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Offline Gentleman Fate

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Star Wars Codex
« on: October 28, 2009, 09:24:01 PM »
I would have pictures if I could post the PDF, but this is a Star Wars codex I've been working on. It takes place in an alternate timeline in which Order 66 was never executed, and instead the Old Republic grew and took over a large part of their galaxy (like the Imperium). After creating inter-galactic travel, they happened upon the Galaxy of 40k. The Republic sent both an ambassador and a Jedi escort to meet with the Imperium; both were killed by the Space Marines, who claimed they were both Xenos and Witches (respectively). This brash action brought the Republic into the galactic war that is the 40k universe.
Here is my Codex V1.0:
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GALACTIC REPUBLIC CODEX


Overall rules:
The Force:
The Force is potent energy that can be tapped into by multiple gifted people. To use Force abilities a model must be a Jedi.
Force skills will be marked under the classifications of Padawan, Jedi Knight, and Jedi Master. A Padawan has access to all Padawan skills, while a Jedi Knight has access to both Padawan and Jedi Knight skills, and a Jedi Master has access to all skills.
Skills are split into two types; permanent boosts and in-game abilities. Permanent boosts affect the statlines of Jedi, representing the gain in experience between Padawans, Knights, and Masters. In-game abilities represent the model’s ability to use the Force in battle.


Clones-
Bacta: Clones are hell-bent on reaching an their goal, and are equipped with and trained to use effective medical technologies. They will ignore or quickly patch most wounds that wound incapacitate normal men. Clones may ignore any unsaved wounds that are not AP1 or 2, cause Instant Death! or automatically ignore armor saves on a roll of 5+.
For the Republic!: Clones recognize the importance of sending a Jedi to battle, and will fight with twice the conviction to make sure that the warriors efforts are successful. If there is a Jedi Knight or Jedi Master model within 6” of a clone unit, they gain a re-roll for leadership.
To your last breath: Clones regroup even when under 50% strength.


Jedi-
Force Sprint: Using the Force, Jedi gain the ability to propel themselves swiftly of hazardous environments. Jedi may move as if they are Jump Infantry during the movement phase, but do not count gain access to the Relentless USR. They also have the Move Through Cover USR. Jedi cannot run, however.
Battle-sense: Jedi can tell when danger approaches, and are trained to follow those premonitions and avoid danger. All attacks (both shooting and close combat) directed towards a Jedi must re-roll successful hits. Blast weapons are re-rolled at the discretion of the player controlling the Jedi. This ability takes precedence over any re-rolls the firer receives.
Diverse: Jedi are an elite group made up from the Force sensitive people of multiple races. To represent their diversity, all Jedi (Padawan, Knights, and Masters) have one of the following statlines (before Force modifiers). Roll a D6 for each Jedi before the game to find which applies:
1&2- Human: BS4 WS4 S3 T3 W1 I4 A2 Sv3+ Ld9
3- Togruta: BS3 WS4 S3 T3 W1 I5 A2 Sv3+ Ld9
4- Nautolan: BS3 WS4 S3 T3 W2 I4 A2 Sv3+ Ld9
5- Kel Dor: BS3 WS4 S3 T3 W1 I5 A3 Sv3+ Ld9
6- Wookiee: BS3 WS4 S4 T4 W1 I4 A2 Sv3+ Ld9

