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Rogue Dakotan

Homebrew Units Thread

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Starting this thread as a place for everyone to post and comment on each other's custom homebrew game elements for Legion! 

 

Here's my first attempt at a unit I really want in Legion: Blurrg Riders

 

star-wars-rebels-blurrg.jpg

 

Faction: Rebel
Base Size: Speeder Bike Sized
Point Cost: 80
Upgrade Slots: Gear, Comms
Rank: Support
Minis per Unit: 2
Keywords: Creature
Defense: Red
Health: 4
Courage: 2 
Surges: Attack - Hit
Speed: 2
Weapon 1: Chomp - Melee RRR - Pierce 2
Weapon 2: Dual DC-17 Blaster Pistols - Range 1-2 WWBB 

Abilities: 
Sure Footed (When moving through Difficult Terrain, do not reduce your speed.)
Mounted Charge (After Performing a move action, you may perform a free attack action. Remove two dice from the attack pool.) 

 

This is very likely super imbalanced. I was looking at the speeder bikes for comparison while making this. 
 

Edited by Rogue Dakotan

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I love homebrew. A sign of a good game is people designing their own stuff.

Free attack action is bad. Especially if they are going to roll 1 die. A free attack is better for mounted charge.

 

Also I don't want to copy and paste everything I have homebrewed, so here's a link instead.

 

 

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Imperial station troopers

imperials, support, troopers

Base cost: 40

Upgrade: Comms

Defense: white (surge)

Weapon: no weapon (black, melee), pistol (range 1-2, 1 black dice)

Health 1 courage 1, squad size 4

Speed 2

Ability: button pushers/nerds. Picking up objectives is a free action. When contesting an objective, still count as securing.

 

Edited by Deuzerre

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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.

Edited by sirfrancisdubois

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B1 Battle Droids

Rank: Corps
Cost: 35
Upgrade Slots: Personnel, Heavy Weapon
Minis per Unit: 6
Defense: White
Health: 1
Courage: --
Surges: Attack - Hit
Speed: 2
Weapon 1: Unarmed, Melee, Black
Weapon 2: E-5 Blaster Rifle, Range 1-3, White

Abilities:
Droid (Suppression tokens do not cause these units to flee).

If the Separatists were to enter the game (I can always hope and dream), this is how I would design the battle droids as the factions mainline infantry unit. Cheap and a larger amount of units per squad (I was also thinking of bumping them up to 8 units per squad), but sub-par offense and defense capabilities to keep them balanced. I would have also given them a grenade slot, but felt that might make them a little too efficient given their higher-than-normal units per squad count.

I also felt that droids wouldn't be subject to courage values the way living soldiers would, so I gave them a simple ability to make them immune to the fleeing effect of suppression tokens. They'll keep fighting until the last droid falls.

Edited by Derpzilla88

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2 hours ago, Derpzilla88 said:

B1 Battle Droids

Rank: Corps
Cost: 35
Upgrade Slots: Personnel, Heavy Weapon
Minis per Unit: 6
Defense: White
Health: 1
Courage: --
Surges: Attack - Hit
Speed: 2
Weapon 1: Unarmed, Melee, Black
Weapon 2: E-5 Blaster Rifle, Range 1-3, White

Abilities:
Droid (Suppression tokens do not cause these units to flee).

If the Separatists were to enter the game (I can always hope and dream), this is how I would design the battle droids as the factions mainline infantry unit. Cheap and a larger amount of units per squad (I was also thinking of bumping them up to 8 units per squad), but sub-par offense and defense capabilities to keep them balanced. I would have also given them a grenade slot, but felt that might make them a little too efficient given their higher-than-normal units per squad count.

I also felt that droids wouldn't be subject to courage values the way living soldiers would, so I gave them a simple ability to make them immune to the fleeing effect of suppression tokens. They'll keep fighting until the last droid falls.

