Homebrew Units Thread

By Rogue Dakotan, in Star Wars: Legion

On 5/17/2018 at 4:10 PM, Rogue Dakotan said:

Starting this thread as a place for everyone to post and comment on each other's custom homebrew game elements for Legion!

Here's my first attempt at a unit I really want in Legion: Blurrg Riders .

star-wars-rebels-blurrg.jpg

Faction : Rebel
Base Size : Speeder Bike Sized
Point Cost : 80
Upgrade Slots : Gear, Comms
Rank : Support
Minis per Unit : 2
Keywords : Creature
Defense : Red
Health : 4
Courage : 2
Surges : Attack - Hit
Speed : 2
Weapon 1 : Chomp - Melee RRR - Pierce 2
Weapon 2: Dual DC-17 Blaster Pistols - Range 1-2 WW BB

Abilities:
Sure Footed (When moving through Difficult Terrain, do not reduce your speed.)
Mounted Charge (After Performing a move action, you may perform a free attack action. Remove two dice from the attack pool.)

This is very likely super imbalanced. I was looking at the speeder bikes for comparison while making this.

Its hilarious that you considered this imbalanced now that we have Tauntauns which are much better for only 10 more points.

Better dice pools, ram keyword, speed 3, sharp shooter, relentless...

No pierce tho, but still.

17 hours ago, KommanderKeldoth said:

Its hilarious that you considered this imbalanced now that we have Tauntauns which are much better for only 10 more points.

Better dice pools, ram keyword, speed 3, sharp shooter, relentless...

No pierce tho, but still.

These are way better than Tauntauns and are cheaper. These blargs have better offense and defense and the best keyword in the game (pierce)

You may want to reread what the op wrote

Edited by buckero0
4 hours ago, buckero0 said:

These are way better than Tauntauns and are cheaper. These blargs have better offense and defense and the best keyword in the game (pierce)

You may want to reread what the op wrote

Without relentless, agile, reposition, and 3 speed, and losing attack dice on their mounted charge these Blurrgs are still not worth it next to Taun Tauns.

The pierce keyword is strong on them, I agree, but if they were a real unit they would absolutely be outclassed by Tauns.

https://starwars.fandom.com/wiki/Imperial_Troop_Transport

e737446ceb9b4da63db6b02ac257cbcc.png

Faction : Galactic Empire
Base Size : Occupier Combat Assault Tank Sized
Point Cost : 180 ???
Upgrade Slots : Pilot, Hardpoint, Comms
Rank : Heavy
Minis per Unit : 1
Unit type : Repulsor Vehicle
Defense : Red
Health : 8
RESILIENCE : 6
Speed : 2
Weapon 1 : Forward Laser Guns
Range 1-2 RR B - Fixed Front

Abilities:
Armor

Reposition

Transport 1

Weak Point 2: Rear

Hover: Ground

Hardpoint:

Weapon 2: Dorsal Twin Laser Turret
Range 1-3 R BB W - I mpact

25 Points

2 hours ago, Dragon_King said:

https://starwars.fandom.com/wiki/Imperial_Troop_Transport

e737446ceb9b4da63db6b02ac257cbcc.png

Faction : Galactic Empire
Base Size : Occupier Combat Assault Tank Sized
Point Cost : 180 ???
Upgrade Slots : Pilot, Hardpoint, Comms
Rank : Heavy
Minis per Unit : 1
Unit type : Repulsor Vehicle
Defense : Red
Health : 8
RESILIENCE : 6
Speed : 2
Weapon 1 : Forward Laser Guns
Range 1-2 RR B - Fixed Front

Abilities:
Armor

Reposition

Transport 1

Weak Point 2: Rear

Hover: Ground

Hardpoint:

Weapon 2: Dorsal Twin Laser Turret
Range 1-3 R BB W - I mpact

25 Points

I don't know if you want speed 2 on something with that big of a base. I'd probably just use the Occupier rules and use a 3D printed model since they are so similar so far.

Hey all, this is my first attempt at home brewing but I'm excited for how it turned out. I think it gives enough individuality for each of the members of the unit while having them be coherent enough to exist as a single unit (hopefully). I have no real clue how strong the dice pools are for their weapons, I just kinds put what felt right. Having the unit costing 0 but requiring all 4 members who each have a cost allows for future/further variants of each member of the team. My only real concern right now is that it could be a pretty long activation, which might not be fun, if it's basically 4 smaller activations every time the unit goes. I'd love to hear what y'all think.

Clone Force 99 (The Bad Batch)

Rank: Special Forces
Cost: 0
Upgrades: Bad Batch, Bad Batch, Bad Batch, Bad Batch, Gear
Minis: 4
Defense Die: Red
Health: 2
Courage: 2
Speed: 2
Surges: -
Weapon 1: Combat Training - melee: 1 Black, 1 White
Weapon 2: DC-17M - Range 1-3: 2 Black, Pierce 1
Abilities:
Cohesion 2: Models in this unit use the speed-2 tool to measure unit cohesion.
Distinctive: Models in this unit perform actions, defend, suffer wounds, add/remove suppression, draw line-of-sight, gain cover, and panic independently (but all during the same activation).

Initiative : If this unit's leader is removed while other minis from the unit are still in play, elect one of the remaining minis as the new unit leader. There is no cohesion penalty until the end of this units next activation.
Bad Batch: This unit must include Bad Batch upgrades named: Hunter , Tech , Wrecker , and Crosshair .

Upgrades

Hunter
Points: 40
Attack: Vibroknife - melee: 2 Red
Keywords: Leader, Quick Thinking (Action), Danger Sense 1, Charge

Tech
Points: 40
Keywords: Secret Mission, Low Profile, Sabotage/Repair (Action)

Crosshair
Points: 40
Attack: 773 Firepuncher - Range: 1 - sight: 1 Red, 2 Black
Keywords: High Velocity, Critical 1, Sharpshooter 1

Wrecker
Points: 40
Attack: Unnatural Strength - melee: 3 Red
Keywords: Charge
Additional Rule: During the "Compare Results" step, reduce the number of wounds this model suffers by 1.

Edited by mst_assassin
Adjusting to better fit the game's rules