Follow TV Tropes

Following

History TabletopGame / StarWarsLegion

Go To

OR

Is there an issue? Send a MessageReason:
None


''Star Wars: Legion'' is a miniatures wargame, first released in 2018 and initially developed by Creator/FantasyFlightGames. It is a SpiritualSuccessor of-sorts to ''TabletopGame/StarWarsMiniatures''. In November 2020, Atomic Mass Games took stewardship of the game.

to:

''Star Wars: Legion'' is a miniatures wargame, {{Wargam|ing}}e, first released in 2018 and initially developed by Creator/FantasyFlightGames. It is a SpiritualSuccessor of-sorts to ''TabletopGame/StarWarsMiniatures''. In November 2020, Atomic Mass Games took stewardship of the game.
Is there an issue? Send a MessageReason:
None


** The Rebel Alliance is Balanced/Ranger, with elements of Technical. Their units are fast, agile, and have the potential to hit hard, but this comes at the cost of weak defensive stats that mean they can be wiped out quickly if caught in the open. They are reliant on abilities and unit interactions for their armies to operate at their full potential.

to:

** The Rebel Alliance is Balanced/Ranger, with elements of Technical.Technical; effectively a faction of [[SquishyWizard Squishy Wizards]] and [[FragileSpeedster Fragile Speedsters]]. Their units are fast, agile, and have the potential to hit hard, but this comes at the cost of weak defensive stats that mean they can be wiped out quickly if caught in the open. They are reliant on abilities and unit interactions for their armies to operate at their full potential.

Added: 197

Changed: 79

Is there an issue? Send a MessageReason:
None


* TurnsRed: The 'Anger' force upgrade, which lets its user gain an aim token when wounded.

to:

* TurnsRed: TurnsRed:
**
The 'Anger' force upgrade, which lets its user gain an aim token when wounded.
** The 'Tenacity' training upgrade lets its user roll an extra red dice in melee combat so long as they are
wounded.
Is there an issue? Send a MessageReason:
None


''Star Wars: Legion'' is a miniatures wargame by Creator/FantasyFlightGames, first released in 2018. It can be considered a SpiritualSuccessor to ''TabletopGame/StarWarsMiniatures''.

to:

''Star Wars: Legion'' is a miniatures wargame by Creator/FantasyFlightGames, wargame, first released in 2018. 2018 and initially developed by Creator/FantasyFlightGames. It can be considered is a SpiritualSuccessor of-sorts to ''TabletopGame/StarWarsMiniatures''.
''TabletopGame/StarWarsMiniatures''. In November 2020, Atomic Mass Games took stewardship of the game.
Is there an issue? Send a MessageReason:
None


** Medical droids (a 2-1B for the Rebels, and a FX-9 for the Imperials) are available for any squad with a Trooper upgrade slot. These droids are non-combatants, but have the ability to negate up to two wounds per game.

to:

** Medical droids for most factions (a 2-1B for the Rebels, and a an FX-9 for the Imperials) Imperials, and an EV-series for the Separatists), plus the Clone Medic for the Republic are available for any squad with a Trooper upgrade slot. These The droids are non-combatants, but have the ability to negate up to two wounds per game.game. The Clone Medic, on the other hand, [[CombatMedic can fight]] but can only heal one wound.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EverythingFades: Defeated units are removed from the board, not leaving anything behind that could be used as cover or terrain.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NeverSayDie: The rules always say a miniature is "defeated" when they are removed from the board, even though the game otherwise makes no reservations about the weapons depicted as being lethal.
Is there an issue? Send a MessageReason:
None


** The Galactic Empire is Elitist/Brute.
** The Rebel Alliance is Balanced/Ranger.
** The Galactic Republic is Elitist/Generalist.
** The Separatist Alliance is Spammer/Technical.

to:

