Star Wars: Legion

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Legion Gameplay

Unit Types

Troopers

Creature Troopers

Emplacement Troopers

Repulsor Vehicle

Ground Vehicles

Phases

Command Cards

Command Cards are how Legion determines both initiative and, to a lesser extent, activation order. Command Cards each have number of pips in the top left corner, and a number of units listed in the middle. Each round, players pick one of the cards in their Command Hand and puts it facedown. Both players flip their cards at the same time, and the player whose card has the fewest pips both issues their orders first, and has the first activation. If there's a tie, players roll a red defence die for tiebreaker, described further below. At the end of the round, the Command Card each player used is discarded and cannot be used again that game.

The basic Command Cards are as follows:

  • Standing Orders: 4-pip, 1 unit. This is the only basic Command Card that does not get discarded when it is used; instead, you place it back into your hand.
  • Assault: 3-pip, 3 units.
  • Push: 2-pip, 2 units.
  • Ambush: 1-pip, 1 unit.

In addition to these, each faction has a number of Leaders and Specialists that can give you options for your Command Hand. However, you must have two of each 1, 2, and 3-pip cards, and then add Standing Orders on top of those, for a total of seven cards.

Movement

As with a number of other Fantasy Flight systems, there are special tools used for movement. Legion uses three different tools with a corresponding length and number of pips, and are jointed in the center of the tool. Which tool you use is determined primarily by a unit's speed, listed in pips on its unit card underneath its portrait.

Movements are made by slotting the tool against a unit leader's base (or in a slot, if it has one), then moving the leader any distance along the tool. Every other mini in the unit is then set up at Speed 1 of the leader, so if you have a unit with lots of minis it doesn't take forever.

Some units have compulsory moves, which has to be done before anything else, but doesn't take up any of that unit's actions or trigger any effects based on movement. Such units also tend to have a really bad time if their run into walls or tree trunks; just ask that Scout trooper in Episode VI.

Dice

There are three types of attack dice, all based on D8's: white, black and red. These dice have three results: Surge (a star on a shield), Hit (a filled-in blast), and Crit (a hollow blast).

    • White Dice: 1 Surge, 1 Hit, 1 Crit. These dice have about a 25% success rate, 38% if you convert the Surge.
    • Black Dice: 1 Surge, 3 Hits, 1 Crit. Black dice start with a 50% success rate, which goes up to 63% if you Surge.
    • Red Dice: 1 Surge, 5 Hits, 1 Crit. Red is the best die for offense, starting at a 63% success rate and Surging to 88%.

There are two types of defence dice: white and red. These dice have only two results: Surge (again, a star on a shield) and Block (a filled-in shield).

    • White: 1 Surge, 1 Block. 17% chance for a success, Surging to 33%.
    • Red: 1 Surge, 3 Blocks. Starts off at 50% success rate, then Surges to 66%.

Upgrade Cards

Comms Upgrade

Training Upgrades

Gear Upgrades

Grenade Upgrades

See Also

Star_Wars:_Legion/Tactics

Star Wars
About: The Franchise, The Setting, The Movies, The Video Games
Television Shows: The Clone Wars, Rebels, Resistance, The Mandalorian, The Bad Batch, Disney + Originals
Star Wars Games
Miniature: X-Wing, Armada, Legion
Tabletop: Rebellion
Roleplaying: FFG, WotC (d20), WEG (d6)