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LEGATUS - Cohorts of Steel

v 0.3

Introduction

Legatus is my attempt to fill the gap between Prefect and Centurion, in effect the role
filled by Battleforce in the Battletech universe. I have tried to make the rules follow
the tactical and strategic discussions presented in Prefect and Centurion, showing the
maneuverability of grav forces and the advantages and disadvantages of various flight
modes and deployment patterns. This is still an early draft and I will take any comments
on board for possible future versions of the rules.

Description

Legatus is a grand tactical combat simulation where players control cohorts or larger
formations of armoured fighting vehicles in the struggle between the Terran Overlord
Government and the Commonwealth with its Renegade Legion allies.
The basic rules provide enough information to conduct combat between tank and
infantry centuries. Advanced rules provide options for various support elements such as
artillery, signals and air defense centuries and fighter squadrons.

Scale

Each hex represents approximately 4km (handily the maximum range of all direct-fire
tank weapons). One counter will represent a group of up to nine grav vehicles with
attached infantry (up to 50 troops) or six interceptors. Each turn represents
approximately 20 minutes. This matches the scale upgrade from Centurion to Legatus
in distance and allows a Centurion engagement to fit into a turn.

Equipment

Maps: Any of the maps FASA have produced for Centurion or Battletech will
do for playing Legatus or you can use your own. The standard terrain
types will be used (eg Light Woods, Level 1 hills).
Counters: I have included a sheet of counters you can photocopy onto coloured card
or paper. Alternatively, the counters in Prefect can be used, although
youll need to remember the correct factors.
Dice: D10 are still in fashion and will be used throughout.
Pencil and paper to keep track of initiative scores.

Counter Description
Century type Symbol (Medium Grav Armour)

5 5 5

Attack Defense Maneouver


The Century type symbol follows the conventions established in Centurion and Prefect.
Important things to note are whether the Century is grav equipped and whether it is an
infantry unit (ie at least half the platoons include infantry).
The attack, defense and maneouver numbers represent how good the century is at each
of these aspects of warfare. These can be modified by terrain and how a Century is
deployed.
The reverse of a counter represents the century as crippled.

Deployment

An important part of cohort level operation is how each century is deployed. Are the
tanks in close proximity or spread out over several square kilometers? Are the infantry
buttoned up or in foxholes? Has the century grounded in defensive positions or is it
moving at top speed at low altitude?

The deployment of a century is represented by two factors: its dispersion and its
altitude.
A Centurys dispersion is represented by its location on the map.
1) If the counter is placed within a hex it is said to be concentrated and receives
no modifiers to its stats.
2) If the counter is placed on a hexside (the border between two hexes), they
Century is in open formation. An open Century occupies both hexes that it
touches and receives the following modifiers: -1 Attack and +1 Maneouver.
3) If the counter is placed on the junction where three hexsides meet it is said to be
dispersed. A dispersed Century occupies all three hexes and counts as -2
Attack and +2 Maneouver.

A Centurys altitude is represented by an altitude counter placed beside the Century


counter.
1) Normal altitude has no modifiers and thus has no counter. A Century with no
counter is assumed to be operating at normal, or ground, level.
2) Tree-top level can only be attained by grav vehicles and represents the century
flying about 12m off the ground, allowing it to avoid trees and other dangerous
going. A Century at tree-top level can ignore some terrain (see Movement) and
receives the following modifiers: -1 Defense and +1 Maneouver.
3) Low Altitude Flight can also only be reached by grav vehicles. A Century at
low altitude is high enough off the ground to ignore all terrain and put its
acceleration to best effect but is vulnerable to enemy fire. A Century at low
altitude level receives the following modifiers: -2 Defense and +1 Maneouver.
4) All Centuries can be dug in. This represents the APCs deploying infantry, the
tanks digging into craters and ground vehicles making the most of available
cover. A Century at dug in level receives the following modifiers: +1 Attack,
+2 Defense and -3 Maneouver. If the Century is an infantry Century it receives
an additional +1 Attack whilst dug in.

