RRG v. 1.2.0 Effective November 29th

By NeonWolf, in Star Wars: Legion

Repair details!

Repair x: capacity y is a free card ability and can be used as a free action during a unit’s activation. When a unit uses the repair x: capacity y ability, place one wound token on the card that has the repair x: capacity y
keyword, then choose a friendly ground vehicle unit at range 1 and in line of sight and remove a total of up to x wound tokens, ion tokens, and/ or vehicle damage tokens from that unit. This ability cannot be
used if the card that has the repair x: capacity y keyword has a number of wound tokens on it equal to or exceeding y.
Wound tokens on cards are not considered to be on units and do not count toward a unit’s wound threshold, nor can they be removed by abilities that remove wound tokens
from units.
Vehicle damage tokens include the damaged token, the disabled token, and the weapon destroyed token
Edited by OccasionallyCorrect

Whoa...

Rules for a Team Battle added!

7 minutes ago, NeonWolf said:

Whoa...

Rules for a Team Battle added!

That's the winner for me! And there's a ton of great stuff in here.

Quote

Starting with the blue player, each player sets aside 1 to 2 friendly non-�, non-󲊆 trooper units, marking each unit with a condition token. When a player draws an order token with
a rank that matches a friendly set-aside unit, if they cannot choose a unit on the battlefield with a matching rank, they must place that set aside unit onto the battlefield, beyond range 2 of all enemy units if able. That unit is treated as activated and its order token is placed facedown.

Rapid Reinforcments errata is missing the round 2 stipulation. Is this intentional or an error?

Edited by Snoochies
4 minutes ago, Snoochies said:

Rapid Reinforcments errata is missing the round 2 stipulation. Is this intentional or an error?

I would assume it is intentional and those units come in on Turn 1 now. Especially since the text has been changed to say that you place a Condition token on the unit card instead of leaving their Order Token on it.

That makes Improvised Orders even more interesting....

Edited by NeonWolf

Im liking the new Rapid Reinforcements, a good way to drop E webs or close range units on/near objectives instead of marching them up the field.

3 hours ago, Jman444 said:

Im liking the new Rapid Reinforcements, a good way to drop E webs or close range units on/near objectives instead of marching them up the field.

Well, you could do that before, just on turn 2 instead of turn one. I think it's a much better choice now that you only lose 1 turn of shooting and not 1/3 of the game.

4 hours ago, NeonWolf said:

Especially since the text has been changed to say that you place a Condition token on the unit card instead of leaving their Order Token on it.

The original card text said to mark them with a condition token, also. I suspect most people (such as myself) just didn't bother, and used their order tokens to declare which units wouldn't be deployed immediately.

A shame there is no errata for the T-47. Consigned to shelf model it seems...

It's interesting the change made on Master of the Force, that can help Vader a little when you play Implacable, being able to trigger Force Dodge, Force Push or Force Choke twice during the same round.

Also that now ground vehicles can perform stand by actions. It's not a tremendous help, but it's something, as they cannot lose it for receiving suppression as troopers do.

Edited by Lemmiwinks86
58 minutes ago, Lemmiwinks86 said:

It's interesting the change made on Master of the Force, that can help Vader a little when you play Implacable, being able to trigger Force Dodge, Force Push or Force Choke twice during the same round.

Very situational, and possibly less efficient than the benefit you'd get, but you could even get it up to three! Activate, use a Force power, ready it after the activation. Implacable, use that Force power and Standby for your action, ready it after the activation. Trigger Standby, use that Force power a third time, but you wouldn't get it back for the next round since Standby is just taking an action, not getting an activation.

1 hour ago, Lemmiwinks86 said:

It's interesting the change made on Master of the Force, that can help Vader a little when you play Implacable, being able to trigger Force Dodge, Force Push or Force Choke twice during the same round.

Also that now ground vehicles can perform stand by actions. It's not a tremendous help, but it's something, as they cannot lose it for receiving suppression as troopers do.

38 minutes ago, Turan said:

Very situational, and possibly less efficient than the benefit you'd get, but you could even get it up to three! Activate, use a Force power, ready it after the activation. Implacable, use that Force power and Standby for your action, ready it after the activation. Trigger Standby, use that Force power a third time, but you wouldn't get it back for the next round since Standby is just taking an action, not getting an activation.

How are you using these twice per round? Master of the Force X says "At the end of its activation...". A unit only activates once per round.

41 minutes ago, Turan said:

Very situational, and possibly less efficient than the benefit you'd get, but you could even get it up to three! Activate, use a Force power, ready it after the activation. Implacable, use that Force power and Standby for your action, ready it after the activation. Trigger Standby, use that Force power a third time, but you wouldn't get it back for the next round since Standby is just taking an action, not getting an activation.

