Homebrew Units Thread

By Rogue Dakotan, in Star Wars: Legion

Those look cool. But if FFG releases ewoks I'll be buying them for sure so I think I will have to wait.

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Here's 2 custom characters my friend and I created. (Second one I used the wrong size corner punch)

The hexagon icon was what I chose for droid units, before they came out at Gencon.

And we haven't actually had a chance to even play with these yet either.

Edited by Khepri-Creations
Added second picture

Those cards are really cool. Did you use a program? Or just make them with photo editor program?

Homebrew pilots are genius because you don't have to model them at all!

6 hours ago, MajorSmexy said:

Those cards are really cool. Did you use a program? Or just make them with photo editor program?

I recreated the whole file in Illustrator to make sure I'd have the highest quality print. (It was not something that was quick lol)

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Here's the minis for these characters, one of which hasn't been painted yet.

So, with Skullforge having made a Dr. Aphra model my desire to make a homebrew version of her has risen even more. And yet, I've procrastinated and struggled, and my mini arrives tomorrow and I don't know what to do with her <.<

Her weapon is most likely a DL-44 based on the comics which we have stats for thanks to Luke and Han. So her attack is simple. Range 1-2, red red, Pierce 2.

Defense is also fairly simple. She isn't wearing armor, so makes most sense to be white defense die with surge (as basically all white defense die have surge sans armored units and wookiees).

HP is probably a 5 or 6 comparing her to Leia/Han/Luke/Veers. 6 is probably more likely as of those four only Veers has 5, but he also has red defense die. Boba Fett also only has 5, but again red defense die.

Speed is 2. She isn't flying around like Boba, she isn't slow like Vader/Emperor.

Skill slots is most likely same as Boba with double gear, double elite. (Not a commander after all, so no Command)

So then I started thinking of existing keywords since I have no clue how to balance or think up "new" abilities. It was easy to cancel out a handful.

Charge, Jump, Deflect, Immune: Pierce, Arsenal, Bounty, Impervious all are out for obvious reasons.

Disciplined doesn't really make sense. Unhindered, indomitable, expert climber, no.

Spotter/Take Cover and Inspire seem more "commander" based than Aphra should be imo. She isn't a commander, she's an Operative (both in Legion definition and normal). Guardian is too defensive. If anything, should toss her something like the Esteemed Leader upgrade as she "hides behind others"

This left Sharpshooter, Uncanny Luck, Gunslinger, Precise, Nimble, Low Profile, Scout, Ready, Steady as maybes. (And any cool new stuff...)

However, as I started to think of things in the comics, I found most the stuff I leaned towards just made her "Imperial Operative Han" which just seems boring...

I mean her and Han had that stand off and they both basically mirrored and equaled each other. Showing just as much accuracy/dodging/etc. So Sharpshooter and Surge to Crit both make sense. And Uncanny Luck seems to sum up Aphra's comic stories in a nutshell. How often does she do something stupid, just for it to all work out or get lucky? (Yes, yes, plot armor but that's Han's "luck" for you also). Gunslinger is only one that is debatable, but its not like she didn't have an equal shoot-out with Han. Low Profile, while hilarious in name (Aphra is bad at a low profile) has shown her in combat scenarios as she kinda tries to duck out and hide. But if one *did* dump Low Profile and Gunslinger what would one replace with?

Steady? I guess you could argue that it reflects the constant moving and running away and shooting. But with just two die is that going to do anything? Nimble? I guess you could point out her very intro is the duck and weaving through the trip wires. Scout? Ehhhh...

I guess my issue is what would be a good way to build and cost her without just being "Imperial Han" with the only real difference being command cards. And oh god I dread trying to make the command cards <.<

Teamwork Vader amused me, but they didn't really fight-fight together. Typically each did own thing.

Edited by MajorSmexy

Maybe I will get some Dark Eldar and make Nagai.

So I was sitting in a seminar super bored and I had an idea of a Halo and Star Wars mashup with the ODST's and the Stormtroopers and a little mix of a clone commando weapon. Here's what I have and please make suggestions to add or fix the unit!

ODSS (Orbital Drop Shock Stormtroopers)

Special Forces

Cost: 80

3 minis

Upgrades: Coms, Gear, And Personnel

Defense: White

Courage: 2

Surge: Defense

Speed 2

Weapon 1: Close combat Training, 2 White

Weapon 2: DC-18

Mode 1: Range 1-2, 1 Black 1 White

Mode 2: Range 3-4, 2 Black

Abilities

Orbital Drop: After Round 1, Deploy the squad anywhere on the map (at least range 2 or more away from enemy units)

Shock: After deployed from Orbital Drop, The squad takes one suppression and only takes one action for the round they were deployed, attacking cannot be the one action.

