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Made in us
Ruthless Interrogator





CODEX GALACTIC EMPIRE


(careful: huge image in spoiler)
Spoiler:


No FOC slot:
Vader's Body Guards:

Spoiler:
501st veterans squad -70pts (4 veterans and 1 sgt)
"It's been said that the 501st got the best of the war. We also got the worst." -Opening entry from the Journal of the 501st
Ws 4 Bs 4 S3 T3 W1 I4 A2 Ld8 Sv3+
Ws 4 Bs 4 S3 T3 W1 I4 A2 Ld8 Sv3+ (sgt)

Infantry

Wargear:

Katarm armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Vibroblade

Special Rules:

For the Emperor!, Concentrate Fire, Relentless, Vader’s Chosen*, Character(sgt only)

May take up to 5 more 501st veterans -14pts each.
Up to four 501st veterans may choose from the following:
Missile launcher-15pts
Lascannon-20pts
Geonosian Sonic Weapon- 20pts
Heavy Bolt Caster-25pts

Vader’s Chosen- Models with this rule re-roll failed Look Out Sir rolls for Darth Vader when he is in the unit. In addition if Darth Vader is killed then they gain the Rampage and Furious Charge special rules.

The 501st at the Battle of Hoth


May also inlude up to 5 Royal Guards:
Royal Guard 25pts each
Ws 6 Bs 5 S3 T3 W2 I5 A2 Ld9 Sv3+
Infantry
Wargear
Vibrostaff, Hot-shot laspistol
Special Rules:
For the Emperor, Master Duelsman, Vader’s Chosen




Imperial Engineer: 30pts
Spoiler:
Ws3 Bs3 S3 T3 W2 I3 A2 Ld9 Sv5+
Infantry

Wargear:
Repair probe*, Control Node*

Special rules:
Independent Character, For the Emperor!
One Imperial Engineer may be included for every 1 HQ choice taken.
May take a unit of maintenance droids:

Maintenance droid (1-5 per unit) 9pts
Ws 2 Bs 2 S2 T4 W1 I2 A1 Ld7 Sv 5+
Infantry

Wargear
:
Repair probe*

Special rules:
Feel no pain, mindlock, Droid

May purchase up to 4 more maintenance droids -9pts each

*Repair probe: In place of attacking, a model with this item that is in base contact with a vehicle may repair 1 Hull point or 1 Weapon destroyed on a roll of 6+. For each additional model with this item that is also in base contact with the same vehicle, this is reduced by 1 to a minimum of 2+. A unit that has done so may not assault that turn. The repair probe may also be used as a melee weapon with the following profile:

S: User, AP: -, Type: Haywire

*Control Node: Models with the mindlock special rule within 6" of a Control Node do not have to take leadership test in order to move, attack, or make repairs. In addition, models that are falling back with the mindlock special rule within 6" of a control node automatically regroup.




HQ:

Darth Vader: LOW 350pts.

Spoiler:
Ws 7 Bs 5 S4 T4 W5 I6 A4 Ld10 Sv2+4+

Infantry (unique)

Wargear:


Lightsaber

Special Rules:


Force User 4, Eternal Warrior, Fear, Preferred Enemy, Lightning Reflexes, Independent Character, Darkside aligned, *The Chosen One

The Chosen One- Darth Vader may re-roll any failed attempts to manifest powers during the Psychic phase. In addition 'remove from play' abilites instead causes one ap2 wound. Look out Sirs cannot be taken for these wounds. In addittion rules that lower leadership or treat leadership as lower do not affect Darth Vader.

May take (1) 501st veterans squad and (1) Royal Guard unit as bodyguards. These do not use a FOC slot*




Grand Moff Tarkin: 150pts
Spoiler:
Ws 4 Bs 5 S3 T3 W3 I4 A1 Ld10 Sv5+
Infantry (unique)

Warlord Trait: Supreme Command- You may choose whether to pass or fail any leadership tests for any unit within 12” of Grand Moff Tarkin.

Wargear:
Hot Shot Laspistol, Flak Armor,

Special Rules:
Independent Character, Stubborn, Grand Moff*, Master Strategist*,

Grand Moff- If a model with this rule is taken as part of your detachment, you may include a second LOW in a Combined Arms Detachment. In addition, if a model with the Grand Moff rule joins a unit all other models in the unit gain the Protective Detail* special rule.
Master Strategist- As long as a model with this rule lives you may steal the initiative on a roll of 4+. In addition you may re-roll failed reserve rolls.
Protective Detail- Models with this rule reroll failed Look Out Sir attempts for models with the Grand Moff rule.



Boba Fett 180pts

Spoiler:
Ws 6 Bs 5 S4 T4 W3 I5 A3 Ld10 Sv2+4+

Jump-Infantry (unique)

Warlord Trait: The Mandalore

Wargear:

Custom Mandalorian armor, Mandalorian Rifle, Mandalorian Pistol, Mandalorian Sword

Special Rules:


Mandalorian, Master-Duelsman, Lightning Reflexes, Independent Character, Hired Bounty, Furious Charge, Rampage, Preferred enemy: Force Users and Yuuzhan Vong

Custom Mandalorian armor- Boba Fett's wrist flamer has been upgraded to a twin-linked heavy flamer.



