross more than 1 of said terrain.

Units
Elements, friendly or enemy, never block LOS, nor do they count as any type of cover for determining combat modifiers.

5.0 Armored Vehicle Combat


Firing at an enemy vehicle is a two-step process. First, determine if a shot hits the target. If it does hit, then determine what damage the target suffers.

5.1 Targeting
When a platoon announces that it will fire, each element attacks individually and may target a different element of the enemy platoon, may fire at the same element of the target platoon, or may attack enemy elements in different target platoons. In each case, all targets must be announced prior to making the first attack die roll. Vehicles with more than one weapon may fire all of their weapons without penalty. Weapons mounted on a single element may fire at the same or different target units during a single activation. A weapon must have its target within its firing arc in order to execute an attack. All vehicles in the Basic Game have turreted weapons with a 3600 firing arc.
An Orbital Combine Nizzlebat platoon meets a Gladiator hovertank platoon (Plasmablast/GZG).

5.2 Finding the To Hit Number


To determine if an attack hits a target, take the targets Signature (found on its Data Card), and add it to the vehicles assigned DEW. Next, find the range bracket of the firing weapon (Short, Medium, Long, or Extreme). If the range is Medium, add

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one to the total; if at Long range add two; and if at Extreme range add four. Add one to the total if the target is In Cover; add two if it is In Hard Cover. Add three to the total if the firing unit is Damaged. Now, subtract the firing elements OEW. The attacker needs to roll this number or higher on 2d6 for the attack to hit the target.

Example: a firing element with a clear LOS attacks a Signature 5 enemy tank that is more than half in Light Foliage and is at Medium range for the firing weapon. The enemy turns his DEW chit face up to reveal a 4, while the firing unit has 2 OEW. The number the firing unit needs to roll on 2d6 to hit is [signature + DEW + range + In Coverfirers OEW, or 5+4+1+1-2=]9 .
Regardless of the modifiers to the To Hit number, a dice total of 2 (snake eyes) always misses; a dice total of 12 (boxcars) always hits.

5.3 Multiple weapons firing


All weapons from a single element that fire at the same enemy target will use the same To Hit die roll to determine hits, even if the To Hit number is different for each weapon.

Example: using the calculations from the previous example, lets assume the firing unit had a second weapon that it was firing at the same target. This secondary weapon is found to be at Long range, not Medium. Since there is a 1-point difference between Medium (+1) and Long (+2) range, the secondary weapon will hit on a roll of 10 or higher, while the original weapon from the first example still hits on a 9 or higher.
If each weapon fires at a separate target, a different To Hit number is determined for each target. There is no penalty for a single element that executes attacks against more than one target in the same activation, although each weapon may make only one To Hit attempt per activation.

5.4 Damaging the Target


Once a hit is secured, find the damage sustained by the target.

Gauss Weapons
If the weapon that hit the target was a Gauss weapon, find the armor value that corresponds to where the line of fire crossed the target (front, side, or rear). Additionally, if the original To Hit roll result is an odd number, use the hull value for that facing; if even, use the turret value. Next, find the firing weapons damage die type (d4, d6, etc.) and roll one die of this type. If the number rolled equals or exceeds the armor value for the facing that was hit, a penetration has occurred.

Example: a Gauss Cannon [d8 damage die] hits an enemy tank on the front turret location. The enemy tanks front turret armor value is 5, so the firing player must roll a 5 or higher on the Gauss Cannons d8 to penetrate the targets armor. Laser Weapons

A Jagon platoon under enemy fire (Plasmablast Games).

If the weapon that hit the target is a Laser weapon, find the targets Shield rating and roll the firing weapons Damage die. If the number rolled equals or exceeds the Shield rating of the vehicle, a penetration has occurred. If the number rolled on the weapons die is lower than the respective armor or shield values, the target suffers no damage and the attack process ends. If the attack caused a penetration, roll a d10 and consult the AFV Damage Table entry corresponding to the number rolled and apply the result. Damage to enemy targets is considered to take effect after all vehicles of a firing platoon have resolved their attacks.

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Note: players can keep the pace of the game moving along quickly by rolling the Damage dice for all weapons at the same time the To Hit dice are rolled. Damage Results Immobilized: The vehicle may not move for the remainder of the game. Applies only to shots that struck the hull of
the target, as indicated by odd To Hit die roll results. Otherwise, read this result as No Damage.

