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LEGATUS - Cohorts of Steel

CONTENTS


Introduction

Description

Scale

Equipment

Counter Description

Deployment

Sequence of Play

Initiative

Movement

Combat

End Phase

Advanced Rules

Manus Level Formations

Artillery

Signals

Static Defenses

Armoured Engineer Century

Interceptor Squadrons

Air/Space Defense Centuries

Thor Satellites

Naval Support

Victory Points

Prefect to Legatus Conversion

Double-Blind Rules

Standard Centuries

Scenarios

1)  The Push

2)  The Assault

3)  The Counter-attack

Counter Sheets

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 just a first 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 and 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 will last 20 minutes. This is the same factor as I used for distance and should fit a normal sized Centurion engagement.

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 you’ll 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

centype.jpg (10404 bytes)

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 plattoons 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 Century’s 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 (theborder between two hexes), they Century is ‘semi-dispersed’. A semi-dispersed 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 Century’s 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 most 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 APC’s 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 semi-dispersed 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 destroyed or crippled Century in that cohort.

In secret, you can now modify your cohorts’ initiative by spending points from your initiative pool. Each point spent will reduce one cohort’s initiative value by one. A cohort with no HQ cannot have its initiative modified. Then 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 Century’s 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 offered the opportunity to move first. Any Cohort, except the one with the highest initiative, has the option to move or pass. Once somebody has moved they are removed from the sequence and you should go back to the beginning again. This means that the cohort with the best initiative can move whenever it wants to and the one with the worst initiative has very little choice. 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. For first move TOG 3 passes, Renegades 4 and 6 also pass. This forces TOG 7 to move first. Next TOG 3 passes again and Renegade 4 elects to move. Renegade 6 doesn’t have the opportunity to move before TOG 3 unless the TOG player elects to pass again as you return to the beginning after somebody has moved.

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 terrain’s.

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 <> Semi-dispersed <> Dispersed <> Dug in <> Normal <> Tree-top <> Low altitude.

However, after a Century changes its deployment it must pass a maneouver test or stop moving.

A concentrated Century moves from one hex to any of the six adjacent hexes. 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 . 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.

A Century in semi-dispersed or dispersed formation only counts the movement cost of the new hex the Century enters. If a Century is in semi-dispersed or dispersed formation and moves into 2 new hexes with different mp costs it can make a maneouver check. 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 enemy’s 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 Century’s modified defense rating it becomes crippled. A crippled Century that fails its defense roll is destroyed.

2) It must make a morale roll. A Century’s 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 Century’s 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 Century’s hex or ZOC. If there is a choice of hexes to retreat to, the one closest to the Century’s 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 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.

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 reduces the initiative for both cohorts and the manus level ‘cohort’. However, the rigid structure means that all support units eg artillery, 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 reduce 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 reduce 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 semi-dispersed 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 century’s 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 semi-dispersed 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 cohort’s 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. Firstly, a DI is always deployed at normal, concentrated ‘formation’. Secondly, a DI has no movement points and can never leave the hex it started in. Thirdly a DI’s ZOC extends two hexes from its location. Artillery cannot be used to suport an attack Finally, 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 umolested. If a Century fails its maneuuver 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 (Combat Air Patrol)

2)  Ground Support

3)  Ready

4)  Re-arming

All interceptors start in the ‘Ready’ box.

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 place 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 century’s 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 Legion’s 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 aren’t 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. These 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 doesn’t 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.

Victory Points

After a game has finished (or before a game has finished as such but you’ve 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 that’s 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 a deal 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 frontline

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.

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).

 

Base/Unit

Passive 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 you’ll 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 cohort’s HQ was destroyed in Legatus, that cohort is disrupted in Prefect. If more than half of a cohort’s centuries were destroyed, then that cohort is disrupted (a crippled century counts as half a destroyed century). If all of a formation’s 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.

Double-blind rules

These rules assume that you are playing with 3 sets of counters and a GM.

Sequence of Play

There is a new phase to the turn in double blind. The spotting phase. This comes after movement and before combat. The sequence of play is thus

A Initiative Phase

B Movement Phase

C Spotting Phase

D Combat Phase

E End Phase

Initiative

The initiative phase is not changed, although the need to determine your modified initiative ‘secretly’ is negated.

