Environmental Gear

By Dr Lucky, in Star Wars: Legion

Looks like the unrevealed card with General Veers is a 3 point Gear card called Environmental Gear. It gives the unit the Unhindered keyword (Ignore the effects of difficult terrain). Should be pretty cool, especially for Rebel Commandos.

Because FFG has made clear that all upgrades a faction can legally take will be available in that faction's packs, I'm sure this is the unrevealed card in the Leia expansion as well. I expect that this will be the unrevealed card in the Han and/or the Rebel Commandos packs as well. FFG made sure the Comms Jammers, Grappling Hooks, and Impact Grenades would all be in at least four different expansion boxes, so I have no doubt this will be readily available as well.

nWZJXms.jpg

Also, this isn't my picture. Someone got a Veers pack early and posted the contents on Imgur (and linked to the main Legion Facebook group). I'm just a messenger, not the lucky person who got Veers early.

Edited by Dr Lucky

I like since we use difficult terrain all over.

Doesn't climbing over a barricade count as difficult terrain?

Still, I like it.

55 minutes ago, That Blasted Samophlange said:

Doesn't climbing over a barricade count as difficult terrain?

Still, I like it.

Yeah it does I think. For the price this is pretty useful. Will really help with running between cover.

Ah yes, one of those "never going to use it in a million years, ain't no way no how" upgrades.

29 minutes ago, Tvayumat said:

Ah yes, one of those "never going to use it in a million years, ain't no way no how" upgrades.

It lets Luke save his Jump for later, so there’s at least one use giving him additional mobility.

At least it's dirt cheap.

3 points for Unhindered? Definitely a good filler, if nothing else I'll throw it on every trooper unit (except snowtroopers) who I don't have anything specific I want to use for them for the moments when it's good. Being able to hop a barricade and still move normal speed can be worth it, as might other crossings.

Edited by UnitOmega
6 hours ago, Dr Lucky said:

Looks like the unrevealed card with General Veers is a 3 point Gear card called Environmental Gear. It gives the unit the Unhindered keyword (Ignore the effects of difficult terrain). Should be pretty cool, especially for Rebel Commandos.

Because FFG has made clear that all upgrades a faction can legally take will be available in that faction's packs, I'm sure this is the unrevealed card in the Leia expansion as well. I expect that this will be the unrevealed card in the Han and/or the Rebel Commandos packs as well. FFG made sure the Comms Jammers, Grappling Hooks, and Impact Grenades would all be in at least four different expansion boxes, so I have no doubt this will be readily available as well.

nWZJXms.jpg

Perfect gift for Lord Vader! :P

I really dig this card. It will allow stormtroopers to keep their speed and objective-grabbing role in light of Snowtroopers being superior in fighting advance. Not to mention, all of my Rebel Z-6 and Fleet squads are really eager to get their hands on that gear.

the fact its cheap is awesome. Often my rebel lists are at 797pts somehow anyway lol

I can also see this coming with Snowtroopers.

23 minutes ago, AintNoPoser said:

I can also see this coming with Snowtroopers.

That would be weird, as they they don't benefit from that at all :P

6 minutes ago, Shanturin said:

That would be weird, as they they don't benefit from that at all :P

But other troopers would. It would make sense though, they are wearing Environmental Gear.

4 hours ago, AintNoPoser said:

I can also see this coming with Snowtroopers.

Unlikely. The preview shows all the cards. The unrevealed card has to be the +1 trooper personnel upgrade or else that 5th regular trooper is kind of a problem. There is an unknown tech card on Rebel Commandos that seems a likely candidate.

18 hours ago, Derrault said:

It lets Luke save his Jump for later, so there’s at least one use giving him additional mobility.

Save his jump for later?

He can already do it once a turn. This might let him pull off a pocket case long distance charge... IF you put him on the wrong side of difficult terrain, so don't do that.

I always hate upgrades like this. Whether or not they are a waste of points is entirely situational and impossible to predict. I'd rather shave 3 pts elsewhere and give him Targeting Scope, which he is guaranteed to capitalize on.

Same with Grappling Hooks. Clambering is so safe and those points are better spent elsewhere. I wouldn't take either of these upgrades if you paid me to.

51 minutes ago, Tvayumat said:

Save his jump for later?

He can already do it once a turn. This might let him pull off a pocket case long distance charge... IF you put him on the wrong side of difficult terrain, so don't do that.

I always hate upgrades like this. Whether or not they are a waste of points is entirely situational and impossible to predict. I'd rather shave 3 pts elsewhere and give him Targeting Scope, which he is guaranteed to capitalize on.

Same with Grappling Hooks. Clambering is so safe and those points are better spent elsewhere. I wouldn't take either of these upgrades if you paid me to.

As in not have to detour or go short to get past a barricade on the first movement action assuming a double move (2nd move being jump)

57 minutes ago, LunarSol said:

Unlikely. The preview shows all the cards. The unrevealed card has to be the +1 trooper personnel upgrade or else that 5th regular trooper is kind of a problem. There is an unknown tech card on Rebel Commandos that seems a likely candidate.

More importantly, it wouldn't do anything for Snowtroopers. It would be a strange choice to pack a useless card with a unit.

1 hour ago, Derrault said:

As in not have to detour or go short to get past a barricade on the first movement action assuming a double move (2nd move being jump)

I could achieve the exact same effect with better planning and positioning, and I wouldn't be paying the opportunity cost of losing a better upgrade. Pass.

So much more useful than grappling hooks!

3 hours ago, Tvayumat said:

Save his jump for later?

He can already do it once a turn. This might let him pull off a pocket case long distance charge... IF you put him on the wrong side of difficult terrain, so don't do that.

I always hate upgrades like this. Whether or not they are a waste of points is entirely situational and impossible to predict. I'd rather shave 3 pts elsewhere and give him Targeting Scope, which he is guaranteed to capitalize on.

Same with Grappling Hooks. Clambering is so safe and those points are better spent elsewhere. I wouldn't take either of these upgrades if you paid me to.

Luke gets the least out of this of any unit with a gear slot (Apart from snowtroopers, who it won't do anything on barring an upgrade or command giving them a 2-speed move somehow, which seems unlikely). Other units will get far more use out of it. The most obvious use is allowing corps units to advance from barricade to barricade much more easily.

1 hour ago, Tvayumat said:

I could achieve the exact same effect with better planning and positioning, and I wouldn't be paying the opportunity cost of losing a better upgrade. Pass.

In point of fact you can’t accomplish the same thing with “better planning” because the shortest route between two points will always be a straight line.

If that line ever has a barricade in it, you’re out of luck without the environmental gear.

Autoinclude on Luke IMO, just let him run all over like a madman.

1 hour ago, Skargoth said:

Autoinclude on Luke IMO, just let him run all over like a madman.

How often do you find yourself wanting to use jump twice in one turn? I just don't see Luke getting much use of the mobility gear revealed thus far since he already has one move a turn in which he essentially has both.

2 hours ago, Squark said:

How often do you find yourself wanting to use jump twice in one turn? I just don't see Luke getting much use of the mobility gear revealed thus far since he already has one move a turn in which he essentially has both.

I'm imagining forest terrain that is difficult. My brain is having trouble processing Luke's ability in instances such as that. Does Luke simply ignore difficult terrain such as a forest scatter? If not, Enviro Gear is great. If he does ignore the scatter it's still allows him to move two in and two out instead of having to lower a move to one.

I like it either way, but its potency varies depending on how Luke works.