Blast and Sharpshooter 2

By Ghost Dancer, in Star Wars: Legion

Is there any difference between Blast and Sharpshooter 2?

Both seem to have the same effect - any reductions to cover occur after additions, so Sharpshooter 2 will always remove all cover. This is the same as ignoring all cover, but there must be a reason why they have 2 different keywords.

4 minutes ago, Ghost Dancer said:

Is there any difference between Blast and Sharpshooter 2?

Both seem to have the same effect - any reductions to cover occur after additions, so Sharpshooter 2 will always remove all cover. This is the same as ignoring all cover, but there must be a reason why they have 2 different keywords.

Immune to Blast exists, but Immune to Shsrpshooter doesn't.

Also Sharpshooter is a unit keyword, while blast is a weapon keyword.

Ah both good points. I hadn't noticed anything was immune to blast.

i do find it weird that Cover modifiers are added before Sharpshooter would trigger.

Purely because you cant go higher than Cover2 anyway, so it would be a way to get "cover3" in a sense. But the way it works, yeah sharpshooter2 = no cover, period.

But yeah immunities will be the difference. I think the T47 is the only blast immune atm, not that it means much since Blast isnt a universal grenade effect you can still lob impact grenades at it...for some reason...
(Easily one of the biggest things that bug me about that ship is somehow its immune to blast weapons and melee attacks, but not Grenades in general. So while on one hand you can be immune to the ATST artillery, even though it would just be a hard shot not an impossible one, but you arent immune to Impact Grenades even though..its a grenade..how the frick does a grenade go that high and not rain shrapnel down on you?)

Edited by Vineheart01

You're not damaging it with the explosion from the grenade. You're literally throwing the grenade hard enough to put a hole in the side of the speeder. ^_^

Oh yeah, forgot about the speeder.

I guess its immune to blast to make its cover 1 ability stronger

Have they clarified that Sharpshooter and cover improvements don't cancel each other out? I mean, are we sure a squad of rebel commandos with a stress token sitting in a light forest don't have light cover vs. attacks from Leia (1+1+1-2=1)? Depends on when the quality of cover is finally determined, I suppose.

It's in the Sharpshooter section of the RRG. Sharpshooter happens after cover bonuses are defined, so there's no Cover 3 - 1 situations.

22 minutes ago, Squark said:

Have they clarified that Sharpshooter and cover improvements don't cancel each other out? I mean, are we sure a squad of rebel commandos with a stress token sitting in a light forest don't have light cover vs. attacks from Leia (1+1+1-2=1)? Depends on when the quality of cover is finally determined, I suppose.

They have indeed. Page 40:

Quote

When determining cover, add cover values (not exceeding
heavy cover), before subtracting cover values.

The RRG has all the upcoming rules in it, not just the core. So this is already covered.
Same for Inspiring, its already in the rules even though nothing currently has it.

I dont think theres any rules in the announced units that are introducing a rule that isnt in the RRG yet.

44 minutes ago, Vineheart01 said:

I dont think theres any rules in the announced units that are introducing a rule that isnt in the RRG yet.

3 of Han's unit keywords are new but we still have awhile before he comes out so I'm sure they will show up before his release.

8 hours ago, Vineheart01 said:

i do find it weird that Cover modifiers are added before Sharpshooter would trigger.

Purely because you cant go higher than Cover2 anyway, so it would be a way to get "cover3" in a sense. But the way it works, yeah sharpshooter2 = no cover, period.

But yeah immunities will be the difference. I think the T47 is the only blast immune atm, not that it means much since Blast isnt a universal grenade effect you can still lob impact grenades at it...for some reason...
(Easily one of the biggest things that bug me about that ship is somehow its immune to blast weapons and melee attacks, but not Grenades in general. So while on one hand you can be immune to the ATST artillery, even though it would just be a hard shot not an impossible one, but you arent immune to Impact Grenades even though..its a grenade..how the frick does a grenade go that high and not rain shrapnel down on you?)

Impact grenades detonate on contact, concussion are on a timer.

Thematically it’s nigh impossible to lob a concussion grenade such that explodes at just the right time, whereas impact definitely would.

10 hours ago, Vineheart01 said:

(Easily one of the biggest things that bug me about that ship is somehow its immune to blast weapons and melee attacks, but not Grenades in general. So while on one hand you can be immune to the ATST artillery, even though it would just be a hard shot not an impossible one, but you arent immune to Impact Grenades even though..its a grenade..how the frick does a grenade go that high and not rain shrapnel down on you?)

Immune:Blast doesn't make you immune to the grenade launcher, though; It just means the blast keyword does not apply (since the cover keyword in this scenario represents speed making you hard to hit, rather than a hiding place that a grenade can flush you out of). So the shot is indeed possible; The tricky part is getting a fragmentation grenade to pierce the armor of a combat vehicle (Which is why the shot has over a 75% chance of being cancelled entirely by the armor keyword).

As for impact grenades vs. Airspeeders... Perhaps Immune:upgrade type is not a design path they want to go down at this point? I don't know; it is rather odd.

Seems like some people are forgetting just how low airspeeders fly.

Anti armor grenades would not have a great deal of shrapnel. You could bean a speeder with an anti armor blast and knock it right out of the sky.

maxresdefault.jpg

19 hours ago, Ghost Dancer said:

Oh yeah, forgot about the speeder.

I guess its immune to blast to make its cover 1 ability stronger

Yeah, otherwise you'd lob your concussion grenades along with your DLT to bypass the cover 1.

10 hours ago, Tvayumat said:

Seems like some people are forgetting just how low airspeeders fly.

Anti armor grenades would not have a great deal of shrapnel. You could bean a speeder with an anti armor blast and knock it right out of the sky.

maxresdefault.jpg

That would still be one heck of a throw. Maybe they are magnetic or something.

I'd absolutely expect the impact grenades to be magnetic or contact-detonated.

22 hours ago, kaffis said:

I'd absolutely expect the impact grenades to be magnetic or contact-detonated.

Exactly. They are, by definition, contact detonated. They aren't called impact grenades because they have the 'Impact' key word. They are grenades that have no fuse timer and detonate when they impact on something. So throwing a Concussion grenade at a speeder is very difficult. You'd have to trigger it, then time the throw perfectly such that the fuse ends exactly as the grenade reaches the speeder, which is both flying at a reasonable height, and moved rather fast. But with an impact grenade you just have to hope you can hit the side of it. Anyone who ever threw snowballs at cars as a kid knows that hitting a moving object of that size is not all that difficult.

I thought cover, as all key words, was cumulative. So you could be suppressed, in heavy cover, and in total have cover 3?

I haven’t seen anywhere saying cover is capped at 2?

Cover Pg. 22 in the RRG

Quote

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

Heavy Cover is 2 and can't go any higher.

Also

Sharpshooter Pg. 40 in the RRG

Quote

When determining cover, add cover values (not exceeding
heavy cover), before subtracting cover values.


For example, a unit with heavy cover and a suppression
token that is attacked by a unit with sharpshooter 1 has
light cover.

Edited by KingCHUD

Speeder X should grant immunity to range X-1 weapons.

On 19/04/2018 at 9:11 PM, xbeaker said:

But with an impact grenade you just have to hope you can hit the side of it.

Just don't throw when the target is directly above you...

... and miss!

So why does Boba Fett's Z-6 Jetpack Rocket order card have blast? He already has Sharpshooter 2, so would this ever do anything?