Homebrew Units Thread

By Rogue Dakotan, in Star Wars: Legion

4 hours ago, Jabby said:

I think for droid units they should have a corage value but cannot flee. That way they can still hit the dirt

Actually if they do have courage it should be opposite. As I was informed in another thread, the B1s do occasionally run away after a Jedi destroys most of their squad. They don't, however seek cover from incoming fire. If they are given a courage value then they should have an ability that states:

this unit is immune to the effects of suppression tokens.

Mudtroopers

35 points

1 White die per figure melee

1 Black die per figure at ranges 1-3

No surge

White defence die

Health 1

Courage 1

Keyword: Cowardly This unit can perform a free move action whilst engaged in a melee.

Personel upgrade

Heavy weapon upgrade.

Grenade upgrade

Equipment upgrade

Mudtrooper

Personel upgrade

7 points

Add 1 Mudtrooper mini to this unit

1 Black die for this mini at range 1-3

Mimban Stormtrooper

Heavy weapon upgrade

11 points

Add 1 Mimban Stormtrooper mini to this unit

Unit gains 1 courage

1 Black die and 1 White die for this mini at ranges 1-3

Heavy Mudtrooper

Heavy weapon upgrade

14 points

Add 1 Heavy Mudtrooper mini to this unit

1 Black die and 3 White die for this mini at range 1-3

Edited by Indy_com

Here's a link to the republic/separatists homebrew I've been slowly working on. I'm not going to copy a wall of text here :)

We need taun-taun cavalry!

I've been thinking about Rogue One...

Rogue One Commando unit (Special ops)

- 2 models (Jyn and Cassian)

- Range 3, 1 Black die, 1 White die. Close Combat 1 Black dice

- Attack Surge, Defense Surge

- Troopers

- Courage 2

- White Defense die

- Scout Move

- Grenade Upgrade slot

- Special rule to place an objective token in the enemy's deployment zone. if this token is captured and returned to your own deployment zone gain a victory point.

- 3 Troop upgrade slots. Can choose any of the following:

Chirut: Range 2-3, 1 Black die, Impact 1. Close Combat, 3 Red dice

Baze: Range 1-3, 2 Black dice, 2 White dice, Pierce 1

Bohdi: Range 1-3, 1 Black die, Comms Jammer and Long Range Comm Link

Up to 3 Scarif Commandos: Range 1-3, 1 Black die, 1 White die

So the idea here is that they hit hard and move fast, but are also very fragile. You can take the squad with just Jyn and Cassian to keep it cheap, add in Commandos for generic fire power or take Chirut, Baze or Bohdi if you need their specific skills. I wanted to include K-2SO as well, but I wasn't really sure what his role would be (especially since we don't know what Droids would do in the game). I didn't include a cost, but I imagine the basic per-trooper cost would be similar to the rebel Commandos, with the character upgrades being more expensive than normal.

Edited by Jake the Hutt
On 5/27/2018 at 11:37 PM, Indy_com said:

Mudtroopers

35 points

1 White die per figure melee

1 Black die per figure at ranges 1-3

No surge

White defence die

Health 1

Courage 1

Keyword: Cowardly This unit can perform a free move action whilst engaged in a melee.

Personel upgrade

Heavy weapon upgrade.

Grenade upgrade

Equipment upgrade

Mudtrooper

Personel upgrade

7 points

Add 1 Mudtrooper mini to this unit

1 Black die for this mini at range 1-3

Mimban Stormtrooper

Heavy weapon upgrade

11 points

Add 1 Mimban Stormtrooper mini to this unit

Unit gains 1 courage

1 Black die and 1 White die for this mini at ranges 1-3

Heavy Mudtrooper

Heavy weapon upgrade

14 points

Add 1 Heavy Mudtrooper mini to this unit

1 Black die and 3 White die for this mini at range 1-3

Exploit for mudtroopers: use cowardly to move from one melee to another, rinse and repeat

I'm back again, providing yet another thought-up idea for my version of prequel era armies. This time, I've taken a look at the other side of the Clone Wars and what could be done for the Republic's main infantry.

