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Introduction to playtesters

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Thank you for taking the time to review these brand new rules. I appreciate your input and help to make Legions of
Steel and even better game. The big question here is whether or not these rules will work with most of the pre-
existing scenarios or do we have to make up new scenarios (perhaps just tweak existing).

EDITION 2020
Edition 2020 has some changes to the rules. If you have not read them yet (currently in Tutorial form) the main
changes in summary.

Modifiers

 Switch modifiers from effecting dice roll to effecting Hit#. In other words, reversed, so a -1 Covering is now a
+1, etc. This is much easier for new players to understand.

Grenades:

 Roll 2d6 to hit target square. 1d6 if no LOS.


 Deviation. (for Solo rules we will actually use the old method).
 EK-Pulse Grenade: The UNE now has more powerful grenades
 Nachtmacher: The G12s are immune to Nachtmachers.

Terminology

 Fire to Attack
 Fire Modifiers to Attack Modifiers
 General Modifiers to Armour Modifiers
 Game Turn to Round
 Initial Phase to Start Phase

You can find the rules HERE.

BOGIES
Using bogies adds that extra unknown to the game. The Fog of War.

 The scenario will indicate how many bogies to use.


 They should be randomly selected (via bogey jar or other method you like) and placed face
down to remain secret and used as indicated by the scenario.
 The reverse of the bogies tells you what appears in the square (and adjacent square if 2
Nightmares appear).
 Bogies are revealed when LOS is established by the Commando figures.
 The bogies are 4 with 1 Nightmare, 1 with 2 Nightmare, 1 with Assault fiend, 6 with
nothing.
 Unless otherwise specified by the scenario, when revealed the bogies are put back in the
bogey jar to be redrawn. X2
 Bogies have 4 MPs.
 When revealed, the figures front arc is the direction of the arrow.
 Bogies use the Nightmare AI flowchart.
 Bogies use covering counters just as if they were a figure.
 Bogies will not suppress. They will use the previous action on the AI chart.
 Bogies treat Forcewalls as enemies.

I will provide them for PnP at the end of this document or you can handwrite them or use existing parts from another
game that works.

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NIGHTMARES NACHTMACHERS

First priority for the Nightmare is to follow the Flow  Nachtmachers automatically go off in the
Chart. All other rules below are secondary. Nightmares square if a commando has LOS to a
Nightmares side or rear arc.
ATTACKING
 This occurs before any Attack whether as a fire
 Nightmares will always autofire if it has at action or covering.
least a 6 to hit.  This is the only way they are used.
 Nightmares will always use 2nd Attack die
MOVEMENT
against adjacent enemy if first enemy
eliminate.  They will never walk into suppression.
 Nightmares will never suppress if it attacks an
UNIT COHESION
ally figure.
 If Nightmare can stay within 3 squares of
WHEN 2 ENEMIES EQUIDISTANT another allied figure it will. The 3 squares
include allied square.
1. Choose the enemy, which will allow it to be
 Subtract 1 from AI die rolls if an ally is within 3
closest to an ally figure.
squares.
2. If this is equal it will choose highest UPV value
enemy.
FAQ
3. If this is equal roll 1d6 (1-3 enemy One, 4-6  How will Machines react when under
enemy Two). suppression? Withdraw or attack? Attack if in
Offensive Stance and Withdraw if in Defensives
Stance.

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G12 Nightmare – Defensive Stance
Use Defensive stance for defence scenarios

Is an Enemy in LOS

YES NO

Is an Enemy LOS
Fire Deadbolt Launcher
within 4 MPS

YES NO

Roll 1d6.
Is an enemy
1-2 Walk and attack enemy.
within 5-8 MPs?
3-6 Go on covering

NO
Go on covering

Roll 1d6
YES 1 Run and attack enemy
2-5 Go on covering
6 Suppress farthest sqaure

 In scenarios where defending, Nightmare will move as quick as possible to be within 10 squares of
guarded object and between the object and the enemy.