Clone Wargear
DC-15 Blaster Rifle:
The standard weapon of the Republic fires a laser blast capable of burning through all but the best shielded armor. Furthermore, the weapon is incredibly useful in efficient hands. The DC-15 Blaster Rifle automatically wounds on a roll to hit of 6.
S4, AP4, Assault 2, 18” or S4, AP4, Heavy 1, 30”
DC-15x Sniper Rifle:
A heavily modified Blaster Rifle, the DC-15x is a reliable weapon in the hands of a trained sniper. It has the following profile:
SX, AP4, Heavy 1, Sniper, Range 36” 
DC-15s side-arm Blaster:
The standard side-arm of the Republic is a small arms weapon, and lacks a powerful punch.
S3, AP5, Pistol, Range 12”
Commando Pistol:
Issued to those with heavy weaponry or and those in need of a powerful side-arm, Commando Pistols have a higher rate of fire than normal pistols, a longer range, and deal slightly more damage. They automatically wound on a roll to hit of 6. They have the following profile:
S3 AP4 Rapidfire 18”
V-1 Thermal Detonator:
Thermal Detonators always glance vehicles on a D6 roll of a 4 or 5, and Penetrate on a 6. Against infantry, each hit generates D3 hits that wound on a 5+. They can be used in assault against vehicles, or can be thrown with the following profile:
SX, AP-, Assault 1, Pinning, Range 6”
Z-6 Rotary Blaster Cannon:
Working around a basic design flaw inherent in many typical blaster weapons, the Z-6 incorporates six barrels in a rapid rotation wrapped around a coolant-lined core. Any rolls to hit of a 6 automatically wound, with AP2.
S4, AP4, Heavy 4, Range 24”
Elite Rifle:
The Elite Rifle is a hallowed weapon, given only to those with great battlefield experience. Any rolls to hit of a 6 automatically wound. It has the following profile:
S7 AP2, Rapidfire 24”
Concussion Grenade Launcher:
A simple weapon normally fitted to vehicles, it has seen widespread use by Jet Troopers as a way to wreak havoc. It has a slow rate of fire just like its cousin the EMP Launcher. It has the following profile:
S5, AP3, Assault 1, 18”
EMP Launcher:
EMP Launchers were built specifically to combat vehicles and droids. Adapted slightly, these blasts of energy are capable of scrambling enemy technology, either with large pulses that cause vehicles to shut down or concentrated bursts that cause weapons and armor to cease working. EMP Launchers always Penetrate Vehicles on D6 roll of 6, and Glance on a 4 or 5. They always wound non-vehicular models on a 4+, and ignore invulnerable saves.
SX, AP2, Heavy 1, Blast, 24” or SX, AP- Heavy 1, Large Blast, 30”
PLX Missile Launcher:
Created to deal with armor that was to difficult to destroy with EMP Launchers, the PLX Missile Launcher is the Republics main defense against mechanized squadrons of lighter vehicles. It has the following profile:
S8 AP3, Heavy 2, Range 36”
Flamethrower:
Upon arriving in the galaxy, the Republic soon noticed that this barbaric weapon was a useful tool against some of the more barbaric races. It has the following profile:
S4, AP5, Assault 1, Template
Scorcher:
The scorcher is an upgraded flamethrower made to clear small areas of any and all enemies with ruthless efficiency. It has the following profile:
S5, AP4, Assault 1, Template
Fusion Cutter:
Used primarily for repairing or modifying vehicles, this tool can be excellent for destroying them as well. A Fusion Cutter doubles the user’s strength and rolls 2D6 against vehicles.
Recon Drone:
Recon Drones scout the enemy position and allow them to move accordingly. A unit with a Recon Drone has the Infiltrate USR.
Clone Jetpack:
Clone Jetpacks cause the user’s type to be Jump Infantry (Jet Pack).
Clone BARC Jetbike:
A Jetbike that is equipped with a built in flamethrowe9sr. Follows the normal rule for Jetbikes.
 
Vehicle Wargear
Advanced Shielding:
Advanced Shielding uses an extra layer of energy shielding that is shaped to deflect weaponry off of the vehicle. Vehicles with Advanced Shielding have a 4+ cover save against all shooting attacks.
Anti-personnel Turrets:
Anti-personal turrets act as DC-15 Blaster Rifles
.
Z-6 Rotary Blaster Cannon:
Working around a basic design flaw inherent in many typical blaster weapons, the Z-6 incorporates six barrels in a rapid rotation wrapped around a coolant-lined core. Any rolls to hit of a 6 automatically wound, with AP2.
S3, AP4, Heavy 4, Range 24”
Concussion Missile Launcher:
The stronger version of the Concussion Grenade Launcher.  It has a slow rate of fire just like its cousin the EMP Launcher. It has the following profile:
S6, AP3, Heavy 1, 48”
EMP Launcher:
EMP Launchers were built specifically to combat vehicles and droids. EMP Launchers always Penetrate Vehicles on D6 roll of 5+, and Glance on a 4. They always wound non-vehicular models on a 4+, and ignore invulnerable saves.
SX, AP1, Heavy 1, Blast, 24” or SX, AP5 Heavy 1, Large Blast, 30”
Composite Beams:
Composite beams fire a laser meant to shred through enemy armor and infantry. When firing the Composite Beams, draw a straight line 18” long. All units touched by the line suffer D3 hits. All vehicles hit suffer an automatic glancing hit.
S5, AP- Assault 1, 24”
Mass-Driver Missile Launchers:
The Mass-Driver Missile Launcher is one of the largest munitions allowed on a battlefield under Republic Law.
S10, AP2, Large Blast, Ordinance, 30”
Heavy Laser Cannon:
Heavy Laser Cannons fire intense blasts of energy capable of melting armor and incinerating foes at close range, but its power is lessened at range. It has the following profile:
S6, AP-, Heavy 1, Blast, 48”-60”
S7, AP5, Heavy 1, Blast, 36”-48”
S8, AP3, Heavy 1, Large Blast, 24”-36”
S9, AP1, Heavy 1, Large Blast, Melta, 24”
Jedi Pilot:
Jedi make use of the Force to push the ability of their vehicles to the limit. Vehicles with Jedi pilots count as BS5, can fire one more weapon per turn than they normally could (even if stunned/shaken), and can always move unless immobilized. Vehicles with Jedi Pilots Shoot as if they were fast vehicles.

