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.
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:
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.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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