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Homebrew Units Thread

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4 hours ago, Alino said:

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.

I thought also, there should be a restriction of Range and LoS. And it would be fun, if the Mark would stay until the marked unit made a movement! You could mark your opponents snipers and watch them dancing ... ūüėČ

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Printed.

I am really hoping that rebels get a Hoth commander and imperials get a 2nd setting-agnostic corps unit. Those two things are what's holding back the armies right now I think. A lot of the basis for my 2-core-sets-or-nothing stance is, you can't buy a not-Hoth corps to add to your imperials without blowing up the economics of 2 core sets. A single box of $25 stormtroopers immediately moves the needle firmly into "2 core sets". Whereas a box of new and different rebel fleet troopers does not.

Edited by TauntaunScout

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This is more an upgrade than a unit but anyway:

Supply Carrier

Personnel upgrade

? points

Non-Combatant

You gain¬†‚ܙԳŹ¬†Resupply 1: Capacity 2.

 

‚ܙԳŹ¬†Resupply: Refresh 1 exhausted upgrade you have equipped.

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This is a very quick and sloppy edit I made for an AT-AT walker. There was not enough room on the card for all the rulings I wanted to I‚Äôll explain them now. The reason I had an equipment card slot was for the grappling hooks, this card would not effect the walker just the transported units inside. I used the range ruler for speed because, to me, it seemed like a more effective option because I play on a 22 ft by 5ft terrain strip. Instead of using the transport effect on the combat assault tank I am making a ruling where if the AT-AT‚Äôs health drops below its resilience value of eight (instead of becoming damaged or disabled) any units being transported inside will be destroyed. The melee weapon is only to give damage to units in the direct path of the walker by ‚Äústepping on them‚ÄĚ as well as¬†displacing them.¬†Hopefully someone can make use of this and or give me advice for improving this card and maybe even adding a ruling with the T47 airspeeder to destroy the AT-AT like in the movies.

https://ibb.co/7jgsfV6

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Iden Versio (Inferno Leader)

Faction: Imperial
Base Size: Small
Point Cost: ??
Upgrade Slots: Gear, comms, training, Heavy Weapon x3
Rank: operative
Minis per Unit: 1
Keywords: Trooper
Defense: Red
Health: 2
Courage: 2
Surges: Attack - Crit
Speed: 2
Weapon 1: Close Quarter Combat  - Melee R
Weapon 2: TL-50 Repeating Blaster  - Range 1-3 RW

Abilities:

Precise 1 | Sharpshooter 1 | Leader | Infiltrate | Coordinate: Trooper

Heavy Weapons upgrade

Gideon Hask

Add Gideon Hask mini. Attack-1-3 WB Suppressive. Target 1 | Sidearm: Ranged

Del Meeko

Add Del Meeko mini. Attack-1-X BB High Velocity Pierce 1. Defend 1 | Sidearm: Ranged

Seyn Marana

Add Seyn Marana mini. Attack-1-3 WB. Steady | Sidearm: Ranged

Gear Upgarde

Dio

Add Dio mini. You only have 1 health. Attack-1 B. Treat 1: Capacity 1 | Sidearm: Ranged

---------------------------------------------------------------------------------------------------------

Admiral Garrick Versio (Imperial Loyalist)

Faction: Imperial
Base Size: Small
Point Cost: ??
Upgrade Slots: Command X2, Training
Rank: Commander
Minis per Unit: 1
Keywords: Trooper
Defense: White
Health: 6
Courage: 2
Surges: Attack - Hit / Defense - Block
Speed: 2
Weapon 1: Unarmed - Melee B
Weapon 2: Officer's RK-3 Blaster Pistol  - Range 1-2 BW 

Abilities:

Entourage: Iden Versio | Inspire 2 | Spec opps command (At the start of a round, if you played this unit's command card, choose one operative or spectial forces unit without Bounty, it gains the ability on your training upgrade, *at the end of the round, that unit loses it*. )

Here's my ideas, pls give some comments. Thanks. Also, I would love any suggestions on the points since I haven't thought of it yet. This should be very expensive if all four members are added. And I haven't thought of their command cards yet.