** The Galactic Empire is Elitist/Brute.
Elitist/Brute, with elements of Turtle. Their units tend to be simple in function, tuned to deal consistent damage without requiring much intricate micromanagement, making them the ideal faction for beginners. Their main disadvantage is their lack of mobility, as most of their units are either slow or prefer to remain hunkered down in a defensive position. This can work to their advantage when the enemy needs to come to them, but also means they can be outmanoeuvred by more mobile factions.
** The Rebel Alliance is Balanced/Ranger.
Balanced/Ranger, with elements of Technical. Their units are fast, agile, and have the potential to hit hard, but this comes at the cost of weak defensive stats that mean they can be wiped out quickly if caught in the open. They are reliant on abilities and unit interactions for their armies to operate at their full potential.
** The Galactic Republic is Elitist/Generalist.
Elitist/Generalist. They field a versatile EliteArmy with stats that are nearly unmatched by other factions; even their Corps units are comparable to the Special Forces of other factions. The Clones' ability to share green tokens makes them adaptable to changing battlefield conditions, and it is very difficult to pin a Republic army in a position they are unspecialised for. Their main disadvantage are the small size of their armies, which puts them at risk of being overwhelmed by the larger armies of other factions.
** The Separatist Alliance is Spammer/Technical. The bulk of their armies are made up of weak, disposable Droids that can't do much by themselves, but can be scary in numbers. The Separatist's play style revolves around taking full advantage of a Droids' ability to give orders to nearby Droids after receiving one themselves; this can give a Separatist player unprecedented control over their army. In addition, while many of their units are cheap and throwaway, their elite options lean towards the higher end of the elite spectrum, which means they can field armies that are both large and possess a few of the strongest units on the board.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ConcealmentEqualsCover: With very few exceptions, units hidden from view cannot be attacked. The ability to designate cover as 'light' or 'heavy' does allow for different materials to provide different levels of protection at least.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheMedic:
** Medical droids (a 2-1B for the Rebels, and a FX-9 for the Imperials) are available for any squad with a Trooper upgrade slot. These droids are non-combatants, but have the ability to negate up to two wounds per game.
** The 'Bacta Capsules' upgrade found through the Supply Drop condition also lets you turn any trooper unit into this, with the ability to negate a single wound.
Is there an issue? Send a MessageReason:
None


** Played straight for troopers. For those with more than one health point, it doesn't matter whether they are at full health or one point away from death, they function just as well either way.

to:

** Played straight for troopers. For those As a whole, squads do lose their effectiveness as they lose members, but for individual troopers with more than one health point, it doesn't matter whether they are at full health or one point away from death, they function just as well either way.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MindRape: [[GoodIsNotNice Although a Light Side-exclusive power]], Jedi Mind Trick works this way here; it grants two suppression tokens to its target, enough to make many basic trooper units panic if outside the range of their commander.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CaptureTheFlag: 'Hostage Exchange' can be considered a variation of this, with the 'flags' starting in the middle of the board and in possession of a trooper unit; you steal the opposing hostage by destroying their escort and taking it for yourself, while ensuring the same doesn't happen to your own.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GeoEffects: Of several kinds. It can grant either light or heavy cover to units it obscures at least half of, which cancels one or two hits that the unit receives respectively. Terrain can also be 'difficult', which reduces the speed of relevant units that travel through it by 1.
Is there an issue? Send a MessageReason:
None


* CriticalHit: One face on each type of attack dice represents a critical hit, which deals the same amount of damage as a regular hit but both bypasses cover and cannot be cancelled by a dodge token.

to:

* CriticalHit: One face on each type of attack dice represents a critical hit, which deals the same amount of damage as a regular hit but both bypasses cover and armor, and cannot be cancelled by a dodge token.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CriticalHit: One face on each type of attack dice represents a critical hit, which deals the same amount of damage as a regular hit but both bypasses cover and cannot be cancelled by a dodge token.

Added: 1173

Changed: 428

Is there an issue? Send a MessageReason:
None


* FixedDamageAttack: Force Choke deals one point of damage to trooper units, completely bypassing the dice rolling.



* ObviousRulePatch: The 'Hostage Exchange' objective features a rule stating that units cannot detonate explosive charges on round one. This essentially only exists so Sabine Wren cannot run up to the opposing side's hostage and nuke them off the board before the game has even started. The Hostage is also immune to enemy keywords and melee on turn one, more generally so the unit it is attached to has a better chance of surviving the early game.

to:

* ObviousRulePatch: ObviousRulePatch:
** Many abilities cannot be used against Commanders and Operatives in order to prevent a few unusual unit interactions. For one example, Force Choke (deal 1 wound to any trooper miniature as a free action) would be extremely efficient against those unit types, and overshadow the main purpose of Force Choke as a method of killing specific members of a squad.
**
The 'Hostage Exchange' objective features a rule stating that protects the units cannot detonate carrying hostages from being attacked on turn 1, in order to give them a chance to take cover and not get blasted off the board first thing. In addition, the objective also prohibits the use of the 'Detonation' keyword in order to plug a potential loophole: because detonating explosive charges technically don't count as attacking a unit directly, it would still be possible to attack hostage carrying units with them on round one. turn 1. This essentially only exists so in-particular prevents Sabine Wren cannot run up to and her 'Explosives!' command card from completely breaking the opposing side's hostage and nuke them off the board before the objective, which in a game has even started. The Hostage is also immune to enemy keywords and melee on turn one, more generally so where the unit it players can influence what objective gets chosen is attached to has a better chance of surviving the early game.especially important.

Top