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Codex: Clone troopers.
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Old 19 Jul 2008, 00:39   #1 (permalink)
Shas'El
 
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Default Codex: Clone troopers.

First off does this infringe copyrights?

Well I've been toying with this idea for a while and i decided to finally make an army list to use clone troopers (pre order 66). The one I've put on here is the bare bones of one as i haven't had anyone else views on it yet so i have brought it here (hence why it has blanks in some points places).

For the fans that know more than just the movies, i know some of it is a little out of sync (especially the Jedi squad) but i was trying to make it more fair than cannon.

Codex Republic Clone Troopers.

Force Powers

Count as a psychic powers except it does
not need a leadership test, however,
it can be nullified by wargear/special rules
that do.

Force Push
Can only be used in close combat.Choose
one model within 2" of the Jedi, it
immediately moves the minimum distance
away from the Jedi still within the unit
(if applicable) but too far away to
attack. If in combat with a single model
it can end a combat. Does not affect
Monstrous Creatures as they are too large
to be affected.

Force Jump
When the Jedi is not attached to
another unit he/she may use the
force jump ability. Counts as having
a normal jet pack.

Saber Throw (+10 pts)
The range of this power is 12" and the
unit hit by it suffers D6" strength 3,
armour save ignoring hits.

Armoury

Weapons

Range S AP Type
DC-15 Rifle: 24" 3 5 Rapid Fire

Heavy 24" 4 5 Assault 1
Blaster Rifle

A-PLT: 18" 5 5 Assault 3

M-DML: 24" 5 5 Heavy 4
Does not light of sight or a
target priority test and it
is not affected by the Night
Fighting special rules.

HPC 48" 9 2 Heavy 1
Ordanance

Blaster 24" 4 4 Assault 1
Cannons

Merr-Sonn 48" Frag or Krak missile
PLX-1 missile as described in the
launchers Warhammer Rulebook.

A DC-15x 48" X 5 Heavy 1, Sniper
Sniper Rifle Rifle.

EMP Launcher 24" 4 4 Assault 1
Counts as AP 1 and
strength six against
Vehicles

Heavy Blaster 36" 6 4 Assault 2
Cannon

Thermal 24" 7 3 Heavy 1
Detonator
Launcher

Laser Cannon 24" 3 5 Assault 2

Mortar 24" 4 5 Heavy 1
Launcher Small Blast

Z-6 rotary 18" 3 5 Assault 4
blaster cannon

Light Saber - Counts as a power weapon.


Wargear

Advanced Helmets: The Advanced Helmets
grant the clones with the acute senses
special rule.

Thermal Detonators: Counts as Krak
Grenades.

Detonation Packs: Counts as Melta
Bombs.

HX2 antipersonnel mines: If the unit
equipped is charged and they didn't move in
their turn, the charging unit loses any
bonuses it gained from charging.

BARC speeder: Jetbike.

Jetpack: Makes user jump infantry (like Tau
not normal).


HQ

Pts WS BS S T W I A Ld Sv
0-1 Jedi75 6 3 3 3 3 6 4 10 3+
Master

Equipment: Light Saber

Special Rules:
Jedi - Thanks to the mastery of the Light
Saber the Jedi's armour save counts as an
invulnerable.

Force: The Master can choose one force
ability.

Independant Character.

Pts WS BS S T W I A Ld Sv
1+ Clone Commander 50 4 5 3 3 2 4 310 3+

Equipment: Z-6 rotary blaster cannon, frag
grenades, thermal detonators and advanced
helmets.

Special Rules:
"For the Chancellor!" All friendly Clones within 6"
get the Counter Attack special rule.

"Follow Me!" Squads within 12" may use the
Commander's Ld value for morale and pinning
checks

Shared Command: Two Commanders may be
taken as one HQ choice, however they
act as completly different units in game.

Independant Character.


Elites

Jedi Squad

Pts WS BS S T W I A Ld Sv
Padawan25 4 3 3 3 1 5 2 9 5+
Knight +20 5 3 3 3 2 5 3 9 4+

Number/Squad: 2-5 Jedi

Equipment: Light Saber

Special Rules:
Jedi - Thanks to the mastery of the Light
Saber the Jedi's armour save counts as an
invulnerable.