Movement

Until anybody spots an opposing HQ, movement is quite simple. Starting with the highest initiative value, each cohort moves in turn. If a century moves into the ZOC of an unspotted enemy it automatically fails the maneouver roll. Other maneouver rolls are made as normal.

If , however, one side has spotted an enemy HQ, things get more complicated. Any unit that has a better initiative than an enemy HQ it can see cam choose to postpone its movement until after that unit has moved.

Spotting

The area in which a unit is allowed to spot is determined by its deployment pattern. Spotting range is determined by altitude and spotting arc by dispersion.

Altitude Spotting Range

Dug-in

4 Hexes

Normal

5 Hexes

Tree-top

7 Hexes

Low Altitude

10 Hexes

 

Dispersion Arc
Concentrated 60°
Semi-dispersed 180°
Dispersed 360°

During spotting each team submits the spotting arc for each of its centuries. The GM then determines whether any centuries are within line-of sight of the enemy. Line of sight exists only in a century’s spotting arc. It is blocked by a woods hex if unless the unit nearer to the woods is at TTF or either unit is at LAF. It is blocked by a higher elevation or buildings unless either unit is at LAF.

If a line-of sight exists count the number of hexes between the spotter and target, counting the target hex but not the spotter’s hex. This is the true range. Modify the true range as shown below.

Target is:- Target is not at TTF or LAF and target’s hex is

Altitude Modifier Terrain Modifier

Dug in

+1 Rough +1

Normal

0 Light Forest +1

At TTF

-2 Heavy Forest +2

At LAF

-5 Buildings +2
In signals century ZOC +1
Spotter is a Signals Century -1

If the modified rangeis less than or equal to the spotter’s spotting range roll a D10. If the result is equal to or greater than the modified range then the target is spotted.

A century will also be spotted if it fires. This includes air/space defence engaging interceptors and artillery supporting an attack.

A unit of interceptors on Ground attack can attempt to spot during the spotting phase. The controller selects a hex on the map for the interceptor’s spotting attempt. The squadron then counts as a dispersed unit at Low Altitude for spotting attempts (ie 360° arc and 10 hex range). Interception by CAP can take place as normal.

Once a unit is spotted it remains spotted. Even if the main combat units lose sight of the enemy there are remote patrol reconnaisance vehicles, interceptors in orbit, satellites, infantry etc who can all keep an eye on them.

Spotted enemy units are placed on the friendly map.

Combat Phase

The reactive movement in this phaseshould be plotted and carried out simultaneously. If you have sub-GMs working with the two teams, they can supervise the reaction rolls. Otherwise the GM will need to roll them all.

Combat proceeds as normal except for one case. A century being attacked by an enemy that it hasn’t spotted must determine the results of the enemy fire before it can attack back.. If it is no longer adjacent to the enemy it cannot attack back..

End Phase

The end phase is unchanged.

Standard Centuries

Ground  Units

Basic

Ground  Units

Crippled

 

A

D

M

 

A

D

M

Ground Infantry

2

2

1

Ground Infantry

1

1

0

Marines (Grav Sleds)

3

2

2

Marines (Grav Sleds)

1

1

1

Armoured Infantry

4

4

2

Armoured Infantry

2

2

1

Light Armour

3

3

4

Light Armour

1

2

2

Medium Armour

4

4

3

Medium Armour

2

2

1

Heavy Armour

5

5

2

Heavy Armour

2

3

1

Artillery

1

4

2

Artillery

0

2

1

Ground HQ

1

4

2

Ground HQ

0

2

1

 
Grav Units

Basic

Grav Units

Crippled

 

A

D

M

 

