I'm putting together a custom campaign for our gaming group, using official published missions that we've not played yet, with a storyline of my own to tie those missions together. (The campaign won't be happening until the pandemic is over... so plenty of time to answer this question... though this forum is closing soon, so not so much!)
The only rules change I'm going to make is that in the final mission (which will be Desperate Hour from the Core Set), I want to swap out the regular Royal Guard and elite Trandoshan Hunters in that mission, for regular and elite Dark Troopers , to act as end-of-campaign surprise bad guys and a real "end of game boss" feel to the mission as a whole.
For models I will be using the Star Wars Miniatures Dark Trooper Phase III, meaning these particular Dark Troopers will be based more closely on their Dark Forces incarnation of old than their more recent and infamous appearance in The Mandalorian . Fine margins though as they're clearly the same thing. (I've ordered the models off eBay but they've not yet arrived, their base looks quite large though, so I might have to swap that out so they fit in one space on an Imperial Assault tile).
So the design parameters for my Dark Troopers are as follows. These restrictions must be met, other thoughts are more open to interpretation:
- Two figures per group.
- Small figures (i.e. fit in a single space).
- Regular Dark Troopers to cost 8 points and be about as powerful as regular Royal Guard.
- Elite Dark Troopers to cost 10 points and be about as powerful as elite Trandoshan Hunters.
- Reflect the abilities of Dark Troopers (Phase III) as shown in Dark Forces in particular, but also The Mandalorian or whatever other sources there may be.
- Can use Campaign-only abilities if necessary. I won't need to use these units in Skirmish.
- I'll have limited scope for playtesting - I want the first time my gaming group to see these figures to be in that campaign mission.
- But, I obviously don't want these units to be massively over- or under-powered... hence seeking the wisdom of the hive mind.
My initial stab at this (really just a first draft) is as follows. I'd be very keen to hear your feedback on how well you think they meet the parameters above, and suggestions for what I might change or improve.
Hopefully you can see what I'm getting at. They're mobile, to represent their jet packs, but not particularly fast. They're tough, with +1 block (regular) or even an entire extra black dice (elite), and the ability to reduce Pierce makes that even harder to get past. Their ranged attack packs a punch with a red dice, but it's only two dice and the surge results are pretty ordinary, though a reroll gives them reliability. I can see these being powerful in battle, but something the Heroes can deal with - much like Royal Guard or eTrandos.
An obvious shortcoming: none of their abilities are unique. I'd be very happy to give them something that's just for them, but I'm conscious that's where it's easy to accidentally end up with something vastly OP. Ideas welcome though.
Thoughts?