General Veers: 150pts
Spoiler:
Ws 4 Bs4 s3 t3 w2 I3 A1 ld10 4+
Infantry (unique)

Wargear: Hot-Shot Laspistol, Orbital Bombardment Array, Multi -Track Targeter, Stormtrooper armor

Special Rules:
For the Emperor, Imperial Tank Commander, Maximum Firepower, Independent Character, split fire,

*Maximum Firepower- If the vehicle General Veers is in has not moved in the movement phase then it may fire one weapon at full ballistic skill one additional time


Mandalorian Captain 130pts

Spoiler:
Ws 6 Bs 5 S4 T4 W3 I5 A3 Ld10 Sv2+

Jump-Infantry

Wargear:

Mandalorian armor, Mandalorian Pistol, Mandalorian Sword

Special Rules:

Mandalorian, Master-Duelsman, Independent Character, Furious Charge, Rampage, Preferred enemy: Force Users and Yuuzhan Vong

May swap Mandalorian Sword for Mandalorian Pistol- Free
May swap Mandalorian Sword or pistol for Mandalorian Rifle- 5-pts.
May take a Verpine Pistol- 10pts
May take a Verpine Sniper Rifle- 15pts
May take Thermal Detonators- 5pts
May take Multi-Track Targeter- 10pts




Imperial Officer- 60pts

Spoiler:
Ws 4 Bs 5 S3 T3 W2 I4 A2 Ld10 Sv4+

Infantry

Wargear:
Stormtrooper armor, Hot-Shot Laspistol, Vibroblade.

Special Rules:
Independent Character, For the Emperor!, Counter-Attack,

May take Geonosian Sonic Weapon- 20pts
May upgrade to Katarn armor- 15pts.
May take Thermal Detonators- 5pts
May take Multi-Track Targeter- 10pts




Imperial Tank Commander- 90pts

Spoiler:
Ws 4 Bs 5 S3 T3 W2 I4 A2 Ld10 Sv4+

Infantry

Wargear:

Stormtrooper armor, Hot-Shot Laspistol, Vibroblade, Orbital Bombardment Array

Special Rules:

Independent Character, For the Emperor!, Tank Commander

May take Multi-Track Targeter- 10pts
Imperial Tank commander may be placed in any Imperial vehicle regardless of whether it has a troop capacity( except land speeders and Imperial Landing Vehicles) and changes the vehicle(s) type to HQ. The vehicle that Imperial Tank Commander is in fires using his ballistic skill, but does not prevent the tank commander from firing his orbital bombardment array.


Shadow-Guard 130pts

Spoiler:
Ws 5 Bs 5 S4 T3 W2 I4 A4 Ld10 Sv2+

Infantry

Wargear:
Light-Staff, Shadow armor

Special Rules:
Independent Character, For the Emperor!, Infiltrate, Stealth, shrouded, scout, Shadowed Purpose, Darkside aligned

May purchase Force User 1 for 20pts and upgrade to Force User 2 for an additional 30pts.






Troops.


Stormtrooper Platoon 65pts: (4 stormtroopers + 1 stormtrooper sgt.)
Spoiler:
Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld8 Sv4+
Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld8 Sv4+ (sgt)

Infantry

Wargear:


Stormtrooper armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Vibroblade

Special Rules:

For the Emperor!, Concentrate Fire, Character(sgt only)

May take up to 20 more Stormtroopers for 13pts each.

For Every 5 Stormtroopers you may replace one stormtroopers Hot-Shot Lasgun for a Lascannon for 20pts each.

Each Stormtrooper may take a Speeder Bike for 7pts each.

May take an Imperial Landing Vehicle or a Land Speeder as a Dedicated Transport.

May take an AT-AT as a Dedicated Transport for 875pts. This still counts as a LOW.




Scout Troopers 45pts: (4 scouts+ 1 scout sgt.)
Spoiler:
Ws 3 Bs 3 S3 T3 W1 I3 A1 Ld8 Sv5+
Ws 3 Bs 3 S3 T3 W1 I3 A1 Ld8 Sv5+ (sgt)

Infantry

Wargear:

Scout armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Vibroblade

Special Rules:
For the Emperor!, Scout, Infiltrate, Move Through Cover, Character(sgt only)

Each scout may replace their Hot-Shot Lasgun for a sniper rifle- 2pts each

Scout sgt may purchase Thermal Detonators-5pts.

Imperial Scouts clearing the path for the main Imperial forces.




Dedicated Transports:


Imperial Landing Vehicle 40pts

Spoiler:
Bs 3 AV 12-11-10 HP3

Light Vehicle Transport

(capacity 10)

May take a Multilaser- 10pts


Land Speeder Transport 40pts

Spoiler:
Bs 3 AV 11-10-10 HP2

Open-Topped, Fast Skimmer

(capacity 5)

May take a Multilaser- 10pts



Elites:



Mandalorian Warband 160pts* (2 Mandalorians + Mandalorian sgt)
"It's one thing to see us coming, it's another to do something about it." - Mandalorian saying
Spoiler:
Ws 5 Bs 5 S3* T4 W2 I4 A3 Ld8 Sv2+
Ws 5 Bs 5 S3* T4 W2 I5 A3 Ld9 Sv2+

Jump-Infantry
Wargear:

Mandalorian armor, Mandalorian Pistol, Mandalorian Sword

Special Rules:

Mandalorian, Furious Charge, Rampage, Preferred enemy: Force Users and Yuuzhan Vong, Character(sgt only)

May take up to two more Mandalorians -60pts each
Each Mandalorian may swap their Mandalorian Sword (or pistol) for: a Mandalorian Pistol- Free
Mandalorian Rifle- 5-pts each
Verpine Pistol- 5pts each
Verpine Sniper Rifle- 10pts each
Each Mandalorian may take Thermal Detonators- 5pts each