Jedi Wargear
Lightsaber:
The Lightsaber is the standard tool of the Jedi, both a tool of meditation and weapon of great strength. A Lightsaber is a power weapon that doubles the user’s strength. In addition, Lightsabers roll 2D6 Penetration against vehicles.
Customized Lightsaber:
A customized lightsaber is a normal lightsaber modified by the user to give it more of a personal feel. It has the same rules as a normal lightsaber, but adds an extra attack to the user’s profile.
Hand-built lightsaber:
The product of the user’s own hands, this lightsaber is the ultimate weapon for its user. This lightsaber acts as a customized lightsaber, but also increases the user’s initiative and weapon skill by 1 each.


Jedi Force Abilities
In-game Force abilities are to be used as follows:
Each Jedi may use up to one combat power each phase, and never during your opponent’s turn. Assault powers may only be used in the assault phase, and Shooting powers may only be used in the Shooting phase. Abilities that are constantly on (i.e. permanent boosts) are marked as such and do not count towards this.
Combat abilities must be activated in either the shooting or assault phase, at any time. They cannot be activated during your opponent’s turn.
Jedi Masters may use any Force power listed and are affected by all permanent boosts.
(Permanent Boost) Masterful Force Shielding- A Jedi with Masterful Force Shielding has a 3+ invulnerable save.
(Permanent Boost) Lifetime of Battle- Jedi with Lifetime of Battle have +1 to their Initiative and Ballistic Skill, as well having an additional wound added to their profile. Jedi with Lifetime of Battle are Fearless, and convey this ability to any unit they join (except Jawas).
(Permanent Boost) One with the Force- Jedi with One with the Force have the Eternal Warrior USR.
(Combat)(Assault) Force Light- The Jedi makes a sphere of pure light to protect his comrades. Pick one unit within 18” of the Jedi. That unit benefits from a 5+ coversave until the end of your opponent’s next turn.
(Combat)(Shooting) Force Lightning- The Jedi reaches deep into their mind, taking all of their negative emotions and using the Force to solidify them into a wave of energy. To use this power, roll a D6. On a 2+ the power works normally, but on a 1 the power fails and the Jedi takes one automatic unsaved wound. Force Lightning is a shooting attack with the following profile:
S7 AP2 Assault 4, 24”
Jedi Knight level (Jedi Knights may use any ability listed underneath this heading and are affected by all Permanent Boost underneath this heading)
(Permanent Boost) Advanced Force Shielding- A Jedi with Advanced Force Shielding benefits from a 4+ Invulnerable save.
(Permanent Boost) Battle Tempered Might- A Jedi that has Battle Tempered Might have an additional wound added to their profile, as well as an additional weapon skill. Their Toughness is also increased by 1.
(Permanent Boost) Teacher- A Jedi with Teacher has Leadership 10.
(Combat)(Shooting) Saber Throw- The Jedi tosses his saber in a burning path before it returns to his hand. It has the following profile:
S4 AP3 Assault 2 Range 18”
(Combat)(Assault) Warrior’s Meditation- Jedi are trained in fighting until they, their weapon, and the Force become almost one. The Jedi may re-roll any failed rolls to hit or wound in close combat until the end of your opponent’s next turn.
(Combat)(Assault) Force Repulse- In lieu of attacking normally, Jedi may attack with Force Repulse. Force Repulse is used by placing a Large Blast Marker over the Jedi. All opposing models under the marker take a S5 AP- hit.
Padawan level (Padawans may use any ability underneath this heading and are affected by all Permanent Boosts under this heading)
(Permanent Boost) Novice Force Shielding- A Jedi with Novice Force Shielding benefits from a 5+ invulnerable save.
(Combat)(Shooting) Force Push- A simple yet effective ability, the Jedi uses pure Force energy to blast an opponent away from themselves. It has the following profile:
S5, AP-, Assault 1, Pinning, 24” 


FORCES OF THE REPUBLIC


HQ
Jedi Master

Unit size: 1 Jedi Master
Cost: Jedi Master- 120
Jedi Master
Stats dependant on race
Wargear: Customized Lightsaber
Options:
May purchase a Hand-Built Lightsaber for an additional 30 points.


Clone General
Unit Size: 1 Clone General
Cost: Clone General- 80
Clone General- BS5 WS4 S3 T3 W3 I3 A2 Sv3+ Ld10
Wargear: Elite Rifle, Commando Pistol, V-1 Thermal Detonator
Abilities:
Commanding Presence: A Clone General (and any unit of Clones he joins) may contest (not capture) objectives that they are within 6” of, as opposed to the normal 3”.


