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marineowar
28-07-2005, 13:30
Before I start I would like to apologise profusely for doing this to Warseer as I have to Portent and Dysartes before it. Forgive me.

Ok, some of you from old Portent (may it rest in peace) might remember when I created the Jedi and Sith codices. Realising that the actually armies are basically Imperial Guard I have instead decided to make the rules for just Jedi and Sith, to be taken as allies like Inquisitors used to be. I have added some new wargear and changed some of the other stuff. Also played around with the Force powers and Sabre Styles. So without further ado..


Jedi

Jedi Master – W/S 6; B/S 5; S 4; T 3; W 3; I 6; A 4; Ld 10; Sv 3+; Pts 150

Equipment – Lightsabre.

Options – May select up to 100 pts of items from the Jedi armoury. May take an additional Lightsabre at +5 pts. Can have up to 3 Force Powers chosen from the Force Powers and Jedi Powers lists. May chose a single Lightsabre Fighting Style, which counts against the wargear limit.

Special – Jedi Reflexes: save is invunerable.

Jedi Knight – W/S 5; B/S 4; S 4; T 3; W 2; I 5; A 3; Ld 9; Sv 4+; Pts 70 each

1 – 3 in each unit.

Equipment – Lightsabre.

Options – May select up to 100 pts of items from the Jedi armoury. May take an additional Lightsabre at +5 pts. Can have up to 2 Force Powers chosen from the Force Powers and Jedi Powers lists. May chose a single Lightsabre Fighting Style, which counts against the wargear limit.

Special – Jedi Reflexes: save is invunerable

Although the Jedi Knights occupy one slot on the Force Organization Chart, they do not form a unit and they count as Independent Characters.


Padawan – W/S 4; B/S 3; S 3; T 3; W 1; I 4; A 2; Ld 8; Sv 5+; Pts 25 each

Equipment – Las Pistol, Lightsabre.

Options – May replace their Las Pistol with an additional Lightsabre at +5 pts. May select a single Force Power.

Special – Jedi Reflexes: save is invunerable. Force Link: If the Padawans master is killed he must take a Ld test. If he fails he counts as pinned until the beginning of his next turn.

A Padawan may only be taken if either a Jedi Knight or a Jedi Master is also taken. The Padawan may deploy with his master or separately. They never use a slot on the Force Organization Chart.




Sith

Sith Lord - W/S 7; B/S 5; S 4; T 4; W 3; I 7; A 4; Ld 10; Sv 3+; Pts 170

Equipment – Lightsabre.

Options – May select up to 100 pts of items from the Sith armoury. May take an additional Lightsabre at +5 pts. Can have up to 3 Force Powers chosen from the Force Powers and Sith Powers lists.

Special – Sith Reflexes: save is invunerable


Apprentice - W/S 6; B/S 4; S 4; T 4; W 2; I 6; A 3; Ld 10; Sv 5+/4+; Pts 80

Equipment – Lightsabre.

Options – May select up to 100 pts of equipment from the Sith armoury. May take an additional Lightsabre at +5 pts or a Sabre Staff at +20 pts. Can have up to 2 Force powers chosen from the Force Powers and Sith Powers lists.

Special – Sith Reflexes: save is invunerable


All Jedi/Sith: Jedi/Sith cannot be enslaved, controlled using puppet dance or any similar ability.


Armoury

Lightsabre – Jedi Master/Sith lord: Counts as a Force Weapon that always wounds on no worse than a 4+. Jedi Knight/Sith Apprentice: Counts as Power Weapon that always wounds on no worse than a 4+. Padawan: Counts as close combat weapon that always wounds on no worse than a 4+. All Lightsabres count as Rending. The only way to gain an extra attack with a Lightsabre is with another Lightsabre.

2nd Lightsabre – Jedi may re-roll one failed to-hit roll in close combat. Receives +1 attack in close combat.

Deflection – Any saves from shooting saved on a 6 are deflected back at whatever fired them. Weapons that have strength more than 5 cannot be deflected – 15 pts – Masters and Knights

Bionics – If Jedi is killed do not remove model, place it on its side. Roll a D6 at the start of the next turn: on a roll of a 6 the model is stood back up with one wound but on any other wound it is removed as a casualty.


Jedi Only Armoury

Kel Dor Armoured Talons – Helps Jedi to focus the Force. When testing to see if a Jedi can use Force Powers the Jedi may re-roll the Psychic test if he doesn’t like the first result – 10 pts – Masters and Knights

Holocron – A Jedi with a Holocron can use two different powers every turn – 40 pts – Masters



Sith Only Armoury

Sabre Staff – Gives +1 attack in close combat. Follows all the rules for Lightsabres with the following exceptions: Always wounds on a 3+ in close combat. Gives Deflection. May not be combined with extra lightsabre and user may not select Lightsabre Fighting Styles.

Cortosis Weave Armour – Lightsabres wound on 5+ instead of 4+ (Cortosis resists Lightsabres)


Force Powers

Throw Lightsabre – Psychic Test required – All models under a flame template are wounded on a 4+. If a 6 is rolled the wound ignores armour saves. – 10 pts

Mind trick - No psychic test - target a unit, both players roll a dice and add there LD value to the result. If the results are draw the unit is stunned, If the Jedi/Sith roles higher that player may either move, shoot, or attack in close combat using that unit. (May not be used on enslavers) - 15 points

Speed – Psychic Test required – User assaults 12” – 10 pts

Force Barrier – Psychic Test required – Nothing can move within 3” of user and can’t draw LOS through this area – 25 pts

Force Warning – No Psychic Test – User may re-roll one failed save against shooting per turn – 15 pts – Masters and Knights

Force Leap - Psychic Test - Jedi moves 12" and ignores terrain - 15 pts

Force Blast – Psychic Test required – In combat. At Initiative 1, does strength 6 hit. Centre the Ordinance Blast Marker over the user. Any model covered by the template is hit, models partially covered are hit on a 4+. Effects friend and foe. Wounds count towards combat result. – 20 pts

Absorb – Psychic test required – User can ignore the first failed armour save from shooting. Cannot be used against weapons that are double or more the users toughness. – 20 pts


Jedi Only Force Powers

Shield – Psychic Test required – Gives 2+ armour save (not invulnerable) for one turn, may not move or assault – 10 pts – All Jedi

Force Heal – Psychic Test – Jedi can restore one wound to a friendly model within 3”. The Jedi can use this on himself - ?? pts – Masters and Knights only.