Noghri Warriors 250pts (5 Noghri Warriors)
Spoiler:

Ws 7 Bs 7 S4 T3 W2 I6 A4 Ld9 Sv- 4+

Infantry
Wargear:

Noghri armor(confers a +1 cover save), 2 Vibroblades

Special Rules:


Infiltrate, Lightning Reflexes, Fleet, Stealth, Scout, No Escape, Lying in Wait




Dark Troopers 300pts (5 Dark Troopers)

Spoiler:
Ws 4 Bs 4 S5 T5 W2 I4 A1 Ld9 Sv2+

Jump-Infantry
Wargear:

Jump-Pack, Missile Launcher,

Special Rules:

Relentless, Fearless, Fear,Droid

Each Dark Trooper may replace its missile launcher with an assault cannon- Free

Heavy Bolt Caster- 15pts




Shadow Troopers 125pts (4 Shadow Troopers + Shadow sgt)

Spoiler:
Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld8 Sv3+

Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld9 Sv3+ (sgt)

Infantry
Wargear:

Katarn Stealth Armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Vibroblade

Special Rules:


Shrouded, Scout, Stealth, Infiltrate, Shadowed Purpose, Relentless,


Three Shadow Trooper may replace their Hot-Shot Lasguns for Bolt Casters- 15 each




Emperors Hand 130

"Emperor Palpatine used the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets included rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns."
Spoiler:
Ws 6 Bs 7 S3 T3 W3 I6 A4 Ld10 3+4+
Infantry

Wargear:
Vibroblade, Verpine pistol,

Special Rules:
Force User 1, Independent Operative (from Officio Assassinorum), Independent Character, Lightning Reflexes,
May take a Verpine Sniper Rifle- 15pts
Gun of Command- 25pts
May take a lightsaber- 30pts
Gun of Command – Range 12” S- ap- blast 1, *Your Thoughts Are Mine
Verpine Pistol- Range 24” S- ap- Pistol 2, Sniper, *Verpine
Verpine Sniper Rifle- Range 60” S- ap4 Heavy 4, Sniper, *Verpine,

*Verpine- you add 2 to the die when determining to-wound rolls to a maximum of 6. Rolls of 1 always count as failures.
*Your Thoughts Are Mine- Each model hit by a weapon with this rule immediately takes a leadership test with 3 d6. If this test is failed then the model immediately deals a number of hits equal to its attack profile and weapons against its own unit. Allocate wounds to these affected model last. This effect is over after wounds are resolved and it does not incur another leadership test if failed.

An Emperor's Hand known as Mara Jade leads her troops as she furthers the cause of the empire.


Fast Attack:


AT-ST Walker Squadron 120pts (1 AT-ST)

Spoiler:
Bs 3 Ws 3 AV 12-12-12 S6 A1 I3 HP3

Vehicle(Walker)
Wargear:

Twin-linked Lascannon

Special Rules:

Walker, Scout, Move Through Cover, Squadron

May purchase up to 2 more AT-STs -120pts each

Each AT-ST may purchase a pintle-mounted Twin-linked Multilaser- 15pts each

OR may purchase a a pintle-mounted Twin-linked Missile Launcher- 45pts each.




TIE-Mauler Squadron 65pts (1 TIE-Mauler)

Spoiler:
Bs 3 Ws 3 AV 10-10-10 HP3

Fast Vehicle
Wargear:

Multilaser

Special Rules:
Scout, Move Through Cover, Squadron, Self-Destruct Protocols

May purchase up to 4 more TIE-Maulers -65pts each

A TIE Mauler racing forward to the enemy.



TIE Interceptor Squadron 180pts (1 TIE Fighter)
Spoiler:
Bs 4 AV 11-11-11 HP3
Vehicle(Flyer)
Wargear:
Quadlinked lascannon, 2 multilasers, ceramite plating.

Special Rules
Flyer, Supersonic, Agile, Squadron

May purchase up to 2 more TIE Fighters-180pts each




Scout Bikers 80pts: (4 scouts+ 1 scout sgt.)
Spoiler:
Ws 3 Bs 3 S3 T4 W1 I3 A1 Ld8 Sv5+
Ws 3 Bs 3 S3 T4 W1 I3 A1 Ld8q Sv5+ (sgt)

Jetbike( Infantry)
Wargear:

Speeder Bike, Scout armor,Hot-Shot Lasgun, Hot-Shot Laspistol, Vibroblade

Special Rules:

Skimmer, For the Emperor!, Scout, Infiltrate, Move Through Cover, Character(sgt only)

Each scout may replace their Hot-Shot Lasgun for a sniper rifle- 2pts each

Scout sgt may purchase Thermal Detonators-5pts.
Scout Bikers racing to the enemy under fire.





I.S.P. (Infantry Support Platform) Speeder Squadron: 70pts
Spoiler:
BS 3 AV 11 11 10 3hp

Fast- medium skimmer

Wargear:
Twin-linked ISP Blaster*

Special Rules:

Squadron, Fast, Skimmer, Mow Them Down!*
Each ISP Speeder may take a second Twin-linked ISP Blaster-15pts
May take up to 2 more ISP Speeders- 70pts each,
ISP Blaster- Range- 36” S6 ap- Heavy 3, Concussive

Mow Them Down
!- ISP Speeders may fire overwatch at enemy assaulting units that declare a SUCCESSFUL charge against it.