In other universes I would agree, but droids in star wars (especially the B1 Battle Droids) have been shown to be quite cowardly

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3 minutes ago, Lukez said:

In other universes I would agree, but droids in star wars (especially the B1 Battle Droids) have been shown to be quite cowardly

Yeah, you do see them acting pretty cowardly in Clone Wars plenty of times but I see that as done more for comedy than how they typically act when in a large battle and en masse. Most of the time I can remember them being cowardly and running is when there's 1-3 of them all alone. When gathered together with numbers on their side, they don't typically retreat unless ordered to do so or they've all been destroyed.

From a gameplay perspective, I would keep the "suppression doesn't make these units flee" as one of the Separatists themes with all the droids they have. It would help give them something unique when compared to the Rebels, Empire, and (theoretically) the Republic. So while there are instances of droids fleeing on their own in canon, for gameplay purposes I'd find the "Droid" ability thematic and fun.

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36 minutes ago, Lukez said:

In other universes I would agree, but droids in star wars (especially the B1 Battle Droids) have been shown to be quite cowardly

They have been portrayed as being cowardly but it is usually in the moment when it is too late and as stated above more so for a light hearted effect. As seen in the Prequel films they charge head on in large groups. 

2 hours ago, Derpzilla88 said:

B1 Battle Droids

Rank: Corps
Cost: 35
Upgrade Slots: Personnel, Heavy Weapon
Minis per Unit: 6
Defense: White
Health: 1
Courage: --
Surges: Attack - Hit
Speed: 2
Weapon 1: Unarmed, Melee, Black
Weapon 2: E-5 Blaster Rifle, Range 1-3, White

Abilities:
Droid (Suppression tokens do not cause these units to flee).

If the Separatists were to enter the game (I can always hope and dream), this is how I would design the battle droids as the factions mainline infantry unit. Cheap and a larger amount of units per squad (I was also thinking of bumping them up to 8 units per squad), but sub-par offense and defense capabilities to keep them balanced. I would have also given them a grenade slot, but felt that might make them a little too efficient given their higher-than-normal units per squad count.

I also felt that droids wouldn't be subject to courage values the way living soldiers would, so I gave them a simple ability to make them immune to the fleeing effect of suppression tokens. They'll keep fighting until the last droid falls.

Nice work on the homebrew but I would personally lower the cost to 30, keep the squad at 6 and make the additional trooper card a 2 for 1 deal. I might give them an extra die if attacking without using cover and have them lose a defense die to counter not having to flee.

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2 hours ago, C3POFETT said:

Nice work on the homebrew but I would personally lower the cost to 30, keep the squad at 6 and make the additional trooper card a 2 for 1 deal. I might give them an extra die if attacking without using cover and have them lose a defense die to counter not having to flee.

Thanks! I'm not sure what upgrades these guys would come with or how the stats of those would work out, but I do like the 2-for-1 additional trooper upgrade idea. The cost of that might put them closer to the cost of units like Rebel Troopers and Stormtroopers. For a heavy weapon, they'd probably get a rocket launcher similar to what we see them use occasionally in the show.

I'm guessing the ability you mentioned would be an ability that would read something like: "When attacking this unit may add 2 extra white dice to its attack pool. If it does, it loses all cover bonuses for this round." It would be a pretty neat ability with a fair risk-reward that's also pretty thematic. Maybe I'll work up another version of them. So far I came up with the B1's as I did to keep them fairly even with the infantry of the other factions, hence why they have only one ability in this version of them.

Edited by Derpzilla88

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The way I settled it was by having all droids be stock at courage 2 minimum. That way the entire army wasn't immune to fleeing or suppression, but getting them to that state would be an uphill battle. Droids weren't known for slowing their advance or fleeing until the majority of their forces were gone. Down to 2 droids? Comic relief and they flee.

 

I made OOM battle droids specifically to be the cheapest, spammiest, and worthless unit in the game, with a serious detriment like in the movie.  No defense, white melee and shooting, no surges, up to 10 models in a unit. (Extra troopers have the mass produced rule so they can be taken multiple times) they also have Fatal Flaw: Before assigning a commander token to a unit leader (so if all of your commanders are dead), first remove this unit from the game as casualty.