Force Cloak – Psychic Test – Enemies must roll to see Jedi as for night fight rules – 20 pts – All Jedi


Sith Only Force Powers

Lightning – Psychic Test required – All models under a flame template are hit. Wounds on a 4+. No armour saves allowed. – Sith Lords – 20 pts

Choke – Psychic Test required – Chose an enemy model within 18” and LOS. Enemy must pass a Ld test or suffer one wound for every point he failed by. A double 6 instant kills regardless of wounds remaining.– Lord and Apprentice – 20 pts

Aura of Fear – Psychic Test required – Units in assault or attempting assault with Sith must pass a Ld test or hit on 6’s only that turn. Does not apply to fearless units. – All Sith – 20 pts


Lightsabre Fighting Styles

A Jedi can only use one Lightsabre Fighting Style per turn. The controlling player must declare which style he is using at the beginning of his turn and it remains in effect until the end of the opponents turn.

Form I – Uses swift, barely perceptible strikes to hit an enemy multiple times in one attack. Allows re-roll of all failed wounds. – 25 pts

Form II – Focuses on precision with a Lightsabre. Gives +1 W/S. Form II cannot be used with an additional Lightsabre – 15 pts

Form III – Focuses on defence. Counts as Jedi Skill Deflection except that any wounds from shooting saved on a 5+ are deflected back at whatever fired them. – 25 pts

Form IV – Form IV is well known for its power. – User wounds on 3+ in combat. Form IV may not be used with 2 Lightsabres – 20 pts

Form V – In Form V, Jedi learn how to wield two Lightsabres with deadly efficiency – A Jedi with an additional Lightsabre receives +2 attacks for having 2 ccw - 10 pts

Form VI – Extremely fast Lightsabre style. – User gains +1 initiative. – 20 pts

Form VII – This Form draws dangerously close to the Sith focus on physical combat ability. – User must take a Moral Check in each round of combat, if passed he gains +D3 attacks but if he fails he loses D3 attacks. – 15 pts



If you have any comments or critism then please don't hesitate to post, just don't say something like "this sux cause Star Wars is gay," or, "Star Wars doesn't fit in the 40K universe."
If you feel the first then don't bother posting, go away and pester someone else. If you feel the second; yes I know that Star Wars doesn't fit. I did this anyway cause I like Star Wars and I like 40K, I wanted to see how they would look together.

Also, if anyone has any ideas about how you would convert these guys I'd love to hear them. Or ideas about how to balance them properly.

Thanx for taking the time to read this (and maybe comment).
marineowar

TheSonOfAbbadon
28-07-2005, 13:36
I remember this.

Why does the Sith Lord cost less than the Jedi Master even though it is better?

marineowar
28-07-2005, 13:41
My mistake with the sith Lord, I'll edit that now. I'm actually unsure of how expensive I should make the Lord, Any ideas out there?

TheSonOfAbbadon
28-07-2005, 13:45
I say Jedi Master should be 150 and the Sith Lord should be 170.

Apart from that, the rules all look good.

McGonigle
28-07-2005, 18:01
My two pence



Lightning – Psychic Test required – All models under a flame template are hit. Wounds on a 4+. No armour saves allowed. – Sith Lords – 15 pts

Far too good for it's cost.


Throw Lightsabre – Psychic Test required – All models under a flame template are wounded on a 4+. If a 6 is rolled the wound ignores armour saves. – 10 pts
This seems slightly silly to me, throwing a weapon, and it creates a flamer



Force Heal – Psychic Test – Jedi can restore one wound to a friendly model within 3”. The Jedi can use this on himself - ?? pts – Masters and Knights only.

Bad idea, these characters are hard enough to kill as it is without allowing the player to keep on wiping the wound slate clean every turn. This allows a model with a 3+ Invunrable save to in total ingore two failed armour saves a turn. Also healing in 40K is reflected by ignoring failed armour saves, not giving back wounds.


Special – Jedi Reflexes: can always attempt save, even against weapons that normally ignore it.

Should be replaced with "Jedi Reflexes: save is invunerable"
Two reason's:
1) To many save types complicates the game
2) If my Imperial assassin loses it's save from her ability to dodge if hit by an Holy ammo, so should the Jedi.

One the other hand not all bad:


Mind Trick – Psychic Test required – Master/Lord: 1-2 pin unit; 3-4 move unit; 5-6 shoot with unit – 30 pts
Knight/Apprentice: 1-2 no effect; 3-4 pin unit; 5-6 move unit – 20 pts
Padawan: 1-3 no effect; 4-6 pin unit – 15 pts

Since in the movies this is potrayed as having the possibilty to fail on basis of will how about
Mind trick: No psychic test, target a unit, both players roll a dice and add there LD value to the result. If the results are draw the unit is stunned, If the Jedi/Sith roles higher that player may either move, shoot, or attack in close combat using that unit. (May not be used on enslavers) 15 points

For all Jedi/Sith: This model can not be enslaved, controlled using puppet dance or any similar ability

marineowar
29-07-2005, 05:57
McGonigle:
Lightning is the same as Wind of Chaos. I think that's only 15 pts (don't have codex on me)
Throw Sabre: Was originally the same as lightning but I wanted them to be different. Maybe it should cause pinning to represent enemy ducking out of the way?
Force heal, you're probably right. Again I just wanted them to have a power that, to me, represented the Jedi philosophy. Can you suggest something to replace this?
Jedi Reflexes: Noted and changed. Thanks muchly :D

I'll change the Mind Trick and add the "can't be Enslaved/Puppet Dance/etc when I get home.