Dispersion and altitude can be used in any combination eg a Century that is open at low
altitude receives -1 Attack, -2 Defense and +2 Maneouver and a Century that is
dispersed and dug in receives -1 (-2+1) Attack, +2 Defense and -1 (-3+2) Maneouver.
Changing deployment is covered under Movement.

Sequence of Play
Each turn consists of 4 phases as described below

A Initiative Phase
B Movement Phase
C Combat Phase
D End Phase

Each of the phases is described below in its own section.

Initiative

At the start of the game each side receives a pool of initiative points based on the skill of
the formation involved and the circumstances of the battle. A regular legion would
receive 10 initiative points, and this is the default unless otherwise specified. However,
it could receive as few as 0 (the formation was ambushed) or as many as 40 (an elite
formation making a surprise attack). These points are used to modify the base initiative
of a cohort.

Each initiative phase consists of

1 Work out base initiative


2 Modify base initiative

Work out base initiative for each cohort. This is equal to the number of hexes between
the cohort HQ and the furthest century from it (counting the furthest hex the Century
occupies but not the hex the HQ counter is in). If the cohort has no HQ, take the
distance between the two centuries furthest apart. Add 1 for each crippled Century, each
dug-in Century and each Century in an overstacked hex. Add 2 for each destroyed
Century.
In secret, you can now modify your cohorts initiative by spending points from your
initiative pool. Each point spent will alter one cohorts initiative value by one. A cohort
with no HQ cannot have its initiative modified.
Now reveal the initiative of each cohort to your opponent. (This can be done by placing
a dice beside the relevant HQ). If any two opposing formations have the same initiative
they should each roll a dice. The lower number gains the initiative for that turn.

The initiative phase is now complete.

Movement

A Century may be called upon to make maneouver tests at various points during its
movement. To take a maneouver test roll a D10. If the result is equal to or less than the
Centurys modified maneouver value it passed. Otherwise the test was failed.

Before any other units move, broken centuries must retreat at best speed towards their
HQ. If the HQ is destroyed any friendly HQ or DI will substitute. If there are none left
it will attempt to disengage by moving off the map.

Starting with the cohort with the lowest initiative, each cohort is moved. All centuries in
a cohort are moved at the same time.
eg. There are 4 cohorts in a battle, 2 TOG and 2 Renegade. Their modified initiatives
are: TOG: 3 and 7; Renegade 4 and 6. The TOG with 3 moves first, followed by both
Renegade cohorts and finally the TOG with 7.

Movement Points A purely infantry Century has 1 movement point. A ground Century
has 3 movement points. A grav Century has 6 movement points. A grav Century that
starts the turn at low altitude has 10 movement points. A crippled Century loses 2
movement points.
It costs movement points as specified below to enter a hex. A Century at Low Altitude
ignores all terrain effects. A Century with one movement point can always enter a new
hex, regardless of MP costs.

Hex Type Movement Cost Maneouver Modifier Notes


Clear 1 0
Light Woods 2 -2 5
Heavy Woods 3 -3 5
Rough 2 -1 5
Lake 1 / NA +1 1,5
River 3 0 2,5
1 Level Change +1 NA
2 Level Change +2 NA
3 Level Change +3 / NA NA 6
4 Level Change +4 / NA NA 6
5 Level Change Prohibited NA
Road 1 0 3,5
Buildings 3 -4 4,5

1 Only grav vehicles can enter a lake hex. Dug-in mode is prohibited.
2 Grav Centuries treat rivers as roads.
3 Only Centuries in concentrated formation can use roads. If the Century enters by
a road hexside it can use the road MP cost instead of the underlying terrains.
4 Infantry treat buildings as clear for movement purposes.
5 Centuries at TTF treat this terrain as clear.
6 Only grav vehicles can make this elevation change in one hex.

