Star Wars: Legion
Troopers are the bread and butter of Legion. These are the foot soldiers, the generic infantrymen without whom nothing else is really possible. A Trooper is the easiest unit type to play, as they generally do exactly what their cards say and form the baseline for interacting with other rules.
There are two subtypes of Trooper, added with the Clone Wars set:
- Clone Trooper: Can share any green tokens (Aim, Dodge, Surge)with other Clone Trooper units within Range 1 and line of sight of their own unit. This can lead to some truly horrific firepower when combined with their Fire Support rule, or a nearly immovable line of plasteel if they're behind cover.
- Droid Trooper: Droids don't get Suppressed and ignore Poison tokens, but don't get increased cover from Suppression tokens and are treated as Vehicles for Ion tokens. This is generally an upside, as Ion isn't too common and they can take cover behind other CIS units.
Cavalry by another name. Creature Troopers must measure their movements from the notches in their bases, but make up for this restriction with greater speed and/or firepower than their footslogging counterparts.
Emplacement Troopers can be found manning mortars and other heavy weapons. They are an odd blend of vehicles and Troopers, generally locking themselves in place to rain fire down from afar.
Ground Vehicles are primary type of vehicle in Legion. They are generally less maneuverable than any Trooper variation, but make up for it with markedly increased durability, no Courage to worry about, and very often a complete immunity to Hit results with the Armor rule. Any movement with a Ground Vehicle is measured from the notches in their base, and they can bulldoze through Trooper units, both friend and foe, to get where they want.
Repulsor Vehicles are differentiated from their grounded cousins by being able to float over things as opposed to having to go through or around them. However, a great number of Repulsors are required to make compulsory moves, which means you need to plot out their movement course ahead of time to avoid any accidents. In terms of raw speed, these options can't be beat.
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.
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.
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%.
Command Control Array (2pts.) - Vehicle only. Use Coordinate at range 1-2 instead of 1. Opens up some interesting ping options for CIS, letting them spread out a little more so long as STAPs and AATs can bridge the gap.
Comms Jammer (15 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders. Not a horrible choice since these guys need to get up pretty close anyway, but there may be better options.
Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one.
HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get around the AI rule, to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don't apply.
Long-Range Comlink (10 pts. reduced to 5 pts. by rules errata) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Extremely useful when doing missions involving Disarray or Rapid Reinforcements, as your clankers are even worse than usual when you can't issue orders to them.
Integrated Comms Antenna (3 pts.) Droid Trooper only. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it's within range 4 of the commander instead of the normal range 3. It's a good use of some leftover points if your force is spread out. However, if you've got a spare Command slot on your general, Commanding Presence (which was reduced in cost to 5 pts. by the rules errata) is probably better since it's not restricted to a single unit like this upgrade is.
Duck and Cover (8 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.
Endurance (6 pts.) - At the end of your activation, remove 1 Suppression for free.
Hunter (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.
Overwatch (4 pts.) - Gain Sentinel, making your standby range 1-3.
Tenacity (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.
Offensive Push (4 pts.) - exhaust while performing a move to gain Tactical 1 (which gives an aim token after performing a standard move).
Electrobinoculars (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. B1 Battle Droids can take this despite not having a Gear slot.
Emergency Stims (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.
Environmental Gear (3 pts.) - Gain Unhindered, allowing you to ignore difficult terrain.
Grappling Hooks (3 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you usually play on tables with lots of levels, go for it.
Recon Intel (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.
Targeting Scopes (6 pts.) - Gain Precise 1, allowing you to re-roll 3 dice when you spend an aim token. I
Concussion Grenades (5 pts.) - Range 1 attack with 1 black die, that ignores cover.
Fragmentation Grenades (5 pts.) - Range 1 attack with 1 red die with critical surge.
Impact Grenades (5 pts.) - Range 1 attack with 1 black die and Impact 1. Good for making enemy vehicles disappear. However, the range is super short.
Smoke Grenades (6 pts.) - Spend an action to gain Smoke 1, which allows you to drop a smoke token within range 1 and line of sight of the squad leader. Smoke tokens give a +1 Cover bonus to any unit that is fully within range 1 of it.
EMP "Droid Poppers" (3 pts.) - Range 1, 1 Black. Adds Ion to your attack pool, a sort of super-suppression for Vehicles and Droids.
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