Heavy Support


SPMA-T Walker Squadron 155pts (1 SPMA-T Walker)

Spoiler:
Bs 3 Ws 3 AV 13-11-10 S6 A1 I3 HP3

Vehicle(Walker)
Wargear:

Heavy Conversion Beamer

Special Rules:

Walker, Slow and Purposeful, Squadron

May purchase up to 2 more SPMA-Ts -155pts each

Each SPMA-T Walker may purchase a pintle-mounted Twin-linked Multilaser- 15pts each

OR may purchase a a pintle-mounted Twin-linked Missile Launcher- 45pts each.


TIE Bomber Squadron 265pts (1 TIE Bomber)
Spoiler:
BS 4 AV 12 12 12 HP3
Vehicle(Flyer)
Wargear:
Plasma Bomb Launcher*, Autocannon, Ceramite Plating,

Plasma Bomb Launcher- Range 36" S7 ap2 Large Blast 3, Barrage .


Special Rules:
Flyer, Supersonic, Squadron

May purchase up to 2 more TIE Bombers-265pts each





AT-AA Walker Squadron 120pts (1 AT-AA Walker)

Spoiler:
Bs 3 Ws 3 AV 12-11-10 S6 A1 I3 HP3

Vehicle(Walker)
Wargear:

AT-AA Missile Launcher

Special Rules:

Walker, Slow and Purposeful, Squadron

May purchase up to 2 more AT-AA Walkers -120pts each

Each AT-AA Walker may purchase a pintle-mounted Twin-linked Multilaser- 15pts each

OR may purchase a a pintle-mounted Twin-linked Missile Launcher- 45pts each.

2-M Repulsor Tank Squadron 185pts (1 Repulsor Tank )

Spoiler:
Bs 3 AV 14-13-11 HP4

Vehicle(Large Tank Skimmer)
Wargear:

Turret-mounted Lascannon, Rapid-Fire Twin-linked Autocannon, forward mounted multilaser

Special Rules:
Skimmer, Squadron

May purchase up to 2 more Repulsor Tanks -185pts each


E-Web Teams-40pts
Spoiler:
Unit Composition: 2 Stormtrooper crew
Stormtrooper crew Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld8 Sv4+
Infantry

Wargear:
Each: hot shot lasgun, hot shot laspistol, vibroblade. Both stormtrooper crew models share 1 E-Web Heavy Repeating Blaster

Special Rules:
For the Emperor!
May take up to two more E-Web Heavy Blasters with 2 crew each- 40pts.
An E-Web Heavy Repeating Blaster may be replace with a F-Web Heavy Repeating Blaster- +10pts

E-Web Heavy Repeating Blaster profile- Range 48" S6 ap4, Heavy 4 Pinning

F-Web Heavy Repeating Blaster profile- Range 36" S6 ap4, Heavy 5 Pinning, Personal Forcefield*

Personal Forcefield- The stormtrooper crew using this weapon have a 4+ invulnerable save.


Heavy Weapons Stormtrooper Platoon- 65pts (Heavy Weapons Stormtroopers, 1 sgt)
Spoiler:
Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld8 Sv4+
Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld8 Sv4+ (sgt)
Infantry

Wargear:

Stormtrooper armor, Hot-Shot Lasgun, Hot-Shot Laspistol, Vibroblade

Special Rules:

For the Emperor!, Concentrate Fire, Character(sgt only)

May take up to 5 more Heavy Weapon Stormtroopers -13pts each
Sgt may take Multi-Track Targeter-10pts
Each member may take Katarn armor- 4pts each

May take up to 5 of the following( replaces Hot-Shot Lasgun):
Missile launcher-15pts
Geonosian Sonic Weapon- 15pts
Lascannon-20pts
Heavy Bolt Caster-25pts




AT-AT 875pts LOW

Spoiler:
Bs 4 AV 14-14-14 HP12
Super Heavy Tank

Transport Capacity 26

Wargear:

Turbolaser Battery, 2 Twin-linked Multilasers

Turbolaser Battery- Range- range 64" -S10 AP1 Primary Weapon 4, Armorbane,


Special Rules:

Super Heavy Tank, Invincible Behemoth, Lumbering Doom(a model with this rule does D3 stomp attacks in the assault phase at I2 as described in codex Imperial Knights. Models under the template take an initiative test. If passed the model is counted as not being hit otherwise proceed as normal. This replaces the Blitz rule.



:


Special Wargear

Spoiler:
AT-AA Missile Launcher -range 90"-S8 ap3 Heavy 3, Skyfire, Interceptor

Bolt-Caster -Range 18" S4 ap- Electric Bolt 1

Geonosian Sonic Weapon- -range 30"- S7 ap 2 Heavy1, Large blast, ignores cover.

Heavy Bolt-Caster
-Range 24" S5 ap- Heavy, Electric Bolt 1

Lightsaber Pike
- range: - S user AP: 1, Type: Melee, Armorbane, Fleshbane, Two-handed, Melta, , Deflect*

Lightsaber - range - S: S user AP: 1, Type: Melee, Armorbane, Fleshbane, Specialist Weapon, Melta, Deflect*

*Deflect: Force Users ignore the Specialist Weapon special rule. In addition, Lightsabers confer a 4+ Invulnerable save. If the user already has an equal or better invulnerable save then it instead grants re-rolls on failed Invulnerable saves.
Mandalorian armor[/b]- 2+ armor save and counts as Jump-pack. Has built in wrist flamer and 1 Hunter-Killer missile.

Mandalorian Pistol -Range 12" S5 ap- assault 2, pistol

Mandalorian Rifle - Range24/36" S5 ap- Salvo 3/5

Mandalorian Sword
-range - S+3, ap4. *Grants a 4+ invul when in cc.

