Some clarification needed

By Jabby, in Star Wars: Legion

If half of my squad uses concussion grenades and the other half use blasters on the same target. Do all the hits ignore cover?

and for extra weapons with impact can i choose any two dice to affect?

I believe you roll each type of weapon separately.

I don’t think it has been stated outright yet, but I’d imagine that the weapons would be rolled separately.

Same with Impact....the dice changed would need to belong to he weapon with Impact I’d think, otherwise that would be truly weird.

On 1/5/2018 at 7:01 AM, Extropia said:

I don’t think it has been stated outright yet, but I’d imagine that the weapons would be rolled separately.

Same with Impact....the dice changed would need to belong to he weapon with Impact I’d think, otherwise that would be truly weird.

I'm not sure that is 100%. I was rereading over the AT-ST's stats and noticed this.

" Weakpoint 1: rear (while defending if the attacker's unit leader is inside your rear arc, the attack pool gains impact 1 )"

Notice it says attack pool. Ion keyword same thing it says "a vehicle wounded by an attack that contains this weapon recieves 1 ion token". Again, this suggests that the weapons dice don't have to be the ones dealing the damage.

If we look at spray, on the other hand, it says "add this weapons dice...". This shows that they will reference this weapon when they mean for only that weapon to gain the effect. The use of an attack pool also points to weapons not being rolled separately.

So, my thoughts: All dice for an attack are rolled at once, keywords affect the pool not the weapon unless stated otherwise, and finally keyword combination is gonna be fun to play around with especially if they stack (I.E. impact 1 and impact 3 gives you impact 4).

2 minutes ago, Orcdruid said:

(I.E. impact 1 and impact 3 gives you impact 4).

That's exactly what they said will happen, in the one of the first demos.

As for the rest, I'm not 100% sure.

51 minutes ago, Orcdruid said:

I'm not sure that is 100%. I was rereading over the AT-ST's stats and noticed this.

" Weakpoint 1: rear (while defending if the attacker's unit leader is inside your rear arc, the attack pool gains impact 1 )"

Notice it says attack pool. Ion keyword same thing it says "a vehicle wounded by an attack that contains this weapon recieves 1 ion token". Again, this suggests that the weapons dice don't have to be the ones dealing the damage.

If we look at spray, on the other hand, it says "add this weapons dice...". This shows that they will reference this weapon when they mean for only that weapon to gain the effect. The use of an attack pool also points to weapons not being rolled separately.

So, my thoughts: All dice for an attack are rolled at once, keywords affect the pool not the weapon unless stated otherwise, and finally keyword combination is gonna be fun to play around with especially if they stack (I.E. impact 1 and impact 3 gives you impact 4).

so we know we can split target (from the combat round order in the spanish rulebook), in that case how do you separate what hits who? And if it's a spilt pool what happens with aim rerolls?

Edited by Ralgon

I don’t know the numbers, I’m sure someone has been doing them, but if all weapons are rolled separately with separate buffs the chances of getting hits and dealing damage are gonna be lower than if all the buffs and attacks are in the same pool. It’d also be disappointing if you fork out a tonne of extra points for weapon upgrades and they don’t pay off in game.

Im sure whatever FFG have decided is for the benefit of the game, especially keeping in mind a match is only 6 rounds right? My initial reaction is to group it all together to keep it simple and faster paced, and also hand out more damage to both sides.

28 minutes ago, Kojib said:

I don’t know the numbers, I’m sure someone has been doing them, but if all weapons are rolled separately with separate buffs the chances of getting hits and dealing damage are gonna be lower than if all the buffs and attacks are in the same pool. It’d also be disappointing if you fork out a tonne of extra points for weapon upgrades and they don’t pay off in game.

Im sure whatever FFG have decided is for the benefit of the game, especially keeping in mind a match is only 6 rounds right? My initial reaction is to group it all together to keep it simple and faster paced, and also hand out more damage to both sides.

Stacking is bad. It leads to killer stacks and invalidates cover and suppression. Any 40k player can build a killer stack. Using fire and movement, cover and suppression is much more demanding.

53 minutes ago, Kojib said:

I don’t know the numbers, I’m sure someone has been doing them, but if all weapons are rolled separately with separate buffs the chances of getting hits and dealing damage are gonna be lower than if all the buffs and attacks are in the same pool. It’d also be disappointing if you fork out a tonne of extra points for weapon upgrades and they don’t pay off in game.

Im sure whatever FFG have decided is for the benefit of the game, especially keeping in mind a match is only 6 rounds right? My initial reaction is to group it all together to keep it simple and faster paced, and also hand out more damage to both sides.

depends on what you are shooting at, and if the keywords stack with "per model weapons/gear" (like grenades, it will make impact grenades insane if you can get the unit close enough and it does).

For an example though, a stormtroomper unit featuring a hh12 fires at something with armor. Sure the heavy wep has impact 3, but the black dice with surge already averages 1.8 of those. Are you going to throw the rest of the squads white dice at it in the hopes of the 1 hit + odd crit when theres another trooper target that on average has 25% more chance per die to get hit on of your rolls (before counters ofc)?

Edited by Ralgon
9 hours ago, Ralgon said:

so we know we can split target (from the combat round order in the spanish rulebook), in that case how do you separate what hits who? And if it's a spilt pool what happens with aim rerolls?

If you split targets then presumably it is treated as two attacks with two seperate pools. Each pool only recieveing the benefits of the weapons in that pool. This makes defending and wound allocation easier as well.

Edit: when you use the aim token you may reroll up to 2 dive then the token is gone. If the attacks simultaneously resolved(all pools rolled at the same time) then you should be able choose dice in two(or more with precise) seperate pools. If the attacks are resolved in succession however, you will have to choose whether or not to spend your token on the first attack before making the second attack. Tldr: this will require a flow chart.

Edited by Orcdruid
Missed part