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Legion Rulesunofficial

Appendix D: Legacy Card Anatomy

p. 42

Some older Unit, Upgrade, and Command Cards do not look identical to the cards presented in this rulebook. These cards function in the same way as their new counterparts, but they have a different layout that is described in this appendix.

Unit Cards

Unit Cards show the special rules and stats of a unit. Every unit in an army has its own Unit Card, an example of which is shown below.

  1. Name: The unit’s name.
  2. Subtitle: The unit’s subtitle, if it has one. Rules may reference a unit with its subtitle.
  3. Faction: The unit’s Faction. For more information on factions, see pg. 16.
  4. Unit Rank: The unit’s Rank. For more information on ranks, see pg. 16.
  5. Points Value: The unit’s point cost. Points are used in Army Building. See pg. 16 for more information on Army Building.
  6. Number of Miniatures: The number of miniatures in the unit.
  7. Unit Type: The unit’s type. For more information on unit types, see pg. 39.
  8. Upgrade Bar: The types of upgrades, if any, that are available to the unit.
  9. Unit Keywords: The unit’s keywords. Each unit keyword provides special rules and abilities to the unit. Keywords can be found in the Keyword Glossary on pg. 45.
  10. Wound Threshold: The unit’s Wound threshold. This is the maximum number of Wound tokens each miniature in the unit can have before they are defeated.
  11. Courage Value: The unit’s Courage Value (?). See pg. 15 for more information on Suppression and ?.
  12. Speed: The unit’s Speed. The Movement Tools the unit uses while moving.
  13. Weapons: The unit’s weapons. For more information on weapons, attacks, and dice pools, see pg. 31.
  14. Defense: The type of defense die the unit rolls when defending against attacks. For more information on rolling defense dice, see pg. 33-34.
  15. Surge Chart: The unit’s surge chart. For more information on surge results, see pg. 29.
  16. Mercenary Keyword: Legacy Unit Cards for Mercenaries do not use the Mercenary keyword. Treat cards with Faction symbols shown beside their Affiliation symbol as having the Mercenary keyword for those Factions.

Upgrade Cards

p. 43

Upgrade Cards can be added to units and give them additional rules and/or miniatures. The parts of an Upgrade Card are shown below.

  1. Card Title: The upgrade’s title.
  2. Upgrade Type: The upgrade’s type.
  3. Restriction: The restrictions on which units can take the upgrade, if any.
  4. Expend/Exhaust: Some Upgrade Cards require the card to be expended or exhausted. See pg. 17 for more information on exhaust and expend.
  5. Effect: The upgrade’s effect.
  6. Points Value: The upgrade’s point cost.
  7. Wound Threshold: The Wound threshold of any additional miniatures added to the unit with the upgrade. Sometimes these miniatures will have a different Wound threshold than the unit.
  8. Weapon: Some Upgrade Cards add additional weapons for the upgraded unit to use. The card shows the Range at which attacks may be made with this weapon, and the dice this weapon contributes to the Attack Pool when used in attacks. For more information on weapons, attacks, and dice pools, see pg. 31.
  9. Surge Chart: Sometimes an upgrade has a surge chart. This chart is only used in certain situations and does not affect the equipped unit. For more information on surge results, see pg. 33.

Command Cards

Command Cards form a player’s Command Hand and are used in the Command Phase to determine player priority, issue Orders to units, and grant powerful game effects.

  1. Card Title: The title of the Command Card.
  2. Pips: The number of pips this Command Card has. Pips are used in Army Building and when determining player priority.
  3. Restriction: Some Command Cards are restricted to a certain Commander, Faction, unit, or Battle Force, which is listed here.
  4. Orders: The units the nominated Commander can issue Orders to with this card.
  5. Effect: The effect of the Command Card.
  6. Weapon: Some Command Cards allow miniatures to use a weapon on the Command Card.