Deployment changes can be made at a cost of 1MP per level. Levels are
concentrated open dispersed
dug in normal tree-top low altitude.
The only deployment change a dug in century can make is to change to normal.
If a century wishes to move after changing deployment it must make a maneouver test,
using the modifiers from prior to the change.
A concentrated Century moves from one hex to any of the six adjacent hexes (see Fig 1).
A semi dispersed Century moves from one hexside to any of the ten hexsides adjacent to
the hexes it occupies or to any of the four hexsides parallel to its current one and
attached to a hex it occupies (see Fig2). A dispersed Century moves from one hex
junction to any of the 9 hex junctions able to be reached by counting one or two
hexsides (see Fig 3).
A Century in open or dispersed formation only counts the movement cost of the new hex
the Century enters (see Fig 4). If a Century is in open or dispersed formation and moves
into 2 new hexes with different mp costs it can make a maneouver check (see Fig 5). If
it passes the test it use the lower cost, otherwise it needs to use the higher cost.
You cannot enter a hex occupied by an enemy Century in this phase.

All unbroken Centuries exert a zone of control (ZOC) in any hexes adjacent to the
hex(es) they occupy. A broken century has no ZOC. If a Century enters an enemy ZOC
it must pass a maneouver test or stop moving.

After all cohorts have moved the Movement Phase is complete

Combat

At the beginning of the combat phase any Century that has an enemy Century in its ZOC
may make a maneouver test. These tests are carried out in a similar initiative order to
the movement phase. If the Century passes it may immediately use 1MP to move or
change formation. If a Century moves out of the enemys ZOC that enemy Century still
has a chance to pursue if it has not moved yet this phase. You are allowed to enter the
same hex(es) as an enemy Century during this phase.
After all movement is completed any Centuries that are in the same hex as or are
adjacent to enemy Centuries engage in combat. Each Century engaged in combat rolls a
D10. Combat is simultaneous so all Centuries get to make an attack roll, even if they
are destroyed this turn. If the result is less than or equal to its modified attack value it
inflicts a hit on one enemy Century that it is in the same hex as or adjacent to.

Any Century that is hit must do two things.


1) It must make a defense roll: If a D10 roll is greater than the Centurys modified
defense rating it becomes crippled. A crippled Century that fails its defense roll
is destroyed.
2) It must make a morale roll. A Centurys morale is determined by its cohort.
The scenario will specify what the morale of each cohort is. Under normal
circumstances a regular Century has a morale of 3 and a veteran Century has a
morale of 4. A unit which is dug in can double its morale. A Century which
rolls more than its morale, fails its morale roll and must retreat away from the
enemy that hit it until the entire Century is out of the enemy Centurys original
ZOC. A Century that rolls more than double its morale value has become
broken and must retreat away from the enemy at its full movement rate. A
Century that is dug in ascends to normal altitude. A Century cannot retreat into
an enemy Centurys hex or ZOC. If there is a choice of hexes to retreat to, the
one closest to the Centurys HQ is preferred. If the Century is unable to retreat
it stays where it is and automatically takes another hit which cannot be saved.
This will cripple an undamaged Century or destroy a crippled one.

Hex Type Attack Modifier Defense Modifier Notes


Light Woods 0 +1
Heavy Woods -1 +2
Rough 0 +1
Lake 0 -1
Buildings 0 +2

When all engagements have been adjudicated the Combat Phase is complete.
End Phase

In the end phase both sides roll a D10 for each uncrippled HQ unit and add the result to
their Initiative pool.

Any broken century that is in the same hex as a friendly HQ or DI rallies and becomes
unbroken again.

Victory Points

After a game has finished (or before a game has finished as such but youve run out of
time) you will want to know who has won. Unless a specific scenario has any special
rules for winning you can use the following guidelines to calculate the winner.

These rules concentrate on what is easy or difficult to replace and what has a major
effect on future operations.

In the table below a combat century is any armour, armoured infantry, infantry or marine
unit. Most other units are obvious by description but support centuries encompass
everything thats left over.

Unit Type Crippled Destroyed


Combat Century 2 5
HQ Century 5 15
Defensive Installation 5*Rating 15*Rating
Interceptor Squadron NA 10
Support Century 3 10

Add up the victory points you have gained from crippling and destroying enemy units
and then add two for each unbroken combat century which you have left.