Command Vehicle
Cost: 180 points
F14 S13 R11 BS4
Type: Skimmer, Tank
Wargear: 2 Heavy Laser Cannons, 2 EMP Launchers, Advanced Shielding
Options:
Purchase a Jedi Pilot- 40
Abilities:
Practiced Crew: The gunners of the Command Vehicle are some of the best trained in the Republic. The Command Vehicle fires as if it was a fast vehicle.
War Machine: All units within 12” of the Command Vehicle gain a re-roll to any Leadership Tests they are called upon to take.



ELITE

Elite Troopers

Unit Size: 3-8 Elite Troopers
Cost: Elite Trooper-16
Clone Elite Trooper
BS4 WS4 S3 T3 W1 I3 A1 Sv3+ Ld9
Wargear: Commando Pistol, V-1 Thermal Detonator
Options:
Each Elite Trooper MUST purchase one of the following weapons from the list:
DC-15 Blaster Rifle- Free
Flamer- Free
Concussion Grenade Launcher- 4pts
Elite Rifle- 9 pts
The entire squad may be upgraded with Clone Jet Packs for an additional 10 points a model.
If the squad did not purchase Clone Jet Packs, they may purchase a LAAT as a dedicated transport for an additional 70 points.

Jedi Advance Guard

Unit Size: 1-4 Jedi Knight
Cost: 50 pts per Jedi Knight
Jedi Knight:
Stats dependant on race
Wargear: Lightsaber
Options:
Any Jedi Knight can replace their lightsaber with a customized lightsaber for an additional 10 pts.
Any Jedi Knight may replace their lightsaber with a Hand-built lightsaber for an additional 30 pts.



TROOPS
Clone Assault Troopers

Type: Infantry
Unit size: 4-11 Clones, 0-1 Clone Commander
Cost: Trooper-12
Commander- 18
Clone Trooper Soldier
BS4 WS3 S3 T3 W1 I3 A1 Sv4+ Ld8
Wargear: DC15 Blaster Rifle, DC-15s side-arm Blaster, V-1 Thermal Detonator
Clone Commander
BS4 WS4 S3 T3 W1 I3 A2 Sv3+ Ld9
Wargear: Z-6 Rotary Blaster Cannon, DC-15s side-arm Blaster, V-1 Thermal Detonator
Options:
If the squad numbers up to 8 or more members, up to two clones may choose one weapon from the following list to replace their DC-15 Blaster Rifles. Multiples of the same weapon may be chosen.:
Concussion Grenade Launcher- Free
EMP Launcher- 5 pts
PLX Missile Launcher- 10pts
Flamethrower- Free
Scorcher- 5 pts
Furthermore, the Clone Commander may purchase the following upgrades in lieu of his standard Z-6 Rotary Blaster Cannon:
Dual Commando Pistols (fires double the shots of a single Commando Pistol)- Free
Recon Drone- 20 points
The squad may purchase a LAAT as a dedicated transport for an additional 70 points, so long as it does not have a Recon Drone.
Abilities:
Steady…: Clone Commanders drill their teams in the art of laying down suppressing fire while advancing upfield. A Clone Assault Trooper unit that includes a Clone Commander may choose to move Slow and Purposeful. This effect remains even if the Clone Commander is removed as a casualty.

Clone Trooper Snipers

Type: Infantry
Unit size: 3-9 Snipers, 0-1 Elite Snipers
Cost: Trooper- 15
Elite- 20
Clone Trooper Sniper:
BS4 WS3 S3 T3 W1 I3 A1 5+ Ld8
Wargear: DC-15x Sniper Rifle, DC-15s side-arm Blaster, V-1 Thermal Detonator
Elite Sniper:
BS5 WS3 S3 T3 W1 I3 A1 Sv4+ Ld9
Wargear: DC-15x Sniper Rifle, DC-15s side-arm Blaster, V-1 Thermal Detonator, Recon Drone
Abilities:
Stealth: The Clone Trooper Snipers and Elite Snipers have the Stealth USR.

Jedi Strike Force:

Type: Infantry
Unit size: 3-5 Padawan, 0-1 Jedi Knights
Cost: Padawan- 30
Knight- 50
Padawan:
Stats dependant on race
Wargear: Lightsaber
Jedi Knight:
Stats dependant on race
Wargear: Lightsaber
Options:
The Jedi Knight may replace his lightsaber with a custom lightsaber for an additional 10 points.
The squad may purchase a LAAT as a dedicated transport for an additional 70 points.


