So as today marks the announcement of X-wing 2e and NOT a 3rd legion faction, I vote that we take some time and build our own army. Let's take things back to the REAL groundwars era: The Clone Wars.
I've taken a couple of weeks brainstorming on and off some neat units and rules for the two factions, so I thought I'd share them and see what you guys could come up with as well. I think there are a couple of droid models out there in the correct size for legion, and I dont see why stormtroopers couldn't stand in place of clones if anyone wanted to do some playtesting, so have at it I guess.
My main goal in faction creation was to take some ideas many people on this forum had for other factions and consolidate them under a few core guidelines.
Each faction has 5 commanders and at least 3 options in every slot to choose from, so all armies feel full. Points are rough estimates, if present at all, and almost all bets are off for new and exciting rules and weapons.
That being said some faction archetypes should be present: the Grand Army of the Republic utilized the Jedi as generals and force multipliers, and focused on squad teamwork to succeed. An emphasis on unit interactions would be nice and a focus on Jedi and the force is a must.
The Confederacy of Independant Systems however should feel almost swarmy with massive walls of expendable troops led by independent operatives that use attrition and weight of fire to win the day.
I haven't quite gotten to the republic yet, ive spent most of my thoughts on the droids because I like them more.
Here's what I've got so far:
Galactic Republic - Jedi and Force Powers featuring prominently in their strategy. New upgrade type: saber forms
Forms:
- Form I, Shii-cho
\free action, exhaust, perform a free action if engaged.
- Form II, Makashi
\free action, exhaust, when engaged, convert 1 blank to hit. If attacking a target equipped with a saber form upgrade, convert 2 instead.
- Form III, Soresu
\free action, exhaust, until the end of the round gain Nimble
- Form IV, Ataru
\free action, exhaust, gain jump 1, charge, perform a free move action, if engaged, target gains suppression token and may not withdraw this round unless it has a compulsory move.
- Form V, Shien/Djem So
\dual card, when engaged flip to Djem So, free action, exhaust, when defending against a ranged attack where you spent a dodge token, reroll 1 blank defense die
\dual card, when not engaged flip to Shien, free action, exhaust, when the target is defending against an attack where you spent an aim token, they must reroll 1 block result
- Form VI, Niman
\free action, exhaust, when engaged, after you perform an attack, you may suffer 1 damage to perform a second attack using half of your weapon's dice
-Form VII, Juyo
\free action, exhaust, when engaged after you attack, gain suppression to assign 2 suppression tokens.
-vaapad
\mace windu only, free action, exhaust, if engaged with a target that has a force power or saber form upgrade slot, gain a dodge, aim, and standby token (even if you've already attacked).
+ Commander Cody
- Tactical boost HQ
+ Obi-wan Kenobi
- Defensive boost HQ, Form III Mastery (at the rally step, ready an equipped Form III: Soresu card)
+ Anakin Skywalker
- Improvisational HQ, Form V Mastery
+ Mace Windu
- Brutal Combat HQ, Vaapad Mastery
+ Master Yoda
- Force Utility HQ, Ataru Mastery
+ phase 1 Clone Troopers
+ Phase 2 clone troopers
+ Jungle Troopers
+ Jedi Knight
+ Clone Commandos
+ ARC troopers
+ ATRT
+ BARC speeder
+ Jet troopers
+ TX-30 saber
+ AT-AP
+ RX-200 Falchion
Separatist Alliance - Very swarmy, LOTS of figures but low cost / low power. Most troops have 2 courage, not known for flinching or running, but not immune. New upgrade abilities: transform & mass produced
+ OOM b1 battle droid
-s2, no defense, white shooting, 1hp, 2c 30 for 5, extra trooper x5 (card has mass produced: may equip this card multiple times), fatal flaw: if you lose your commanders and must give a commander replacement token to a unit leader, first remove this unit from the field
