BoLS Lounge : Wargames, Warhammer & Miniatures Forum
Page 1 of 10 123 ... LastLast
Results 1 to 10 of 94
  1. #1
    Scout
    Join Date
    Jul 2012
    Location
    Brockport, New York, United States
    Posts
    12

    Default Star Wars 40k : )

    Haha Hey guys! I am working on an Empire Codex using Lego Starwars guys glued and based on 28mm bases and lego star wars line vehicles based in the timeline of e4 - 6 to get my son into 40k, also so he doesn't ruin my models being a kid playing with them of course... lol. It's a work in progress and will take some time. I used a combination of Imperial Guard, Sisters of battle and some tau units as templates to start off with idea was to have a technologically advanced army with some rank and file elements with Ultra Elite HQ choices obviously being Sith or Moffs. Everything that has some form of shield has a invuln (no matter how crappy) I'm sure it will be a fun army and I'm trying to make it be a little overpowered but not over the top so my son will enjoy playing them and it'll be a challenge for me to play against! So whoever is interested give it a read over of what i have so far and feel free to give me ideas! If there is an interest ill keep posting the progress.




    WS / BS / S / T / Wo / I / A / Ld / Sa cost:
    imperial stormtrooper 1 / 3 / 3 / 3 / 1 / 3 / 1 / 7 /4+ / 6+ inv 10
    imperial stormtrooper seargeant 4 / 4 / 3 / 3 / 1 / 3 / 1 / 9 / 4+ / 5+ inv 12
    dark trooper phase 3 5 / 5 / 5 / 5 / 1 / 5 / 2 / 10 / 2+ / 3+ inv 33
    jump trooper 3 / 4 / 3 / 3 / 1 / 6 / 2 / 7 / 4+ / 6+ inv 12
    jump trooper seargeant 4 / 4 / 3 / 3 / 1 / 3 / 1 / 9 / 4+ / 5+ inv 14
    Hazard Trooper 4 / 4 / 5 / 5 / 2 / 1 / 2 / 10 / 2+ / 4+ inv 45
    Darth Vader 10 / 4 / 4(8) / 5 / 3 / 7 / - / - / 2+ inv 275
    Sith Acolyte 6 / 4 / 4 / 4 / 2 / 6 / - / - / 3+ inv 100
    Sith Juggernaught 6 / 4 / 4 / 4 / 2 / 6 / - / - / 3+ inv 100
    Star Killer 10 / 4 / 5 / 4 / 3 / 9 / - / - / 3+ inv 250
    The Emperor 6 / 4 / 3 / 3 / 4 / 4 / - / - / 2+ inv 300
    moff ???
    Elite Guard 6 / 4 / 4 / 4 / 1 / 5 / 3 / 10 / 3+ / 4+ inv 22
    Speeder Bike Scouts 3 / 4 / 3 / 4 / 1 / 5 / 1 / 9 / 3+ / 6+ inv 20
    Hired Mandalorians 4 / 4 / 4 / 4 / 1 / 4 / 2 / 9 / 3+ / 5+ inv 22
    Hired Bounty Hunter 5 / 5 / 4 / 4 / 2 / 5 / 3 / 9 / 3+ / 5+ inv 120
    Boba Fett 6 / 6 / 4 / 4 / 3 / 6 / 4 / 10 / 2+ / 3+ inv 200
    Imperial Operative ???
    Imperial Sniper ???

    BS / FA / SA / RA / HP / Sa
    Tie Mauler 4 12 / 12 / 11 / 3 100
    Tie Fighter 4 11 / 11 / 11 / 3 80
    Tie Interceptor 4 12 / 12 / 10 / 3 120
    Tie Bomber 4 11 / 11 / 11 / 3 150
    AtSt 4 12 / 12 / 12 / 3 80
    ATAT 3 14 / 14 / 14 / 6 350 4+ heavy energy deflector , immune to assault from units withotu jump capability , enemy bikes or aircraft may attempt to immobalize immune to glancing hits unless under carriage or within 12" of the hull
    ATAA 4 12 / 12 / 12 / 3 100
    ATMP 4 12 / 12 / 12 / 3 100
    TX-130T fighter tank 4 13 / 13 / 12 / 3 120 4+ heavy kinetic deflector