A

D

M

Bounce Infantry

2

2

2

Bounce Infantry

1

1

1

Grav Armoured Infantry

5

5

4

Grav Armoured Infantry

2

3

2

Light Grav Armour

3

4

7

Light Grav Armour

1

2

3

Medium Grav Armour

5

5

5

Medium Grav Armour

2

3

2

Heavy Grav Armour

7

6

3

Heavy Grav Armour

3

3

1

Grav Artillery

1

5

4

Grav Artillery

0

3

2

Grav Signals

2

5

5

Grav Signals

1

3

2

Grav Air Defence

2

5

5

Grav Air Defence

1

3

2

Grav Armoured Engineers

2

5

5

Grav Armoured Engineers

1

3

2

Grav HQ

1

6

4

Grav HQ

0

3

2

 
KessRith Ground Based Units

Basic

Crippled

A

D

M

A

D

M

KR Ground Infantry

2

3

0

KR Ground Infantry

1

2

0

KR Armoured Infantry

4

5

1

KR Armoured Infantry

2

3

0

KR Light Armour

3

4

3

KR Light Armour

1

2

1

KR Medium Armour

4

5

2

KR Medium Armour

2

3

1

KR Heavy Armour

5

6

1

KR Heavy Armour

2

3

0

KR Artillery

1

5

1

KR Artillery

0

3

0

KR Ground HQ

1

5

1

KR Ground HQ

0

3

0

KessRith Grav Based Units

Basic

KessRith Grav Based Units

Crippled

A

D

M

A

D

M

KR Bounce Infantry

2

3

1

KR Bounce Infantry

1

2

0

KR Grav Armoured Infantry

5

6

3

KR Grav Armoured Infantry

2

3

1

KR Light Grav Armour

3

5

6

KR Light Grav Armour

1

3

3

KR Medium Grav Armour

5

6

4

KR Medium Grav Armour

2

3

2

KR Heavy Grav Armour

7

7

2

KR Heavy Grav Armour

3

4

1

KR Grav Artillery

1

6

3

KR Grav Artillery

0

3

1

KR Grav Signals

2

6

4

KR Grav Signals

1

3

2

KR Grav Air Defence

2

6

4

KR Grav Air Defence

1

3

2

KR Grav Armoured Engineers

2

6

4

KR Grav Armoured Engineers

1

3

2

KR Grav HQ

1

7

3

KR Grav HQ

0

4

1

 
Interceptors

Basic

Interceptors

Crippled

A

D

M

A

D

M

Light interceptor

4

3

7

Light interceptor

NA

NA

NA

Medium Interceptor

5

4

5

Medium Interceptor

NA

NA

NA

Heavy Interceptor

6

5

3

Heavy Interceptor

NA

NA

NA

Defensive Installations

Basic

Defensive Installations

Crippled

GL1

4

5

0

GL1

2

3

0

GL2

6

7

0

GL2

3

4

0

GL3

8

9

0

GL3

4

5

0

GL4

9

9

0

GL4

5

5

0

GN1

3

3

0

GN1

1

2

0

GN2

4

5

0

GN2

2

3

0

GN3

4

5

0

GN3

2

3

0

GN4

8

9

0

GN4

4

5

0

GN5

6

7

0

GN5

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 Battalion

3 Grav Armoured Infantry, 1 Light Grav Armour, 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 AI Cohorts, 1 Grav HQ

B’ekkal 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

* Baufrin and Armoured Cavalry Battalion HQs have an organic signals plattoon 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 plattoon attached. If the HQ hasn’t moved it can give one company a +1 Artillery Attack Bonus.

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

B’ekkal Legion

4 B’ekkal 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


Scenarios

1)  The Push

The situation for TOG forces on Wuj is sticky at best. Without air cover their legions were forced to stay under cover in badlands an forest or risk being strafed and bombed into oblivion. When a stormy weather pattern grounded the 72341st Commonwealth Marine Pursuit Wing. Prefect Gaius Octavius decided to push for their Ground Base just past Mizil. It would be a risky endeavour but with luck and surprise a victory could sway the direction of the conflict on the planet. A manus made up of Cohorts IV and VIII/33375th Strike Legion was put on point. They quickly met opposition as the strike manus of the 21346th Renegade Armoured Legion moved out to intercept the task force.

Board Set-up

Lay out two Centurion mapsheets with their long edgess touching. Randomly select one side to be North. All terrain is as printed.

