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#1 (permalink) | ||
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Shas'El
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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!
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#2 (permalink) |
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Shas'La
![]() ![]() Join Date: Nov 2006
Posts: 353
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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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#3 (permalink) | ||
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Shas'El
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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.
Then again it is a very rare force ability, like the ability to see shatterpoints.
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#4 (permalink) | |
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Shas'O
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I'm amazed at how balanced this is. I salute you.
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#5 (permalink) |
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Shas'La
![]() ![]() Join Date: Sep 2006
Location: the batcave
Posts: 373
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where vaders force strangle? he cant be the only one who can do that.
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#6 (permalink) | |||
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Shas'El
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Right, im gonna put in some more points but in the colour blue cos theyre the ones im not sure about. Btw, thanks Circus!
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#7 (permalink) |
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Shas'La
![]() ![]() Join Date: Aug 2007
Posts: 423
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This is really good, put simply
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#8 (permalink) |
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Ethereal
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Location: United Kingdom
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Karma'd earned
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#9 (permalink) | ||
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Shas'El
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Thanks!
But my points, do they all fit?
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#10 (permalink) |
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Kroot Shaper
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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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