Star Wars: Legion - Imperial Specialists Personnel Expansion (Preorder)
https://www.miniaturemarket.com/ffgswl27.html
Star Wars: Legion - Rebel Specialists Personnel Expansion (Preorder
Star Wars: Legion - Imperial Specialists Personnel Expansion (Preorder)
https://www.miniaturemarket.com/ffgswl27.html
Star Wars: Legion - Rebel Specialists Personnel Expansion (Preorder
I don't see any new information here.
3 minutes ago, Wetaas said:Star Wars: Legion - Imperial Specialists Personnel Expansion (Preorder)
https://www.miniaturemarket.com/ffgswl27.html
Star Wars: Legion - Rebel Specialists Personnel Expansion (Preorder
We know about them since it was informed at GenCon:
38 minutes ago, That Blasted Samophlange said:I don't see any new information here.
MSRP was not know, AFAIK.
Glad to see these are a little bit cheaper than a normal unit expansion.
Once they’re out those command cars are generic correct? So we can use them even without using the commanders.
12 minutes ago, lukecook said:Once they’re out those command cars are generic correct? So we can use them even without using the commanders.
The one pips on top do appear to be generic, at least
Need a replacement for Veers 2 pip in my all troop armies with no vehicles.
44 minutes ago, lukecook said:Once they’re out those command cars are generic correct? So we can use them even without using the commanders.
31 minutes ago, manoftomorrow010 said:The one pips on top do appear to be generic, at least
If they are all like the top one (which is the prevailing theory), then they will be generic, but restricted by faction. So the cards in the Imperial Specialists are just for the Empire and Rebel Specialists just for the Rebels, but the top one pip card in each photo at least does not have any other restrictions.
Edited by Caimheul13134 minutes ago, Caimheul1313 said:If they are all like the top one (which is the prevailing theory), then they will be generic, but restricted by faction. So the cards in the Imperial Specialists are just for the Empire and Rebel Specialists just for the Rebels, but the top one pip card in each photo at least does not have any other restrictions.
Ah, wait, I see now, those one-pip cards *DO* say "Rebels Only" and "Empire Only." So, generic insofar as, any commander of that faction.
It’s so sad they have an imperial probe droid on that 1 card, but don’t include a model ?
Just now, manoftomorrow010 said:Ah, wait, I see now, those one-pip cards *DO* say "Rebels Only" and "Empire Only." So, generic insofar as, any commander of that faction.
Yeah, it's kinda hard to see. But I do like that so far FFG has been ensuring people who only want one faction don't have to buy a unit for the other faction for cards.
1 minute ago, Derrault said:It’s so sad they have an imperial probe droid on that 1 card, but don’t include a model ?
I use a set of cut up IA probe droids as objective markers. The IA base is the same size as the cardboard tokens.
Look closely, both 1 pip cards look like they are restricted to giving orders to "1 Special Forces or Operative Unit". So, though generic, your army build may dictate if they are usable. Will be interesting to see how the 2&3 pip cards are handled. I would assume they give orders to 2 & 3 units respectively, but will they have rank restrictions to?
Wait, so if the imperial prope droid 1 pip card lets you look at your opponents command hand, does that mean command hands are not open information?
6 minutes ago, HanScottFirst said:Wait, so if the imperial prope droid 1 pip card lets you look at your opponents command hand, does that mean command hands are not open information?
Yeah, they made that explicit in the latest revision of the Tournament Regulations.
Just now, nashjaee said:Yeah, they made that explicit in the latest revision of the Tournament Regulations.
Good to know! Definitely makes it a little more interesting/guessing!
Based off my experience with preorders, especially priority supplies, I would not recommend preordering these from miniature market.. at least not until they are even listed on the FFG site to preorder
1 hour ago, HanScottFirst said:Good to know! Definitely makes it a little more interesting/guessing!
Gives some incentive to putting multiple card candidates in your build, just to keep em guessing.
Gotta admit I'm not thinking that these generic commanders are going to be much good overall. Neither of the revealed cards are particularly interesting and when you consider the 50pt generic against Veers/Leia it's hard to argue that the extra points aren't worth it.
The unit upgrade officer seems really awesome though so I can't wait to see what the rest of them do! Maybe the rest of the command cards will be more impressive.
But for 10 more pts in a unit you can double their courage and inspire etc. So i think they have a place. Big reason to take them is so you can fit whatever fancy operatives they fit in the game. Boba with tricks is a cool 156 i believe. A 50 throwaway officer makes it so you can run boba and ig88
1 hour ago, beefcake4000 said:Gotta admit I'm not thinking that these generic commanders are going to be much good overall. Neither of the revealed cards are particularly interesting and when you consider the 50pt generic against Veers/Leia it's hard to argue that the extra points aren't worth it.
The unit upgrade officer seems really awesome though so I can't wait to see what the rest of them do! Maybe the rest of the command cards will be more impressive.
The main value seems to be as backup commanders for Expensive beatsticks like Vader, the Emperor, or Boba Fett. The rebels don't need them as much since Leia has such incredible synergy with Luke, and Chewie is designed to work with the main trio. They are something the "Forge Your Own Narrative" crowd really, really wanted, though so it should make the hobbyists happy.
I do wish they'd swapped the action keywords though. Take Cover 1 is terrible in a faction with Leia, but an interesting option with Vader (More Deflect) and Evasive Maneuvers (More Dodge tokens=more cancelled crits). And the Rebels really could use a spotter.
As far as the unrevealed Personnel upgrades go...
-I'm skeptical of the Astromech Droids. Troop units have better things to do than spend their actions repairing damaged vehicles. Maybe if the repair is an exhaustable free action. EDIT: Oh hey, if you look closely you can see that it is a free action!
-How the medical droid will work compared to emergency stims is going to be interesting to see. It appears to be a free action called triage or treat injury.
-The comms specialist is another mystery. Do they work like Relay in Armada? Do they extend the area of a commander's anti-panic bubble? Or do they improve the efficiency of issuing orders? Or perhaps they add a comms upgrade slot, which would explain the comms upgrade in the spread that the commander cannot equip.
Edited by SquarkWhy is the imperial officer upgrade 1 more point than the rebel one?
All the Imperial troops arw more expensive. Not a good reason but the logical answerfor "FFG's balance?"
22 minutes ago, Tirion said:Why is the imperial officer upgrade 1 more point than the rebel one?
Because Imperial troops (which it will be) are 1 point more than rebels.
Rebel Trooper 10
Stormtrooper 11
Fleet Trooper 11
Snow Trooper 12
Edited to add: remember, like any other trooper upgrade, that officer will have the defence, gun and surges of the base unit.
Edited by colki1 hour ago, colki said:Edited to add: remember, like any other trooper upgrade, that officer will have the defence, gun and surges of the base unit.
Yeah, you're basically paying the +1 trooper cost, and I guess +9 for the increase to courage and adding Inspire. In fact the cost to add the Courage and Inspire is less if the base unit is more expensive.
Edited by UnitOmega5 hours ago, Squark said:-How the medical droid will work compared to emergency stims is going to be interesting to see. It appears to be a free action called triage or treat injury.
add a saving throw/reroll?