It’s finally here!
Check it out after the jump
Nicolas Lecci writes:
Ladies and Gents ! As promised, here are for you the patches for the RRG 2.0 errated cards !
In the drive link below you will find:
Pic for attention 🙂
Version 1.7 of the rules reference is live. Follow the link below to check it out:
An update to the Star Wars™: Legion tournament regulations is now available through our website! These changes come on the heels of a new Rules Reference that went into effect on February 28, and today Legion designer Alex Davy is here to discuss the impact these changes will have on competitive play.
Greetings Legion players!
I’m happy to announce a new Star Wars: Legion tournament update featuring two key tweaks to competitive play.
The first and most critical change is the introduction of a trooper silhouette template designed to give all trooper minis in the game a single, standardized shape. It is frustrating to have your commander defeated because the tip of their weapon is poking out from behind a wall, or to have your creativity constrained by the need to model your miniatures with competitive line of sight rules in mind. With the advent of dynamic flight stands for the upcoming ARC Troopers and Clan Wren, it’s more important than ever to free players from these concerns.
With that in mind, the physical trooper miniatures themselves will no longer factor into competitive line of sight rules. Instead, we have created a silhouette representing a universal standard trooper size, designed to be placed against and behind a trooper’s base to determine line of sight to and from that miniature.
Additionally, the silhouette includes a hash mark at the top that can be used when measuring line of sight from a miniature. Crouching or kneeling miniatures will no longer have to worry about whether or not they can see over a barricade or other short obstacle!
In many cases, it will not be necessary to use this silhouette; most trooper minis readily fit within its bounds. Indeed, strictly casual players may never have need of this template at all. During a competitive match, however, the silhouette template allows players to precisely determine what parts of the miniature are not valid targets for line of sight. If Luke’s lightsaber or a Scout Trooper’s sniper rifle protrudes past a miniature’s base, the silhouette can be used to show that it is not a valid target for line of sight. So go ahead—give Grievous an extra arm (or two!), and let your Mandalorians fly high and proud!
Secondly, this document introduces a new tiebreaker system that puts the focus squarely on earning victory points rather than relying on “strength of schedule” (a.k.a. the success rate of each of your opponents).
This is explained in detail in the document itself, but in short, players will be rewarded more favorably for scoring a greater percentage of victory points in a match. Therefore, a player who wins a game that was tied on victory points will receive a less favorable margin of victory than a player who manages to earn more victory points than their opponent.
I hope that both of these changes will have a positive impact on the tournament scene, and I look forward to hearing your feedback!
Download the new Star Wars: Legion Tournament Regulations now to read the entire update! As always, game rules, tournament regulations, and other support materials can be found on our Star Wars: Legion page.
Download the new Star Wars: Legion Rules Reference now to read the entire update. As always, game rules, tournament regulations, and other support materials can be found on our Star Wars: Legion page.
The Official Rulings page can be found after the jump: https://community.fantasyflightgames.com/topic/277344-star-wars-legion-official-rulings/page/2/
Rules Reference Correction: In the Glossary entry for Calculate Odds, the second sentence should read:
As a card action, a unit with the Calculate Odds keyword can choose a friendly trooper unit at range 1 and in line of sight to gain 1 aim token, 1 dodge token, and 1 suppression token.
Rules Reference Correction: In the Glossary entry for Emplacement Trooper and Withdraw, the following bullet point should be added:
Rules Reference Correction: In the Glossary entry for Immune: Pierce, the sub-bullet point should read:
Rules Reference Correction: In the Glossary entry for Standby, the following bullet point should be added:
Question: Does pre-measuring with a movement tool during a unit’s activation commit that unit to performing a move?
Answer: No, pre-measuring with a movement tool does not commit to a move. However, pre-measuring with a movement tool may only be done during that unit’s activation.
Question: If a unit, such as Luke Skywalker, moves into range 1-2 of two enemy units that both have standby tokens, and the first enemy unit spends it token to attack Luke Skywalker an defeats him, can the second enemy unit also spend its standby token, even though Luke Skywalker is no longer on the battlefield?
Answer: Yes. The triggering event (in this case Luke Skywalker moving) still occurred, and thus the second unit may still spend its standby token. It may also choose not to spend its standby token since, while multiple game effects can be triggered by one event, they are resolved one at a time and are not “declared” simultaneously.
Question: Can one clone trooper unit spend multiple subsequent standby tokens from other friendly clone trooper units at range 1?
Answer: Yes. For example, three nearby clone trooper units have standby tokens, and an enemy unit moves into standby range of a fourth clone trooper unit, that fourth unit can spend all three standby tokens, one at a time, to make three attacks.
Question: Can a droid trooper unit with an ion token withdraw?
Answer: Yes, withdrawing takes a unit’s entire activation and all of its available actions; however, it does not require two actions to do so. Similarly, a suppressed unit can also withdraw.
Question: When General Grievous uses his command card Trained in Your Jedi Arts to perform an attack with the weapon listed on the command card, can he use Arsenal 2 to add another weapon to the attack?
Answer: No, each attack must be performed only with the weapon listed on the command card.
