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.