Thanx for the comments, your 2 pence went quite a way ;)
marineowar

marineowar
29-07-2005, 09:39
McGonigle: You were right about Lightning, I remembered the cost wrong. Is fixed now. Thanx for pointing that out.
Any other ideas/critisms/changes? It's good to have someone who doesn't just go "Oh star wars cool. This list rocks."
Had a few people doing that last time I did this (but more said that it was crap)

marineowar

EDIT: If anyone's interested I'll post up the characters from the movies that I've put together.

boogle
29-07-2005, 11:35
nice stuff, any ideas for General Grevious? :p

marineowar
29-07-2005, 13:07
@ boogle: funny you should mention him :)

General Greivous - WS-5 BS-4 S-4 T-5 W-3 I-5 A-6 Ld-10 Sv-3+ 4+(Inv) Pts-???

Equipment - 4 Lightsabres :eek:

Options - (If someone wants to make rules for his wheel bike thing he can have that)

Special Rules - Jedi Teacher: Greivous is easily a match for most Jedi in sabre-to-sabre combat. In combat he always wounds on no worse than 4+ and ignores armour saves. He also has a 4+ invulnerable save in close combat only.
Sabre Wall: Greivous can spin his sabres very fast, creating an almost impenetrable barrier. If he choses to do this, enemies need 6's to hit Greivous but he only gets one attack.


That's what I've got for him at the moment but he's still a work in progess. If you have any ideas for him or requests for other characters let me know.

marineowar

Pradaking
02-08-2005, 12:15
hey marineowar, loved your old "Jedi Council" Army list. I copied and made some fairly big changes, taking a lot of fluff from the wikipedia. I was thinking about posting it up for people to have a look at.

marineowar
02-08-2005, 12:53
Yeah go for it. It isn't like it's copyrighted or anything. The main reason I put it up was so I could get feedback and see what others think about it. Lets see your version and then I'll put my one up and we can have a poll "Is Pradaking's Jedi Council list better than marineowar's?" ;)
I also did a Sith one but it's basically the same thing, their just better fighters than Jedi. To be totally honest though I think doing them as allies works better than a whole army but I wouldn't carve that in stone till I've seen yours.

marineowar

boogle
02-08-2005, 16:10
well post it so we can give you some feedback on it, all rules are welcome here (well within reason anyway)

Pradaking
03-08-2005, 08:51
no worries. Will start a new thread. Its a bit rough and hasn't been play tested. A lot of the gun names and vehicles cound a bit bogus, but i took almost all of it from starwars.com and wikipedia.

Pradaking
03-08-2005, 08:57
well, it won't let me start a new one, says my post count must be two or more, which it should now be.

Pradaking
03-08-2005, 09:00
Still can't do it, so here is the list:
WARHAMMER 40K JEDI COUNCIL

H/Q

Jedi Master - W/S 6; B/S 5; S 4; T 3; W 3; I 6; A 4; Ld 10; Sv 3+(i); Pts 170
Equipment – Lightsabre.
Options – May select up to 100 pts of Wargear, Armoury items, Force Powers and Lightsabre forms.
Special - Jedi Reflexes: Save is invulnerable.
Skilled Swordsman: Re-roll one missed hit in close combat
Power of the Force: Jedi Master’s may select upto two Force Powers.
Unit: May join a Padawan squad, Clone Trooper squad, AT-RT unit (must purchase AT-RT for +60pts) or BARC unit (must purchase Speeder Bike +35pts).
General – Will always be the leader of the army if present, even if Clone Troop Commander is selected also.
Independent – Operates as an Independent Character.
Transport – May be mounted in a LAAT-i (+160pts).

Jedi Knights – W/S 5; B/S 4; S 4; T 3; W 2; I 5; A 3; Ld 9; Sv 4+(i); Pts 70 each
Unit - 1 – 3 in each unit.
Equipment – Lightsabre.
Options – May select up to 50 pts of Wargear, Armoury items, Force Powers and Lightsabre forms.
Special - Jedi Reflexes: Save is invulnerable.
Skilled Swordsman: Re-roll one missed hit in close combat
May join a Padawan squad, Clone Trooper squad, AT-RT unit (must purchase AT-RT for +60pts) or BARC unit (must purchase Speeder Bike +35pts).
Independent – Operates as Independent Characters. May for units with other Jedi Knights or Jedi Masters.
Transport – May be mounted in a LAAT-i (+160pts).

Clone Trooper Commander - W/S 5; BS 5; S 3; T 3; W 3; I 5; A 3; Ld 10; Sv 4+; 75 Pts
Equipment – DC-15.
Options - May select up to 100 pts of Wargear and Armoury items.
Special - Must join a Clone Trooper squad, ARC Unit (+15pts), Commando Unit (must follow specialist role of unit, paying the extra points indicated), AT-RT unit (must purchase AT-RT for +60pts) or BARC unit (must purchase Speeder Bike +35pts).
General – May be the armies General. If General then the folloing rules apply:
- ARC Units Limmitted to 0-1
- Clone Commandos, Wookiee Commandos, Jedi Masters, Jedi Knights and Padawan Units may not be selected.
- Army must not exceed 2,304 Clones (Good luck with that).
Transport – May be mounted in a LAAT-i (+160pts).

ELITES

ARC Unit – W/S 4; B/S 5; S 3; T 3; W 1; I 4; A 2; Ld 9; Sv 4+/6+(i); 228pts per Unit (38 Pts each)
Unit - 6 in a unit
Equipment – DC-17, Proton and Ion Grenades.
Options – 1 ARC Trooper may be armed with a PLX-1 Missile Launcher (+10 pts).
Special – Infiltrators - May Infiltrate if the senario speacial rules permit infiltration.
Guerillers – May roll 3D6 and takes the highest when rolling for difficult terrain.
Transport – May be mounted in a LAAT-i (+160pts).