I think that you cannot use those free action upgrades while triggering a stand by, because according to the rules, those actions can be performed only during a unit's activation:

"Each free card action is a unique action; a unit can perform different free card actions during its activation"

10 minutes ago, NeonWolf said:

How are you using these twice per round? Master of the Force X says "At the end of its activation...". A unit only activates once per round.

Take into account that I mentioned using Vader's command card "Implacable". With that effect, Vader activates twice during the same round, thus with this Master of the Force's new ruling, it can be able to use one force upgrade twice during that same round.

Edited by Lemmiwinks86
6 minutes ago, Lemmiwinks86 said:

Take into account that I mentioned using Vader's command card "Implacable". With that effect, Vader activates twice during the same round, thus with this Master of the Force's new ruling, it can be able to use one force upgrade twice during that same round.

Fair enough. I'm a Rebel player so don't have Vader's cards memorized quite yet

2 hours ago, Lemmiwinks86 said:

I think that you cannot use those free action upgrades while triggering a stand by, because according to the rules, those actions can be performed only during a unit's activation:

"Each free card action is a unique action; a unit can perform different free card actions during its activation"

I have always considered Standby actions to be part of a unit's activation - after all, actually taking the Standby action doesn't do anything, it allows you to defer one action until later in the round. I think your point of view is legitimate, as it does take place outside of the two consecutive actions defined in Activating Units.

I tried to e-mail the question, but the rules form is bugged at the moment.

Edited by Turan
4 minutes ago, Turan said:

I have always considered Standby actions to be part of a unit's activation - after all, actually taking the Standby action doesn't do anything, it allows you to defer one action until later in the round. I think your point of view is legitimate, as it does take place outside of the two consecutive actions defined in Activating Units.

I tried to e-mail the question, but the rules form is bugged at the moment.

The rules for Standby say:

Quote

After an enemy unit attacks, moves, or performs an action, if that unit is at range 1–2 and in line of sight of a unit with a standby token, that unit may spend that standby token to
perform a free attack action or a free move action.

Taking the Standby action gives you the token that you can then spend during another units Activation to perform a free move action or a free attack action.

Similar to how taking Dodge action gives the unit a token it can spend during another units Activation to cancel one hit during an attack.

2 minutes ago, NeonWolf said:

Taking the Standby action gives you the token that you can then spend during another units Activation to perform a free move action or a free attack action.

I am aware of this. However, it has always seemed logical to me that, since you are doing something with an action of your own volition, that is a part of your activation and it can trigger abilities just like every other time you choose to move or attack. The more I type about it, the more wrong I think I am.

Edited by Turan
1 minute ago, Turan said:

The more I type about it, the more wrong I think I am.

Lol, Experienced this yesterday over in the X-Wing forums. I was convinced there was only a single way to interpret a card and the devs had made an incorrect ruling until someone pointed out that the card text was referring to itself and not something in the RRG in general.

I'm still going to ask when the rules form works, because it matters both for this and for using Palpatine, whether those granted actions can trigger anything else on the unit. I now think no, but I can't be the only person confused by it.

28 minutes ago, Turan said:

I'm still going to ask when the rules form works, because it matters both for this and for using Palpatine, whether those granted actions can trigger anything else on the unit. I now think no, but I can't be the only person confused by it.

It's OK to ask FFG to be 100% sure, but just to add to my argument I found this under "Activating Units":

"After a player activates a unit, that player places its order token facedown (rank side down) on the battlefield near the unit leader."

So even if it has a stand by token triggered later to perform an attack or move action, that is not part of that unit's activation because that unit already ended it's activation and is noted by that face down order token.

9 minutes ago, Lemmiwinks86 said:

It's OK to ask FFG to be 100% sure, but just to add to my argument I found this under "Activating Units":

"After a player activates a unit, that player places its order token facedown (rank side down) on the battlefield near the unit leader."

So even if it has a stand by token triggered later to perform an attack or move action, that is not part of that unit's activation because that unit already ended it's activation and is noted by that face down order token.

I don't think that affects the discussion much, since Palpatine can use Pulling The Strings on a unit who has a faceup order token (or a token still in the pool). I currently believe you're correct, but I think it's worth asking for clarification due to the increasing number of ways this can happen.

Yeah the duration of an “activation” is pretty well defined. A standby token does not give you another activation, just an opportunity to perform a specified action.

It should be noted, though, that abilities that trigger after actions (e.g., Charge and Relentless) don’t care about activations unless they specifically say otherwise. So those abilities can be triggered outside of your activation. I.e., you spend a standby token to perform a move action and then trigger Charge off of it.

Free card actions, such as force powers, are specifically relegated to your activation according to page 11.

So I'm guessing the 4 new droids are using the non-combatant keyword, which removes the problem of blaster-firing medical droids. Treat works well with Emergency Stimms in case your medical droid's unit has already activated that round. And Repair can remove damage tokens, which is pretty cool. Am I reading it right that if you remove a damage token and a wound counter to bring its number of wounds taken less than its resilience value, it wouldn't take another damage counter when it suffered another wound?