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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)
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*
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.
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, 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
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.
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
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
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
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.
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)
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
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 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.
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,
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.
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
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
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
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
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 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 21 | Current main painting project: Warhammer 40k Leviathan set
Mad Doc Grotsnik wrote: You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
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
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.
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
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
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)
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
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
*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
*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
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
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
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
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
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.
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
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
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
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