Impact Grenades and stacking keywords.

By Orcdruid, in Star Wars: Legion

3 hours ago, DarkTemplars said:

I think the correct follow-up uestion to the email would be to ask about speeder bikes. Since according to this they would become impact 2.

Yes, they would, but you won't have 2 in the unit all game long.

Edited by LunarSol
11 minutes ago, LunarSol said:

Yes, they would, but you won't have 2 in the unit all game long.

I find your lack of faith disturbing!

3 hours ago, DarkTemplars said:

I think the correct follow-up uestion to the email would be to ask about speeder bikes. Since according to this they would become impact 2.

When I talked with Alex yesterday he also confirmed two speeder bikes get impact 2. Each model uses a weapon and those key words stack per model.

1 hour ago, iamaddj said:

When I talked with Alex yesterday he also confirmed two speeder bikes get impact 2. Each model uses a weapon and those key words stack per model.

That just seems so very wrong and rife for problems. Will all keywords stack, this starts to get pretty silly with climbing or cover... I'm still digesting the rules so I'm not going to emotionally invest one way or another.

Edited by tgall
misspelling

Cover is per unit, and can stack to a max of 2 (heavy cover)

climb is a movement keyword and stacking doesn't alter what it does (allows a unit to move distance 1 up a vertical surface for 2 actions)

1 minute ago, slasher956 said:

Cover is per unit, and can stack to a max of 2 (heavy cover)

climb is a movement keyword and stacking doesn't alter what it does (allows a unit to move distance 1 up a vertical surface for 2 actions)

Cover doesn't stack. It's a matter of is the majority of the unit in or out of some cover. If it's in, you get the benefit of that cover type. There's no, I'm behind two barricades so get double heavy.

Anyway this is what I was trying to indicate. If you have classes of keywords where some stack, some don't, that could get more than a little annoying just trying to remember when you do and don't apply.

19 minutes ago, tgall said:

Cover doesn't stack. It's a matter of is the majority of the unit in or out of some cover. If it's in, you get the benefit of that cover type. There's no, I'm behind two barricades so get double heavy.

Anyway this is what I was trying to indicate. If you have classes of keywords where some stack, some don't, that could get more than a little annoying just trying to remember when you do and don't apply.

Issue of the word cover being a numeric unit keyword and a rule....if a rule that gives a unit cover 1 was added to a at47 it would have cover 2 or heavy cover

ltp page 16 is what limits cover from various sources to heavy cover

Edited by slasher956

Same with the rrg it's limited to heavy cover

2 hours ago, tgall said:

Cover doesn't stack. It's a matter of is the majority of the unit in or out of some cover. If it's in, you get the benefit of that cover type. There's no, I'm behind two barricades so get double heavy.

Cover does stack to a maximum of Heavy Cover.

Various game effects, such as suppression tokens and the cover keyword, can improve a unit’s cover by one or more. Page 22

» When a unit that does not have cover improves its cover by one, it is treated as having light cover.
» When a unit that does not have cover improves its cover by two or more, it is treated as having heavy cover.
» When a unit that has light cover improves its cover by one or more, it is treated as having heavy cover.
» If a unit has heavy cover, that unit does not gain any benefit from improving its cover.

So if your troops are in Light Cover and become Suppressed, they gain the benefit of having Heavy Cover.

• If a trooper unit has one or more suppression tokens assigned to it, that unit improves its cover by one when defending against ranged attacks. Page 42

score one for consistency. Good to be wrong on that one.

3 minutes ago, tgall said:

score one for consistency. Good to be wrong on that one.

Yea it was driving me nuts if the Impact thing wasn't going to be consistent with the rest of the rules, despite me disliking stacking grenades.

It is what is it though.

It makes sense to me, keep it simple, all guns contribute their dice and key words to an attack pool. As there are no rapid fire close range extra rules, stormtroopers now have impact grenades stapled to them.

#impact6meta

Makes concussion grenades useless now.

18 minutes ago, Ranger421 said:

Makes concussion grenades useless now.

Not exactly, since Blast makes all dice in the pool ignore Cover .

28 minutes ago, NeonWolf said:

Not exactly, since Blast makes all dice in the pool ignore Cover .

And vehicles aren’t eligible to capture victory points.

8 minutes ago, Derrault said:

And vehicles aren’t eligible to capture victory points.

They can in Key Positions. That objective only requires unit leaders to be nearby - not trooper unit leaders.

1 hour ago, OMGBRICK said:

They can in Key Positions. That objective only requires unit leaders to be nearby - not trooper unit leaders.

Zounds! And here I had thought only trooper units had unit leaders.

Also, Impact does bleep all if some, say, Speeder Bikes are causing trouble in your neighborhood, since they don't have Armor, but do have Cover. I expect other Support vehicles of the repulsor variety will probably have similar keywords (like say, a CIS faction with STAPs).