Renegade Forces

Strike Manus, 21346th Renegade Armoured Legion

Legatus William Turner, Commanding

Manus Command

1 Grav HQ,  Morale: 3

5th Cohort

3 Medium Centuries, 3 Light Centuries, 1 Grav HQ, Morale: 3

6th Cohort

3 Medium Centuries, 3 Light Centuries, 1 Grav HQ, Morale: 3

Starting Initiative: 10

Renegade Set-up

The Strike Manus have been ordered to blunt the TOG attack and intend to do so by eliminating the TOG manus.  The Renegade Units set up within 8 hexes of the northwest corner of the board in any deployment pattern except dug in.


TOG Forces

Manus Aurus, 33375th TOG Strike Legion

Legatus Septus Aurus, Commanding

Manus Command 1 Grav HQ, Morale: 3
IV Cohort

3 Medium Centuries, 3 Light Centuries, 1 Grav HQ, Morale: 3

VIII Cohort

3 Medium Centuries, 3 Light Centuries, 1 Grav HQ, Morale: 3

Starting Initiative: 10

TOG Set-up

Manus Aurus has been ordered to clear the way for the TOG Task Force. he Renegade Manus must be destroyed to acheive this.  The TOG Units set up within 8 hexes of the southeast corner of the board in any deployment pattern except dug in.

Game Length

The game continues until all of one side’s units have been destroyed or left the map. Units that leave the map may not return but are not counted as destroyed.

Victory Conditions

Use the standard victory points in the Legatus rules to work out who has won.


2)  The Assault

Manus Aurus and the Strike Manus mauled each other and both had to withdraw from the combat for refitting. Gaius Octavius sent some of his forces to harrass the Legion base on the isthmus and distract the Commonwealth command. The rest he took with him on a ru across the gulf at high speed. They came ashore and found the Marine Pursuit Wing’s planetary base defended by the 2nd Armoured Infantry Manus of the 21346th. Octavius’ Manus drove in, intent on smashing the base while they could.

Board Set-up

Lay out two Centurion mapsheets with their long edgess touching. The Renegade player selects one side to be North. All terrain is as printed.

Renegade Forces

2nd Armoured Infantry Manus, 21346th Renegade Armoured Legion

Legatus Peter O’Flannagan, Commanding

Manus Command

1 Grav HQ, 1 Signals Century, 3 Artillery Centuries, 2 Air/Space Defence Centuries, Morale: 3

9th Cohort

3 Armoured Infantry Centuries,   3 Light Centuries, 1 Grav HQ, Morale: 3

10th Cohort

3 Armoured Infantry Centuries, 3 Light Centuries, 1 Grav HQ, Morale: 3

72341st CW Marine Pursuit Wing

1 GN3 Defensive Installation, 10 Passive or Easrthworks, 2 Marine Centuries, Morale: 4

Starting Initiative: 10

Renegade Set-up

The Renegades must defend this Installation at all costs. Losses are not important.

The Defensive installation is set up in any clear hex on the North map at least 6 hexes from the edge. The Marine Centuries deploy within 2 hexes of the DI. All other uits and defenses can set up anywhere on the north map in any formation.

TOG Forces

Manus Octavius, 33375th TOG Strike Legion

Prefect Gaius Octavius, Commanding

Manus Command

1 Grav HQ, 1 Signals Century, 1 Artillery Century, Morale: 4

I Cohort

4 Heavy Centuries, 3 Medium Centuries, 3 Light Centuries, 3 Artillery Centuries, 1 Signals Century, 1 Grav HQ, Morale: 4

II Cohort

3 Medium Centuries, 3 Light Centuries, 2 Artillery Centuries, 2 Armoured Engineer Centuries, 1 Grav HQ, Morale: 3

Starting Initiative: 15

TOG Set-up

Manus Octavius sole desire is to destroy the Marine’s fighter base. The enemy can be ignored.  The TOG Units enter the map from the southern edge on turn 1 at LAF in any dispersion.

Game Length

The game continues until all of one side’s units have been destroyed or left the map. Units that leave the map may not return but are not counted as destroyed.

Special Rules

Bad Weather

The high wind and stormy conditions that made this assault possible by grounding the Marine interceptors also make long range artillery fire practically impossible. The maximum range of artillery in this scenario is 10 hexes.