Divide the attackers total by the defenders total and compare to the chart below

3:1 or greater Breakthrough. The attackers smash through the defenders line
and cause havoc in the rear areas, causing great confusion.

2:1-3:1 Defender Retreat. The defenders withdraw several hundred


kilometers to reorganise, creating a bulge in the front line.

1:2-2:1 Draw. This battle, like so many, is indecisive.

1:2-1:3 Attacker Retreat. The attackers spearhead is blunted and they


have to withdraw to regroup.

1:3 or less Counterattack. The attack is destroyed and the tables turned. A
surprise assault forces the enemy front line back hundreds of
kilometers.

ADVANCED RULES

Manus Level Formations


Some support units are not attached to a particular cohort but are instead attached to the
manus. In larger battles each side may have a manus HQ. The manus HQ and any non-
cohort Centuries are treated as another cohort for initiative determination etc.

In the Renegade Legions and the Commonwealth the Manus is a permanent formation
and the troops within it train together extensively. This means that any time a full manus
from a Renegade or Commonwealth Legion are operating as an entire force in a battle,
spending two points from your initiative pool adjusts the initiative for both cohorts and
the manus level cohort. However, the rigid structure means that all support units (eg
artillery or engineers) are officially assigned to the manus HQ and never attached to the
separate cohorts. These are the only units the manus HQ can command.

In TOG the manus is a much more ad-hoc organisation and a manus receives no
initiative bonus. The added flexibility does allow the manus HQ to command any units,
even combat centuries from cohorts or auxilia not present at the battle. Support units are
also sometimes assigned directly to a cohort to allow for extra support in the attack. A
manus HQ can also take over command of a cohort that has lost its own HQ. A manus
that does this however, now has to spend two points from the initiative pool to change its
initiative by one.

In other organisations the manus (or brigade or auxilia) HQ is solely an additional level
of command integrity and is not treated as a separate unit. A brigade HQ can be attached
to a particular battalion (cohort) to change its base initiative by 2. A brigade HQ can
also replace a destroyed battalion HQ. Since the brigade HQ has no units of its own to
command, initiative modification is at the standard cost of one pool per point reduction.

Artillery

Artillery centuries provide fire support for the combat centuries while they are engaged.
An artillery century is treated like any other century but can also provide bonuses to
friendly Centuries in combat. The number of centuries it can support and at what level
depends on its formation.

An artillery Century that has moved cannot provide fire support.


An artillery Century at tree top or low altitude cannot provide fire support.
A concentrated artillery Century can provide one Century with a +3 attack bonus.
A open artillery Century can provide two centuries with a +2 attack bonus.
A dispersed artillery Century can provide three centuries with a +1 attack bonus.

Artillery can engage in counter-battery fire. At the beginning of the combat phase an
artillery century can expend a number of its support shots to reduce a target enemy
artillery centurys support shots by a similar amount instead of providing fire support.

Artillery can also provide area denial. During their turn of the movement phase a
Century can use some of its shots to place ZOC markers on the map instead of moving.
These artillery ZOCs are treated as enemy ZOCs by both sides. The size of the artillery
ZOC is determined by the fire mission size. A concentrated century provides a three hex
ZOC, a open century provides a 2 hex ZOC and a dispersed century provides a one hex
ZOC.

Artillery range is effectively unlimited.


Crippled artillery cannot use any of the special artillery rules.

Signals Centuries

Signal centuries have two uses.


When attached to an HQ they enable faster and more efficient communications,
improving initiative. If a signal century is adjacent to or stacked with an HQ century,
that cohorts initiative is reduced by two.

When near a battle they can more quickly detect enemy Centuries and then confuse their
sensors. A Century adjacent to a friendly signal century has its maneouver improved by
2 during the combat phase. The signal century itself benefits from this bonus. A
Century adjacent to an enemy signal century has its maneouver decreased by 2 during
the combat phase.

