Homebrewed Conditions:

By Sword named Folly, in Star Wars: Legion

I want here your ideas! I enjoy a battle field that requires strategy to come out on top trying to keep games fresh with new conditions. Here's a few of mine.

Coordinated Attack: Setup: Scratch the selected Deployment card, Red Player selects deployment from all four cards in their deck. Red player must deploy commander(s) and all corps before blue player deploys any minis. (After Red player deploys as above continue deployment as normal alternating blue then red.)

Dangerous Territory: Setup: Place 1 objective token on the center of the battlefield. Then starting with blue player place the remaining tokens until four are placed on the table. Each token must be placed beyond range 1 of each deployment zone and beyond range two of any other condition token. After a unit performs a move, if it is at range 1 roll a red defense die. On a blank nothing happens condition token is removed; on a shield result the condition token is replaced with the Rancor Large base Mini; on a surge result it summons Engraged Rancor. After Rancor Emerges other tokens become 1 Victory Token. (I put an IA mini on a spare Large base works great.)Defeated Rancor awards 3 victory tokens, Defeated Enraged Rancor 4 Victory tokens.

Rancor: 10 Health. Speed 2 Large base Key words: ARMOR 2, CHARGE, PLODDING, TERRITORIAL Meleea3 red 3white. Range: n/a White Defence. Surge to Hit, Defense surge

Engraged Rancor: 15 Health, Speed 2 Large Base Keywords: ARMOR 2, CRITICAL 2, CHARGE, TERRITORIAL, GUNSLINGER Melee: 4 red 1black. Range: (1-2) 4 white White Defence. Defense w/surge

TERRITORIAL: Gains Standby at range 1 when not engaged. Can use Charge off of Standby.

To add multiple map fun Wampa for Hoth theme:

roll a red defense die. On a blank nothing happens condition token is removed; on a shield result the condition token is replaced with the Wampa medium base Mini; on a surge result it summons Starving Wampa. After 2 wampas Emerge other tokens become 1 Victory Token.

Wampa: 6 Health. Speed 2 Medium base Key word: CHARGE PLODDING TERRITORIAL Melee: 2red 2white Range: n/a White Defence dice. Surge to hit, Defensive surge

Starving Wampa: 6 Health. Speed 3 Medium base Key words: CHARGE, CRITICAL 2, TERRITORIAL Melee: 3red 2white Range: n/a White Defence dice. Defensive surge

Condition: Hidden Intel - After deployment, each player secretly nominates (write it down!) a terrain piece in their opponent's deployment zone. A player may gain 1VP if they control their nominated terrain piece when the game ends.

Condition

Contaminated Area

Drums of a toxic agent have fallen on the field of battle. Now each army, not only needs to contend with each other, but also the harmful toxins.

Setup: Each side, starting with the blue player, places one condition token until all 6 have been placed. Each condition token must be beyond range 2 of another condition token and beyond range 1 of a deployment zone. If a token cannot be placed beyond range 2 of another condition token, it may be placed beyond range 1 of the condition tokens in question, but if it cannot be placed beyond range 1, it is not placed.

When a trooper unit (of any kind) ends it’s turn within range one of a condition token, the unit must make a defensive roll against 2 hits (without applying dodge or cover) and take damage from any hit not blocked. Any unit with the “Unhindered” keyword must make a roll against only 1 hit (without dodge or cover).

Each trooper unit leader gains ➡️ Contain. A unit must spend two consecutive rounds to Contain the toxin (one action each round). Once done, the condition token may be removed.

Just picture barrels that are leaking green glowing sludge that exudes a green fog and each barrel is marked with a toxic symbol and the the words, “Danger Toxic Compound”.😁