Multi-Track Targeter -Confers Split-Fire to its user

Speeder Bike
- +1T to model, has built in Twin-linked Hots-Shot Lasgun, Skimmer bike. Confers Relentless. Bulky.

Scout armor - 5+ armor save. Adds +1 to cover save.

Shadow armor
- 2+ save. Confers Invisibility.

Stormtrooper armor- 4+ armor save.

Katarn armor- 3+ armor save. Confers relentless.

Katarn Shadow armor- 3+ armor save. Confers relentless and stealth.

Thermal Detonator -Can only be used to make a single Thermal Detonator attack per user against Monstrous Creatures and Vehicles when in assault. -Type: Melee. S7 ap2, Armorbane, Fleshbane

Verpine Pistol- Range 24” S- ap- Pistol 2, Sniper, *Verpine

Verpine Sniper Rifle
- Range 60” S- ap4 Heavy 4, Sniper, *Verpine,

Vibroblade -range -Type: Melee. S+1 ap-

Vibrostaff- range- Type: Melee. S+2 ap- two-handed

Special Rules:
Spoiler:




Concentrate Fire -You may fire one 18" S6 ap3 shot for every 2 models with this rule instead of firing their Hot-Shot Lasguns. Determine range from the closest model.

Electric Bolt - Shooting attacks with this rule draw a straight line equal to its range. It causes hit per model under the line to each unit affected. In addition rolls of six to penetrate count as glancing hits against vehicles.

Force User - A Force User follows all the rules for Psykers. Force Users generate their powers from the Force discipline and either the Light Side or Dark Side discipline.

Force Users generate powers from the tables below: If all powers are taken from one table then the Force User gains the Primaris of the chosen table for free.

[spoiler]Light
Primaris: Precognition. Warp Charge 1
1. Shockwave: Warp Charge 1
2. Assail: Warp Charge 2
3. Forewarning: Warp Charge 1
4. Objuration Mechanicum: Warp Charge 1
5. Jedi-Mind Trick Warp Charge 2 ( A malediction that targets an enemy model. The model immediately takes a leadership test with 3 dice. If the model fails this test then it auto-hits its own unit based off of its own attack profile and weapons. Allocate any wounds to the affected model last. This enemy model continues taking a leadership test once every turn at the beginning of the psychic phase until it passes its leadership test.)
6. Psychic Maelstrom: Warp Charge 3

DARK
Primaris: Force Lightning. Warp Charge 2 (A witchfire that targets an enemy unit, range 12"assault 5 ap3. Electric Bolt)
1. Crush: Warp Charge 1
2. Psychic Shriek: Warp Charge 1
3. Enfeeble: Warp Charge 1
4. Hammer hand: Warp Charge 1
5. Shatter Point: Warp Charge 2 ( A blessing that targets the Force User and its unit. Their close combat attacks gain the instant death and lance special rules.)
6. Vortex of Doom: Warp Charge 3



FORCE TABLE:
Primaris: Endurance Warp Charge 1
1.Force Speed Warp Charge 2 ( A blessing that targets the Force User and its unit. May make an immediate 24" move bypassing terrain and intervening models. Counts as having moved for firing purposes.)
2. Mental Fortitude Warp Charge 1
3.Prescience Warp Charge 2
4. Foreboding Warp Charge 1
5. Iron Arm Warp Charge 1
6. Telekine Dome Warp Charge 2



Spoiler:
For the Emperor! - Models with this rule re-roll failed pinning and fear tests.

Hired Bounty
- If the model with this rule kills the highest point value character or independent character in the opponents army then you gain D3 Victory Points. If there are no characters in the opponents army then the single highest point value model in the army must be slain instead. The model with this rule gains the Preferred Enemy rule when attacking this specific model's unit.

Lightning Reflexes -Models with this special rule have a 4+ invulnerable save.

Lying in Wait
- A model with this special rule may attempt a charge on Turn 1 regardless if they infiltrated, scouted or outflanked that turn. If it attempts to charge Turn 1 then each model in the unit it is charging gains an additional attack in the assault phase.

The Mandalore - If Boba Fett is your warlord then all models with the Mandalorian special rule within a formation or detachment he is part of gain the Objective Secured special rule.

Mandalorian
-models with this special rule have the following: Fearless, Honor or Death( characters only), stealth. In addition models with the Mandalorian special rule may use their jump-packs both in the movement phase and the assault phase during the same turn.

Master-Duelsman
- when a model with this rule is in assault rolls of 6 to hit count as precision strikes.

Self-Destruct Protocols
- If a vehicle with this special rule loses all of its hull points then the player controlling it may place a S10 ap1 large blast over the vehicle and scatter it the full distance. Keep rolling the scatter die until an arrow is rolled.

Shadowed Purpose
-Models with this rule can only join/ be joined by units.models that also have the rule. Models with rule may gain the invisibility rule for one turn if they opt not to fire their weapons in the shooting phase and as long as they are not in an ongoing assault.


Verpine - you add 2 to the die when determining to-wound rolls to a maximum 6. Rolls of 1always count as failure to wound.

Your Thoughts Are Mine - Each model hit by a weapon with this rule immediately takes a leadership test with 3 d6. If this test is failed then the model immediately deals a number of hits equal to its attack profile and weapons against its own unit. Allocate wounds to these affected model last. This effect is over after wounds are resolved and it does not incur another leadership test if failed.