"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline Gentleman Fate

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Re: Star Wars Codex
« Reply #1 on: October 28, 2009, 09:26:07 PM »
The rest of it:
-----------------------------

FAST ATTACK
LAAT (Low Altitude Assault Transport)

Cost: 70 points
F12 S12 R10 BS4
Type: Skimmer, Fast
Transport Capacity: 12
Fire Points: 4 (2 one each side) Access Points: One under each wing
Wargear: Anti-Personel Turrets (Under Each Wing, Each 270 degree fire arc)
Options:
A LAAT may purchase Advanced Shielding for an additional 10 points.
A LAAT may take one the following weapons:
Prow Mounted EMP Launcher (Mounted below cockpit, has 180 degree fire arc) -15 pts
Prow Mounted PX-6 Rotary Blaster Cannon (Mounted below cockpit, has a 180 degree fire arc) -10
The LAAT may be upgraded with either of the following weapons:
2 Wing Mounted Composite Beams (Has a 360 degree fire arc) -20
Wing Mounted Twin-linked Mass-Driver Missile Launcher System (Can fire at anything within LOS of the Cockpit) -30
Abilities:
Side Hatches: At the beginning of its movement phase, the LAAT can choose to act as open-topped. If it does so, it follows all the rules of an open-topped vehicle until the end of your opponent’s next turn.

Jet Troopers

Type: Jump Infantry (Jet Pack)
Unit size: 3-7 Troopers, 0-1 Sky Corp
Cost: Trooper- 25
Sky Corp- 35
Clone Jet Trooper:
BS4 WS3 S3 T3 W1 I4 A1 Sv4+ Ld8
Wargear: EMP Launcher, Commando Pistol, V-1 Thermal Detonator, Clone Jetpack
Clone Sky Corp:
BS5 WS3 S3 T3 W1 I4 A1 Sv3+ Ld9
Wargear: EMP Launcher, Commando Pistol, V-1 Thermal Detonator, Clone Jetpack
Options:
If the unit has a Sky Corp, the entire squad may replace their EMP Launchers with flamers at no additional cost.
The Sky Corp may purchase a Scorcher for an additional 5 points.
Abilities:
Ambush!: A squad with a Sky Corp may Deepstrike into play.

Trooper Attack Bikes

Type: Jetbike
Unit size: 4-9 Bikers, 0-1 Bike Commander
Cost: Trooper- 30
Commander- 35
Clone Jet Biker
BS4 WS3 S3 T4 W1 I4 A1 Sv3+ Ld8
Wargear: Clone BARC Jetbike, Close Combat Weapon, DC-15s side-arm Blaster
Clone Jetbike Commander:
BS4 WS4 S3 T4 W1 I4 A1 Sv3+ Ld8
Wargear: Clone BARC Jetbike, Two Close Combat Weapons, Commando Pistol



HEAVY SUPPORT
TX-130 Saber-class Fighter Tank
 
Cost: 100 points
F13 S11 R10 BS4
Type: Skimmer, Tank
Wargear: 1 Heavy Laser Cannon (360 degree fire arc, on turret), Twin-linked Concussion Missile Launchers (360 degree fire arc, on turret), 2 Anti-personnel turrets (on top of treads, 180 degree fire arc).
Options:
Jedi Pilot- 40 pts
May replace its Twin-linked Concussion Missile Launchers with a second Heavy Laser Cannon -30

Jawa Scavengers

Type: Infantry
Unit size: 5-15
Cost: Jawa Scavenger- 9pts
Scavenger
BS0 WS2 S3 T2 W1 I1 A1 Sv- Ld6
Wargear: Fusion Cutters
Options: A unit of Jawas may take a Sandcrawler as a dedicated transport. A Sandcrawler has the following profile:
Cost: 80 points
F12 S12 R10
Fire points: None
Transport Capacity: 15 (Can only carry Jawas)
Wargear: 1 Broken Anti-Personnel Turret (Cannot be fired)
Jawas can assault out of a Sandcrawler as if it was open-topped.
Abilities:
Run away: A unit of Jawas can move off of the field during the movement phase. If they do so, they are placed back in reserve. The player must make clear their next mode of entry. If they flee off field, they do not get this ability.
Discerning Eye: Objects that seem to be blurs of metal to most are instead perceived in full by Jawas. Jawas never need worse than a 4+ to hit any vehicle.
Scout: Jawas have the Scout USR.
Tank Hunters: Jawas are experts at discerning how objects are built, as well as how best to dismantle them. They have the Tank Hunters USR.
Salvage: Jawas can never cause a “Vehicle Explodes” result. All “Vehicle Explode” results are instead replaced with “Vehicle Wrecked” results.


--------------------------------------------------------------
Any suggestions or help would be great. Surprisingly, my knowledge of the Star Wars series is limited, so anyone more knowledgeable would likely help me greatly.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline That other guy

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Re: Star Wars Codex
« Reply #2 on: October 28, 2009, 09:51:21 PM »
Elite Troopers?

why not commandos?

