Friday, January 23, 2026

Legacy Wave 0 Errata: Two Tweaks (HMP Ace + R2/Twilight)

Legacy Wave 0 just got a small errata pass, hitting two squadrons—and not coincidentally, both were ones I flagged as potentially problematic in my Wave 0 review:

(Review link again for convenience: https://armadaihaveyounow.blogspot.com/2025/08/legacy-wave-0-review-rogues-raid-and.html)

This is the kind of “small but meaningful” tuning I want to see: not a full redesign, but enough to open up counterplay and reduce feel-bad moments.


DGS-047 — HMP Droid Gunship

Points: -2 (20 → 18)

Text change: triggers “when you would activate” instead of “instead of attacking.”

This is a substantial functional change.

Previously, the card effectively let you move toward a target and still trigger the splash in a way that didn’t leave the opponent many real options. Splash damage with minimal counterplay is one of those mechanics that can turn games into “well, guess I just take it.”

Now, because the timing hook is different, you can’t just do the same “close distance and splash” routine. That creates more windows where:

  • positioning matters more,

  • engagement and screening matter more

The -2 points is a reasonable compensation for losing that sequencing power. I’m still not in love with the underlying design (uncounterable-ish splash is always going to be touchy), but with this timing change, it’s much less likely to become a persistent headache.

Verdict: correct change, good direction.


R2-D2 — Twilight

Big change: can now only target friendly ships (no more targeting enemy ships).

This is enormous. Twilight goes from:

  • stealing from the enemy and giving to you AND transforming/transferring tokens between your own ships.

    to:
  • transforming/transferring tokens between your own ships only.

It’s a different card now.

“So why didn’t he go down in cost?”

Fair question—single brace aces are famously fragile.

Two reasons, I think:

  1. He was undercosted for the original effect.
    Even before you argue about “is this fun,” it was a lot of control for very few points.

  2. The new effect is still extremely good, and the timing is excellent.
    Doing token work during your activation is a big deal. Ship phase is possible, but so is Squadron phase. Pretty unique flexibility.

About survivability

Twilight is going to be a low-priority target in a lot of games, because he’s hanging around your own ships:

  • he benefits from incidental flak coverage,

  • he’s not diving into the enemy to do his job anymore,

  • and shooting him often means not shooting something that’s actually killing you.

Yes, he eats an ace slot—but that’s a real cost you can plan around. You can still do something like Axe + Deltakin + R2 and have room for one more ace, so it’s not like he locks you out of ace play.

Is he less attractive than before? Absolutely. No denying it.
But a Rogue, 7-hull ace for 17 that can do token shenanigans and still move and attack is still a real piece.

Verdict: huge improvement for game health, still playable, probably still good.


Bottom line

Overall, these are good and correct changes that help make Legacy Wave 0 feel more compatible with an ARC-style competitive environment.

I still think we don’t have enough real-world data on how CIS/GAR rogue balls behave over time. But for now, I agree with the “let it breathe” approach: let Riggers and Star Couriers do their worst for a while, and if they end up being a genuine balance problem, then tune them with actual evidence behind the decision.

That’s all for today. Next post will be the Legacy Wave 1 review.

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