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Kind of working on a variant T-47 Airspeeder unit that would create some interesting options. Unless specified, the stats and rules are the same as the T-47 Airspeeder.

Commander Skywalker, Rogue Leader (Unique: Counts as Luke Skywalker)

Cost: increases to 250,

Hit Points: Increases by 2

Type: Becomes Commander

Upgrades: Lose Comms Upgrade, Add 1 Force Power and 1 Leader Upgrade

Surge: Adds surge to attack.

Abilities: Rogue Group: One of your force composition troopers may be replaced with a T-47 Airspeeder, one T-47 airspeeder order may be selected in addition to other orders at the beginning of a turn not counting this unit.

Stay With Me: As a bonus action, once per turn, you may remove one disabled effect from a repulsor vehicle within your command range. You may elect to have allies with speeder elect to reduce their speed by 1 for the move caused by the speeder ability

 

New Force Powers

Force Pilot (Repulsor Vehicle Only) (5 points)

Expend: You may remove one damage effect from this vehicle

 

Force Evade (10 points)

When you have a standby action, you are treated as having a cover value of one higher. This may exceed normal cover limitations.

 

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1 hour ago, Shadows of the Future said:

Kind of working on a variant T-47 Airspeeder unit that would create some interesting options. Unless specified, the stats and rules are the same as the T-47 Airspeeder.

Commander Skywalker, Rogue Leader (Unique: Counts as Luke Skywalker)

Cost: increases to 250,

Hit Points: Increases by 2

Type: Becomes Commander

Upgrades: Lose Comms Upgrade, Add 1 Force Power and 1 Leader Upgrade

Surge: Adds surge to attack.

Abilities: Rogue Group: One of your force composition troopers may be replaced with a T-47 Airspeeder, one T-47 airspeeder order may be selected in addition to other orders at the beginning of a turn not counting this unit.

Stay With Me: As a bonus action, once per turn, you may remove one disabled effect from a repulsor vehicle within your command range. You may elect to have allies with speeder elect to reduce their speed by 1 for the move caused by the speeder ability

 

New Force Powers

Force Pilot (Repulsor Vehicle Only) (5 points)

Expend: You may remove one damage effect from this vehicle

 

Force Evade (10 points)

When you have a standby action, you are treated as having a cover value of one higher. This may exceed normal cover limitations.

 

Pretty interesting unit concept. So with the Rogue Group ability you could bring up to 3 Airspeeders (2 in the heavy and one in a trooper slot)? Maybe the Stay With Me ability could have the player roll a red die, with the damaged effect only being removed if  the result matches with the initial damage roll. That might help balance out with its far range.

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14 minutes ago, sirfrancisdubois said:

Pretty interesting unit concept. So with the Rogue Group ability you could bring up to 3 Airspeeders (2 in the heavy and one in a trooper slot)? Maybe the Stay With Me ability could have the player roll a red die, with the damaged effect only being removed if  the result matches with the initial damage roll. That might help balance out with its far range.

I'd actually tried that at first, the reason it just does it is because it doesn't negate the damage, just the added effects from a hit. The airspeeder will still go down over time, and to get a use out of it, you need to keep your speeders more bunched up.

For the extra airspeeder, yeah, that's the major point for it. You have the extra airspeeder available for the force, and with this Luke, you also have his airspeeder for it. Was thinking of some command cards to mix in with the other Luke ones for this kind of force.

Of course, if I went with the other Rogue Leaders, well, Wedge becomes entirely broken (He wins even when trying to lose), and Gavin isn't really given that much differentiation in the role.

Then you could have the Wraith Squadron, which would turn the game into a drinking contest because I can't really think of any other way to portray their particular brand of insanity...

Edited by Shadows of the Future

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Ewok Warriors

Rank: Corps

Base cost:30

Defense: white.

Health: 1

Courage: 2

Weapons: Spear: 1 red die (melee)

Speed: 2

Squad Size: 5

Upgrade slots: 2 Personnel, Heavy weapon .

Exclusive Upgrade Cards:

Wisties Pouch Thrower (Heavy weapon, 10pts) 2 white dice, range 1, suppressive.