Edited by Daniel1172
Forgot to add this**

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Mara Jade (Empire)

7 health, 3  courage

Rank: Operative

Defense: Red

Surges: attack/crit

Upgrades: Force x2, Training

Point cost: 180

Jump 1

Charge 

Deflect 

Disengage

Immune: Pierce

Low Profile

Master of the Force 1

Mara's Lightsaber: Black dice x6

Mara's Blaster Pistol: Red Die, White Die (Range 1-2)

 

Overall, what do you guys think? Gonna do some more Legends characters

 

Overal

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On 5/18/2018 at 8:10 AM, 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.

How eerily close you were to the actual unit released

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On 8/10/2019 at 4:47 PM, TGR97 said:

Mara Jade (Empire)

7 health, 3  courage

Rank: Operative

Defense: Red

Surges: attack/crit

Upgrades: Force x2, Training

Point cost: 180

Jump 1

Charge 

Deflect 

Disengage

Immune: Pierce

Low Profile

Master of the Force 1

Mara's Lightsaber: Black dice x6

Mara's Blaster Pistol: Red Die, White Die (Range 1-2)

 

Overall, what do you guys think? Gonna do some more Legends characters

Seems a little overpowered to me. 

I would reduce her to 6 health, 2 courage or 5 health, 3 courage. Otherwise she has a lot more going for as an operative her than 95% of the commanders in the game.

I would also remove Low Profile or Deflect; to me, it should be one or the other.

Add Pierce to the Lightsaber. Not sure if it should be Pierce 1 or 2.

 

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Posted (edited)

So unless FFG decide to surprise us, I figure it will be a while before we see clone commmandos. This is my take, mostly based on the Republic Commandos game.

Clone Commandos, clone troopers, 2 health, 2 courage, move two, no surge. Red defense dice. 4 models, 100pts. Special Forces.

Gear, training, comms, armament , and grenade upgrade slots.

Expert climber, target 1, sharpshooter 1.

Arm blade, melee, 1 red die.

DC-17m, range 1-2, 2 black dice.

Armament upgrade card, exhausts, reconfigure, 10pts.

DC-17m Grenade Launcher config, range 1-2, impact 1, 1 red die.

DC-17m Sniper Rifle config, range 1-4, surge to crit, 1 black die.

Edited by Lukeovich

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At home, we use Legos for minis and terrain. We use cards, tokens and other Legion stuff though. But using Legos, we can use many non-released characters like Jango or Windu. Yet visuals are important for us, so we work on making proxy cards and characters... based on existing cards. The plan is to put them in sleeves.


It can go from simply adapting markings like CSI for Bossk and GAR for Wookies...

pm9oUpewp

...to adapting Command Cards to the Clone Wars : Chewbacca will see Luke, Leia and Han replaced by the likes of Yoda and Ahsoka.

...to changing a few stats for a character that can work with an existing template. For example, Boba is the obvious template for Jango. I don't want to mess up too much with the template's stats and capacities, but I feel a few things must be changed, like his main weapon.  For now, I go for a mix of Boba and Rex : Two dices not to make him OP since he has Arsenal 2, but Red dices with limited range to mimic dual pistols like Rex.

plXos3zTp

pnwNiciMp

Edited by MajinSnake
Grammar

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1 hour ago, Katsutoshi said:

I read french so I don’t care, but did you notice your cards are in french and people are speaking english here ? Just checking.

I make French cards, yes. But the text isn't the part of the cards I wanted to share, especially since I did not change it. It's mostly the design I work on, and some simple weapon dices and range changes I could make. These are the same whatever the language.

I wonder what kind of dices and range I should pick for Jango's Webstar ?

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6

f6PagqzAPrSvmYSWYysRvciAAqeaGKL_a2h1cSlY29tNDzg-xoFzYcYUH5sLSAHQiEO1yz5qNLuXLefqoirWhlu0SAB94GIqqY1kD_eWE29GRc7pkhE9Yy40upmiQKbJgmZDK3keHWk

Embo And Marrok

 

2

 

110

 

Sharpshooter 1

Bounty

Unhindered (you ignore the effects of difficult terrain)

Chase (these 2 units do not need to stay in cohesion)

Marrok (If the unit attacking is Marrok then you can only use bite as an attack, 2 red dice, melee, Suppressive

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On 1/29/2020 at 1:59 PM, KalEl814 said:

I‚Äôm here to say that whenever I am scrolling the main forum page, I often misread this¬†thread title as ‚ÄúHebrew Units Thread‚ÄĚ and get¬†confused. It happens more often than it should.

That’s all.

Now watch someone makes a bunch of unit cards for using their bronze age chariot wars minis in Legion. 

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