2 hours ago, NeonWolf said:

Not exactly, since Blast makes all dice in the pool ignore Cover .

So weapons like grenades and heavy weapons don’t have a separate attack pool? It’s all added together and ‘keywords applied to entire pool?

Sorry, I can’t seem to pull the rules up on my stupid iPad for some reason, just keeps loading.

9 minutes ago, UnitOmega said:

Also, Impact does bleep all if some, say, Speeder Bikes are causing trouble in your neighborhood, since they don't have Armor, but do have Cover. I expect other Support vehicles of the repulsor variety will probably have similar keywords (like say, a CIS faction with STAPs).

You'll want Blast to deal with the speeders. AT-RT with flamethrower can potentially kill a speeder bike mini with an attack. Pretty neat trick.

One thing that playing Destiny has taught me, the thing that gets the internet in a "chuff" before the game comes out is rarely what they are complaining about once it does. :P

Don’t criticals ignore cover and impact turns hits to crits. So why use concussion grenades??

4 minutes ago, Ranger421 said:

Don’t criticals ignore cover and impact turns hits to crits. So why use concussion grenades??

Primarily because impact only works against armor. Also, cover cancels hits before impact takes effect.

Basically:

impact grenades --> use against vehicles

concussion grenades --> use against troopers

7 hours ago, Ranger421 said:

Don’t criticals ignore cover and impact turns hits to crits. So why use concussion grenades??

To perform an attack, a player resolves the following steps:
1. Declare Defender: The attacking player chooses one enemy
unit to attack; this enemy unit is now the defender. Then, the
attacking player measures the range from the attacker’s unit
leader to the closest miniature of the defender to determine
the attack’s range.
2. Form Attack Pool: The attack pool consists of all the dice
the attacker will roll against this defender. When forming
the attack pool, players follow these substeps in order:
a. Determine Eligible Minis: Each mini in the attacker is
eligible to contribute to the attack pool if that mini has
line of sight to any mini in the defender.
b. Choose Weapons: The attacker can choose one weapon
from each eligible mini to contribute to the attack
pool. To choose a weapon, the attacker must meet all
requirements indicated by that weapon’s keywords, and
that weapon’s range must include the range of the attack,
as determined from the attacker’s unit leader to the
closest mini of the defender.
c. Gather Dice: For each eligible mini that chose a
weapon, the attacker gathers the number and type of
dice depicted on that weapon and places them on the
battlefield near the defender.
3. Declare Additional Defender: If there are any weapons
remaining that have not been added to the attack pool, the
player may repeat steps 1–2, forming a separate attack pool
with the new weapons.
» An attack pool can consist of dice from different
weapons, but all weapons with an identical name must
contribute their dice to the same attack pool.
» The dice in each attack pool should be placed near the
corresponding defender.
4. Roll Attack Dice: The attacker chooses an attack pool and
resolves the following substeps in order:
a. Roll Dice: The attacker rolls the dice in the attack pool.
b. Reroll Dice: The attacker can resolve any abilities that
allow the attacker to reroll attack dice.
c. Convert Attack Surges: The attacker changes its attack
surge (?) results to the result indicated on its unit card
by turning the die. If no result is indicated, the attacker
changes the result to a blank.
5. Apply Dodge and Cover: If the defender has a dodge token
or is in cover, the defender may spend dodge tokens and
apply cover to cancel hit (?) results. Dodge tokens and
cover cannot be used to cancel critical (?) results.
» A unit can apply cover only against ranged attacks.
6. Modify Attack Dice: The attacker can resolve any card
abilities that modify the attack dice. Then, the defender can
resolve any card abilities that modify the attack dice.
7. Roll Defense Dice: Resolve the following substeps in order:
a. Roll Dice: For each hit (?) and critical (?) result on the
attacker’s dice, the defender rolls one defense die whose
color matches the defender’s defense, which is presented
on the defender’s unit card.
b. Reroll Dice: The defender can resolve any abilities that
allow the defender to reroll defense dice.
c. Convert Defense Surges: The defender changes its
defense surge (�) results to the result indicated on its
unit card by turning the die. If no result is indicated, the
defender changes the result to a blank.
8. Modify Defense Dice: The defender can resolve any card
abilities that modify the defense dice. Then, the attacker can
resolve any card abilities that modify the defense dice.
9. Compare Results: The attacker counts the number of hit
(?) and critical (?) results, and the defender counts the
number of block (?) results. Then, the defender’s total is
subtracted from the attacker’s total, and if the attacker’s total
is greater, the defender suffers a number of wounds equal to
the difference.
» Critical (?) results have no additional effect.

On 2/27/2018 at 8:43 PM, Thoras said:

Looks reasonably legit. I’ll take my serving of being wrong served hot please.

Served Intensifyingly Hot straight from the aft kitchens of your favorite ISD!