Offline Black Hawk

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Re: Star Wars Codex
« Reply #3 on: October 28, 2009, 10:34:02 PM »
I've just read through this and I'm impressed with what you've done so far. However, many of these rules and stats are very overpowered and underpriced. I suggest you either kick some of these weapon stats down or raise the price. I don't think a hand made lightsaber should have all those benefits just for 30 points.

Offline Sayt

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Re: Star Wars Codex
« Reply #4 on: October 28, 2009, 10:45:11 PM »
If I've read it right, Bacta is way, way, way, way, way, WAY to powerfu, seeing as it's effectively  autopass FNP if I read it right, or is it FNP that passes on a 5+? It's a tad confusing.

At any rate, I'd probably bump most of the units up at Leat 5 points, 10 in some cases, and jedi-Masters need to be about 150 IMHO, with the force powers they have.

Offline Gentleman Fate

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Re: Star Wars Codex
« Reply #5 on: October 29, 2009, 06:58:10 AM »
Elite Troopers?

why not commandos?

Is that what they are called? Then I shall change that.
I've just read through this and I'm impressed with what you've done so far. However, many of these rules and stats are very overpowered and underpriced. I suggest you either kick some of these weapon stats down or raise the price. I don't think a hand made lightsaber should have all those benefits just for 30 points.
The clone weaponry was originally S3; it will likely go down to that.
The hand-made lightsaber is a problem. With all the permboosts, and the Hand-made lightsaber, you get the stats for what I think a Jedi Master should be. His points cost and were to put each ability, are another story.
If I've read it right, Bacta is way, way, way, way, way, WAY to powerfu, seeing as it's effectively  autopass FNP if I read it right, or is it FNP that passes on a 5+? It's a tad confusing.

At any rate, I'd probably bump most of the units up at Leat 5 points, 10 in some cases, and jedi-Masters need to be about 150 IMHO, with the force powers they have.
Its a FNP on a 5+ as opposed to giving them FNP. It may be changed to a 6+. My idea with clone troopers is that they should be as resilient to small arms as Marines, but more easily taken down by bigger guns.
Jedi Masters are problematic to me. Any help with that unit would be great.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline Sayt

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Re: Star Wars Codex
« Reply #6 on: October 29, 2009, 07:27:41 AM »
For a start, try cutting them down to one perma boost, one combat skill per level (IE, padawans get one of each, knights two, masters three) up to their own level.  More later, once I've slept

Offline Gentleman Fate

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Re: Star Wars Codex
« Reply #7 on: October 29, 2009, 05:47:47 PM »
The perma boosts were my way of not having to write out a whole bunch of different profiles, instead giving one profile for Jedi and making them better per rank. They'll likely all be incorporated in if I write out the profiles.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline Sayt

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Re: Star Wars Codex
« Reply #8 on: October 29, 2009, 05:59:34 PM »
What I meant was, make them like psychic powers.
"A Jedi Padawan may select one combat power and one Support power at no addition cost from the Padawan Skills list"

"A Jedi Padawan may select Two combat powers and two Support powers at no addition cost from the Padawan and/or Jedi Knight skill lists"

So on, so forth.

Offline Gentleman Fate

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Re: Star Wars Codex
« Reply #9 on: October 29, 2009, 06:32:15 PM »
I know what you mean, but I tried to put all the upgrades that would normally come with a statline into permanent boosts. Writing the statlines for each race at each rank would be 18 profiles (!). So I made the original 5 as the Padawan stalines, with Jedi stats being those (plus the upgrades that come with the level-up.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline Sayt

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Re: Star Wars Codex
« Reply #10 on: October 29, 2009, 06:46:30 PM »
In that acse, make them special rules.

Oh, and side note.

Force Lightening? It is very cool, however at the time of the Republic only two, solitary Jedi used it, both controlversally, IIRC.  It's generally considered to be a Sith power, As to wield it requires intense 'negative emotions', which the Jewdi code teaches against.  Honestly? I'd drop it.

Offline Gentleman Fate

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Re: Star Wars Codex
« Reply #11 on: October 30, 2009, 06:49:22 AM »
I know what you mean. Its really cool and fits in gamewise, but fluffwise it doesn't make a whole lot of sense. My justification for it was that only Jedi Masters could risk using it. But if I can find a different ability that could have *about* the same effect, I'd be fine with switching out.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline Irandrura

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Re: Star Wars Codex
« Reply #12 on: October 30, 2009, 07:12:03 AM »
Shameless self-promotion.

Just in case you feel like borrowing anything. ;)

Quote from: truehyuga
Its a FNP on a 5+ as opposed to giving them FNP. It may be changed to a 6+. My idea with clone troopers is that they should be as resilient to small arms as Marines, but more easily taken down by bigger guns.