Padawan Unit – W/S 4; B/S 3; S 4; T 3; W 1; I 4; A 2; Ld 9; Sv 5+(i); 25 Pts each
Unit - Up to 1-5 in each unit.
Equipment – DH-17 Blaster Pistol, Lightsabre.
Options – Up to two Padawans may have additional Lightsabre for 20 pts. Can have up to one Force Power (total per squad).
Special – Jedi Reflexes: can always attempt save, even against weapons that would normally ignore it.
Transport – May be mounted in a LAAT-i (+160pts).

0 - 1Clone Commandos Unit - W/S 4; B/S 4; S 3; T 3; W 1; I 4; A 2; Ld 9; Sv 4+/6+(i); Pts Special
Unit – 4 in a unit.
Equipment – DC-17 Blaster Rifles.
Options – Must follow one of the following specialist roles:
Scouts – Guerillers – May roll 3D6 and takes highest when rolling for difficult terrain.
Street Fighters - If the unit is in cover, then their saving throw is increased by one point
Targeting Sight – +1 BS when unit does not move in the same turn.
135pts per Unit (33pts each).
Assault Specialists – Replace DC-17 with Vibro-Blades and DH-17.
Counter Attack - If a close combat is being fought involving this unit is a draw, the side with this unit automatically wins.
147pts per Unit (36pts each).
Heavy Weapons Specialists – All troops must replace DC-17 with either an Repeater Blaster Cannon or a PLX-1 at no additional cost.
Tank Hunters - The unit automatically passes tank shock tests, and also +1 to their armour penetration rolls against vehicles.
147pts per Unit (36pts each).
Special - Infiltrators - May Infiltrate if the senario speacial rules permit infiltration.

TROOPS

1+ Clone Trooper Platoon –
- Consists of FOUR Clone Troopers Squads and takes TWO Troops choices on the Force Organisation Chart.
- One Clone Trooper Squad per Platoon may be replaced with an ARC Trooper Squad or Clone Commando Squad, as selected from the ELITES section (Note: These replacement units do not count towards the amount of ELITES selections taken on the Force Organisation Chart).
- For every Platoon, 1 Sergeant MUST be upgraded to a Lieutenant.
- For every 4 Platoons, 1 Sergeant MUST be upgraded to a Captain (This means there would be ONE Captain and FOUR Lieutenants).

Captain – W/S 4; BS 5; S 3; T 3; W 2; I 5; A 3; Ld 9; Sv 4+; +44 Pts
Lieutenant – W/S 3; BS 4; S 3; T 3; W 1; I 4; A 2; Ld 9; Sv 4+; +11 Pts

Clone Troopers – W/S 3; B/S 4; S 3; T 3; W 1; I 4; A 1; Ld 8; Sv 4+; 99pts per Unit (11pts each)
Sergeant – W/S 3; B/S 4; S 3; T 3; W 1; I 4; A 1; Ld 8; Sv 4+;
Unit - 8 Clone Troopers and 1 Clone Sergeant.
Equipment – DC-15.
Options – Up to one Clone Trooper may be armed either with a PLX-1 (+10pts) or a Repeater Blaster Cannon with Shoulder Brace (+10pts). All may be equipped with Proton Grenades (+9pts).
Sergeants may swap their DC-15 for a DH-17 and Stun Baton for no extra cost.
Lieutenants may select additional equipment from the Armoury list.
Captains may select additional equipment from the Armoury or Wargear lists. May lead army if it consists of less than 144 Clones and consists of only Clones (Clone Commandos, Wookiee Commandos, Jedi Masters, Jedi Knights and Padawan Units may not be selected)
Transport – May be mounted in a LAAT-i (+160pts).

0 – 1 Wookiee Commandos – W/S 4; B/S 3; S 5; T 4; W 1; I 4; A 2; Ld 8; Sv 6+(i); 23pts each
Beserker - W/S 4; B/S 3; S 5; T 4; W 1; I 4; A 4; Ld 8; Sv 6+(i); + 15pts
Unit – 5-8 in a unit.
Equipment – Bowcastor.
Options – One Wookiee may be upgraded to a Beserker (+15pts).
All models may replace Bowcastor with Vibro-blade for free.

FAST ATTACK

AT-RT – W/S 4; B/S 4; S 5; I 3; A 1; Armour: Front 10; Side 10; Rear 10; 70 Pts each
Type – Agile Walker
Unit - 1 – 3 in each unit
Equipment – Repeater Blaster Cannon. Rough terrain specialist, may re-roll dificult terrain test.
Options – One AT-RT may be equipped with Sensor Equipment (+20pts) or Deflector Shield (+20pts each).

BARC Squad
Clone Trooper - W/S 4; B/S 4; S 3; T 3\4; W 1; I 4; A 1; Ld 8; Sv 4+; 46 Pts each
Sergeant – W/S 4; B/S 4; S 3; T 3\4; W 1; I 4; A 2; Ld 8; Sv 4+; Pts +10
Type – Speeder Bike.
Unit - 3 – 6 in each unit
Equipment – Twin-Linked Photon Blaster.
Options – 1 in 3 models may replace weapon with Repeater Blaster Cannon (+15pts) or a PLX-1 (+15pts).
Character – One member of the squad must be upgraded to a Sergeant for 10 pts.

HEAVY SUPPORT

AT-PT – W/S 4; B/S 4; S 5; I 3; A 1; Armour: Front 12; Side 10; Rear 10; 110 Pts each
Type – Agile Walker
Unit - 1 – 3 in each unit
Equipment – Repeater Blaster Cannon and Concussion Grenade Launcher.
Rough terrain specialist - May re-roll dificult terrain test.
Options – Up to one AT-PT in each unit may be replace its Repeater Blaster Cannon with a Twin Laser Cannon (+20pts). May have Deflector Shield (+25pts), Reinforced Armor (5+pts), Decoy Launchers (+15pts).