Crippled signals centuries cannot use any special rules.

Static Defenses

There are three types of static defenses.


1) Defensive installations are emplacements with manned or automatic weapons
systems that actively engage the enemy.
2) Passive defenses include minefields, tanktraps and ABS systems that force the
enemy to slow down or stop but rarely cause casualties.
3) Earthworks are artificial terrain features designed to give defenders as much
protection as possible.

Defensive Installations are represented by counters and are treated in most ways like a
normal Century. There are a number of exceptions.
1) a DI is always deployed at normal, concentrated formation.
2) a DI has no movement points and can never leave the hex it started in.
3) a DIs ZOC extends two hexes from its location.
4) artillery cannot be used to support an attack on a DI.
5) a DI can roll an attack dice against every enemy Century in its ZOC instead of
having to specify one target.

Passive Defenses operate much like an artillery ZOC. These are placed on the map at
the start of a scenario (sometimes hidden) and exert a ZOC in the hex(es) they occupy.
Passive Defenses only affect enemy Centuries and will allow friendly Centuries to pass
unmolested. If a Century fails its maneouver test when entering a passive defense hex,
the defending player may immediately make an attack against it with a rating of 5.

Earthworks are used to represent areas of especially well dug in troops. A Century
which is dug in on an earthworks counter gets an extra +1 Attack and +1 Defense.

Armoured Engineer Century

An armoured engineer century is used to negate enemy static defenses and erect
defensive positions for its assigned cohort.
If an armoured engineer century moves onto a passive defense hex or artillery ZOC it
may immediately remove the counter from the hex. It must still, however, make a
maneouver test as necessary.
If an armoured engineer century spends the turn without moving it may place an
earthworks counter in the hex it occupies.

Interceptor Squadrons

Occasionally interceptors are assigned to supporting roles in a ground battle.


Interceptors can carry out one of two missions
1) Combat Air Patrol (CAP) CAP interceptors attempt to prevent enemy ground
support missions from getting through.
2) Ground Support. Ground support interceptors conduct strafing and bombing
runs in support of friendly grav tanks and can cause serious damage to an enemy unit
operating at Low Altitude.

Interceptor counters represent the ability to provide squadrons of six interceptors for the
duration of the combat. The numbers on the counters have the same meaning as the
numbers on normal Century counters. Interceptor counters have no crippled side as any
damage to a fragile spacecraft while this close to a planet is usually fatal.

If you are using interceptors you will need an interceptor mission sheet. This is simply a
piece of paper split into four sections.
1 CAP,
2 Ground Support
3 Ready
4 Re-arming.
All interceptors start in the Ready box unless otherwise specified. (A scenario might
have them start in the Re-arming box to represent surprise.)

In the second part of the initiative phase players should secretly assign their interceptor
squadrons. Squadrons in the Re-arming box are moved to the Ready box and
squadrons in the Ready box may be placed on CAP or Ground Support.
Assignments are revealed at the same time as modified initiative.
During the combat phase ground support squadrons may be sent to support any combat
that takes place. Before rolling any dice for attacks, simply place the interceptor
squadron beside the Century it intends to attack. If the player being attacked has any
squadrons on CAP he may attempt to intercept the ground attack squadron. Any
squadrons which are attempting to intercept make a maneouver test. If they pass, the
attack is driven off before it can be made. Otherwise the interception failed and the CAP
squadron is returned to the Re-arming box.
An intercepted squadron may make a maneouver test to try and avoid contact. If it
passes both squadrons are returned to the Re-arming box. If it fails low altitude
interceptor combat takes place. First the CAP squadron(s) make an attack as described
in combat. Any surviving Ground attack squadrons may attack back. NB this combat is
not simultaneous.
Destroyed squadrons are removed from play and surviving squadrons are placed in the
Re-arming box. If the ground support interceptors are not intercepted they can make
an attack during the combat round and then return to the Re-arming box.