Um, why would you think that? Where do clones ever seem to be that resilient in SW? I would think it's most reasonable to makes clones most similar to Inquisitorial Stormtroopers. A clone is effectively just a well-trained soldier with decent equipment. They should be somewhere in between Imperial Guardsman and Guard Stormtroopers.
The ending of the words is ALMSIVI.

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Re: Star Wars Codex
« Reply #13 on: October 30, 2009, 07:58:16 AM »
The resilience comes from the fact that things that would incapacitate a Guard Stormtrooper could be fixed by the medical packs that all clones carry. These packs include bacta (a liquid that can heal almost any wound near instantaneously, though severe ones take a few days) and synthflesh (a form of fake skin that would patch immediate wounds).
This combined with a built-in obedience modification makes me see them as less likely to crumble under non-fatal wounds.

I will peruse your article.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline Irandrura

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Re: Star Wars Codex
« Reply #14 on: October 30, 2009, 08:57:54 AM »
...I know what bacta is.

But the fact is that clones do not have that sort of resistance to damage in the field. Have you read the MedStar duology? Michael Reaves and Steve Perry. They are a pair of novels set during the Clone Wars, in a Republic mobile surgical unit, and the main characters are doctors. We see them dealing with injured clone troopers all the time. Let me give some quotes.

Quote from: MedStar: Battle Surgeons, chapter one
He looked down at the patient, spotted another gleam of shrapnel under the bright OT lights, and grabbed it gently, wiggling it slowly out. It had just missed the aorta. "There's enough scrap metal in this guy to build two battle droids," he muttered, "and still have some left over for spare parts." He dropped the metal into the steel bowl, with another clink. "I don't know why they even bother putting armor on 'em."
   "Got that right," Zan said. "Stuff won't stop anything stronger than a kid's pellet gun."
   Jos put two more fragments of the grenade into the pan, then straightened, feeling his lower back muscles protest the position he'd been locked into all day. "Scope 'im," he said.
   Tolk ran a handheld bioscanner over the clone. "He's clean," she said. "I think you got it all."

Quote from: MedStar: Battle Surgeons, chapter six
This run was a bad one. There were four full lifters, which meant sixteen wounded troopers. Three had died en route, and one was too far gone to attempt resuscitation - one of the nurses administered euthanasia while Jos, Zan, Barriss, and three other surgeons scrubbed up.
   One of the clones was covered with third-degree burns; they had to cut his armor free. He had literally been cooked by a flame projector. Fortunately, one of the three working bacta tanks they had was empty, and the trooper was quickly immersed in a nutrient bath.
   The condition of the remaining eleven ranged from critical to guarded, and were triaged accordingly. Jos pulled on his skin-gloves while Tolk briefed him on his first case.
   "Hemorrhagic shock, multiple flechette injuries, head trauma..."
   Jos glanced at the chrono. They were about ten minutes into the "golden hour" - the time window most critical for a trooper's survival of a battlefield injury. There was no time to waste. "Okay, let's get him stabilized. He's lost a lot of blood, and he's got an asteroid belt's worth of metal in his gut. Pump in some vascolution, stat..."
   Barriss watched Jos at work for a minute, admiring his skill and quick decisions. Then she opened herself to the Force, letting it tell her where her abilities would be most needed. She felt it guide her feet toward Zan's table, where the Zabrak was working on another trooper, assisted by an FX-7.
   "Is there a problem?" she asked.
   "Take a look," he replied.
   She stepped closer. The naked body lay on the table, intubated and dotted with sensor lines and drips. He did not appear wounded or injured, but the skin was a mottled purplish color - it looked like one gigantic bruise.
   "He's been hit with a disruptor field," Zan said. "Bioscan shows his central nervous system's been fried. I thought we could do something, but he's past that. Autonomic functions are stable on life sustain right now, but they won't last. And even if we could reestablish consciousness, he'd be nothing but meat."
   "What can be done?"
   He shook his head. "Nothing. We can harvest his organs, use 'em to patch up the next one who needs a kidney or a heart."

Quote from: MedStar: Battle Surgeons, chapter nineteen
Jos sometimes - not often, these days - felt as if he could call a dying patient back to life; that by dint of pure will, he could keep someone critically injured alive, refusing to let Death claim him.
   It helped, of course, if his surgical procedure went well. Sometimes, however, even when the operation was technically correct, something went sour, and no matter how hard he tried, no matter how much he wished it otherwise, the patient expired.
   So it was with the clone trooper on the table now. The surgery had been relatively easy as these things went: a bit of shrapnel had nicked the pericardium, and there had been bleeding into the pericardial sac with associated cardiac tamponade. But the blood had been drained, the wounds repaired, and that should have been that. Instead, the trooper had ceased breathing, the repaired heart had stopped, and all efforts to jump-start things had failed. Had Jos been a religious man, he would have said the man's essence had departed.
   This was the last patient, though, and he had managed to keep five others alive, including one who had sustained massive injuries to three organ systems that needed replacement: a multipunctured and deflated lung, a ruptured spleen, and a severely lacerated kidney.