Select Fire: Change the mode of the weapon, do not attack this round. Before deploying select mode of fire.

Edited by Braan18

Can I request stats? I've added the ammount I have so squads can be balanced if need be.

xenomorph facehugger (5)

alien-facehugger.jpg

Xenomorph stalker / runner alien (10)

avp-alien-stalkers.jpg

Xenomorph infant / xenomorph drone (30)

avp-alien-infants.jpg

xenomorph warrior (10) alternatively Spitters

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xenomorph evolved (3)

FB-4x5-alien-evolved-warriors.jpg

xenomorph predalien (1)

avp-alien-predalien.jpg

xenomorph preatorian (2) alternatively xeno royal guard

avp-alien-royal-guard.jpg

xenomorph queen (1)

avp-alien-queen.jpg

I am thinking of getting the alternate praetorian model someday so you can make that a 3 unit squad. if need be.

I'll gladly test out any abilities, cards and stats though my legion collection is pretty small currently.

EDIT: added pictures so people know roughly what they look like.

the goal here:

tumblr_mmn80yIUjJ1s75jilo1_500.jpg 6a0ba2798a7a21821c3e02ab7b89f5fd.jpg

Edited by Geressen
12 minutes ago, Geressen said:

Can I request stats? I've added the ammount I have so squads can be balanced if need be.

xenomorph facehugger (5)

alien-facehugger.jpg

Xenomorph stalker / runner alien (10)

avp-alien-stalkers.jpg

Xenomorph infant / xenomorph drone (30)

avp-alien-infants.jpg

xenomorph warrior (10) alternatively Spitters

7bd62ca0726ae7f36067ea391ad87761.jpg

xenomorph evolved (3)

FB-4x5-alien-evolved-warriors.jpg

xenomorph predalien (1)

avp-alien-predalien.jpg

xenomorph preatorian (2) alternatively xeno royal guard

avp-alien-royal-guard.jpg

xenomorph queen (1)

avp-alien-queen.jpg

I am thinking of getting the alternate praetorian model someday so you can make that a 3 unit squad. if need be.

I'll gladly test out any abilities, cards and stats though my legion collection is pretty small currently.

EDIT: added pictures so people know roughly what they look like.

the goal here:

tumblr_mmn80yIUjJ1s75jilo1_500.jpg 6a0ba2798a7a21821c3e02ab7b89f5fd.jpg

So red defense die i guess. Attack surge to crit. Maybe 2 red 2 black melee with supressive amd pierce/impact 1. Terror - reduce nearby corage for panic tests by 1.

41 minutes ago, Jabby said:

So red defense die i guess. Attack surge to crit. Maybe 2 red 2 black melee with supressive amd pierce/impact 1. Terror - reduce nearby corage for panic tests by 1.

for the drones? squads of 5 thats gonna be fun Oh man

I can't wait to set up a defensive possition for stormies and see where it goes

Oh great idea! Don't forget some ... er... "space-ship hull", style "radar blips" that allow for the xeno-player to surprise the other player!

8 hours ago, Geressen said:

for the drones? squads of 5 thats gonna be fun Oh man

I can't wait to set up a defensive possition for stormies and see where it goes

For the warriors I’d say. The runners would have slightly less attack no surge and would be speed 3

Neutral Faction?

Tusken Raiders

Corps

Cost:45

5 minis

Upgrades: Personnel

Defense: White

Health: 1

Courage: -

Surge: None

Speed: 2

Weapon 1: Gaffi Stick, 1 Red, Pierce 2

Weapon 2: Cycler Rifle, Range 1-4, 1 White, Pierce 1

Abilities:

(Action) Tusken Screeching: Any unit within range 2 and that does not have line of sight gains 1 suppression token.

URoRRuR'R'R

Leader

1 mini

Cost:100

Health: 4

Courage: -

Surge: Critical Hit, Defense

Speed: 3

Weapon 1: Big Boi Gaffi Stick, 4 Red, Pierce 2

Abilities:

Blood-lust: Can attack with melee twice in one round

Tusken Screeching

Charge

Edited by Braan18
1 hour ago, Braan18 said:

Neutral Faction?