AT-XT Battle Walker – B/S 4; Front 11; Side 12; Rear 12; 175 Pts
Type – Agile Walker
Equipment – Twin Laser Cannon and Long Range Mortar.
Options - May have Exo-Shell 3 Shield (+25pts), Deflector Shield (+25pts), Reinforced Armor (5+pts).

AT-TE – B/S 4; Front 14; Side 12; Rear 11; 300 Pts
Type – Agile, Walker, Transport, Warmachine (2 Structure Points)
Transport – May carry up to 16 Models.
Equipment – Twin-Linked PLX-1 and 3 Twin-Linked Repeater Blasters.
Options - May have Deflector Shield (+25pts), Reinforced Armor (5+pts), Decoy Launchers (+15pts).

LAAT-i Troop Transport – B/S 4; Front 12; Side 10; Rear 12; 160 Pts
Type – Fast, Skimmer
Transport – May carry up to 11 Models.
Equipment – Twin-Linked PLX-1 and Twin-Linked Repeater Blaster.
Options – May replace Twin-Linked PLX-1 with Twin Laser Cannon (+10pts). May have Deflector Shield (+25pts), Reinforced Armor (5+pts), Decoy Launchers (+15pts).

Pradaking
03-08-2005, 09:02
Twin-Linked PLX-1 - 48" S8 AP3 Heavy 1, Re-roll misses (40pts on Tank)
PLX-1 - 48" S8 AP3 Heavy 1 (25pts on Tank)
Repeater Blaster Cannon - 36" S5 AP4 Heavy 2, Re-roll misses (25pts on Tank)
Repeater Blaster Cannon (Shoulder Brace) - 36" S5 AP4 Assault 2 (25pts on Tank)
Twin-Linked Repeater Blaster – 24” S4 AP5 Assault 2 , Re-roll misses (8pts on Tank)
DC-17 Blaster – Rifle Mode: 24” S4 AP5 Rapid Fire / Sniper Mode: 36” S5 AP3 Heavy 1 (10/15pts)
DC-15 Blaster – 24” S4 AP5 Rapid Fire (2pts)
DH-17 Pistol – 12” S4 AP5 Pistol (1pts)
Twin Laser Cannon – 48” S9 AP2 Heavy 1, may re-roll misses (50pts)
Long Range Mortar – G12”-48” S6, AP4, Ordance 1, Blast, Battery (60pts)
Thermal Detonator Launcher – 60” S9 AP2 Heavy 1, Blast (60pts on Tank)
Concussion Grenade Launcher – 24” S3 AP6 Assault 1, Blast or S6 AP4 Assault 1 (15pts on Tank)
Twin-Linked Photon Blaster – 18” S5 AP4 Assault 1, Re-roll misses (10pts on Bike).
Bowcastor – 24” S4 AP5 Assault 1 or 18” S3 AP- Assault 2 (5/10)
Vibro-blade – Counts as power weapon.
Lighsabre – Can only be used by Jedi and Padawan.
Padawan – Close combat weapon that wounds on 4+ regardless and glances vehicle on 6.
Jedi Knight – Power Weapon that wounds on 4+ regardless and glances vehicles on 6.
Jedi Master – Power Weapon that ignores invulnerable saves, wounds on 4+ regardless and glances vehicles on 6.
Proton Grenade – Gives assaulting unit I 10 for the first round of combat.
Ion Grenade – When assaulting vehicles or immobile Dreadnoughts, model may make one attack at AP6 + D6.

FORCE POWERS

Throw Lightsabre – Psychic Test – All models under a flame template are wounded on a 4+ with no armour saves possible – 15 pts – Masters and Knights.
Mind Trick – Psychic Test – Master: 1-2 pin unit; 3-4 move unit; 5-6 shoot with unit – 30 pts
Knight: 1-2 no effect; 3-4 pin unit; 5-6 move unit – 20 pts
Speed – Psychic Test – Jedi assaults 12” – 10 pts – Masters and Knights
Visions – Psychic Test – Foresees danger, Jedi and Unit may re-roll armour saves, invulnerable saves and cover saves for remainder of turn – 15 pts – Masters and Knights
Force Throw – Psychic Test - Throws nearby debris at nearby model - 18” at S4 AP- Assault 1, Blast, Causes Pinning – 15pts – Masters and Knights
Deflection – No Psychic Test - Any saves from shooting saved on a 6 are deflected back at whatever fired them. Weapons that have strength more than 5 cannot be deflected – 15 pts – Masters and Knights
Shield – Psychic Test – Gives 2+ armour save (not invulnerable) for one turn, may not move or assault – 10 pts – All Jedi
Force Push – Psychic Test – Nothing can move within 3” of Jedi and can’t draw LOS through this area – 25 pts – All Jedi
Force Cloak – Psychic Test – Enemies must roll to see Jedi as for night fight rules – 20 pts – All Jedi
Force Leap - Psychic Test - Jedi moves 12" and ignores terrain - 15 pts – All Jedi
Force Warning – No Psychic Test – Jedi may re-roll one failed save against shooting per turn – 15 pts – All Jedi

LIGHTSABRE FIGHTING STYLES

Form I – Uses swift, barely perceptible strikes to hit an enemy multiple times in one attack. Allows re-roll of all failed wounds. –15 pts

Form II – Focuses on precision with a Lightsabre. Gives +1 W/S. – 15 pts

Form III – Focuses on defence. Counts as Jedi Skill Deflection. If used with Deflection any wounds from shooting saved on a 5+ are deflected back at whatever fired them. – 15 pts

Form IV – Form IV is well known for its power. – User wounds on 3+ in combat (If used with extra Lightsabre Jedi wounds as normal). – 20 pts

Form V – While Form V also focuses on defence, it is aimed at defending in sabre to sabre combat. – Opponents need 6’s to hit Jedi in close combat but Jedi hits on 5+. – 15 pts

Form VI – Extremely fast Lightsabre style. – User gains +2 initiative. – 20 pts

Form VII – Focuses on brutal and powerful two handed strokes – User doubles strength but also loses 1 attack. Lightsabre counts as two-handed weapon. – 20pts