Quote from: MedStar: Jedi Healer, chapter three
He didn't have time to watch the kid - he was up to his elbows in the chest cavity of a clone full of shrapnel. Count Dooku's weapons research group had come up with a new fragmentation bomb, called a weed-cutter - a smart bomb that, when launched, arced up and over any and all defensive grids, came down in the middle of a trooper force, and exploded at thoracic level above the ground, sleeting tiny, smart, razor-sharp durasteel flechettes in a circular pattern. The weed-cutter was deadly for two hundred meters against soft targets, and the clone trooper armor didn't stop much, if any, of it.
   Whoever had designed and produced the clone armor had much to answer for, in Jos's opinion. The Kaminoans might be geniuses when it came to designing and sculpting soft tissue, but the armor was, as far as he could see, practically useless. The nonclone field troops referred to the full-body suits as "body buckets." It was an aptly descriptive term.

So there's a good catalogue of injuries that took clones out of action, and required them to be ferried back to a medical unit for further attention. We also see that clone armour is, well, awful.

Remember that bacta is not a cure-all. Firstly, it is limited and expense. In the MedStar novels, they have three bacta tanks in the entire facility. A clone needs to be immersed in one for hours to heal, and then the bacta needs to be thrown out and replaced; and they deal with hundreds of injured clones at a time. Bacta is not cost-effective and is not standard issue. Secondly, bacta doesn't magically fix everything. It can't just spontaneously repair injured tissue, regenerate damaged organs, or fuse fractured bones. Bacta is useless if you have a piece of iron in your lung, for example.

Also remember that Space Marines have equivalents. Space Marine armour does include painkillers and somethings equivalent to 'synth-flesh'. For example:

Quote from: Space Wolf, chapter seventeen
Ragnar took out a canister of synthi-flesh and sprayed it onto Strybjorn's face. It congealed instantly to cover the bare bone and teeth. It did not look pretty but at least it would keep the wound clean and sterile. He took the repair cement and just as quickly plugged the cracks in Strybjorn's armour, but not before reconnecting and splicing the power-fibres. Lastly, after a quick glance to make sure everything was in place, he injected the wounded Blood Claw with a powerful stimulant. Strybjorn's eyes opened and he let out a howl of pain and rage.

Yet Space Marines do not all have a 5+ invulnerable save, even though by all rights they should be just as well off if not considerably better than clone troopers.

No, I stand by what I said. Clone troopers are closer to Guardsmen or Imperial stormtroopers.
The ending of the words is ALMSIVI.

Offline Gentleman Fate

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Re: Star Wars Codex
« Reply #15 on: October 30, 2009, 03:10:38 PM »
Hm.
I'll have to mess with my model of Troopers quite a bit now. Which means I need to go look through the IG codex. Damn.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline GIMSTER

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Re: Star Wars Codex
« Reply #16 on: November 24, 2009, 12:39:00 AM »
I agree on clone troopers being between Guardsmen and Marines. Since clones are genetically awesome but lacking tertiary organs or massive herculean biceps i suggest a basic guardsmen stat line with I 4 and BS 4.

As a replacement for force lightning can i suggest force push. "Target unit within any kind of area terrain must make a dangerous terrain check." to represent the Jedi throwing people around in threes or throwing dangerous objects at the squad.

Offline That other guy

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Re: Star Wars Codex
« Reply #17 on: November 24, 2009, 01:48:43 AM »
I recon that Fire warriors would fit the bill.
the full body suit of the space marines but the size of a IG trooper altho the stat line would have to be altered

Offline Gentleman Fate

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Re: Star Wars Codex
« Reply #18 on: November 26, 2009, 10:35:02 PM »
I've been tinkering with FWesque Troopers lately.
They work okay, but I still don't know where to go with the main guns.
"If you were smart you would have rolled a six."
- Spencer Young, God amongst men.

"ok, my boys are disembarking now, and since i have no shooting, theyr gonna run then assault" me-"Umm... you went flat out, AND you aren't Fleet" him-"But this is a trukk and these are boyz. they can do it because they believe they can do it" me-"...Right." -Kabal

It's cool to shoot 2 plasma cannons.....INTO YOUR PLAGUEMARINES.

Offline Kuma

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Re: Star Wars Codex
« Reply #19 on: November 27, 2009, 01:49:21 PM »
Clone Troopers,

BS 4 for sure
WS 4, ok but there's not a lot of close combat to judge that by in the movies.
I 4, I don't think so. IMHO, Clones are kind of dumb and they suffer from group thinking, the result of being cloned from a dude who was rough and tough but not too bright. But if they are going to be the uber warriors of the star wars universe like space marines are in 40k, so be it.
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