Tusken Raiders

Corps

Cost:45

5 minis

Upgrades: Personnel

Defense: White

Health: 1

Courage: -

Surge: None

Speed: 2

Weapon 1: Gaffi Stick, 1 Red, Pierce 2

Weapon 2: Cycler Rifle, Range 1-4, 1 White, Pierce 1

Abilities:

(Action) Autistic Screeching: Any unit within range 2 and that does not have line of sight gains 1 suppression token.

URoRRuR'R'R

Leader

1 mini

Cost:100

Health: 4

Courage: -

Surge: Critical Hit, Defense

Speed: 3

Weapon 1: Big Boi Gaffi Stick, 4 Red, Pierce 2

Abilities:

Blood-lust: Can attack with melee twice in one round

Autistic Screeching

Charge

Id remove the word ‘autistic’ if i were you before someone flaks you for political incorrectness

1 minute ago, Jabby said:

Id remove the word ‘autistic’ if i were you before someone flaks you for political incorrectness

Good point. My buddy and I were joking when we put it in and I saw no harm myself. I apologize.

1 hour ago, Braan18 said:

Autistic Screeching

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3 minutes ago, Braan18 said:

Good point. My buddy and I were joking when we put it in and I saw no harm myself. I apologize.

No need to apologise to me, i get that you were joking around

This is my idea of an objective that could be used in place of, or in addition to, other objectives.

Downed Pilot Objective

Setup:
Choose two objective tokens to use as pilot tokens. Place the pilot tokens along the center line of the battlefield. The token must be beyond range 1 of the edges of the battlefield, and beyond range 2 of the other pilot token.

All trooper units gain: " Capture Pilot (Claim the pilot token that is in base contact with your unit leader. Movement for the unit is reduced to speed 1 while the pilot token is claimed by that unit.)"

Victory: at the end of the game, each player gains 1 victory token for each pilot token that is captured by one of their units. If the unit with the pilot token is in the player's deployment zone, that player gains 1 additional victory token.

----

Optional rule:
Use two pilot tokens. Assign an allegiance to each pilot (1 Rebel, 1 Imperial) - for a mirror match, allegiance would be 1 Blue, 1 Red.

Use these unit characteristics for each pilot:
Wound Threshold 2, Courage -, Speed 0.
Melee - none.
Weapon: DL44 - 2 red, range 1-2, pierce 1.
Red defense, no surge.
Low Profile

At the beginning of each round, the pilot receives a Standby token that can be used during that round.
If the pilot is reduced to zero wounds, it is considered "stunned". Stunned units are not removed from the battlefield.
The pilot does not have to be stunned to be captured. Once captured, the pilot is no longer able to use its weapon or take wounds, and it receives no more Standby tokens.

----

Thematically, this would represent an injured pilot with information useful to both sides. Since the pilot was injured in the crash, it has no movement of its own, but can be assisted by other troopers.

The optional rule would create a unit that will try to defend itself. in this case, the pilot is intended to be captured for interrogation/rescue, and therefore is stunned and not killed when attacked by the enemy.

2 hours ago, Sentry71 said:

This is my idea of an objective that could be used in place of, or in addition to, other objectives.

Downed Pilot Objective

Setup:
Choose two objective tokens to use as pilot tokens. Place the pilot tokens along the center line of the battlefield. The token must be beyond range 1 of the edges of the battlefield, and beyond range 2 of the other pilot token.

All trooper units gain: " Capture Pilot (Claim the pilot token that is in base contact with your unit leader. Movement for the unit is reduced to speed 1 while the pilot token is claimed by that unit.)"

Victory: at the end of the game, each player gains 1 victory token for each pilot token that is captured by one of their units. If the unit with the pilot token is in the player's deployment zone, that player gains 1 additional victory token.

----

Optional rule:
Use two pilot tokens. Assign an allegiance to each pilot (1 Rebel, 1 Imperial) - for a mirror match, allegiance would be 1 Blue, 1 Red.

Use these unit characteristics for each pilot:
Wound Threshold 2, Courage -, Speed 0.
Melee - none.
Weapon: DL44 - 2 red, range 1-2, pierce 1.
Red defense, no surge.
Low Profile

At the beginning of each round, the pilot receives a Standby token that can be used during that round.
If the pilot is reduced to zero wounds, it is considered "stunned". Stunned units are not removed from the battlefield.
The pilot does not have to be stunned to be captured. Once captured, the pilot is no longer able to use its weapon or take wounds, and it receives no more Standby tokens.

----

Thematically, this would represent an injured pilot with information useful to both sides. Since the pilot was injured in the crash, it has no movement of its own, but can be assisted by other troopers.