Ewok Warrior (6pts)

Trap Layer (Heavy weapon, 15 pts) :going to have a function similar to special forces bombardiers. 

Valiant Horn (Personnel, 10pts : Upon exhausting this card, the unit gains Relentless for the duration of its activation.

Abilities:

Low Profile 

Unhindered

Inspired by Ewok Hunt mode in Battlefront 2

Edited by sirfrancisdubois

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53 minutes ago, Helix46 said:

I think a speed of 1 and steady would make sense for battle droids, to represent their constant advance.

I'm actually thinking of homebrewing the Super Battle Droids with that ability. It fits them very well.

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latest?cb=20170109225500

 

Jumptroopers

Faction: Imperial
Base Size: Small
Point Cost: 60
Upgrade Slots: Gear, Personell, Heavy Weapon
Rank: Corps
Minis per Unit: 4
Keywords: Trooper
DefenseWhite
Health: 1
Courage: 1
Surges: Attack - Hit / Defense - Block
Speed: 3
Weapon 1: Unarmed - Melee B
Weapon 2: E-11 Blaster Rifle - Range 1-3 W 

Abilities: 
Precise 1
--> Jump 2

Heavy Weapon Upgrades: 

RT-97C Jumptrooper 
Range 2-3 BBBB
Jumptrooper Only
Add 1 RT-97C Jumptrooper mini.
Pierce 1
27 Points

Smart Rocket Jumptrooper
Range 2-4 RRBB
Jumptrooper Only
Add 1 Smart Rocket Jumptrooper mini
Blast
Impact 4
Pierce 1
EXHAUST 

32 Points

 

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3 minutes ago, Rogue Dakotan said:

latest?cb=20170109225500

 

Jumptroopers

Faction: Imperial
Base Size: Small
Point Cost: 60
Upgrade Slots: Gear, Personell, Heavy Weapon
Rank: Corps
Minis per Unit: 4
Keywords: Trooper
DefenseWhite
Health: 1
Courage: 1
Surges: Attack - Hit / Defense - Block
Speed: 3
Weapon 1: Unarmed - Melee B
Weapon 2: E-11 Blaster Rifle - Range 1-3 W 

Abilities: 
Precise 1
--> Jump 2

Heavy Weapon Upgrades: 

RT-97C Jumptrooper 
Range 2-3 BBBB
Jumptrooper Only
Add 1 RT-97C Jumptrooper mini.
Pierce 1
27 Points

Smart Rocket Jumptrooper
Range 2-4 RRBB
Jumptrooper Only
Add 1 Smart Rocket Jumptrooper mini
Blast
Impact 4
Pierce 1
EXHAUST 

32 Points

At 60 base points they cost nearly as much as a Spec-Ops unit.

Also 2 abilities for a Corps units seems out of line with FFG's current system.

I'd recommend either removing Precise and leaving their one ability as Jump 2 or making them a Spec-Ops unit, ditching the Personnel upgrade and giving them Unhindered as well.

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On 5/18/2018 at 6:10 PM, Derpzilla88 said:

B1 Battle Droids

Rank: Corps
Cost: 35
Upgrade Slots: Personnel, Heavy Weapon
Minis per Unit: 6
Defense: White
Health: 1
Courage: --
Surges: Attack - Hit
Speed: 2
Weapon 1: Unarmed, Melee, Black
Weapon 2: E-5 Blaster Rifle, Range 1-3, White

Abilities:
Droid (Suppression tokens do not cause these units to flee).

If the Separatists were to enter the game (I can always hope and dream), this is how I would design the battle droids as the factions mainline infantry unit. Cheap and a larger amount of units per squad (I was also thinking of bumping them up to 8 units per squad), but sub-par offense and defense capabilities to keep them balanced. I would have also given them a grenade slot, but felt that might make them a little too efficient given their higher-than-normal units per squad count.

I also felt that droids wouldn't be subject to courage values the way living soldiers would, so I gave them a simple ability to make them immune to the fleeing effect of suppression tokens. They'll keep fighting until the last droid falls.

