"drop troops" in the game?

By Hidatom, in Star Wars: Legion

I feel like I saw a upgrade card that allows you to deploy a unit after the first turn...does anyone have a link to this?

Not an upgrade card, it's one of the Condition cards: "Rapid Reinforcement."

Edited by Caimheul1313
Wrong name for card.

That said, no reason to think it'll stay exclusive to the Condition Card.

IIRC, Armada has an objective card AND some upgrades which allow you to deploy ships/squadrons after initial deployment. Wouldn't be surprised if say, RTTs/Police Gunships (which should be on scale) had like a Carry X keyword where they can hold a trooper unit inside and deploy them as an action or something, or a Commander had a Command upgrade to like, set a trooper unit aside and then do a Card Action to deploy them on the commander.

I would pay good money for a gunship as the mechanism to bring those troops on!

One big difference between the Armada Objective and the Condition Card is that the Condition Card allows both players to deploy units on turn two in such a way that they fulfill an objective, and is not something that either player SHOULD be basing their force around. The Armada objective is INSTEAD of any other means of gaining points during the battle, and recall that the players choose the objectives as part of their Fleet. Conditions, Objectives, and Deployments however are part of game setup for Legion, and are harder to plan for with the random deal followed by alternating eliminations. Armada is also a very different game as far as bringing units on later, so while we might see a Commander card, I don't think it will be anytime soon.

As to transport units, any airborne transport would likely be complicated as FFG would either need to have a special way of handling landing, or give it some other special rules to emulate Speeder allowing for passing over terrain, but allow it to hold position for loading/unloading. The Condition Card or a Command card is much simpler than writing a whole bunch of new rules for gunships in my opinion. I think we are more likely to see ground transport, if anything but I personally think that with the way movement works and the distances necessary for most objectives transportation won't really be necessary.

I mean, I think it'd be pretty simple. Just imply the troops fast rope down. Or tuck and roll.

I would say it has to be an action to both load and unload, though you should allow a unit to be "loaded" before gameplay. It should be a numbered keyword reflecting how many units you can carry, though this should probably never be more than like 2 unless they make an epic AT-AT which costs like 500 real dollars. And then you simply say when being deployed they have to be either touching or in R1 (depending on how strict you want to be) and must be placed on Open terrain. To keep the risk, it should be like Rapid Launch Bays in Armada, if your transport goes down before you have a chance to dump the units, they're just gone.

Also yes the Police Gunship would totally have speeder. The RTT might or might not have speeder, it is a repulsor vehicle but they don't have a particularly high clearance. It might just be fine with the fact that repulsor vehicles treat a lot of terrain better.

With a standard application of Speeder only preloading is the easiest option, as trying to get troops into a vehicle that has a compulsory full speed move will be very difficult prospect.

Also, are there examples of fast roping (something usually done from a hovering helicopter if only momentarily in the real world, not one in motion) in Star Wars or is that niche typically filled by jump troopers?

The complication with many airborne Star Wars vehicles is the size, as was discussed in a few prior threads dealing with transports/vehicles.

Well, We've known since ANH stormtroopers keep a line which can hold two people worth of weight in their belt.

I'm pretty sure Grappling Hooks is meant to model this specifically. If you wanted to be mean/complicated you could make troops clamber out of a flying transport.

Edited by UnitOmega
15 hours ago, UnitOmega said:

That said, no reason to think it'll stay exclusive to the Condition Card.

IIRC, Armada has an objective card AND some upgrades which allow you to deploy ships/squadrons after initial deployment. Wouldn't be surprised if say, RTTs/Police Gunships (which should be on scale) had like a Carry X keyword where they can hold a trooper unit inside and deploy them as an action or something, or a Commander had a Command upgrade to like, set a trooper unit aside and then do a Card Action to deploy them on the commander.

To be fair, Armada didn't get Radfus or the Profundity until last wave and Rapid Launch Bays is currently in bad wording ****.

On 3/7/2018 at 2:36 PM, Caimheul1313 said:

As to transport units, any airborne transport would likely be complicated as FFG would either need to have a special way of handling landing, or give it some other special rules to emulate Speeder allowing for passing over terrain, but allow it to hold position for loading/unloading. The Condition Card or a Command card is much simpler than writing a whole bunch of new rules for gunships in my opinion. I think we are more likely to see ground transport, if anything but I personally think that with the way movement works and the distances necessary for most objectives transportation won't really be necessary.

Keywords, man, keywords.

[Troop/vehicle]Transport X: This unit starts the game with X unassigned embarked tokens. When this unit is deployed up to X friendly [trooper/vehicle] units may embark. This unit may be in base contact with friendly[trooper/vehicle] units.

[Card Action] Land/take off: this unit either recieves or removes 1 landed token

Door(s)- [front/rear/left/right]: this unit has a door(s) in its [front/rear/left/right] firing arc(s)

New rules and actions.

Any unit that is in base contact with a friendly appropriate transport and no other units and is in a firing arc that contains a door may embark as a free action. An appropriate transport is a transport that can carry the unit type[trooper/vehicle], has at least 1 unassigned embarked token, and doesn't have the speeder keyword.

To embark a unit takes one of the transports unassigned embarked tokens and assigns that token to itself. Then remove that unit from the table and place it on its unit card. It's activation immediately ends. It is considered embarked.

An embarked unit may only perform the disembark and pass actions.

Only embarked units may perform the pass action. In order to pass the unit must be the last friendly unit of its rank to activate. This units activation immediately ends.

To disembark from a transport without the speeder keyword place the unit leader in base contact with the transport so that it is in a firing arc containing a door. Then you may perform a speed-1 move. Unassign the assign embarked token

To disembark from a unit with the speeder keyword the unit may clamber down a height equal to the transports speeder value(0-1=1, 2=2) placing the unit leader as before but not gaining the speed-1 move.unassign the assigned embarked token.

If a transport. With the speeder keyword is in base contact with terrain embarked units may disembark onto the terrain. To do so subtract the transports speeder value from the terrains height value for the purpose of clambering. If this subtraction results in a negative value the unit may not disembark onto the terrain. Woods, water, and holes are considered height 0 for disembarking. The unit leader must be placed as close as possible to the transport's base and in a firing arc with a door. If the terrain has multiple levels(such as a building) the unit leader must be placed on the same level of the terrain that height was measured to.

A unit with a landed token is considered landed and loses the speeder keyword. A landed unit cannot move and measures LOS to and from the top of its flight stand instead of its mini.

jump pack troops ... obviously stormtroopers for imperials

then you get mandalorians who can be dual faction (mercenary scum..)

@OrcdruidYes, and those keywords added a bunch of new complexity to the game, which is either not really necessary or now become required due to the primarily objective based nature of the game. Also, the "landed" option is a massive boon to speeders. If they wanted that sort of complexity, then why can't the speeder bikes stop and dismount?

I reckon it'll probably just be like, 1-2 keywords personally. I think the idea would be to use a Speeder/Repulsor vehicles to bypass terrain quicker so you can put troops at objectives, but at the risk that if the transport gets taken out by like, missile or flak fire you lose the whole squad.

flying transports could also be used to get troopers to the top of terrain easily.

it looks like there is a "Scout" keyword that allows troops a move when they deploy...so I bet we will see an "infiltrate" or "reserves" ability that allows you to deploy after the first game.