Form IIX – A swift and constant barrage of blows – For each hit in Close Combat, roll to hit again – 20pts

Form IX – Focuses moving acrobatically whilst in combat – Before attacking in close combat, the Jedi may be repositioned in combat with any enemy model in the opposing unit. They may reposition every assault phase, even the enemies – 15pts

Form X – This Form draws dangerously close to the Sith focus on physical combat ability. – User must take a Moral Check is each round of combat, if passed he gains +2 attacks but if he fails he is -2. – 20 pts

ARMOURY

DC-17 Blaster – Rifle Mode: 24” S4 AP5 Rapid Fire / Sniper Mode: 36” S5 AP3 Heavy 1 (10/15pts)
DC-15 Blaster – 24” S4 AP5 Rapid Fire (2pts)
DH-17 Pistol – 12” S4 AP5 Pistol (1pts)
Bowcastor – 24” S4 AP5 Assault 1 or 18” S3 AP- Assault 2 (5/10pts)
Concussion Grenade Launcher – 24” S3 AP6 Assault 1, Blast or S6 AP4 Assault 1 (10/15pts)
Proton Grenade – Gives unit I 10 for the first round of combat when charging (1pts)
Ion Grenade – When assaulting vehicles or immobile Dreadnoughts, model may make one attack at AP6 + D6 (2pts)
Vibro-blade – Counts as power weapon (10/15pts)
Stun Baton – Counts as close combat weapon (1pts)


WARGEAR

Extra Lightsabre - + 2 attacks. Wounding roll increased from 4+ to 5+ – 20 pts

Bionics – If model is killed do not remove model, place it on its side. Roll a D6 at the start of the next turn: on a roll of a 6 the model is stood back up with one wound but on any other wound it is removed as a casualty – 5 pts

Kel Dor Armoured Talons – Helps Jedi to focus the Force. When testing to see if a Jedi can use Force Powers roll 3D6 and discard the highest – 5 pts – Masters and Knights

Holocron – A Jedi with a Holocron can use two different powers every turn – 40 pts – Masters Only

Speeder Bike – Gives +1T. Twin-linked Photon Blaster 18” S5 AP4 Assault 1, Re-roll misses. Moves 12” ignoring terrain. May move 24” in movement phase and gains and invulnerable save, but may not fire weapons – 35 pts

Katarn Class Commando Armour – 4+ save plus 6+ invulnerable save 15pts

Personal Deflector Shield – Gives a 4+ invulnerable save – 25pts

AT-RT – May be mounted in AT-RT – 60pts

Exo-Shell 3 Shield - 4+ save to front armour.
Deflector Shield - Same as Eldar Holofield
Decoy Launchers - Same as Tau
Reinforced Armor - Same as Imperial

Pradaking
03-08-2005, 09:08
Big thanks go out to MARINEOWAR for developing the first list and doing most of the hard work!!

I tried to bring it closer to fluff and i tried to stay away from Imperial armour type vehicles. Limits the list for people that don't play those rules.
I know the Clone Trooper Platoon is a big messy, trying to find a way to stay 'fluffy' and bring it into the rules.
I know its messy, didn't really tidy it up for people's eyes.
If anyone wants to play test, please please please do. I can't as all my models are about 300kms away.
If anyone knows a whole lot about Army Builder Data File building, i have some questions, cos trying to figure it all out for myself is bursting my brain.
Creative criticism welcome, if there's a problem then dont ONLY tell me, gimme an idea for a solution as well.
If anyone wants the fluff that most of the ideas came from, let me know and i can attach a word file or something.
Cheers,
Cam.
P.S. Honesty is the best policy.

marineowar
03-08-2005, 11:38
OK. First of all I think this looks pretty good but, like mine, needs a few changes.

The Clone Trooper Platoon: It's an excellent idea imho, but it shouldn't take two FOG choices, It's basically an IG Storm Trooper platoon when you get right down to it. Also, I don't think that the ARC and commando units should be available in it.
I disagree with the Jedi personally using the AT-RT, but that's just me. I imagine that they would require specialised training to use the things.
The Lightsabre forms: I only did 7 cause that's all there are in the Jedi Order.
Lightsabre: I recommend making the sabres rending, then a knight/master has additional abilities on top of that. It seems to work better and makes the Padawans a bit more viable.
Extra Lightsabre: I don't think that taking an extra sabre should make it harder to wound, if anything it should be easier as they'd have twice as much chance of hitting the enemy.
AT-TE shouldn't be agile imho. It's a bulky walker and not especially agile.
Wookies: Any model may take a vibro blade for +3 pts in addition to the bowcaster.
Make vibroblades rending instead. Vibro Blades are pretty good but they don't have an energy field (as far as I know) but vibrate rapidly (hence vibro blade) and I doubt that would be as effective as a power weapon.
AT-XT: Why is the front armour worse than the side and rear?
Walkers and BARC squads should have WS 3 not 4. They're still normal clones after all.
I also think you should have a min-max model count for each unit. It just makes it easier for people to stick to a points limit that way.

OK so I ended up with more than a few things, got a bit carried away. I think that alot of the stuff you've done is quite good though. Feel free to ignore or use anything I've said here, I won't be offended by the former or cry copy cat at the second :D