Question 1: Can Darth Vader use his command card Vader’s Might to move a unit that is being transported?
Answer: No, the transported unit is not on the battlefield and therefore cannot be moved.
Question 2: When measuring the distance from the unit’s current position to its new position, do you measure from unit leader to unit leader? From any mini to any mini? Or from each mini in the old position to each mini in the new position?
Answer: Each mini moved to the new position must be within range 1 of at least one mini in the unit’s previous location, as if it were two different units. To do this, choose any mini in the unit at its current position, measure range 1 from that mini, then place each mini in the unit within that range (and in cohesion). It may be helpful to move the mini that range 1 is being measured from after all the other minis in the unit have been moved.
Question 3: Can a unit be moved out of base contact?
Answer: Yes.
Question 4: Can a unit be moved into base contact?
Answer: Yes
Question 1: When Luke Skywalker uses his command card You Serve Your Master Well to perform a move or attack action with an enemy unit, can the player performing the action spend that unit’s tokens?
Answer: Yes. The unit controlled by You Serve Your Master Well is treated as a friendly unit by the player performing an action with it for the duration of that action, and the player can spend that unit’s tokens. For example, if the unit performs an attack action, the player can spend its aim tokens to reroll attack dice.
Question 2: Can that player use the unit’s optional abilities, such as the Spur keyword, or abilities that grant free actions such as Charge and Relentless? Can that player exhaust its upgrade cards to use their effects, if they’re applicable to the action being performed?
Answer: Yes.
Question 3: Can that player use actions that are treated as move or attack actions, like the Jump keyword or the Saber Throw upgrade card?
Answer: Yes.
Question 4: Can that player use Fire Support to add their own units’ dice to the attack pool? What about an enemy unit’s dice?
Answer: Because the unit performing the action is treated as a friendly unit for the duration of the action, that player can use the Fire Support keyword of their own units to add dice to the attack pool. The player cannot use the Fire Support keywords of their opponents’ units.
Question 5: If the unit is a clone trooper, can the player performing an action with it spend the tokens of their own clone trooper units at range 1? What about their opponent’s clone trooper units?
Answer: The player performing the action can spend the tokens of their own clone trooper units at range 1, but not their opponent’s.
Question 6: If the unit being controlled engages an enemy unit, when does that engagement end? Are they still engaged after the move or attack?
Answer: No, the engagement ends as soon as the command card effect (and any triggered card effects) ends, and the enemy units return to being friendly to each other. Friendly minis from different units can be in base contact with each other and are not engaged.
Question: Can a unit be issued an order via another game effect after using the Battle Meditation upgrade card when it would have otherwise been issued an order via a command card? For example, the command card Give Into Your Anger is played and Emperor Palpatine uses Battle Meditation to issue an order to another unit instead of himself–can that other unit use the Comms Relay upgrade card to issue that order to Emperor Palpatine instead?
Answer: Yes. Because Emperor Palpatine was never issued an order, he is still eligible to be issued an order by another game effect.
Question: If General Grievous is wounded and equipped with Tenacity and attacks two different units, does he add 1 red die to each attack pool?
Answer: Yes. The Tenacity upgrade card adds 1 red die to each melee attack pool formed by the unit.
Question: After a unit with the Agile X or Tactical X keyword performs a move, does the unit have to gain the respective token? Or can it choose not to?
Answer: Yes, gaining the token is not an optional effect and will trigger every time the unit performs a standard move.
Question: Can a unit with the Detachment keyword be deployed at a different elevation than the “parent” unit?
Answer: Yes. The unit with the Detachment keyword must be deployed at a distance of speed-1 to simulate cohesion, however the rules for cohesion do not apply.
Question: While another friendly unit is performing an attack and the Limited Visibility condition card is in play, can a unit use Fire Support even if the defender is beyond the ranges specified by the Limited Visibility card?
Answer: Yes. The errata’ed version of Limited Visibility limits attacks beyond a certain range. Using the Fire Support keyword is not an attack, and thus its use is unaffected by the condition card. However, the actual attack must, of course, not be beyond the range specified by Limited Visibility.
Question: After a unit uses the Speeder keyword to perform a move that ignores terrain, can the non-unit leader minis be placed into cohesion on different elevations of terrain than the unit leader is on?
Answer: Yes, as long as the distance between the minis and their unit leader is equal to or less than the X value of the unit’s Speeder X keyword.
Question: If a unit with the Spur keyword panics, is it forced to use Spur when it moves due to panicking?
Answer: Yes. Similar to Jump and Reposition, a unit is forced to use its keywords if doing so assists that unit in moving as quickly and as efficiently as possible toward the nearest edge of the battlefield.
Question: Can Jump be used to move over a creature trooper?
Answer: Yes, if the creature trooper’s height is equal to or less than the Jump X value.
Lots of changes! The meta has been totally upset just in time for two new factions to enter the battlefield!
Check out all of the changes that will go into effect 9/12/19 after the jump: https://images-cdn.fantasyflightgames.com/filer_public/87/e4/87e4c102-5e75-40bc-bb48-c6c309cdd8c6/swl_rules_reference_151_eng-compressed.pdf
“We have hope. Hope that things can get better. And they will.”
