Legionnaire

Legionnaire is a G.U.A.R.D. monster and belongs to the Protectors agenda.

The Gladius fighters and Shield tanks utilize bombs, machine guns, flak cannons, and force fields in their attempts to protect Earth from the Monsterpocalypse. Their varied weaponry allows them to take on threats from the widest spectrum of evil.

Amid the hum of engines and clanking of steel, the Shield tanks unfold to form sturdy legs while Gladius jets latch together to compose the torso of the mighty Legionnaire. With the weapons and armor of all four vehicles but the intent of a single, mighty robot, Legionnaire strafes enemy positions or uppercuts an opposing monster to put him flat on his back.

Proportions:
 * Height:60 Meters
 * Weight:49,000 Tons

Abilities

 * Marker (Red)
 * Chain Reaction (Blast)
 * Bomber
 * Flight

Abilities

 * Jam
 * Radar (Red)
 * Spotter
 * Flight

Abilities

 * Overload (Blast)
 * All Terrain
 * Deflector Shield
 * Force Field (Red)

Abilities

 * Flak (Blast)
 * Crunch (Blast)
 * All Terrain
 * No-Fly Zone

Abilities

 * Toss (Brawl)
 * Multi-Shot (Blast)
 * Flight
 * Radar (Blue)

Abilities

 * Hit and Run (Blast)
 * Power Drain (Blast)
 * Weapon Master (Blast)
 * Jump
 * Radar (Blue)

Alpha

 * Shield 3 functions well adjacent to a power base and spawn nodes. It boosts the DEF of the buildings it is securing and allows for easy repair while the other morphers advance across the map. If Alpha Legionnaire is killed, having Shield 3 on it's controller's back row gives a great place to place Ultra/Mega Legionnaire.
 * Shield 4 gives alpha good potential for super damage. Positioning is key while advancing this ground bound morpher. Natural screens are great when available.
 * Gladius 1 can use chain attack to pick up a good amount of P-dice using chain reaction. With only 4 DEF, it is very important to position to prevent power attacks from opponents. A well timed chain reaction can both net crucial P-dice for a later power attack and clear enough units for G.U.A.R.D. to catch up on the unit game. G.U.A.R.D. forces are often overwhelmed late game due to the lack of unit clearing triggers.
 * Gladius 2's red radar can open up the ground bound morphers for better attacks. Radar, however, is on the G.U.A.R.D. installation so red radar only comes into play under duress. Gladius 2 has spotter but so does the rocket chopper so this figure can become a liability. 4 DEF means this is a easily hit figure that needs to hide with Shield 3 as long as possible. Gladius 2's jam

Ultra

 * Ultra has no super damage but is able to use Toss for large damage without P-Dice. On a brawl trigger it becomes much harder to screen against than standard power attacks.
 * Ultra can use multi-shot to clear units for easy P-dice when needed. If it is necessary to stay out of blast/swat range of opposing monsters, a board clearing Multi-shot can be an excellent delaying turn.

Mega

 * Mega Legionnaire is a blasting machine, very similar to Ultra Sky Sentinel. The primary differences being that Legionnaire is stopped by Resilience and cannot Fly safely atop hazards.  They share the same primary strength: 2-damage blasts from 7 spaces away.  This means that Legionnaire can screen, hide behind buildings, and otherwise avoid fighting toe-to-toe.
 * This figure carries excellent defense and 7 speed to allow Mega to screen against power attacks fairly well.
 * The Long Range combined with blue radar allows Legionnaire to blast from 7 spaces away.
 * Hit and Run allows Legionnaire to blast and then move safely to a screen of units and / or buildings.
 * Power Drain lets Legionnaire do some disrupting while blasting from afar. This can be critical for denying back to back monster turns throughout the game.

Other Media
Reference AND link any articles, forum threads, blogs, etc that discuss this particular monster.