Clone Troopers

Rank: Corps
Cost: 48
Upgrade Slots: Personnel, Heavy Weapon, Grenade
Minis per Unit: 4
Defense: Red
Health: 1
Courage: 1
Surges: Offense
Speed: 2
Weapon 1: Unarmed, Melee, Black
Weapon 2: DC-15S, Range 1-3, Black

Abilities:

Battle Training ( After this unit activates, it may take a free standby action.)

Upgrades

Clone Trooper (10) - Personnel
Clone Troopers Only.
Add 1 Clone Trooper mini.

DC-15A Trooper (23) - Heavy Weapon
Clone Troopers Only.
Add 1 DC15A Trooper mini.
Range 1-4, 1 Black, 1 Red
Impact 1

Z6 Rotary Trooper (22) - Heavy Weapon
Clone Troopers Only
Add 1 Z6 Rotary Trooper mini.
Range 1-3, 6 White.

Ion Grenades (5) - Grenade
Range 1, 1 White
Ion Surge ( If this dice rolls a "critical hit* result, add one suppression token to the defender )

For the Republic, I wanted the Clone Troopers to represent soldiers that were better trained and more war-ready than the Rebel Troopers or even the Stormtroopers. They get hard hitting black dice for offense and nice red defense dice, but at the cost of their squads being more expensive than rebels, stormtroopers, and especially my homebrewed battle droids. They're cost may need to go up a bit higher, but I'll leave that for community feedback. I was originally going to give them red offense and defensive dice, but when I ran that by a friend that plays Legion he told me that would make these guys way too strong for core infantry. So black dice for offense it is.

Giving these guys an ability was kind of tough, because I wanted it to be relevant but balanced. I had the idea that because of how well-trained Clone Troopers were, they could react better to developments on the battlefield. I felt that getting the free standby action showed that pretty well, as the troops will react by either shooting the approaching enemy or dive into cover depending on the situation. Being "reactionary" might be a theme I try to keep for the Republic faction if I keep making more of these.

For the upgrades, I wanted the DC-15A to be the clone trooper equivalent of the stormtroopers DLT-19. The Z6 is the same as the Rebel one, but since the clones were shown using that weapon first in the animated show, it only felt right that they should get to use it in Legion. Plus, it would be a very useful weapon against the homebrewed battle droids I came up with. The ion grenades were honestly kind of a crapshoot on how those would work without them only being useful on droids (in which case they might never be taken). I tried to make it represent weapons and gear being fried a bit, but I'm kind of meh on the ion grenades. I may also add a rocket launcher upgrade later, but I couldn't think one up at the moment.

As always, constructive critique is welcome.

Edited by Derpzilla88

We jokingly talked about a Max Reebo Band unit in the latest episode of The Jodo Cast so I figured I'd try flesh it out.

MCQ_IA_79-2400x1200-956672771135.jpg

Max Reebo Band
Faction: Rebel
Keyword: Trooper
Base size: Huge (or whatever the AT-ST size is called)
Cost: 40
Rank: Support

Health: 7
Courage: 5
Surges: none
Speed: none
Defense: White

Stationary
Inspire 5
Inspirational Trooper units may use your courage value when checking for panic as if you were a commander.
-->
Distraction Return a face up order token from an emey unit at range 1-2 to its owner's command pool. Then that player may return one of your faceup order tokens at range 1-2 to your command pool.

Weapons: none

Edited by Rogue Dakotan

i'd love to see this force ability:

Force Speed
Slot: Force Ability
Type: Neutral
Cost: 10pts
Effect: Free Action -> Exhaust -> Perform two free Move actions using your maximum speed template. You may only move in a straight line (you may not change directions between each move action) and ignore the effects of difficult terrain. If either free move action ends in a partial move, end your activation.

Thought about making it hero only since typically only Jedis are seen doing it but thats not 100% true so neutral would be better. Cant be used to dive into combat unless you somehow managed to enter combat without a partial move and it punishes you for trying it
Its to get past those large open field areas, not to bolt around the terrain.

10 hours ago, Rogue Dakotan said:

MCQ_IA_79-2400x1200-956672771135.jpg

Max Reebo Band

THIS is exactly the sort of thing I want to see in this thread. More like this, please.