Damaged: Mark the vehicle with a Damaged chit. Its movement is halved and it adds three to all To Hit number calculations for the remainder of the game. A Damaged vehicle that receives a second Damaged result is Destroyed. Destroyed: Remove the vehicle from the table. It has ceased to be an effective combat element. Brewed Up: The vehicle is Destroyed, but do not remove it from the table. Instead, mark the element with a Brew
Up (BU) marker. Any line of fire that passes directly through the area covered by the BU marker receives a Smoke modifier of +1 to the To Hit roll for that attack. The vehicle is left on the table in the same state for the remainder of the game.

Stop! Youve read through the basics of armored vehicle combat and are ready to play scenarios TSE1 and TSE2.

Hammerhead heavy tanks (Plasmablast Games).

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TSE1: PARITY

Introduction
For your first simulator exercise, you will be matched against an identically-equipped opponent. Victory depends on your skill and luck as a commanding officer.

Game Length
Four turns

Game Time
20 to 30 minutes

Forces
The Trainee Player and the Computer Player will each field three platoons of four Scimitar medium tanks. Each player places their forces on the table in the areas indicated on the map.

Map
Computer Setup Area

Light Foliage Level 1 Hill Urban (4x4)

Trainee Setup Area

Special Rules
None

Victory Conditions
The Trainee wins if, after four turns, there are no mobile or undamaged Computer vehicles within 10 of the Urban Area, and if the Trainee has at least one mobile, undamaged vehicle in play.

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TSE2: BREAKTHROUGH

Introduction
You are outnumbered and under heavy assault by enemy forces who are attempting to overrun your position and wreak havoc with your lines of communication. You must stop them at all cost.

Game Length
Five turns

Game Time
30 to 45 minutes

Forces Trainee Force: Three platoons of four Xatis Medium Hovertanks each. Computer Force: Five platoons of four Scimitar Medium Tanks each. Map
Exit Area
Trainee Setup Area

Light Foliage Level 1 Hill Urban (4x4)

Computer Setup Area

Special Rules
The Computer player (only) may move units off the table through the exit area marked on the map. The Trainee adds one to all Initiative dice rolls.

Victory Conditions
This exercise is decided by Victory Points (VP). Each force receives VP for inflicting casualties against the enemy force: one VP for each Immobilized, two for each Damaged, and three for each Destroyed enemy vehicle at the end of the game. Each vehicle may count as being in only one state, with VP awarded for the most degraded state of each element. The Computer player also receives two VP for each element exited off the table in the area indicated on the map. If Damaged, these exited elements also count towards the VP total of the Trainee.

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Vehicle Data Cards and Game Charts


SCIMITAR MEDIUM TANK
MV: 12/Tracked AT Gauss (T)(d6) AT Laser (T)(d4) Sig: 5 EW: 6

PV:
Shields: 3

52
Def: 7

XATIS MEDIUM HOVERTANK


MV: 14/Hover AT Gauss (T)(d8) AT Laser (T)(d4) Sig: 4 EW: 8 Shields: 4

PV:
Def: 8

75

6/12/21/30 4/8/14/20

Basic Armor Turret: 4/3/3 Hull: 3/3/3

6/12/21/30 4/8/14/20

Basic Armor Turret: 4/3/3 Hull: 4/3/3

SYSTEMS

NOTES

SYSTEMS

NOTES

Vehicle Combat
Vehicle To Hit: (2d6) (targets Signature + targets DEW+ range modifiers + terrain modifiersfirers OEW); BOXCARS always hit; SNAKE EYES always miss.
Range Modifiers: 0/+1/+2/+4 Terrain Modifiers: Cover: +1, Hard Cover +2 Hull Down: as Hard Cover, any hit = Turret hit

Hit Locations
ODD: Hull hit. EVEN: Turret hit.