After all combat has taken place any remaining Ground Attack interceptors may attack a
century deployed at low altitude. Interception etc is carried out as above.
Any squadrons left in the CAP and Ground Support boxes in the end phase are
returned to the Ready box.

Most Centuries cannot fire at interceptors. The only exceptions are Defensive
installations and Air/Space defense centuries.

Air/Space Defense Centuries

Air/Space Defense Centuries are armed with anti-interceptor and anti-artillery weapon
systems.
They have two effects.
1) Artillery support cannot be given against a Century in an Air/space defense
centurys ZOC.
2) Air/space defense centuries can also engage any interceptor squadron attacking a
ground target within a two hex range. They make an attack during the combat
phase with a +5 (!) Attack bonus.

Thor Satellites

Thor satellites are launched by patrol corvettes or a Legions rocket century. They
remain shut down and in silent running mode until called upon for fire support. A single
satellite will usually be destroyed soon after being activated. Even those which arent
rapidly run out of ammunition and can only be relied upon to provide support to a single
engagement. Their support however can be decisive.
At the start of a battle, any formation with Thor support records the satellites starting
location, heading and velocity. These records should be kept separate and secret until
the satellite is activated. They cannot be changed during a battle. A Thor satellite can be
activated to support an engagement within 2 hexes of its current location. This support
consists of a single attack at strength 8. This attack strength is reduced to 4 if an
air/space defense century is protecting the target (within 2 hexes) and 2 if an uncrippled
DI is protecting it. Once a Thor satellite has attacked it is removed from the game.

Naval Support

Naval Vessels rarely become involved in ground combat as the easiest targets (ie the
stationary ones) are normally armed with large batteries of lasers capable of damaging
and even destroying these massive spacefaring ships. Only once a Defensive
Installation is crippled and defenseless do they move in to complete the destruction. By
this point the ground forces have disengaged to avoid any friendly fire incidents.
If one side has obvious naval superiority over a planet this can be represented by stating
that any enemy Defensive Installations that are crippled and unengaged (ie there are no
friendly Centuries within two hexes of it) are automatically destroyed.
If there are no DIs on the battlefield then the naval vessels can provide unhindered fire
support. Centurions, however, are wary of such devastating firepower as stray or
damaged friendly tanks can be destroyed as easily as the enemy.
If naval support is provided it doesnt just target one Century. An entire engagment,
attackers and defenders, is in jeopardy. Enemy Centuries are attacked at full strength
while friendly Centuries are attacked at half strength (which can still be quite high). All
defensive saves receive a -2 penalty to represent the devastating firepower a battery of
naval lasers can provide.
When naval warships are involved in a battle the scenario will specify the attack value(s)
that should be used.

Prefect to Legatus Conversion

Combat Cohorts (or battalions or whatever) should quite easily convert from the Prefect
counters to the Standard Formations below. Support units are generally deployed as
centuries in Prefect and just switch across on a one for one basis. Bases count as
Defensive Installations with the stats given below. A base also entitles you to deploy a
number of passive defenses or earthworks hexes (see below). There are two Legion
counters that do not deploy on the Legatus board: Legion HQ and Construction
Engineers. Legion HQ gives a bonus to initiative (see below) and Construction
engineers allow you to deploy defensive hexes in your setup zone (see below).

Passive
Base/Unit Defences Notes
GL1 8
GL2 16
GL3 24
GL4 32
GN1 4 1 Fighter Squadron*
GN2 8 1 Fighter Squadron*
GN3 8 1 Marine Century*
Up to 3 Fighter Flights give 4 Squadrons
GN4 24 1 Marine Century*,
2 Fighter Squadrons*
GN5 16 1 Marine Cohort*,
All Fighter Flights give 4 Squadrons
Combat Engineers 4
Construction Engineers 8

*These are received as well as any forces from the Prefect map
This modifies the forces you receive from Prefect counters

If there is any naval support allocated to this battle, it will have to be represented as
well. An interceptor flight counter gets converted to two interceptor squadron counters,
unless supported by an on map Naval Base as noted above (GN3 or GN5). I know that
there are 4 squadrons to a flight but refueling, travel time and other priorities are enough
to reduce the number of squadrons available at once. A naval counter from Prefect in
the correct ground support orbit translates to naval fire support with an attack value
equal to the attack value of the counter.