Though, since it was *Sy Snoodles* and the Max Rebo band I would like to see Snoodles as a personnel mini that can be added to the band. She can walk around the band's base (must stay in cohesion) and thus extend the range of the distraction effect in a given direction.

On 7/19/2018 at 2:22 PM, Vineheart01 said:

i'd love to see this force ability:

Force Speed
Slot: Force Ability
Type: Neutral
Cost: 10pts
Effect: Free Action -> Exhaust -> Perform two free Move actions using your maximum speed template. You may only move in a straight line (you may not change directions between each move action) and ignore the effects of difficult terrain. If either free move action ends in a partial move, end your activation.

Thought about making it hero only since typically only Jedis are seen doing it but thats not 100% true so neutral would be better. Cant be used to dive into combat unless you somehow managed to enter combat without a partial move and it punishes you for trying it
Its to get past those large open field areas, not to bolt around the terrain.

I think that would be way too strong. You could still use it to run Luke up and then do a normal move and charge attack. I would do it this way:

Exhaust -> : "If you are not engaged, you may exhaust this card when you activate to perform a compulsory speed 3 move. You may not perform the attack action this turn."

Basically it would make you into a speeder for 1 turn but you cannot use it to attack at the same time. You could combine the compulsory move with 2 regular moves to truly cover a lot of ground or you could take dodge or standby actions.

I was rewatching the Rebels serie and saw the funny little brother of the ATST

The All Terrain Defense Pod (also known as the AT-DP)

Quote

The AT-DP was built for speed. Much larger than the AT-RT or the AT-ST, this imperial machine could reach speeds up to ninety kilometers per hour on flat terrain.

The chin-mounted laser cannon was set in a ball turret for an increased arc of fire, and the walker's armored head served as the walker's cockpit command center. The cockpit had seating for a driver and a gunner, with the gunner stationed behind the driver.

ATDP-SWRSotR.jpg.7d048159847f9f57253f1d0c75a39d43.jpg

So something between ATRT (With Lascanon) and ATST

So.....:

Armor

8 or 9 hitpoints.

Melee with 3 or 4 Red dice, Raange with the Profile of the ATRT Lasercanone?

Speed 2

White defensiv dice, Defensive Surges

Points?! uff. 120P, Maybe 140P?

C-TOIh0VoAADeBo.jpg

RANCOR
Faction: None
Keyword: Creature
Base size: Custom. Use the mini from IA.
Cost: n/a
Rank: Heavy I guess

Health: 10
Courage:
Surges: Defense
Speed: 1
Defense: White

Armor
Feed:
After you deal damage to a trooper unit, recover 1 damage.
Rugged: When defending, if you rolled a blank, reroll that die. This die may not be rerolled again.
-->Jump 1

Rancor Claws: Melee RRR BB W Impact 3, Pierce 2
Boulder Throw:
Ranged 1-2 BB Impact 2

Condition card: Rancor's Territory

Place the Rancor miniature in the center of the play space. Then each player adds one additional command token to their command pool. This token should be marked in some way to distinguish it from the rest of your tokens. (Maybe just use the opposite faction's tokens if you're using a bag.) This token is the Rancor Command Token. Players may not assign The Rancor Command Token as an order during the Command Phase.

When a player draws their special token, the Rancor activates. Use the following rules to determine the Rancor's behavior:

  • If the Rancor is not in melee with a unit, it performs a move. This move should be towards the nearest unit controlled by the player who drew the Rancor Command Token within range 3. If no units are within range 3, it doesn't move. If there is terrain in the way that the Rancor could not normally move over, use the Jump ability. If this is not possible (due to a Height 2 object, or having already used Jump this turn) the rancor takes the next shortest route to its target.
    • If more than one unit is equidistant to the Rancor and they belong to the same player, that player chooses where which the Rancor moves towards.
  • After the Rancor moves:
    • if the Rancor is in melee with a unit, it performs a melee attack with Rancor Claws against that unit.
    • if there is a unit at Range 2 and LOS it makes a ranged Boulder Throw attack at that unit.
    • if there are no units within Range 2 and LOS, the rancor performs a second move. This ends its activation.