–Hera Syndulla, Star Wars: Rebels
An updated version of the Rules Reference for Star Wars™: Legion is now available! Of particular note in this update are point value changes for a number of units, which should encourage the use of more diversified armies at competitive events. This Rules Reference will formally go into effect on September 12th. Today, Star Wars: Legion developer Alex Davy goes in depth about these changes and how they could shape the coming battles of the Galactic Civil War.
Developer Alex Davy on the Rules Reference Update
Greetings Legion players!
What a ride it’s been for Star Wars: Legion! One of the greatest pleasures of my career has been watching this game explode out of the gate and bearing witness to all of the passion and creativity the community has poured into it from the day it was announced. It’s also been fascinating to see the many different armies players brought to events, and observe the ones that have had the most success.
When it comes to balance, every new competitive game has its unintended peaks and unanticipated valleys. After a little over a year of tournament play, we’ve taken stock of the state of the game. Over the course of this study, we identified a few major trends, analyzed what is and isn’t working, and formulated a plan for some careful course corrections.
Before diving into specifics, I’d like to outline our overall philosophy. First and foremost, it’s important to acknowledge that Legion is a hobby game, and players put hard work and passion into their armies. We want to ensure that players continue to feel that the time and effort they put into building and painting their forces is a valuable investment. With this in mind, we plan to keep these changes minimal, infrequent, and carefully targeted. To that end, we will be issuing points adjustments approximately once a year, prioritizing point decreases over increases and we feel that keeping errata to the bare minimum is necessary for the health of the game. It is our hope that this will allow players to field a much wider variety of units in a competitive setting and give them renewed interest in the lesser-used miniatures in their collections.
The vast majority of our adjustments are aimed at improving under-utilized units so that they can compete at the same level as many of the army-building staples players reach for time and time again. Vehicles, particularly from early waves, are seldom taken in competitive lists, and this update delivers large discounts to both vehicles and some of their key upgrade cards. A plethora of other updates are targeted at things like increasing the diversity of commanders that see play, deepening the pool of useful upgrade cards, and steering players toward lists that don’t rely as heavily on a full compliment of Corps units. As a rule, these changes will impact players collections in a purely positive way, allowing for much more diversity in army creation.
That said, it is sometimes necessary to take a sober look at the effect a unit is having on the game and take action accordingly. Rebel Commando and Scout Trooper Strike Teams equipped with sniper rifles are just such a unit, dominating competitive play and pushing a lot of fun Special Forces-rank units aside. Almost every top-level competitive list includes at least two sniper-equipped Strike Teams, and their utility in both list building and on the tabletop is undeniable.
Through extensive playtesting and analysis, it became clear that Strike Team snipers would need more than a simple points increase. Reliable, defense-penetrating attacks from infinite range, combined with the ability to protect the squad from nearly all danger through careful placement, make them a frustrating unit to face, and ensure that there is little opportunity for counter play. These tests, combined with the development of new content for future waves and the need for more granularity, led to a novel solution: the introduction of a new range band, range 5.
This range band will be retroactively applied to three units: The DLT-19x Sniper (Scout Troopers Unit Expansion), the DH-447 Sniper (Rebel Commandos Unit Expansion), and the 1.4 FD Laser Cannon Team (1.4 FD Laser Cannon Team Unit Expansion). In the case of the snipers, this greatly-reduced range band, in tandem with a slight points increase to the tremendously effective Strike Team units, brings these units down to a proper power level. In the case of the Laser Cannon Team, Range 5 allows this stationary unit much more board presence and utility, making it much harder for its opponents to simply avoid.
Moving forward, this addition to the game provides the Legion developers access to a new range band that, while powerful, still requires units to get closer to danger, opening up much more counter-play. Infinite range will also remain an option but can be reserved for particularly special weapons.
Finally, a brief note on the implementation of these changes: The printed points values on the cards will remain unchanged and will not be altered when these cards are reprinted or issued in future products. These original points values are designed to be used by new players and by casual players who prefer an unchanging game mode that they don’t have to keep track of. Official tournaments will be conducted utilizing the adjusted competitive play points values. Errata (such as changes to weapon ranges) applies to both modes of play, since in many cases errata is necessary for the rules to function correctly.
At this time, we do not intend to create an app to track and manage these changes, as it is our hope that they will be kept to a very manageable in number and frequency.
I hope you’re excited about these changes—and the bright future of Star Wars: Legion—as I am. Now go play with those T-47 Airspeeders!
Thank you, Kevin for the great write up.
On today’s (September 3rd, 2019) FFG Live stream, Legion developers Alex Davy and Luke Eddy were joined by Matt Holland (FFG OP) to showcase the new Luke and Vader operatives as well as talk points changes and errata updates in the near future. A VOD of the stream can be found at the above link.
The FFG team is “not overhauling things rapidly,” but making more of a “surgical strike” according to Alex and Luke. These were based on data from tournaments and “extensive playtesting.”
Look at these handsome guys. Just look at ’em! Continue reading →