Playtester NOTES

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G12 Nightmare – offensive Stance
Use Offensive stance for all Non-defensive scenarios

Is an Enemy in LOS

YES NO

Is an Enemy LOS
Fire Deadbolt Launcher
within 4 MPS

YES NO

Roll 1d6.
Is an enemy
1-5 Walk and attack enemy.
within 5-8 MPs?
6 Go on covering

Roll 1d6
NO 1-2 Go on covering
3-6 walk and go on covering

Roll 1d6
YES 1-4 Run and attack enemy
5 Go on covering
6 Suppress

Playtester NOTES:

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ASSAULT FIEND WHEN 2 ENEMIES EQUIDISTANT

First priority for the Assault Fiend is to follow the Flow 1 Choose the enemy, which will allow it to be
Chart. All other rules below are secondary. closest to an ally figure.
2 If this is equal it will choose highest UPV value
HITS
enemy.
 Assault fiends have 3 Hits instead of 2. 3 If this is equal roll 1d6 (1-3 enemy One, 4-6
enemy Two).
ATTACKING
MOVEMENT
 A Fiend which has an enemy in LOS will
 They will never walk into suppression.
move closer if it increases its overall odds
to hit. UNIT COHESION
 AFs will always autofire if it has at least a 6 to  If AF can stay within 5 squares of another allied
hit. figure it will. The 5 squares include allied square.
 AFs will always use additional Attack Dice  Subtract 1 from AI die rolls if an ally is within 5
against adjacent enemy if first enemy squares.
eliminated.
 AFs will never suppress if it attacks an ally
figure.
 They will always use HtoH if an enemy is
in its front arc and within HtoH range.

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Assault Fiend – defensive Stance

Is there an enemy within LOS

YES NO

Attack closest enemy Is an enemy within 5 MPs?

YES NO

Roll 1D6
1-2 Walk and attack the enemy Is an enemy
3-5 Go on Covering within 6-10 MPs?
6 Suppress

NO
Go on Covering

Roll 1d6
YES 1 Run and attack enemy
2-5 Go on covering
6 Suppress

Playtester NOTES

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Assault Fiend – OFFENSIVE Stance

Is there an enemy within LOS.

YES NO

Attack closest enemy. Is an enemy within 5 MPs?

YES NO

Roll 1D6
Is an enemy
1-4 Walk and attack the enemy
within 6-10 MPs?
5-6 Go on Covering

Roll 1d6
NO
1-2 Go on Covering
3-6 Walk and go on covering.

Roll 1d6
YES 1-4 Run and attack enemy
5 Walk and go on covering
6 Go on covering.

Playtester NOTES

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BOGIES

X2 X1 X1 X1 X1

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ANOTHER ONE BITES THE DUST Entry:
SOLO RULES – OFFENSIVE STANCE Commando: Enter through commando entry points
The smell of burnt oil hung think in the sub-terranean Machine: Enter through machine entry points. 6
halls. Even the filters in our helmets didn’t extract it Bogies in first Round and 2 bogies for 3 rounds after.
completely. We knew the enemy was out there but our
Objective:
sensors had yet to pick up any movement.
Commando: Eliminate machines
“Bogies!!” shouted Atticus, “North-west quadrant and Machine: Eliminate commandos
bearing down in a hurry,” he concluded.
Everyone knew what to do. Moving forward we drew Special rules:
our collective breath, the smell of burnt oil a little • Scenario lasts 12 turns
stronger… • Victory points per elimination as follows:
Commando sergeant 3
Forces: Commando heavy weapon trooper 2
Commando: One sergeant – FCL Commando trooper 1.5
Two troopers – FCL Mark VI Assault Fiend 3
One Hvy weapon trooper - FCL G12 Nightmare 1
Machine: 12 Bogies total.