I would give them 2 personel slots

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For clones how about and ability that makes them more effective around other clones?

 

Clone troopers Phase I

Rank: Corps
Cost: 52
Upgrade Slots: Personnel, Heavy Weapon, Grenades, Gear
Minis per Unit: 4
Defense: Red
Health: 1
Courage: 1
Surges: Attack - Hit
Speed: 2
Weapon 1: Unarmed, Melee, Black
Weapon 2: DC-15 Rifle, Range 1-4, Black

Abilities: Brothers - When within range 1 of another unit with “Brothers” keyword, you may add their corage value to yours.

heavy weapons: 

not quite sure what to add, maybe a more effective z-6 and some sort of rocket launcher?

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9 hours ago, Rogue Dakotan said:

latest?cb=20170109225500

 

Jumptroopers

Faction: Imperial
Base Size: Small
Point Cost: 60
Upgrade Slots: Gear, Personell, Heavy Weapon
Rank: Corps
Minis per Unit: 4
Keywords: Trooper
DefenseWhite
Health: 1
Courage: 1
Surges: Attack - Hit / Defense - Block
Speed: 3
Weapon 1: Unarmed - Melee B
Weapon 2: E-11 Blaster Rifle - Range 1-3 W 

Abilities: 
Precise 1
--> Jump 2

Heavy Weapon Upgrades: 

RT-97C Jumptrooper 
Range 2-3 BBBB
Jumptrooper Only
Add 1 RT-97C Jumptrooper mini.
Pierce 1
27 Points

Smart Rocket Jumptrooper
Range 2-4 RRBB
Jumptrooper Only
Add 1 Smart Rocket Jumptrooper mini
Blast
Impact 4
Pierce 1
EXHAUST 

32 Points

 

I like it but I would make them a spec ops unit they're way too strong for corps.  

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On 5/18/2018 at 7:11 PM, Lukez said:

In other universes I would agree, but droids in star wars (especially the B1 Battle Droids) have been shown to be quite cowardly

Lucasverse is where droids have feelings and humans act robotic. "I know."

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B2 Super Battle Droids

Rank: Corps
Cost: 48
Upgrade Slots: Personnel, Heavy Weapon, Modification
Minis per Unit: 4
Defense: Red
Health: 1
Courage: --
Surges: Defense
Speed: 2
Weapon 1: Unarmed, Melee, Black
Weapon 2: Wrist Blaster 1-3, 2 White

Abilities:
Droid (Suppression tokens do not cause these units to flee).
Relentless (After you perform a move action, you may perform a free attack action.)

Upgrades

Super Battle Droid (10) - Personnel
Super Battle Droids only.
Add 1 Super Battle Droid mini.

Heavy Assault Battle Droid (18) - Heavy Weapon
Super Battle Droids only
Add 1 Heavy Assault Battle Droid mini.
Range 1-3, 3 Black
Blast

Wrist Rockets (8) - Modification (replacement for Grenades and Gear slot and would be droid-specific).
Super Battle Droids only.
Range 2, 1 Black
Impact 1
 

Bumping this thread back up with my idea for the B2 Super Battle Droids for the imaginary Separatist faction. When I think of the super battle droids from the films and the show, we see them always marching (or occasionally running) forward with blasters firing and are more durable than the standard battle droids. I wanted to come up with something that properly represented those features. These units are designed to present a frontline unit that provides a hail of inaccurate firepower and takes a bit of effort to take down.

As much as I would love to come up with a new homebrew ability for these guys, I feel that Relentless and/or Steady would fit them perfectly as is. Honestly I'm not sure which of those two to put on them, but Relentless sounds much cooler. I also tried adding some ideas for upgrades that these guys could come with. Wrist Rockets had to be in there somewhere just so "Watch those wrist rockets!" can be shouted in every game.

I'm also open to adjustments on the point costs for these things. I don't play Legion (yet) but I'm keeping a close eye on it and the mechanics. Pricing on units and upgrades seems the toughest part for keeping things balanced. For the moment I'm just guessing and ball-parking point costs based on what already exists in the game.

Edited by Derpzilla88

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