The most important factor is how many Initiative points you start with. When you roll
to detect the enemy remember how many points you passed by. Multiply this number by
5. Add 2 for each HQ and Signals century in your force. Add 5 if the legion HQ is in
your taskforce. This is the number of initiative points you start the game with.

Use the Prefect to Centurion rules for picking a mapsheet, or any other approach
agreeable to both players. (eg the random map generation rules from Battletech field
manuals)
The game continues until all forces on one side have been removed from the map or
until both players agree to finish and decide on a result.

After the battle youll need to determine the state of the Prefect counters. If an
independant century was crippled in Legatus it becomes disrupted in Prefect. If it was
destroyed in Legatus it is destroyed in Prefect. If a cohorts HQ was destroyed in
Legatus, that cohort is disrupted in Prefect. If more than half of a cohorts centuries
were destroyed, then that cohort is disrupted (a crippled century counts as half a
destroyed century). If all of a formations centuries were destroyed then that cohort has
been wiped out in Prefect. Any other result counts as the standard fatigue for fighting a
battle.

The battle result is determined as follows:

If the game finished by consent, then the result has already been agreed.

Otherwise work out Victory Points and use the table in Centurion to Prefect conversion.
Standard Centuries
Basic Crippled
A D M MP A D M
Ground Infantry 2 2 1 1 1 1 0
Marines (Grav Sleds) 3 3 3 3 1 2 1
Armoured Infantry 4 4 2 3 2 2 1
Light Armour 3 3 4 3 1 2 2
Medium Armour 4 4 3 3 2 2 1
Heavy Armour 5 5 2 3 2 3 1
Artillery 1 4 2 3 0 2 1
Ground HQ 1 4 2 3 0 2 1

Bounce Infantry 2 2 2 1 1 1 1
Grav Armoured Infantry 5 5 4 6 2 3 2
Light Grav Armour 3 4 7 6 1 2 3
Medium Grav Armour 5 5 5 6 2 3 2
Heavy Grav Armour 7 6 3 6 3 3 1
Grav Artillery 1 5 4 6 0 3 2
Grav Signals 2 5 5 6 1 3 2
Grav Air Defence 2 5 5 6 1 3 2
Grav Armoured Engineers 2 5 5 6 1 3 2
Grav HQ 1 6 4 6 0 3 2

KR Ground Infantry 2 3 0 1 1 2 0
KR Armoured Infantry 4 5 1 3 2 3 0
KR Light Armour 3 4 3 3 1 2 1
KR Medium Armour 4 5 2 3 2 3 1
KR Heavy Armour 5 6 1 3 2 3 0
KR Artillery 1 5 1 3 0 3 0
KR Ground HQ 1 5 1 3 0 3 0

KR Bounce Infantry 2 3 1 1 1 2 0
KR Grav Armoured Infantry 5 6 3 6 2 3 1
KR Light Grav Armour 3 5 6 6 1 3 3
KR Medium Grav Armour 5 6 4 6 2 3 2
KR Heavy Grav Armour 7 7 2 6 3 4 1
KR Grav Artillery 1 6 3 6 0 3 1
KR Grav Signals 2 6 4 6 1 3 2
KR Grav Air Defence 2 6 4 6 1 3 2
KR Grav Armoured Engineers 2 6 4 6 1 3 2
KR Grav HQ 1 7 3 6 0 4 1

Light interceptor 4 3 7 NA NA NA
Medium Interceptor 5 4 5 NA NA NA
Heavy Interceptor 6 5 3 NA NA NA