Emperor’s Reach Formation
Spoiler:
1-2 Dark Prophets
1-5 Dark Side Adepts
Special Rules: Dark Side Adepts gain fleet and Hatred and any Dark Prophets automatically know the Prescience psyker power

Dark Side Adepts: 125pts (5 Dark Side Adepts)
Ws 4 Bs 4 S3 T3 W1 I3 A1 Ld8 Sv3+
Infantry
Wargear
Lightsaber, Hot-shot laspistol
Force User 1, Brotherhood of Psykers, *Dark Adept

Dark Adept- Instead of generating powers from one of the Force tables models with this rule automatically know the Force Lightning power.

Dark Prophet: 100pts
Ws 3 Bs 3 S3 T3 W2 I3 A1 Ld8 Sv4+
Infantry
Wargear:
Vibroblade, Hot-Shot Laspistol

Special Rules:
Force User 3, Independent Character
Has access to the Divination and Force tables.



Mandalorian Crusade:
All models in the Mandalorian Crusade may move up to 12" forward after the deployment, infiltrate, and scout steps. This does not disallow them from charging T1.
Spoiler:
1 - Boba Fett
0-2 Mandalorian Captain
0-6 Mandalorian Warbands
0-3 Bassilisk War Droids*

Bassilisk War Droid- 150pts
Ws4 Bs 4 S7 T7 W4 I4 A2 Ld10 SV2+
Jump Monstrous Creature, Mandalorian
Wargear:
Two Multilasers, Typhoon Missile Launcher
f

This message was edited 81 times. Last update was at 2016/01/02 13:05:20



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

Stormtroopers with BS4?

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in us
Twisted Trueborn with Blaster





 Matthew wrote:
Stormtroopers with BS4?


Maybe he meant BS -4?

"But If the Earth isn't flat, then how did Jabba chakka wookiee no Solo ho ho ho hoooooooo?" 
   
Made in se
Ancient Space Wolves Venerable Dreadnought






I... actually don't know. Help?

AnFéasógMór wrote:
 Matthew wrote:
Stormtroopers with BS4?


Maybe he meant BS -4?

To Valhall! ~2800 points

Tutorials: Wet Palette | Painting Station
 
   
Made in us
Ruthless Interrogator





AnFéasógMór wrote:
 Matthew wrote:
Stormtroopers with BS4?


Maybe he meant BS -4?


Lol. No these are fluff Stormtroopers not movie Stormtroopers. They suffer the exact opposite syndrome of movie Marines in their movies. To be fair though the entire EU was erased by Disney soooo.... Yeah.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 DoomShakaLaka wrote:
AnFéasógMór wrote:
 Matthew wrote:
Stormtroopers with BS4?


Maybe he meant BS -4?


Lol. No these are fluff Stormtroopers not movie Stormtroopers. They suffer the exact opposite syndrome of movie Marines in their movies. To be fair though the entire EU was erased by Disney soooo.... Yeah.


Ah yes, movie stormtroopers who repeatedly make snap shots from the hip and still hit their targets,

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Ruthless Interrogator





So other than the stormtroopers what does everyone think as far remaining true to the Star Wars universe, balance, diversity, and point cost?
There are a bunch of special rules and weapon profiles at the bottom to explain exactly what as well as "Force User" tables to generate powers from.
Personal notes:
I think Darth Vader could be 20-30pts more expensive and still be good.
Similarly, the Nogri could be 10pts more and still be good.
The Dark side force table could be imbalancing, and could use changes.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Longtime Dakkanaut




I am proud to have had my V.D.R. have a hand in this. I'd play you with this army in a heart beat, and those mandalorians are BOSS!

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

You could probably use the old WOTC Star Wars Minis for the figures. I had already had the idea to perhaps make up 40k rules for them, but I hadn't thought it through as well as you. Can't wait to see other factions (like Rebels).

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






Whilst I agree the AT-AT's should have stomp, they shouldn't have it in the same way nimble knights have it.

Firstly, it should be VERY HARD to get infantry with it, basically, only working on troops that didn't move in the previous movement phase, the same with vehicles. And then it should be 1 attack per turn max. Those things are SLOW, they shouldn't be able to tap dance around, stomping units for fun.

Obviously, it's pretty much an auto hit against immobilised vehicles.

Also, maybe mandolorian armour is enough to give users T4, but they shouldn't have STR 4, that should be 3. Maybe give them some USR to represent their prowess/blood thirsty nature, rage or rampage.

My hobby instagram account: @the_shroud_of_vigilance
My Shroud of Vigilance Hobby update blog for me detailed updates and lore on the faction:
Blog 
   
Made in us
Painlord Titan Princeps of Slaanesh





 DoomShakaLaka wrote:
AnFéasógMór wrote:
 Matthew wrote:
Stormtroopers with BS4?


Maybe he meant BS -4?


Lol. No these are fluff Stormtroopers not movie Stormtroopers. They suffer the exact opposite syndrome of movie Marines in their movies. To be fair though the entire EU was erased by Disney soooo.... Yeah.



So much LOLOLOLZ! !!
   
Made in us
Ruthless Interrogator





Have made some changes including adding a command squad for Vader


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Ruthless Interrogator





endlesswaltz123 wrote:
Whilst I agree the AT-AT's should have stomp, they shouldn't have it in the same way nimble knights have it.

Firstly, it should be VERY HARD to get infantry with it, basically, only working on troops that didn't move in the previous movement phase, the same with vehicles. And then it should be 1 attack per turn max. Those things are SLOW, they shouldn't be able to tap dance around, stomping units for fun.