Options: One Padawan must be upgraded to a
Knight

ARC Troopers

Pts WS BS S T W I A Ld Sv
Trooper 13 3 4 3 3 1 4 1 9 3+

Number/Squad: 5 ARC Troopers

Weapons/wargear: Frag Grenads, Thermal
Detonators, Heavy Blaster Rifle and
Advanced Helmets.

Options: May swap Heavy Blaster Rifle for
Merr-Sonn PLX-1 missile launchers for
5pts/model.


Troops

Republic Clone Troopers

Pts WS BS S T W I A Ld Sv
Trooper 10 3 4 3 3 1 3 1 8 4+
Sergeant +10 3 4 3 3 1 3 2 8 4+

Number/squad: 5-10 Clone Troopers

Weapons/wargear: DC-15 Rifle, Advanced
Helmets and frag grenades.

Options: The squad can be equipped with
Thermal Detonators for +2 points per
model. The whole squad and any characters
attached may be mounted in a LAAT/i for
110pts.

Character: For an additional cost of +10
points, one Clone Trooper may be upgraded
to a Sergeant.


Transport: LAAT/i


Pts Front Side Rear Bs
LAAT/i 110 12 12 11 4

Type: Tank, Skimmer

Crew: Two Clone Troopers

Weapons: Anti-personnel laser turrets and
two mass-driver missile launchers.

Transport: The LAAT/i may transport up to
twelve models.

Access Points: All along both sides of
the vehicle.

Fire points: There are two fire points on
both sides of the vehicle, however they
may only fire like sponsers.


Clone scout trooper

Pts WS BS S T W I A Ld Sv
Trooper12 3 4 3 3 1 3 1 8 4+

Number/squad: 5 Clone Troopers

Weapons/wargear: DC-15x Sniper Rifle and
Advanced Helmets.

Special rules: Infiltrate.


Fast Attack

Biker Advanced Recon Commando (BARC)
speeder squad

..............Pts WS BS S T W I A Ld Sv
Trooper 25 3 4 3 3(4) 1 3 2 8 4+
Sergeant30 3 4 3 3(4) 1 3 2 8 4+

Number/Squad: 1-2 Speeders and a Sergeant

Weapons/wargear: A pair of twin-linked
blaster cannons mounted on a BARC Speeder
with Advanced Helmets.

Options: May be equipped with thermal
detonators for 2pts/speeder and/or
Detonation Packs for 3pts/speeder.

Clone Jet Trooper

Pts WS BS S T W I A Ld Sv
Trooper17 3 4 3 3 1 3 1 8 4+

Number/squad: 5 Clone Troopers

Weapons/wargear: Jetpack, EMP Launcher,
Thermal Detonators and Advanced Helmets.

All Terrain Recon Transport (AT-RT)

Pts Front Side Rear BS
AT-RT 65 11 11 10 4

Type: Walker

Crew: One Clone Trooper

Number/Squad: 1-3

Weapons: Laser Cannon and
Mortar Launcher.

Special Rules: Fleet


Heavy Support

AT-TE (All Terrain Tactical Enforcer)

Pts Front Side Rear Bs
AT-TE 150 14 13 13 4

Type: Tank

Crew: Six Clone Troopers

Weapons: Two Anti-personnel laser turrets
and one heavy projectile cannon.

Special Rules:
Implacable advance: the AT-TE may only
move 6" a turn but couts as being
equipped with a dozerblade (re-roll failed
Dangerous terrain test) and never counts
as having moved for the purpsose of shooting

Clone Heavy Troopers

Pts WS BS S T W I A Ld Sv
Trooper18 3 4 3 3 1 3 1 8 4+

Number/squad: 5 Clone Troopers

Weapons/wargear: Advanced Helmets,
Merr-Sonn PLX-1 missile launchers, thermal
detonators and HX2 anti-personnel mines.

TX-130 Saber-class fighter tank (IFT-X)

Pts Front Side Rear BS
IFT-X 100 13 12 10 4

Type: Tank, Skimmer

Crew: Two Clones Troopers

Weapons: Twin Linked Heavy Blaster
Cannons and Twin Linked Thermal
Detonator Launchers.


Thanks for any advice!
__________________
Quote:
Originally Posted by Rafe
Edit: Silk Spectre wins the thread.
[spoiler=40K Clones]Wanna play as clones in 40K?
Quote:
Originally Posted by Circus
I'm amazed at how balanced this is. I salute you.
[/spoiler]
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Old 19 Jul 2008, 13:59   #2 (permalink)
Shas'La
 
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Default Re: Codex: Clone troopers.