GL1 4 5 0 2 3 0
GL2 6 7 0 3 4 0
GL3 8 9 0 4 5 0
GL4 9 9 0 5 5 0

GN1 3 3 0 1 2 0
GN2 4 5 0 2 3 0
GN3 4 5 0 2 3 0
GN4 8 9 0 4 5 0
GN5 6 7 0 3 4 0

Standard Formations

Medium Cohort: 3 Medium Grav Armour, 3 Light Grav Armour,


1 Grav HQ

Armoured Infantry Cohort 3 Grav Armoured Infantry, 3 Light Grav Armour,


1 Grav HQ

Light Cohort 2 Medium Grav Armour, 4 Light Grav Armour,


1 Grav HQ

Artillery Cohort 6 Grav Artillery NB no HQ

Heavy Cohort (Cohort Primus): 4 Heavy Grav Armour, 3 Medium Grav Armour,
3 Light Grav Armour, 1 Grav HQ

Praetorian Infantry Cohort 5 Grav Armoured Infantry, 5 Light Grav Armour


1 Grav HQ

Praetorian Medium Cohort 5 Medium Grav Armour, 5 Light Grav Armour


1 Grav HQ

Baufrin Battalion 5 Medium Grav Armour, 1 Grav Artillery,


1 Grav HQ*

Armoured Cavalry Battalion 3 Light Grav Armour, 1 Medium Grav Armour,


1 Heavy Grav Armour, 1Grav Arty, 1 Grav HQ*

Kessrith Heavy Battalion 3 Heavy Grav Armour, 1 Light Grav Armour,


1 Grav HQ

Kessrith Medium Battalion 3 Medium Grav Armour, 1 Light Grav Armour,


1 Grav HQ

Kessrith Armoured Infantry 3 Grav Armoured Infantry, 1 Light Grav Armour,


Battalion 1 Grav HQ

Kessrith Artillery Battalion 4 Grav Artillery

Marine Cohort 6 Marine, 1 Ground HQ

Renegade Strike Manus 2 Medium Cohorts, 1 Grav HQ

Renegade Strike Manus Primus 1 Heavy Cohort, 3 Medium Cohorts, 1 Grav HQ


Renegade Infantry Manus 2 Armoured Infantry Cohorts, 1 Grav HQ

Infantry Manus Primus 1 Heavy Cohort, 3 Armoured Infantry Cohorts, 1


Grav HQ

Bekkal Brigade 4 Light Cohorts, 1 Grav HQ

Kessrith Heavy Brigade 4 Kessrith Heavy Battalions, 1 Grav HQ

Kessrith Medium Brigade 4 Kessrith Medium Battalions, 1 Grav HQ

Kessrith Infantry Brigade 4 Kessrith Armour Infantry Battalions, 1 Grav HQ

Baufrin Regiment 4 Baufrin Battalion, 1 Grav HQ

Armoured Cavalry Regiment 4 Armoured Cavalry Battalions, 1 Grav HQ

Renegade Strike Legion 1 Renegade Manus Primus, 3 Renegade Strike


Manus, 1 Grav HQ, Various Support Centuries

Renegade Infantry Legion 1 Infantry Manus Primus, 2 Renegade Infantry


Manus, 1 Renegade Strike Manus, 1 Grav HQ,
Various Support Centuries

Bekkal Legion 4 Bekkal Brigades, 1 Grav HQ,


Various Support Centuries

Kessrith Legion 2 Kessrith Heavy Brigades, 1 Kessrith Medium


Brigade, 1 Kessrith Armoured Infantry Brigade,
1 Grav HQ, Various Support Centuries.

TOG Strike Legion 1 Cohort Primus, 9 Medium Cohorts, 5 Grav HQ


Various Support Centuries

TOG Infantry Legion 1 Cohort Primus, 7 Armoured Infantry Cohorts


2 Medium Cohorts, 5 Grav HQ, Various Support

* Baufrin and Armoured Cavalry Battalion HQs have an organic signals platoon
attached. This gives them a -1 initiative modifier and a +1 bonus to Maneouver in the
combat phase.

Kessrith Battalion HQs have an organic artillery platoon attached. If the HQ hasnt
moved it can give one company a +1 Artillery Attack Bonus.

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