I'm tempted to say that heroic legacies are a good game mechanic because it isn't clear whether or not I'd want them for my klil team rather than the xp spent other places- thus they're not too strong or weak. On the other hand I haven't played the game too much and it's very likely that I'm not catching all of the subtlties of them.
Let's take a look at costs of the initial purchase of a legacy.
First, purchasing the legacy with xp is an opportunity cost, it means every member of your team didn't spend 1000-1500 xp on something else. Even at high ranks that's probably 2 or three skills or talents that they're not going to get.
To use heroic legacies well it seems to me that you'd want to have good tactics skils. That's another heathy chunk of xp that you'd be putting into tactics skills as opposed to something else.
Finaly there is taking the oath of the legacy for a mission. This prevents you from using your squad mode abilities, no bolter assault, no strongpoint, just the manuvers in the legacy. If the characters are rank 5 or more when they make the purchase they'll be giving up the higher rank versions of the squad abilities for the mission. That's rather a big deal. They also don't get the benefit of the oath itself, taking the legacy oath confers no universal bonus to the kill team.
What do they get in return?
They get five new roles for the squad. These all give members of the squad (appart from the squad leader) a few abilities if they can switch into the role. Not every member of the kill team is equiped to take every role, but I can see the roles to be rougly equivelent in utility to the skills and talents that the characters may have chosen to purchase with the xp that htey instead spent on the legacy.
They get three squad manuvers. These don't look as powerful to me as the squad mode abilities that they'd give up (at least at rank 5) but they can potentially run them as often as they want without ever running out of cohesion. This might be excellent for long missions but sub optmal for short ones where our kill team can burn through their 12 cohesion in a short time (on the other hand the overrun manuver in a legacy could be like calling furious charge every single turn).
Then there is the possibility of expanding the legacy to include more manuvers and more roles. This is, to my breif look, an even more questionable purcase. if you have a six member kill team do you really want to spend 400 from everyone just to unlock roles that only one or two of the characters may take? Perhaps you do but I think getting everyone in the squad 400 xp more towards their pesonal advancement would typically be a better choice. Extra manuvers on the other hand I can kind of see as equvalent to a new talent for everyone in the kill team and they're not that expensive, they might be a more reasonable expenditure.
What does anyone else think?
Edited by Tyrrell