Homebrew Units Thread

By Rogue Dakotan, in Star Wars: Legion

On 10/29/2018 at 4:18 PM, Indy_com said:

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(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

LOL, throwing 2 dice at range 3 (with surge to crit) for barely more than basic troops with absurdly cheap heavy weapon options. I can't recall seeing a more unbalanced homebrew unit for Legion. Even the Ewoks with Pierce everywhere aren't as bad.

11 hours ago, arnoldrew said:

LOL, throwing 2 dice at range 3 (with surge to crit) for barely more than basic troops with absurdly cheap heavy weapon options. I can't recall seeing a more unbalanced homebrew unit for Legion. Even the Ewoks with Pierce everywhere aren't as bad.

Either drop the extra generic trooper and make them Spec-Ops, or up their price to 60 points base with the extras being 15, 18 and 22 points respectively.

How about those for fixes?

Edited by Indy_com
On 10/29/2018 at 4:18 PM, Indy_com said:

images?q=tbn:ANd9GcRNJwtO3ERnSu1D4rloJLR

(Time to bring this thread back...)

687474703a2f2f696d616765732e66696e656172

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

this bad balance they not priced right at all the heavy units way to cheap

6 hours ago, Fistofriles said:

this bad balance they not priced right at all the heavy units way to cheap

Can you suggest how to price correctly then?

Hi all! First timer here. I painted some "Dust" minis to look a little more Star Warsy. Of course wanting to use them I cam up with this. I was thinking I wanted this Power Armour to be a bit dangerous to operate (As in Starship Troopers... The book.) so the 1-time "Jump" and the included "Overcharge Generator" both require a white die defense roll or you get a wound! Open to thoughts!

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Power Armour card SW.jpg

On 5/18/2018 at 10:23 AM, sirfrancisdubois said:

Imperial Army Troopers

Rank: Corps

Base cost: 35

Defense: Red.

Health: 1

Courage: 1

Weapons: black dice (melee), E-11 Blaster (range 1-3, no surge)

Speed: 2

Squad Size: 4

Upgrade slots: Gear, 2 Personnel, Heavy weapon, Grenade.

Exclusive Upgrade Cards:

1. Medic (Personnel, 15 pts): When defending from ranged attacks ,exhaust this card to roll up to 2 white defense dice, shield results are added to your pool.Cumbersome. Available to all trooper units.

2. Army Trooper (7 pts)

3. T-21 Light Repeating Blaster (20 pts): 4 white dice, range 1-3, impact 1

Ability: Garrison: Gain a free standby token if this unit doesn't move during its activation.

Went back and researched some info on the troopers (I know, I have no life). I think the points should be raised to 40 because they're basically rebel troopers for the Empire.

images?q=tbn:ANd9GcRNJwtO3ERnSu1D4rloJLR

[bump]

Just here to say:

vhOXPrF.jpg

If we get this and that cup of tea isn't some form of upgrade I will be disappointed.

I have no idea what it should do, nor what stats the tank itself should have. I'll leave that to the more experienced homebrew creators.

29 minutes ago, Indy_com said:

If we get this and that cup of tea isn't some form of upgrade I will be disappointed.

I have no idea what it should do, nor what stats the tank itself should have. I'll leave that to the more experienced homebrew creators.

I'd guess it's a nod to British tank design, the modern ones have a system integrated into the HVAC/environmental control systems radiator to boil water for tea. IMO the TX-225 should be a slower AT-ST with twice the firepower, more health, and almost no close combat ability. It's alot less versatile, way shorter so can't see jack, slow, but when something gets in its way gets ground to dust.

1 hour ago, Indy_com said:

images?q=tbn:ANd9GcRNJwtO3ERnSu1D4rloJLR

[bump]

Just here to say:

vhOXPrF.jpg

If we get this and that cup of tea isn't some form of upgrade I will be disappointed.

I have no idea what it should do, nor what stats the tank itself should have. I'll leave that to the more experienced homebrew creators.

I don't know much about tanks but I know there is two versions of the tank. I think there can be a refit upgrade. One with treads and another with a hover tank refit. Have something to do with the movement speed and durability. The hover tank should go speed 2 and have a low low resiliency. Treads should have speed 1.

33 minutes ago, Braan18 said:

I don't know much about tanks but I know there is two versions of the tank. I think there can be a refit upgrade. One with treads and another with a hover tank refit. Have something to do with the movement speed and durability. The hover tank should go speed 2 and have a low low resiliency. Treads should have speed 1.

Oooh thats a good point. Judging by how vulnerable the AAT seems to be i'd say cut its health down to 10, and make it vulnerable on the sides as well.

4 minutes ago, VadersToothbrush said:

Oooh thats a good point. Judging by how vulnerable the AAT seems to be i'd say cut its health down to 10, and make it vulnerable on the sides as well.

I like the vulnerable from the sides. So there is a comm upgrade, a refit upgrade and what about a hard point? Maybe a MG with an arc of 180 in the front or a 360 arc. Maybe 2 red dice?

6 minutes ago, Braan18 said:

I like the vulnerable from the sides. So there is a comm upgrade, a refit upgrade and what about a hard point? Maybe a MG with an arc of 180 in the front or a 360 arc. Maybe 2 red dice?

Most tanks IRL equip the turret hatch with a general purpose MG, basically the heaviest machine gun in the army that soldiers will carry around to give the tank crew some ability to fend off infantry assaults. The imperial equivalents might be the DLT-19, but personally I'd vote for the RT-97c, since it looks awesome and is a bit more powerful. All the guns on the tank will be front arc, and with it being so slow (for the tracked version at least) it's gonna have a tough time with being swarmed. Any more serious refits might make it too, i dunno, versatile? I just wouldn't want it to supplant the AT-ST as a the jack of all trades, and I'd see the tracked version being a big huge hammer, and the hover version fulfilling a slightly more niche role like a glass cannon.

On 12/5/2018 at 8:25 PM, VadersToothbrush said:

Most tanks IRL equip the turret hatch with a general purpose MG, basically the heaviest machine gun in the army that soldiers will carry around to give the tank crew some ability to fend off infantry assaults. The imperial equivalents might be the DLT-19, but personally I'd vote for the RT-97c, since it looks awesome and is a bit more powerful. All the guns on the tank will be front arc, and with it being so slow (for the tracked version at least) it's gonna have a tough time with being swarmed. Any more serious refits might make it too, i dunno, versatile? I just wouldn't want it to supplant the AT-ST as a the jack of all trades, and I'd see the tracked version being a big huge hammer, and the hover version fulfilling a slightly more niche role like a glass cannon.

I think the tank would be fine with a couple refits. The AT-ST still has the height advantage. The mortar and height advantage is probably a good reason to still use it. The glass cannon thing sounds good but I'd think the tank would at least have frontal armor.

26 minutes ago, Braan18 said:

I think the tank would be fine with a couple refits. The AT-ST still has the height advantage. The mortar and height advantage is probably a good reason to still use it. The glass cannon thing sounds good but I'd think the tank would at least have frontal armor.

I agree completely. The AT-ST will still rock because of the height and versatility. What I meant was to have the TX-225gavw, the tracked version, be the standard with a load of armor, and then a tx-225gavr, the hover version, have about 2/3 the health and be vulnerable on the sides, but also very fast. So the hover version still would not very versatile, just fulfilling a glass cannon role so as not to supplant the at-st.

13 minutes ago, VadersToothbrush said:

I agree completely. The AT-ST will still rock because of the height and versatility. What I meant was to have the TX-225gavw, the tracked version, be the standard with a load of armor, and then a tx-225gavr, the hover version, have about 2/3 the health and be vulnerable on the sides, but also very fast. So the hover version still would not very versatile, just fulfilling a glass cannon role so as not to supplant the at-st.

Sorry lol, I had a dumb moment. Well now that we have an idea lets talk hard stats

Hmm hard stats... Since the AT-ST is the heaviest imperial vehicle, i'd suggest using it as a starting point. Basically, i'd envision an at-st with 18 health, 4 of each color dice at range 1-4 from the three dual medium laser cannons, 1 speed, and reduced to 1 red dice for close combat. It's slow, its heavily armored, is super vulnerable to infantry, and hits like a mack truck. Standard pilot and comms slot, a single weapon option for a pintle mounted rt-97c for the commander to use when he opens the hatch. And finally, a refit option to make it the hover version. Increase speed to 2, but take the health down to 9 and make it vulnerable from the sides. It becomes fast, but at the cost of survivability. Exceptional for taking something out quick, but it's a high chance of a suicide run.

looks like a lot of firepower in a narrow front fixed arc.

and a the swivel gunner, for if there is a knee high wall in the way.

has anyone made a thing to make custom unit cards yet?

just something small where you can input the art, the stats, upgrade bar ( preferably with some unique symbols for further homebrewing, a biohazard symbol for example) the defense die the surges etc?

2 minutes ago, Geressen said:

has anyone made a thing to make custom unit cards yet?

just something small where you can input the art, the stats, upgrade bar ( preferably with some unique symbols for further homebrewing, a biohazard symbol for example) the defense die the surges etc?

I found a font and a power point thing but I can't remember where I found it

1 hour ago, Braan18 said:

I found a font and a power point thing but I can't remember where I found it

... but can you upload it?

3 hours ago, Geressen said:

has anyone made a thing to make custom unit cards yet?

just something small where you can input the art, the stats, upgrade bar ( preferably with some unique symbols for further homebrewing, a biohazard symbol for example) the defense die the surges etc?

From a different thread that is not mine (can't find it currently), here is a link to most of what you need.

https://drive.google.com/drive/folders/1ZHR_RwY6tQXSyetPiXDnqVyuV2JBjaza?usp=sharing

The Mandatory font doesn't look enough like the card titles to me, so I substituted Aero Matics Display (pretty close, and free).
Also, the Legion font was missing the Operative symbol, last I checked. Otherwise, it works pretty well.

thanks but it doesn't seem to be very user friendly 😕

we need someone with skills.

I'm just going to design an entire xenomorph faction based on the army list from AVP unleashed, points is based on the points sytem from there but I thought it'd be good to keep this thread a little bit alive

heres something for now:

§ Xenomorph Crusher (90 points)

Door guard, battering ram, basically a bulldozer.

Health: 6

Movement: speed-2

Surge: block

Defence: red

Attacks:

o Armoured Headbutt

Fixed front

3 red dice

(exaustible) Heavy tail spike

Blind spot: front/fixed sides & rear

Impact 3

4 red

Abilities:

Relentless

reposition

Armor

Arsenal 2

(exaustible) Regeneration 5 (heal itself by 5)

(exaustible) Intimidating presence (add 2 suppression to a trooper unit within range 2

Upgrades:

1x mutation

Re-posting my idea from another thread:

Probe Droid

Support - Droid

? points

Keywords:

Infiltrate

Small: You can engage, and be engaged, in melee.

Mark 1: As an action, choose up to 1 opposing units and give them a Marked token. When a friendly unit performs a ranged attack against a unit with a Marked token, the attacking unit may add 1 Black die to their attack pool. A unit cannot have more than one Marked token and retains the Marked token for the duration of the game.

Self-Destruct : When you are destroyed, perform an Area attack with 2 Black die against all units within range 1 including friendly units.

Weapons:

Light Laser Cannon: 1 black, 1 white die attack at range 1-2

Called Orbital Strike: Exhaust Weapon 1 red, 2 white dice attack at range 2-3, Impact 1 .

Manipulator Arms: 2 white die melee.

Upgrade Slots:

Comms Slot

Comms Slot 

On 12/29/2018 at 4:45 PM, Indy_com said:

Re-posting my idea from another thread:

Probe Droid

Support - Droid

? points

Keywords:

Infiltrate

Small: You can engage, and be engaged, in melee.

Mark 1: As an action, choose up to 1 opposing units and give them a Marked token. When a friendly unit performs a ranged attack against a unit with a Marked token, the attacking unit may add 1 Black die to their attack pool. A unit cannot have more than one Marked token and retains the Marked token for the duration of the game.

Self-Destruct : When you are destroyed, perform an Area attack with 2 Black die against all units within range 1 including friendly units.

Weapons:

Light Laser Cannon: 1 black, 1 white die attack at range 1-2

Called Orbital Strike: Exhaust Weapon 1 red, 2 white dice attack at range 2-3, Impact 1 .

Manipulator Arms: 2 white die melee.

Upgrade Slots:

Comms Slot

Comms Slot 

I really like the Mark keyword here. I'm thinking you should specify the range, (assuming within Range 3), and that the marked token should only last for the duration of the round, not the game.