Maybe, as an extra elites choice, it would be worth having the ARC commando units?

And, depending upon which usage of the force you want (See Films or Clone Wars) would depends upon how you wanted to use your force powers.

Maybe a bubble similar to the Grey Knight sanctuary power? (Look at the Wars on Mon Calamari with Kitt Fisto.)
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Old 19 Jul 2008, 15:09   #3 (permalink)
Shas'El
 
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Default Re: Codex: Clone troopers.

Good advice, I was wondering whether i should put in a Clone HQ choice but i don't know if it would be powerful enough for it to be worth doing.

The Force bubble idea, perhaps giving the squad a inverable save and no unit can charge it?

Then again it is a very rare force ability, like the ability to see shatterpoints.
__________________
Quote:
Originally Posted by Rafe
Edit: Silk Spectre wins the thread.
[spoiler=40K Clones]Wanna play as clones in 40K?
Quote:
Originally Posted by Circus
I'm amazed at how balanced this is. I salute you.
[/spoiler]
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Old 19 Jul 2008, 15:22   #4 (permalink)
Shas'O
 
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Default Re: Codex: Clone troopers.

I'm amazed at how balanced this is. I salute you.
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Originally Posted by Restayvien
Well I'd rather not play the game at all than play it like they did! :P
Crikey! This crazy clown causes commotion like the coming of Christ. Contained in a circle corrupted by crackheads and carnal cravings, he creates no concession to callous cheaters concentrating on nought but cock. Certainly, still a curious and cordial cavalier in the countenance of crazed cads, curs and creeps who condemn courtesy as something corny. No cloud could collapse his crushing crescendo of comical crowing and crimson coiffure. This conjecture on culture comes circumlocutive, consequently...

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Old 19 Jul 2008, 15:39   #5 (permalink)
Shas'La
 
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Default Re: Codex: Clone troopers.

where vaders force strangle? he cant be the only one who can do that.
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Old 19 Jul 2008, 15:45   #6 (permalink)
Shas'El
 
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Default Re: Codex: Clone troopers.

Quote:
Originally Posted by mabbz
where vaders force strangle? he cant be the only one who can do that.
This is the Republic, so pre order 66, Anakin hasn't been turned yet so there are no sith leading the troopers.



Right, im gonna put in some more points but in the colour blue cos theyre the ones im not sure about.


Btw, thanks Circus!
__________________
Quote:
Originally Posted by Rafe
Edit: Silk Spectre wins the thread.
[spoiler=40K Clones]Wanna play as clones in 40K?
Quote:
Originally Posted by Circus
I'm amazed at how balanced this is. I salute you.
[/spoiler]
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Old 19 Jul 2008, 18:08   #7 (permalink)
Shas'La
 
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Default Re: Codex: Clone troopers.

This is really good, put simply
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Old 19 Jul 2008, 19:13   #8 (permalink)
Ethereal
 
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Default Re: Codex: Clone troopers.

Karma'd earned
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Old 19 Jul 2008, 19:34   #9 (permalink)
Shas'El
 
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Default Re: Codex: Clone troopers.

Thanks!

But my points, do they all fit?
__________________
Quote:
Originally Posted by Rafe
Edit: Silk Spectre wins the thread.
[spoiler=40K Clones]Wanna play as clones in 40K?
Quote:
Originally Posted by Circus
I'm amazed at how balanced this is. I salute you.
[/spoiler]
ollieb8 is offline   Reply With Quote
Old 19 Jul 2008, 19:43   #10 (permalink)
Kroot Shaper
 
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Default Re: Codex: Clone troopers.

I like the list, but there's only two things I would add. Givin the LAAT Deep Strike, to represent the descent they use, or something like Swooping Hawks Skyleap, since the thing is basically an even more advanced Devilfish, and making the EMP launcher a little more powerful. At the minute, it looks a bit weedy, since it will, at best, glance a vehicle on a 6, if it's AV 10. Possibly having it roll 2D6 AP for vehicles, just to make it more useful. And possibly a another Fast Attack choice, like that scout walker in BF2. And as another Heavy Suppot, the hover tank, also in BF2. Just to expand the army a bit. Like the list, points are good, but just needs a little tweaking to turnthis from an awesome fluff army, into a plain awesome army.
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