AFV Damage (Signature 3-6)(d10): 1: Immobilized (hull hit) 2-4: Damaged 5-7: Destroyed 8+Brewed Up

Terrain Effects Chart


Terrain> MV Type Tracked Hover Scrub/ Light Brush Foliage x1 x1 x1.5 x2 Dense Foliage P P Shallow Water x2 x1 Deep Urban Rough Water P x1 x2 x2 x1.5B2 x1.5B2 Up Elevation x1.5 x1.5 Down Elevation x1 x.5 Abrupt Elevation P P

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Be sure to check out the other titles in the Strike Legion game series!
Strike Legion Tactical Game Series
Strike Legion Main Rulebook - $12.99 (PDF) $24.95 (Print - coming soon!)
Command a combined arms ground force from any future you wish to imagine! Strike Legion combines simple game mechanics with a unique, integrated electronic warfare system and a respectable amount of unit detail and variation - and all without sacrificing playability. Written in a progressive learning format with accompanying scenarios, players can easily and quickly command a company, battalion, or regiment on the tabletop. Dozens of vehicle and infantry units are provided for the enclosed scenarios, along with complete construction rules for creating your own forces. Design and field your own mix of tanks, grav tanks, infantry, power armor, IFVs, VTOLs, artillery, mecha, aerospace fighters, cybertanks, orbital support and more in fast-paced, decisive actions that play out in an average of 1 to 3 hours.

Strike Legion: The Genome Gambit- $7.99 (PDF)

(Print - coming soon!)

Strike Legion: The Genome Gambit increases the depth and scope of your fictional wars by adding fully customizable xenomorphs (or plain old "bugs" if you prefer), genetically modified "super soldiers", and bio-mechanoid units and technology. Specialized command rules for truly "alien" species provide new challenges and opportunities to play out in front of you on your tabletop. New rule and scenario additions include naval and submarine movement/combat, tunnel movement, mine warfare, biochemical and nuclear weapons, fielding personalities or special characters, and more. Lower and higher "mechanical" technology systems and unit construction rules are also included, allowing players to field either more advanced units or create forces analogous to existing modern/near-future terrestrial military hardware.

Strike Legion: The Clockwork Armies - $6.99 (PDF)

(Print - coming soon!)

Strike Legion: The Clockwork Armies provides everything needed for players to fight battles in an alternate or historical past. Drawing from both historical sources and Victorian-era science fiction, players can field armies of sky, land, and sailing ships alongside troops armed with rifles and muskets, swords, bows, and spears. New rules additions include advanced air combat, galleys and sailing ships, skyships, dirigibles, landships, small aircraft and aircraft carriers, chariots, formed infantry and cavalry, ancient siege artillery, cannons, and fortifications. Each is fully compatible with all other units created for the Strike Legion gaming system and can be fielded against or alongside any other force created for the game.

Strike Legion: Skunk Works - $TBA (PDF)

Coming April 2011!

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Jamie Edgar (order #3979761)

Strike Legion: Skunk Works provides players with some advanced game options for play, such as Scout EW, aimed shots, tank riders, more Walker/Mecha construction and play variations, and many new types of artillery payloads and missile warheads. New sections also include the use of psionic troops or individuals, new vehicle systems and personnel attributes, and guidelines for playing the Strike Legion tactical series as a solitaire game. Along with all of the new material, Skunk Works includes a consolidated construction section that includes (and, in some cases, clarifies and expands) the construction sections from all three previous volumes, as well as construction rules for all of the new items in this volume.

Other Strike Legion Games Titles


Strike Legion: Planetary Operations - $TBA (PDF) Coming March 2011!
Strike Legion: Planetary Operations takes combat to a higher level, with units representing battalions instead of platoons. Combat emphasizes the command and training abilities of each players troops in the field over technological differences (though these do play their part). Every type of unit that can be fielded in the Strike Legion Tactical series is represented here, along with rules for specialist troop types such as scouts, artillery, combat engineers, and others. Planetary Operations includes six different pre-made army lists, along with complete construction rules for players to create their own forces and convert their tactical game creations for use in this game, loads of play options, and three complete styles of campaign games.

Strike Legion: Platoon Leader - $TBA (PDF)

Coming Summer 2011!

Strike Legion: Platoon Leader takes a close-up look at futuristic (and historical) combat, with players fielding forces of reinforced-company size on their tabletops. The game emphasizes the discipline and training of the individual soldier, backed up by solid small unit leadership and the technologies the men employ in the field. Designed primarily for 15mm miniatures, smaller scales can be used with minimal modifications.

http://www.LegionnaireGames.com

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