Victory Conditions

Count up victory points but ignore the status of the base. Refer to the chart below.

 

TOG has more Vps

Vps are equal

RL have mare VPs

Base Destroyed

 

TOG Decisive Victory

 

TOG Major Victory

TOG Strategic Victory

Base Crippled

 

TOG Tactical Victory

 

Draw

Renegade Tactical Victory

 

Base Undamaged

 

Renegade Strategic Victory

 

Renegade Major

Victory

Renegade Decisive Victory


3)  The Counter-attack

Prefect Dzunkiriff of the 1414th Kessrith Armoured Legion received reports of fighting to the west of the TOG occupation zone. He realised that the strike legion was involved and and decided to blood his new troops on the TOG Infantry Legion. The storm front had not reached this far across the continent and fighters from both sides became involved in a fierce ground-air battle.

Board Set-up

Lay out two Centurion mapsheets with their long edgess touching. The TOG player selects one side to be North. All terrain is as printed.

Commonwealth Forces

1st Brigade, 14146th Kessrith Armoured Legion

Brigadier Stellarith, Commanding

Brigade Command

1 Grav HQ,  1 Signals Century   Morale: 3

1st Battalion  

3 Heavy Centuries, 1 Light Century,   1 Air / Space Defense Century, 1 Grav HQ, Morale : 2

2nd Battalion

3 Heavy Centuries, 1 Light Century, 1 Signals Century, 1 Grav HQ, Morale : 2

3rd Battalion

3 Heavy Centuries, 1 Light Century, 1 Grav HQ, Morale : 2

4th Battalion

3 Heavy Centuries, 1 Light Century, 1 Grav HQ, Morale : 2

Artillery Battalion 4 Artillery Centuries, Morale : 2
72341st CW Marine Pursuit Wing

3 Heavy Squadrons, 2 Medium Squadrons

Starting Initiative: 10

Renegade Set-up

The 1st Brigade are out to kill a few TOGGIES and come home unharmed, boosting their morale. They will engage briefly and then retire.   The Renegade Units enter the map from the east side on the first turn in any deployment pattern except dug in.

TOG Forces

Manus Turk, 90872nd TOG Infantry Legion

Legatus Joshua Turk, Commanding

Manus Command

1 Grav HQ, 1 Combat Engineer Century,  Morale: 3

III Cohort

3 Armoured Infantry Centuries, 3 Light Centuries,  2 Artillery Centuries,
1 Grav HQ,  Morale: 3

V Cohort

3 Armoured Infantry Centuries, 3 Light Centuries, 2 Artillery Centuries,
1 Grav HQ,  Morale: 3

IX Cohort

3 Medium Centuries, 3 Light Centuries, 2 Artillery Centuries, 1 Air/Space Defense Century, 1 Grav HQ, Morale: 3

33375th TOG Strike Wing

1 Heavy Squadron, 1 Medium Squadron, 1 Light Squadron

Starting Initiative: 10

TOG Set-up

Legatus Turk was half expecting an assault while the 3375th were occupied. All he wants to do is survive and give the Kessrith a bloody nose.   The TOG Units set up within 8 hexes of the west side of the board in any deployment pattern.

Game Length

The game continues until all of one side’s units have been destroyed or left the map. Units that leave the map may not return but are not counted as destroyed.

Special Rules

Inexperienced

Most of the Kessrith have ot been in battle before. This is reflected in their low morale scores. However, a trial by fire will either temper or break the new recruits. During the first combat that each battalion is involved in one of four things might happen.

1) The Kessrith cause damage and receive none.

2) The Kessrith receive damage and cause none.

3) Both sides damage.

4) Nobody receives damage.

In the first case that battalion’s morale becomes 3

In the second case that battalion’s morale becomes 1

The rest of the time nothing happens.

NB this rule is only used during the first turn the battalion is involved in combat.

Withdrawal

Once all four line battalions have engaged in combat the Kessrith side may withdraw. If any battalion becomes crippled (through casualties or loss of HQ) the entire Kessrith force will immediately attempt to withdraw.

Victory Conditions

Use the standard victory points in the Legatus rules to work out who has won.