marineowar

Pradaking
04-08-2005, 08:49
-The idea withthe clone trooper platoons is that you MUST take 4 squads of 9. So, to take up 2 troops choice you've got 72models already, add a HQ and thats nearly 1000pts gone. The idea was to not seperate platoons, but still allow different choce to be made.
-The ARC and Commandos i threw in there so that there would be at least a something random about a Jedi Council force. So that opponents couldn't say "Well I KNOW that i'll be fighting 36 clone troopers". Still under review :D
-I gave the Jedi the AT-RT because i orignally was using a TX-130S fighter Tank (instead of hte AT-XT) and the fluff said that Jedi sometimes commandeered the TX-130S. I figured that if they could pilot the tank, they could pilot the waker. Also gives the possibility of a fully mechanised army, i suppose. No big issue to lose it though.
- I had no idea about the Lightsabre forms, so that can be changed easily. Any specific info on them??
-I like the idea with the rending lightsabre. Yoink!
-The 2nd lightsabre i figured to make harder to wound because, even though you have more chance of hitting (+2 attacks), i figured you'd be concentrating more on not cutting your leg off than cutting off someone elses.
-The only reason i made the AT-TE agile is because there wasn't much point of a transport if it doesn't actually get you there quicker. I tried to bring it closer to being a tank, than a walker.
-Wookies - Sold.
-Noted on vibroblade. The weapon should then be cheaper, i presume?
-Don't rightly know why the front is worse than the rear, i will change that.
-Your correct about walkers/BARC. For the armybuilder VDR i used Adeptus Titanicus as the pilots.
-I may change the unit sizes for the ARC, but the rest will probably stay the same. There is some very specific fluff that i read.

More feedback please!!

Pradaking
04-08-2005, 08:52
"Light green - ...Squads, made of 9 troops
Blue - ...Platoons, made of 36 troops (4 squads)
Red - ...Companies, made of 144 troops (4 platoons)"

"Clone Commandos –Often working in groups of four..."

Icewalker
13-08-2005, 15:13
I like it. Do you have rules for Yoda? At that, do you have Darth Plagus and Darth Sidious? :D

marineowar
17-08-2005, 08:35
Well since you asked...

Yoda – W/S 6; B/S 5; S 4; T 4; W 4; I 6; A 4; Ld 10; Sv 3+; Pts 320

Equipment – Lightsabre, Form I Lightsabre Fighting Style, Deflection, Skilled Swordsman.

Force Powers – Throw Lightsabre, Shield, Force Push, Force Warning.

Special Rules – Jedi Reflexes: Save is invulnerable. Jedi Council Member: Yoda can use two Force Powers every turn. Old: Yoda always moves as if in difficult terrain, he still assaults 6". Strength of Will: Yoda can still move when he uses the Shield Force Power.

Retinue – May be accompanied by a Padawan or a Clone Troopers squad.


I don't have Sidious or Plagus. I do have Obi Wan (Knight), Anakin (Padawan), Count Dooku, Darth Maul, Jango Fett and Mace Windu. General Greivous is available on the previous page. Any requests? I could probably put together most of the characters from the prequels and some from the originals/books.

Icewalker
18-08-2005, 02:04
Don't stress on spec. characters. Last thing I have to say is this: Sith are renegades only and Jedi are Puritans. Makes sense right?

marineowar
18-08-2005, 09:15
I didn't go too hard on them, and for the most part made straight from the rules available. Yoda, Anakin and Fett are the exceptions I can think of. But they're just for fun and I can usually knock them up in about half an hour.
Yeah Jedi are pretty much puritan, from their point of view. Remember, "all of the truths we cling to depend greatly on our own point of view."
But the Jedi try to be open to the Force, seeing it as an ally. While the Sith twist the Force to their uses, seeing it as a tool.

Goblinardo
26-08-2005, 04:09
I read marineofwar's original post and thought it was a cool idea to do a Clone Trooper list on Epic: Armageddon. It has no playtest at all, but what the hell.


Epic: Armageddon Clone Wars Republic Army

Strategy Rating: 4
Initiative Rating: 1+ for all formations

-----------------------
Units

Jedi Master

Type Speed Armour CC FF
Character n/a n/a n/a n/a

Weapons Range Firepower Notes
Lightsaber (base contact) Assault Weapons Macro-Weapon, Extra Attack (+1)
Force Powers (15cm) Small Arms Macro-Weapon

Notes: Invulnerable Save, Leader, Inspiring, Supreme Commander, First Strike


Jedi Knights

Type Speed Armour CC FF
Infantry 15cm 4+ 3+ 4+

Weapons Range Firepower Notes
Lightsabers (base contact) Assault Weapons Macro-Weapon, Extra Attack (+1)
Force Powers (15cm) Small Arms Macro-Weapon

Notes: Inspiring, Invulnerable Save, First Strike

Jedi Padawans

Type Speed Armour CC FF
Infantry 15cm 5+ 4+ 6+

Weapons Range Firepower Notes
Lightsaber (base contact) Assault Weapons Macro-Weapon, Extra Attack (+1)
Blaster Pistols (15cm) Small Arms

Notes: First Strike

Clone Trooper Squad

Type Speed Armour CC FF
Infantry 15cm 6+ 6+ 5+

Weapons Range Firepower Notes
Blaster Rifles (15cm) Small Arms
PLX Launcher 45cm AP5+/AT6+

Notes:

Fire Support Squad

Type Speed Armour CC FF
Infantry 15cm 6+ 6+ 4+

Weapons Range Firepower Notes
2xPLX Launcher 45cm AP5+/AT6+

Notes:

ARC Trooper Squad

Type Speed Armour CC FF
Infantry 15cm 5+ 5+ 4+

Weapons Range Firepower Notes
Blaster Rifles (15cm) Small Arms
PLX Launcher 45cm AP5+/AT6+
Heavy Blaster 45cm AP4+

Notes: Fearless, Scouts, Infiltrators, Teleport

Lancer Troops

Type Speed Armour CC FF
Infantry 35cm 5+ 4+ 6+

Weapons Range Firepower Notes
Power Lances (base contact) Assault Weapon Extra Attack (+1), First Strike
Blaster Pistols (15cm) Small Arms

Notes: Skimmer, Mounted, Infiltrators

Speeder Bike

Type Speed Armour CC FF
Infantry 35cm 5+ 6+ 4+

Weapons Range Firepower Notes
Heavy Blaster 45cm AP4+

Notes: Skimmer, Mounted

Republic Attack Gunship

Type Speed Armour CC FF
Armored Vehicle 35cm 4+ 6+ 4+

Weapons Range Firepower Notes
Heavy Blaster 45cm AP4+
2x Missile Launcher 45cm AP5+/AT6+


Notes: Skimmer, Transport (may carry 3 Clone Trooper Squads, Fire Support Squads, ARC Trooper Squads, Jedi Knights or Jedi Padawans), Planetfall

Republic Transport Dropship

Type Speed Armour CC FF
War Engine 35 cm 4+ 6+ 4+

Weapons Range Firepower Notes
2xMissile Launcher 45cm AP5+/AT6+

Notes: Skimmer, Transport (may carry 1 AT-TE, SPHA-T or SPHA-BC), Planetfall
Damage Capacity: 2. Critical Hit Effect: Enemy fire destroys the Dropship's wings, taking it down. The Dropship and its cargo are eliminated.