Setup:
Commando: None
Machines: None

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POWER DOWN FORCES:
Commando:
SOLO RULES – OFFENSIVE STANCE Two Troopers - FCL
UNE Perth Defence Force One Heavy Weapon Trooper - FCL
After a month of uneventful border patrols, we were One Sergeant – FCL
finally given a "real" mission. Martin was elated, but Machines:
then again that's Martin. He's a good 2IC but I swear, Unlimited G1 Nightmares – up to 5 on the board at a
time.
he'll get a Bronze Star awarded posthumously before
he gets his sergeant stripes.
SETUP
The sound was flowing through the energy grid; our Commando: None
objective. With the grid destroyed, portions of the Machines: None
Overlord computer would be forced to shut down. The
decrease in available processing ability should disrupt
the Machines' command and control, allowing our
people to press home the advance here and in
adjacent areas. Seems simple enough. It always
seems simple enough.
The most vulnerable sections of the grid blinked
brightly on the heads-up display. "Martin, you and
Singh take targets one and two. We'll take three and
meet you around the other side."
"You've got it boss." replied Martin as he cut left
down the corridor. With K-pulse grenades at the ready
we prepared for the assault.

OVERLORD BASE ZIGMA PHI


 recount
 3 organisms destroyed
 8 Nightmare units destroyed
 1 Mark I Assault Fiends destroyed
 assault halted
 command path redirected control integrity 83
%
 intrusion alert level 13, quadrant 4, sector 7
 98% probability enemy objective computer
energy grid
 redeploy operable units of Hordes 11A3B
 22% probability for successful intercept
unacceptable
 mobilize all available units in sectors 8, 9 and
10
 utilize access corridor 1A9
 destruction of organisms imperative
 defense of energy grid priority

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ENTRY SPECIAL RULES
Commando: Enter all forces at any entry points marked
C in game turn 1. ROOMS: Rooms numbered 1 through 3 contain vital
Machine: Enter 2 bogies per turn computer equipment which can be destroyed by
detonating a K-Pulse grenade anywhere in the room or
OBJECTIVE firing at them, GM -1. Half squares where the room
Commando: Achieve 7 or more victory points. They entrances are located are not in the room. Computers
receive 3 victory points for each room numbered 1 to 3 are imbedded into steel columns which are situated on
destroyed, and 1 victory point for each Commando the numbered square. The computer consoles are
exited from the board through the exit point. considered to be walls.
Machine: Prevent Commando victory.
SECURITY DOORS: Security doors must be destroyed to
be opened.

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ESCAPE Objective:

SOLO RULES – OFFENSIVE STANCE Commando: Pick up computer terminal marked


C1 and exit through commando exit
UNE Perth Defence Force points. To pick up any commando
Things escalated quickly. Good men were lost and must spend 1 full turn stationary in
the op is compromised. Getting back to the frigate front of terminal without firing
wasn’t the end of the problems. weapon. Commando carrying
computer may only walk.
“Sarge on the bridge,” shouted private Ruiz,
Machine: Prevent commando victory.
“Let’s blow this popsicle stand commandos. Grab
the equipment, we’re getting out.” commanded Scenario lasts 10 turns
the sarge. “Stay frosty.”

OVERLORD BASE ZIGMA PHI


22% probability for successful intercept
unacceptable
• mobilize all available units in sectors 8, 9 and
10
• utilize access corridor 1A9
• destruction of organisms imperative
• defense of energy grid priority

Forces:
Commando: One sergeant – FCL
Two troopers – FCL
One Hvy weapon trooper - FCL
Machine: unlimited Bogies – FCL

Setup:
Commando: Place commandos in room ‘A’.
Minimum 1 in a room
Machines: Machine player sets up first.
Place 1 nightmare and 1 assault
fiend in the square marked ‘B’.
Other: Place a computer terminal on the
marked square ‘C1’.
Entry:
Commando: None
Machine: Enter 1 bogie through each of the
entry points each turn. No more
than 8 bogies and figures can be on
the board at the same time. Bogies
will always run when first entering
the map.

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FAQ
A Machine will never walk into suppression." Would they run into suppression? Machines would never move into
suppression willingly.

If I'm the Machine is covering, will they cover toward closest enemy. Would a Machine turn if they are facing a wall?
Yes, front arc toward the closest enemy and never face a wall. This includes if Supressing.

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