The optional rule would create a unit that will try to defend itself. in this case, the pilot is intended to be captured for interrogation/rescue, and therefore is stunned and not killed when attacked by the enemy.

While I was reading this, I thought of one episode in season 4 of Rebels where Hera is captured by the Empire. Really cool idea. In my opinion it should have a white defence die and a surge to defense but that's my thoughts.

Don't know if this will be a Special Forces unit or a support unit.

MLPTL-2a "Painter"

Special Forces or Suport

Cost: 50

1 mini

Personnel, Gear

Health1

Courage: 2

Speed: 2

Weapon 1: DC-17, Range Melee-3, 2 White

Weapon 2: Artillery "Painter", Range 3-4, 4 Red, Pierce 3, Impact 3, Blast

Abilities

Clear Target: Before attacking with the Artillery "Painter", roll 4 white defense die. If the result is at least 2 saves or surges, the attack hits.

Nimble

Expensive Equipment: Unit Leader has the Artillery "Painter" Weapon.

Please Revise, the picture is the artillery vehicle from the game "Star Wars: Empire at War"

mptl-2a.jpg

6 hours ago, Braan18 said:

Don't know if this will be a Special Forces unit or a support unit.

MLPTL-2a "Painter"

Special Forces or Suport

Cost: 50

1 mini

Personnel, Gear

Health1

Courage: 2

Speed: 2

Weapon 1: DC-17, Range Melee-3, 2 White

Weapon 2: Artillery "Painter", Range 3-4, 4 Red, Pierce 3, Impact 3, Blast

Abilities

Clear Target: Before attacking with the Artillery "Painter", roll 4 white defense die. If the result is at least 2 saves or surges, the attack hits.

Nimble

Expensive Equipment: Unit Leader has the Artillery "Painter" Weapon.

Please Revise, the picture is the artillery vehicle from the game "Star Wars: Empire at War"

mptl-2a.jpg

Maybe the spotter has the ability to give los to targets for the launcher. Or maybe the arty doesn’t need to have los if any other units have los and the spotter has the spotter ability

Edited by Jabby
12 hours ago, Jabby said:

Maybe the spotter has the ability to give los to targets for the launcher. Or maybe the arty doesn’t need to have los if any other units have los and the spotter has the spotter ability

I was imagining that the arty is off of the battlefield and is giving support through that. The "Painter" is the only unit on the field with the arty support.

images?q=tbn:ANd9GcRNJwtO3ERnSu1D4rloJLR

(Time to bring this thread back...)

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Sandtroopers

52 points

4 per unit

Red defence die

Speed 1

1 health

1 courage

Surge to crit

No defensive surge

Keyword- Composure: When you activate, before the rally step, remove up to 1 suppression from this unit.

Weapons: T-21 light repeating blaster: 1 black die, 1 white die, range 1-3; Unarmed: 1 black die, range melee.

Upgrades: Gear, Grenade, Personnel, Heavy Weapon.

Sandtrooper

13 points

Personnel upgrade

Sandtroopers only

Add 1 Sandtrooper mini to your unit.

T-50 Heavy Repeater Trooper

16 points

Heavy Weapon upgrade

Sandtroopers only

Add 1 T-50 Heavy Repeater trooper mini to your unit

Pulse Shot: Exhaust to add 1 Ion token on either a hit or crit result

Dice: 1 black die, 2 white dice, range 1-3

Smart Rocket Trooper

20 points

Heavy Weapon Upgrade

Sandtroopers only

Add 1 Smart Rocket trooper mini to your unit.

Cumbersome

Impact 2

Blast

Dice: 2 black dice, range 2-4

Homebrew related upgrades

Ventilation Pack

5 points

Gear Upgrade

Attached unit gains Composure

EMP/Ion Grenade

5 points

Grenade upgrade

Ion

Dice: 1 black die

Since Rebel Pathfinders are rumored to come out I thought about how Dave Filoni said that Captain Rex was on Endor during Episode 6 because of this picture. star-wars-captain-rex-rebels-nik-sant-return-of-the-jedi.jpg.534eee5e919473f82a2aecd5f6505d76.jpg

I was thinking of a new homebrew unit but i didn't know where to start. I have painted one of my normal rebel troopers like the concept art to the left, and I always play that squad as my "Guard" squad for my leaders. What if Rex was a weird leader unit with two personnel and two command upgrades. That's all I have.

Also who would be a good counter homebrew unit for Rex?