Obviously, it's pretty much an auto hit against immobilised vehicles.

Also, maybe mandolorian armour is enough to give users T4, but they shouldn't have STR 4, that should be 3. Maybe give them some USR to represent their prowess/blood thirsty nature, rage or rampage.


I reduced the cost from 65pts a piece to 60 and made them S3. Also went and fixed the Nogri because I accidentally typed that they had 4 wounds each. They now correctly have 2.

This message was edited 1 time. Last update was at 2015/03/29 19:36:43



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in gb
Regular Dakkanaut




A little late to the party, I know. But I like what you've come up with so far. That said, there are a few classic stuff that I think you missed; not the least being the TIE Fighter and TIE Bomber. With that in mind, my take on the army would be something as follows:

HQ choices: Grand Moff (?a cross between a CCS and Commissar Lord?), Imperial Agent (the army's token shooty HQ), Emperor's Hand (basically, a Dark Side force user with light saber)

Non-FOC units: Maintenance Droids

Troops: Stormtrooper squad, Scout trooper squad

Dedicated transports: Land speeder, Imperial shuttle, Hunting ship (Bounty hunters only)

Elites: Dark side adepts, Mandalorian warband, Bounty hunters (think Space Wolf Lone wolves, except with access to Dedicated transports and 1-3 per Elite slot)

Fast attack: Scout bike squad, AT-ST squadron, TIE fighter squadron (with option to upgrade to TIE interceptors)

Heavy support: Stormtrooper heavy weapon squad, AT-TE, TIE bomber, TIE defender

LOW: AT-AT
   
Made in us
Ruthless Interrogator





I think it would be cool to add in tie fighters and bombers. I'll get to adding that in.

What would maintenance droids do? Maybe something like tech-priests?

Dark side adepts could maybe primaris force users or ml1.
Grand Moff, Heavy weapons squads and adepts are all good ideas. That I will add.

Oh btw, feel free to PM me any units you come up with as well as any criticisms of the points/ stats that are on the there,



Automatically Appended Next Post:
Here are the work-in-progress Force power tables to replace the current ones.

I did not change the names of the powers on the table this time to avoid confusion. You'll notice that the FORCE table is all self-buffing powers whereas the majority of the powers on the other two tables are offensive in nature. Let me know what you think:
Light:
Primaris: Precognition. Warp Charge 1
1. Shockwave: Warp Charge 1
2. Assail: Warp Charge 2
3. Forewarning: Warp Charge 1
4. Objuration Mechanicum: Warp Charge 1
5. Jedi-Mind Trick Warp Charge 2 ( A malediction that targets an enemy model. The model immediately takes a leadership test with 3 dice. If the model fails this test then it auto-hits its own unit based off of its own attack profile and weapons. Allocate any wounds to the affected model last. This enemy model continues taking a leadership test every once every turn at the beginning of the psychic phase until it passes its leadership test.)
6. Psychic Maelstrom: Warp Charge 3

DARK
Primaris: Force Lightning. Warp Charge 2 (A witchfire that targets an enemy unit, range 12"assault 5 ap3. Electric Bolt)
1. Crush: Warp Charge 1
2. Psychic Shriek: Warp Charge 1
3. Enfeeble: Warp Charge 1
4. Hammer hand: Warp Charge 1
5. Shatter Point: Warp Charge 2 ( A blessing that targets the Force User and its unit. Their close combat attacks gain the instant death and lance special rules.)
6. Vortex of Doom: Warp Charge 3



FORCE TABLE:
Primaris: Endurance Warp Charge 1
1.Force Speed Warp Charge 2 ( A blessing that targets the Force User and its unit. May make an immediate 24" move bypassing terrain and intervening models. Counts as having moved for firing purposes.)
2. Mental Fortitude Warp Charge 1
3.Prescience Warp Charge 2
4. Foreboding Warp Charge 1
5. Iron Arm Warp Charge 1
6. Telekine Dome Warp Charge 2


Automatically Appended Next Post:
TIE Bomber squadron has been added.

This message was edited 3 times. Last update was at 2015/03/29 23:13:49



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in gb
Regular Dakkanaut




 DoomShakaLaka wrote:
What would maintenance droids do? Maybe something like tech-priests?


That's precisely what I was aiming for. To wit, their profile would be something along the lines as follows though ppm remains to be determined:

Maintenance droid (1-5 per unit)

WS: 2, BS: 2, S: 2, T: 4, W: 1, I: 2, Ld: 9, Sv: 5+

Infantry

Wargear: Repair probe

Special rules: Feel no pain

*Repair probe: In place of attacking, a model with this item that is in base contact with a vehicle may repair 1 Hull point or 1 Weapon destroyed on a roll of 6+. For each additional model with this item that is also in base contact with the same vehicle, this is reduced by 1 to a minimum of 2+. A unit that has done so may not assault that turn. The repair probe may also be used as a melee weapon with the following profile:

S: User, AP: -, Type: Haywire

This message was edited 1 time. Last update was at 2015/03/30 00:26:41


 
   
Made in us
Ruthless Interrogator





mr. peasant wrote:
 DoomShakaLaka wrote:
What would maintenance droids do? Maybe something like tech-priests?