When moving the Rancor, place the speed 1 movement template so it is touching any part of the miniatures base, and move it so that it is touching any part of the base at the other end of the movement template. (If you wish you may place the Rancor on an AT-ST sized base and use more constrained movement rules using the notches on the base.)

Once the Rancor has activated in a round, it can not activate again that round. When the other player draws their Rancor Command Token, simply set it aside.

At the end of each round, the Rancor Comand Tokens should be re-added to the command pools of each player.

Edited by Rogue Dakotan

Played with the Rancor rules.

We decided it would be better if it moved faster (maybe speed 2) and if it just targets the player who gets Priority each round, at the start of the round. The opposing player gets to control it when it moves.

VictoryOnEndor.jpg

Ewok Warriors
Faction: Rebel
Keyword: Trooper
Base Small
Cost: 30
Rank: Special Forces
Minis in Unit: 5

Health: 1
Courage: 2
Surges: Defense
Speed: 2
Defense: White

Expert Climber (While clambering, do not roll defense dice or suffer wounds.)
Low Profile (While defending, if you have light cover, improve your cover by 1.)
Charge (After you perform a move action, you may perform a free melee attack action.)
-->
Distraction ( Return a face up order token from an emey unit at range 1-2 to its owner's command pool. Then that player may return one of your faceup order tokens at range 1-2 to your command pool.)

Weapons: Spear - Melee : B - Pierce 1

Upgrades:

Heavy Weapon
Expert Archer

Ewok Warriors Only
Cost 7
Add one Expert Archer mini to this unit.

Sharpshooter 1

Ranged: 1-2 WWW Pierce 2

--------------------------------------

Personell
Ewok Scout

Cost 4
Ewok Warriors Only
Add one Ewok Scout mini to this unit:

--> Spotter 3
------------------------------------

When pricing units do you guys have some idea or just what feels right?

I really want to make a Commander and figured generics would make pricing way easier but comparing Leia and Veers and generics and Han and I can't seem to figure out their "pricing" like I can with a unit.

I really want to make a Dr. Aphra operative/commander and am just lost at where to start.

20 minutes ago, MajorSmexy said:

When pricing units do you guys have some idea or just what feels right?

I really want to make a Commander and figured generics would make pricing way easier but comparing Leia and Veers and generics and Han and I can't seem to figure out their "pricing" like I can with a unit.

I really want to make a Dr. Aphra operative/commander and am just lost at where to start.

I just toss a number in there that doesn't feel ridiculous.

I'd just leave cost out all togteher but people complained when I did that on the Imperial Assault homebrew thread. :P

On 8/30/2018 at 12:30 PM, Rogue Dakotan said:

Haha! I love the ideas here, but man these are some tough teddy bears with all that piercing!

Here's an alternate approach to make them more melee/mob oriented:

Ewok Warriors
Faction: Rebel, Keyword: Trooper Base Small
Rank: Special Forces, Minis in Unit: 6
Health: 1, Courage: 2, Surges: Defense
Speed: 2, Defense: White

Expert Climber (While clambering, do not roll defense dice or suffer wounds.)
Endearingly Small and Sneaky (Cover 1.)
Charge (After you perform a move action, you may perform a free melee attack action.)
Melee : 1 Black die, 1 White die, Ranged 1: 2 White dice
Upgrade Slots: 1 Ewok Leader, 1 Training, 1 Gear, 1 Grenades

' Grenade' Upgrade:
Slings & Arrows
Ewok Warriors only
Range 1-2: 2 White dice

Ewok Leader Upgrades:
Hunt Leader
Ewok Warriors only - Add one Ewok Hunt Leader mini to this unit:
Free action, Exhaust this card: Big Game Trap - choose one enemy vehicle unit at range 1 and in line of sight. It gains 2 Immobilized and 1 Ion tokens.

War Chief
Ewok Warriors only - Add one Ewok War Chief mini to this unit:
Free action, Exhaust this card : Ambush - choose one enemy trooper unit at range 1 and in line of sight. It gains 2 Immobilized and 2 Suppression tokens.

How are people planning on modeling their home made units?

8 minutes ago, TauntaunScout said:

How are people planning on modeling their home made units?