AT-TE (All Terrain Tactical Enforcer)

Type Speed Armour CC FF
War Engine 20cm 4+ 6+ 4+

Weapons Range Firepower Notes
4xHeavy Blaster 45cm AP4+ Forward Arc
Projectile Cannon 65cm MW4+ Fixed Forward Arc
2xHeavy Blaster 45cm AP4+ Rear Arc

Notes: Walker, Reinforced Armour
Damage Capacity: 3. Critical Hit Effect: A lucky shot disables the AT-TE legs, rendering it inmobile. The AT-TE cannot move for the remainder of the battle.

SPHA-T (Self Propelled Heavy Artillery - Turbolaser)

Type Speed Armour CC FF
War Engine 20cm 4+ 6+ 4+

Weapons Range Firepower Notes
Turbolaser Barrage 120cm 2BP Indirect Fire
2x Heavy Blaster 45cm AP4+

Notes: Walker, Reinforced Armour
Damage Capacity: 3. Critical Hit Effect: The Turbolaser power supply is hit and explodes. The SPHA-T is destroyed and any units within a 5cm radius of it suffer a hit on a roll of 6.

SPHA-BC (Self Proppeled Heavy Artillery - Blaster Cannon)

Type Speed Armour CC FF
War Engine 30cm 4+ 6+ 4+

Weapons Range Firepower Notes
2xBlaster Cannon 60cm AP5+/AT6+/AA5+
2xHeavy Blaster 45cm AP4+

Notes: Walker, Reinforced Armour
Damage Capacity: 3. Critical Hit Effect: The Blaster Cannons' power supply is hit and explodes. The SPHA-BC is destroyed and any units within a 5cm radius of it suffer a hit on a roll of 6.

Z-95 Headhunter

Type Speed Armour CC FF
Aircraft Fighter 5+ n/a n/a

Weapons Range Firepower Notes
Twin Blaster Cannons 35cm AP4+/AT5+/AA5+ Fixed Forward Arc
Concussion Missiles 30cm AT4+ Fixed Forward Arc

Notes:

Y-Wing

Type Speed Armour CC FF
Aircraft Bomber 5+ n/a n/a

Weapons Range Firepower Notes
Twin Blaster Cannons 35cm AP4+/AT5+/AA5+ Fixed Forward Arc
Ion Cannon 35cm AT4+ Fixed Forward Arc
Proton Torpedoes 40cm MW3+ Fixed Forward Arc

Notes:

Republic Acclamator-Class Assault Ship

Type Speed Armour CC FF
Spacecraft n/a n/a n/a n/a

Weapons Range Firepower Notes
Pinpoint Attack n/a MW2+ Titan-Killer (D3)

Notes: Transport (may carry 72 of the following units: Clone Trooper Squads, Fire Support Squads, ARC Trooper Squads, Jedi Knights, Jedi Padawans *plus* 21 of the following units: AT-TE, SPHA-T, SPHA-BC *and* enough Republic Attack Gunships and Republic Transport Dropships to carry any other units on board)
--------------------------------------
Army List

Formations

Name Units Upgrades

Clone Army Infantry Platoon 9xClone Trooper Squads, 2xJedi Padawans, 1xJedi Knights

Transport, Artillery Support, Recon, Fire Support
(300pts)


Clone Army Airborne Platoon 9xClone Trooper Squads plus transport
Transport, Artillery Support, Fire Support
(350 pts)

Clone Army Lancer Corps 8xLancer Troops

Speeder Bikes
(250pts)

Clone Army Special Forces 6xARC Trooper Squads

Sniper
(350 pts)

Clone Army Enforcer Squadron 3xAT-TE

Transport
(500pts)

Clone Army Artillery Group 3x(SPHA-T or SPHA-BC)

Transport
(500pts)

Republic Navy Air Superiority Wing 3xZ-95 Headhunter

(300pts)

Republic Navy Ground Attack Wing 3xY-Wing

(350pts)

0-2 Assault Ship 1xRepublic Acclamator-Class Assault Ship

(300pts)

------------------------
Upgrades

Transport: Enough Republic Attack Gunships and/or Republic Transport Dropships to carry the entire formation. You can't take 'extra' transports, only the minimum required. (25pts Gunships / 30 pts Dropships)

Artillery Support: 1 AT-TE, SPHA-T or SPHA-BC. (200pts)

Fire Support: 3x Fire Support Squads (75pts)

Recon: 3x ARC Trooper Squads (100pts)

Sniper: One ARC Trooper Squad gets the Sniper ability. (50pts)

Speeder Bikes: You may trade any number of Lancer Troops for 1 Speeder Bike each at no additional cost.
-------------------------

1/3 of the army points may be spent on Aircraft and Spacecraft.

The army must include at least three Infantry Platoons.

The army gets a free Jedi Master character. He must be added to a Jedi Knights unit. The formation that gets the Jedi Master becomes the enemy Break Their Spirit goal.

SkeezaPhrenyak
21-09-2005, 16:32
Is S4 not to high for jedi? He's only human anyway...

marineowar
25-09-2005, 13:28
I made them S4 to represent them using the force to enhance their strength. It doesn't make that much difference really cause the Lightsabre wounds on 4+ anyway. Maybe I should make Knights and Padawans S3 and only have masters S5 to represent their superior control. What do others think?