That's precisely what I was aiming for. To wit, their profile would be something along the lines as follows though ppm remains to be determined:

Maintenance droid (1-5 per unit)

WS: 2, BS: 2, S: 2, T: 4, W: 1, I: 2, Ld: 9, Sv: 5+

Infantry

Wargear: Repair probe

Special rules: Feel no pain

*Repair probe: In place of attacking, a model with this item that is in base contact with a vehicle may repair 1 Hull point or 1 Weapon destroyed on a roll of 6+. For each additional model with this item that is also in base contact with the same vehicle, this is reduced by 1 to a minimum of 2+. A unit that has done so may not assault that turn. The repair probe may also be used as a melee weapon with the following profile:

S: User, AP: -, Type: Haywire

I'll incorporate that in, but maybe as an upgrade to the vehicles unit instead of non FOC.

TIE Fighter Squadron added.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Ruthless Interrogator





Imperial Technician added with Maintenance Droids.


Automatically Appended Next Post:
Updated Force tables as well.
Thanks happyjew and mr.peasant for the input.


Automatically Appended Next Post:
Heavy Weapons Platoon added.


Automatically Appended Next Post:
Here's what I came up with for the Emperor's Hand profile: What do you think?
Emperors Hand 150pts
Ws 6 Bs 7 S3 T3 W3 I6 A4 Ld10 3+4+
Infantry
Wargear:
Vibroblade, Verpine pistol,
Special Rules:
Force User 1, Independent Operative (from Officio Assassinorum), Independent Character, Lightning Reflexes,
May take a Verpine Sniper Rifle- 20pts
Gun of Command- 25pts
May take a lightsaber- 30pts
Gun of Command – Range 12” S- ap- blast 1, *Your Thoughts Are Mine
Verpine Pistol- Range 24” S- ap- Pistol 2, Sniper, *Verpine
Verpine Sniper Rifle- Range 60” S- ap4 Heavy 4, Sniper, *Verpine,

*Verpine- you add 1 to the die when determining to-wound rolls.
*Your Thoughts Are Mine- Each model hit by a weapon with this rule immediately takes a leadership test with 3 d6. If this test is failed then the model immediately deals a number of hits equal to its attack profile and weapons against its own unit. Allocate wounds to these affected model last. This effect is over after wounds are resolved and it does not incur another leadership test if failed.

This message was edited 4 times. Last update was at 2015/03/30 21:32:13



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Ruthless Interrogator





So I made the Emperors Hand an elite choice option instead of an HQ choice.

Imperial officer is going to be replaced by Grand Moff. Dark Side Adepts as well as the Dark Prophets are going to be added in for an optional formation I'm working on. Working name is the Emperor's Reach.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Painlord Titan Princeps of Slaanesh





Vader needs to drink more op juice.
   
Made in us
Ruthless Interrogator





 Filch wrote:
Vader needs to drink more op juice.


I really can't tell if this is sarcasm or not.

What do you think needs changed?


Automatically Appended Next Post:
Added in images to alot of the entries, but many Heavy Support options don't have one yet.

Still working on that detachment though!

This message was edited 1 time. Last update was at 2015/03/31 21:32:57



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Shrieking Traitor Sentinel Pilot







Cool idea. Stormtroopers CLEARLY should be BS 1 though.

40k is 111% science.
 
   
Made in us
Ruthless Interrogator





Formation added( its at the bottom)


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Confessor Of Sins




WA, USA

Doing some gazing over this, but the Shadow Guard and Troopers are absolutely bonkers overpowered. Unless I am misreading this, they just always have Invisibility for free and with absolutely no counters?

They are only ever hit on 6s, and cannot be targeted by any template weapons. And have necron-equivalent Gauss weapons.

And they get a cheap, powerful hq psyker to join them that is similarly immune to being targeted.

Um, no. Hell no.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Ruthless Interrogator





 curran12 wrote:
Doing some gazing over this, but the Shadow Guard and Troopers are absolutely bonkers overpowered. Unless I am misreading this, they just always have Invisibility for free and with absolutely no counters?

They are only ever hit on 6s, and cannot be targeted by any template weapons. And have necron-equivalent Gauss weapons.

And they get a cheap, powerful hq psyker to join them that is similarly immune to being targeted.

Um, no. Hell no.


And that's what I wanted you to look over it for. Thank you for pointing it out.
They still need to keep invisibilty (for in universe reasons), but how its implemented can be changed. ( oh and the psyker is 200 pts minimum for a lvl1 and 230 for a lvl2, and he can't join any other squad except theirs)

What if they lose invisibility after they take a wound and on a 6+ at the next turn they get it back? OR They lose invisibility the moment they fire their weapons or engage in cc?

This message was edited 1 time. Last update was at 2015/04/02 00:09:05



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Confessor Of Sins




WA, USA

Why not just stealth and shrouded, like other stealthy units in 40k?

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Ruthless Interrogator





 curran12 wrote:
Why not just stealth and shrouded, like other stealthy units in 40k?


Because they explicitly turn invisible otherwise thats what I'd do. I just wish invisibility wasn't so dang op

Maybe it would be best to just get rid of them altogether


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Confessor Of Sins




WA, USA

I'd advise against using the fluff as a basis for the crunch. Worry about mechanics here, and tweak for fluff, not the other way around.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Ruthless Interrogator





Ok how about removing invisibility on both units, replacing it with scout( since they already have stealth )and dropping the the base cost of the Shadow guard from 180-155 and dropping the dark trooper from 150-135?


Automatically Appended Next Post:
Because 150 is too much for 5 t3 3+ elites. And 180 is WAY to expensive for t3 2w character BEFORE its even purchased any mastery level.

This message was edited 1 time. Last update was at 2015/04/02 01:29:16



Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in us
Ruthless Interrogator





What do you guys think about adding a servo-skull type upgrade to the SPMA-T to represent the advanced probes that help it target enemy units?


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
 
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