Well there's a dude on Facebook selling Ewoks sooo.... <.<

On 9/4/2018 at 4:56 PM, CaptainRocket said:

Haha! I love the ideas here, but man these are some tough teddy bears with all that piercing!

Here's an alternate approach to make them more melee/mob oriented:

Ewok Warriors
Faction: Rebel, Keyword: Trooper Base Small
Rank: Special Forces, Minis in Unit: 6
Health: 1, Courage: 2, Surges: Defense
Speed: 2, Defense: White

Expert Climber (While clambering, do not roll defense dice or suffer wounds.)
Endearingly Small and Sneaky (Cover 1.)
Charge (After you perform a move action, you may perform a free melee attack action.)
Melee : 1 Black die, 1 White die, Ranged 1: 2 White dice
Upgrade Slots: 1 Ewok Leader, 1 Training, 1 Gear, 1 Grenades

' Grenade' Upgrade:
Slings & Arrows
Ewok Warriors only
Range 1-2: 2 White dice

Ewok Leader Upgrades:
Hunt Leader
Ewok Warriors only - Add one Ewok Hunt Leader mini to this unit:
Free action, Exhaust this card: Big Game Trap - choose one enemy vehicle unit at range 1 and in line of sight. It gains 2 Immobilized and 1 Ion tokens.

War Chief
Ewok Warriors only - Add one Ewok War Chief mini to this unit:
Free action, Exhaust this card : Ambush - choose one enemy trooper unit at range 1 and in line of sight. It gains 2 Immobilized and 2 Suppression tokens.

I gotta have these!

On 9/4/2018 at 7:56 PM, CaptainRocket said:

Haha! I love the ideas here, but man these are some tough teddy bears with all that piercing!

Well their arms are as thick as a person's thighs, so yeah. You'd expect that when they hit you with a club, you'd die.

5 hours ago, TauntaunScout said:

Well their arms are as thick as a person's thighs, so yeah. You'd expect that when they hit you with a club, you'd die.

Look, I love the little guys and I'm not saying they're not tough...

But if Wookie warriors don't get pierce for their ability to rip your arms off, not sure the Ewoks should! <.<

Edited by CaptainRocket
8 hours ago, CaptainRocket said:

Look, I love the little guys and I'm not saying they're not tough...

But if Wookie warriors don't get pierce for their ability to rip your arms off, not sure the Ewoks should! <.<

I just mean I get sick of people calling them teddy bears... Teddy bears are like 18" tall and inanimate. Ewoks stand about half the height of a human but have arms the size of a body building champion. They are probably much stronger than us and have an assortment of intentionally constructed warlike weapons, which for some reason fans often dismiss as "walking sticks". Not weighing in on pierce specifically. I would probably design them to have some kind of camo ability and make them very effective in close combat. Finding Legion scale models for them is another task: I won't touch facebook (shudder) with a 10 foot pole.

51 minutes ago, TauntaunScout said:

I just mean I get sick of people calling them teddy bears... Teddy bears are like 18" tall and inanimate. Ewoks stand about half the height of a human but have arms the size of a body building champion. They are probably much stronger than us and have an assortment of intentionally constructed warlike weapons, which for some reason fans often dismiss as "walking sticks". Not weighing in on pierce specifically. I would probably design them to have some kind of camo ability and make them very effective in close combat. Finding Legion scale models for them is another task: I won't touch facebook (shudder) with a 10 foot pole.

What's wrong with teddy bears?! *huff puff* ?

I agree with you though for the most part!

My proposal avoids pierce (which I worry would make them overpowered in comparison to other units - my actual objection) but makes them more effective then Wookies at meleee/close range with a full strength squad (swarm vs few brawlers is my theory), in exchange they are shorter ranged. Come to think of it I should have changed their courage to 1 (to reflect what we know of tribal combat practice, not a judgement on their actual bravery) and maybe their move speed to 1 (since they have charge but short stumpy legs). I also gave them cover 1 like a speeder bike to reflect how they can hide and camoflauge in even more places than low profile units.

As for models in Legion scale, I should hopefully have 3 squads of 7 being shipped my way soon from the guy who did the models in this video: