Ideas for creating new units

By Weezbeez37, in Star Wars: Legion

Hey all you Force users,

I recently found out that the local game store started carrying a small section of Star Wars: Legion and immediately bought the starter box set. Now here I am a couple weeks down the road and having bought another starter set plus a box of Rebels, a box of snowtroopers, Veers and scratch building an AT-ST my collection (for the time being) was completed (also my wallet is empty)

So my girlfriend decided to buy me the Imperial Assault game, Jabba's Relm and Jabba the Hutt for Father's Day and it just arrived in the mail today. Now I had absolutely no idea that she did this or I would have directed her to get me stuff from Legion but the gesture was and is appreciated. So now I have some extra minis that I really want to use in my games of Legion but I'm not quite sure as how to go about creating units from the little information that we have so far for this game.

The main miniatures that I really want to use "in game" are the Royal Guard with their force staffs, the probe droids and the jump troopers from Jabba's Relm.

Now here I am asking the community for your ideas on how to create these units to be balanced and playable without breaking the game.

Now I think that the jump troopers can easily use the Stormtroopers stats with the added bonus of Jump 2 and movement 3 when they jump but can only jump once per turn and raise the cost of each mini to 15 points per. Other than that I'm out of ideas.......

Any ideas are welcome and thanks in advance.

Weez

I dont know the stats but I'd like to see a Captain Terro on a Dewback with some sort of RECON key word function. Rationale being a native animal may well be more stealthy than a speeder bike..

I would be tempted to have Jump troopers as standard stormies but with JUMP 2 (look designed be light weight)

and would like to see a Royal Champion special unit

Some variation on Riot troopers (Designed for mellee and shield with a blocking function) - perhaps even given legion combat - designed to stand up to light sabres...

and a Rancor...

The quick answer is that it's your game, so you can do whatever you like.

The slightly less quick answer is that play testing is your friend. Try on points and see what happens. If the unit is cleaning up, then maybe it's under costed. Play out a couple of rounds of combat and see how it does versus defined units.

Even less quick answer on the Royal Guard is that they're probably something like this: Melee Only. Red defense with surge. One red or two black offensive with surge to crit. Immune to Pierce. Morale of two or three. No idea on cost, but that is a unit that should scare Jedi in close combat.