What are the die types and what faces do they have?

By Hrathen, in Star Wars: Legion

I know there are better and worse dice in this game and D8 are used for attack and d6 are used for defense.

I know that attack dice have hits, crits, and surge results

Defense dice have dodge and surge results.

But how many of each face are on each dice? I want to start some actual probability calculations like how many trooper shots is it going to take (expected values only) to take out a AT-ST.

5 hours ago, Hrathen said:

I know there are better and worse dice in this game and D8 are used for attack and d6 are used for defense.

I know that attack dice have hits, crits, and surge results

Defense dice have dodge and surge results.

But how many of each face are on each dice? I want to start some actual probability calculations like how many trooper shots is it going to take (expected values only) to take out a AT-ST.

These are the dice sides for attack and defense.

Attack:

White: 1 Hit, 1 Crit, 1 Surge, 5 Blanks

Black: 3 Hits, 1 Crit, 1 Surge, 3 Blanks

Red: 5 Hits, 1 Crit, 1 Surge, 1 Blank

Defense;

White: 1 Block, 1 Surge, 4 Blanks

Red: 3 Blocks, 1 Surge, 2 Blanks

Also if your doing numbers on a AT-ST remember that Armor negates ALL hit results, only Crits can damage armor. If i remember correctly Impact changes Hits to Crits, so a gun with Impact 3 is good against armor as if it rolls 3 Hits it actually gets 3 Crits. Crits also can not be stopped by Dodge Tokens or negated by cover. This likely represents the shot either blowing through the cover or finding a hole that was already there.

Against any Armor ANY die, baring any surge ability, has a 1 in 8 chance, or 12.5% chance of damaging Armor. This is before the Armor rolls defense which most armor appears to have Red defense dice so has about a 50% chance of blocking any damage that actually does go through. In order to make damage STICK to any Armored targets you will pretty much HAVE to have Impact on the weapon. Having Pierce in addition to Impact is what you ultimately want in order to get the damage through.

Correction: Seems most Support/Heavies use the White die for defense. So they rely mostly on abilities or Armor to stay alive.

Edited by GamerGuy1984

What do crits do against cover?

39 minutes ago, GamerGuy1984 said:

Crits dont do anything in game other than they negate the Armor keyword.

Just now, Timinater said:

What do crits do against cover?

I think that natural crits cannot be cancelled by cover or dodge tokens.

Someone on the reddit did quite a few of the calculations for troopers and an few others I think.

3 hours ago, ShadowKite said:

I think that natural crits cannot be cancelled by cover or dodge tokens.

Correct, I forgot about that part. Crits, natural or changed to, can not be negated by Dodge Tokens or reduced by being in cover. This Id say represents the blaster either hitting a weak point in the cover and blowing through it or finding a hole that already was there rendering the cover useless. Edited my previous post to say this.

Edited by GamerGuy1984

So until we get dice we can simulate dice as follows

roll d8 8 is always a crit

White attack dice = 7+

Wite attack with surge = 6+

Blue attack dice = 5+

Blue attack with surge = 4+

Red attack dice = 3+

Red attack with surge = 2+

For defense doll d6

white defense = 6+

White defense with surge = 5+

Red defense = 4+

Red defense with surge = 3+

So the game does have special dice, but you could play it without them pretty easy.

I might do some practices games.

I already have but without suppression and reactions. Until then the game is not even close to what its going to be. So practice with a grain of salt cause it will be much different with those rules.. and much better and more tactful.

13 hours ago, Hrathen said:

So until we get dice we can simulate dice as follows

So the game does have special dice, but you could play it without them pretty easy.

One difference between the way the attack dice work on first read (7+/6+/5+ etc down the line, ones are crits) is that some units convert surges into crits, not just hits.

So those units have twice the chance of a crit, but the same chance of hitting, as another unit with a surge -> hit. It's one more thing to account for when you're doing Mathhammer. Luke's saber and Stormtrooper melee both have a 62.5% chance of rolling a hit, but Luke has a 25% chance of a crit (before pierce/impact/etc comes into play).

Im pretty sure that a doge token allows you to reroll defense dice.

13 minutes ago, Jabby said:

Im pretty sure that a doge token allows you to reroll defense dice.

Then I'm all set.

doge token.jpg

5 minutes ago, Vandallorian said:

Then I'm all set.

doge token.jpg

As soon as I posted it I realised what I’d done and I knew I this would happen

On 12/20/2017 at 9:07 AM, Jabby said:

Im pretty sure that a doge token allows you to reroll defense dice.

I thought this too at first but was quickly corrected. 1 or more dodge token(s) may be spent, during the same step as cover is applied, to cancel 1 hit result per token. (This triggers deflect.)

Edited by Orcdruid