+ b1 battle droid
-s2, white defense, white shooting, 1hp, 2c 40 for 5, extra trooper, heavy trooper, gear
+ b2 super battle droid
-s1, surge block, surge hit, white defense, 2hp, 2c, steady, shooting 2w, gear, extra trooper x3 (mass produced), gear: "wrist rockets" b2 droid only: shooting black blast impact r1-2 one use only, 45 for 3
+ droid commandos
- s2, 1hp, 2c, red defense, surge to crit, black shooting, scout 2, heavy weapons team (dual cards), 52 for 4, heavy weapon, gear, special, comms, grenade
+ IG-100 Magnaguard
-s2, surge block, red defense, 3hp, 2c, guardian 1, charge, 2 red melee pierce 1 ion, 60 for 2, gear, special, grenade
+ droidekas (dual sided)
-shields up: speed 0, 2 health, 2 courage, red defense, surges to hit, cover 2, transform (movement, flip card to red/blue, assign proper token), immobile
-shields down: speed 3, white defense surge to block, unhindered, transform (movement), unarmed (no melee or shooting)
-melee 1 white
-shooting 1-2 1 black 1 red pierce 1
-60 for 3
+ Single Trooper Aerial Platform
-s3, 3hp, no resilience, white defense, surge blocks, speeder 1, cover 1, immune: blast, shooting 1 red 1 black impact 1, 60 for 2, comms
+ Dwarf Spider Droid
-s2, 6hp, 4 resilience, white defense, surge to hit and block, armor, climbing vehicle, expert climber, weak point 1: melee, hardpoint 1, hardpoints: laser cannon 2-4 2 red 2 black impact 1 pierce 1 sharpshooter 1, alt. Shooting: 1-3 2 black 2 white, suppressive
+ B1 Rocket Pack
- s2 1h 2c white defense, surge blocks, jump 2, cover 1, white shooting, gear, special, extra trooper, heavy weapon, grenade
+ NR-N99 crawler tank
-s2, 8hp, 4 res, white defense, surge to crit and block, armor, unhindered, charge, hardpoints 1, melee: 3 red impact 2 pierce 2, hardpoints: twin heavy repeater: 4b impact 2, fixed: front, double buzz guns: 6w suppressive, fixed: front
+Hailfire Droid
-s2, 6 hp, 4 res, white defense, surge block and hit, hardpoints 2, arsenal 2
+ Armored Assault Tank
- S1 ground vehicle 12hp, 8 res, white defense, surge blocks, armor, arsenal 2, weak point 1: rear, spotter 1, precise 1, hardpoints 3, comms, main cannon: turret, r3+, 4 red, impact 3, blast secondary weapons: twin heavy repeater cannons r1-3 4 black impact 1, fixed: front
+ Cad Bane
- plays by his own rules hq, s2 5h 3c, red defense, surge hit and block, jump 2, sharpshooter 1, nimble, uncanny luck 1, retaliatory: after defending from a ranged attack, you may attack that target back (this may happen multiple times) melee: 2b, shooting: 1-2 2r pierce 2
+ Count Dooku
-force utility hq, s2 h6 c4, red defense, surge to hit, deflect, Form II Mastery, master of the force 1, inspire 2, 2 force powers, command, melee: 4b 2r, pierce 3, impact 3
+ Darth Maul
-leader killer HQ, s2, red defense, h5 2c, surge crit, deflect, charge, jump 1, Form VII Mastery, assassin: once per round, after killing a unit leader, shuffle this unit's order token into the order pool. Force, gear, saber form, special
-melee 4 black 2 red, pierce 3 impact 3
+ General Grievous
-brutal combat hq, s2 7h 4c, red defense, surge crit, expert climber, immune: pierce, Jedi hunter: if ending in base contact with a unit that has a force powers upgrade slot, you may make a free attack, collector: after killing a trooper unit leader in close combat, his melee attacks gain 2 red die, and he may gain the gear upgrade card (if any) from the unit, 2 saber forms, gear, command, melee: 6b pierce 4 impact 4
+ Super Tactical Droid
-tactical boost hq, S1 h5 c-, red defense, surge block, spotter 1, take cover 1, prepare 1: assign 1 standby token to a friendly troopers unit at range 1, calculations: during the command card phase, before revealing cards you may guess aloud the number of pips on your opponent's card. If guessed correctly you may activate first, regardless of pips. (If both have this ability and guess correctly, roll off), 2 command, unarmed