    S R AP T
    Blaster Carbine 3 24 5 assault 2 rapid fire. pinning
    Blaster Cannon 4 32 4 heavy 3, pinning
    Mega Blaster Cannon 9 42 3 Heavy 2, pinning. Small Blast
    Repeating Blaster 3 22 4 Heavy 4, pinning
    Ion Rifle 6 20 4 assault 2 rapid fire , Immobalize, and shake vehicle for turn does not strip HP
    Ion Heavy Blaster 8 36 4 heavy 2 , small blast on target , Immobalize, and shake vehicle for turn does not strip HP
    Disruptor Carbine 4 18 3 assault 2 rapid fire, pinning
    Disruptor Cannon 6 36 2 heavy 1 pinning small blast on target
    Heavy Disruptor Cannon 8 40 2 heavy 1 pinning small blast on target
    Heavy Blaster 5 22 4 heavy 3 rapid fire , pinning
    Repeater Rifle 3 32 4 assault 3
    Ion Repeater 4 32 4 assault 3 Immobalize, and shake vehicle for turn does not strip HP
    Pulse Blaster 5 24 3 heavy 2 , pinning
    Heavy Pulse Blaster 7 36 3 heavy 2 , pinning
    Concussion Homer Missile 8 48 3ap1vs flyers Barrage 1 , large blast on target . AA
    Concussion Torpedo 10 72 2 Barrage 1 , large blast on target
    Concussion Charge 9 bomb 3 heavy 1, one shot , large blast
    Ion Charge - grenade,btb - Immobalize, and shake vehicle for turn does not strip HP
    Thermal Detonator 7 12 4 heavy 1, one shot, large blast , ignores cover
    Thermal Grenade Launcher 4 12 4 heavy 1, small blast ignores, cover counts user and squad as having offensive and defensive grenades
    Flamer 4 template 5 ignores cover
    Sith Lightsaber Red 8 12 ap1 in cc ap 3 thrown counts user as having offensive and defensive grenades , user may re-roll hits denys sychic powers on a 3+ in cc 4+ on the table
    Sith Lightsaber Blue 8 12 ap1 in cc ap 3 thrown counts user as having offensive and defensive grenades , user may re-roll wounds denys sychic powers on a 3+ in cc 4+ on the table
    Double - Bladed Sith saber Red 8 - ap2 in cc counts user as having offensive and defensive grenades, user may use Tumult on a 4+ ignores next wound in cc , grants denys sychic powers on a 2+ in cc 4+ on the table
    Custom Blaster pistol 6 18 ap 3 assault 3, pinning , sniper
    Imperial Blaster pistol 4 12 ap 5 assault 1, pinning
    Multi-Missile Launcher 4 24 ap 4 barrage 4 , small blast
    Turbo-Laser 8 36 ap 2 Barrage 2 , small Blast
    Heavy Turbo-Laser 9 48 ap2 Barrage 2 , Large Blast
    Short Range RPG
    Vibroblade user - ap3 power weapon

    Force Choke Target enemy model within 6" may not make any actions this turn, may be used on oposing players turn
    Force Charge User May act as if he had fleet and moves as if he has a jump pack
    Force Shroud Target gains stealth
    Force Blast Place a large blast template over the user any unit underneath takes a srrength 6 ap 4 hit
    Force Push Any Enemy model in Base to Base contact is moved up to d6" directly backwards of its current posistion, units may break cohesion to make this move, units affected do not make any actions this combat phase but are still concidered locked in combat
    Force Pull Target Model within 18 that is not a monsterous creature, bike, vehicle, beast or cavalry, gets pulled into base to base with the user and is concidered locked in combat untill the assault phase. User may still use shooting attacks as normal but must engage the targeted model in the assault phase
    Force Mind Trick Target Model within 6 May not shoot, assault or make any hostile action of any kind untill end of turn it can still move as normal user can take control of target model untill end of turn if it fails a leadership test
    Force Domination Target Enemy Model within 24" is placed under users control for the remainder of the turn if user passes a sychic test on 3d6 if it is part of a unit or squadron that model is concidered independant for the remainder of the turn
    Force Rage User Gains the preffered enemy special rule against enemy type of your choice
    Force Lightning Used as a shooting attack flame template placed up to 6" away from user s5 ap3 does not ignore cover , may cause adiitional wound on wounding roll of 6
    Force Dismantle Target Non-Biological unit within 12" takes a srt 8 ap 2 hit
    Force Crush Target Biological unit within 18" takes a srt 6 ap 2 hit
    Force Seeth User regains 1 wound may only be used once every 2 turns
    Force Strength User Gains +1 strength to maximum of 10 for ever point above units average in base to base weapon skill
    Dark Side Aura User gains the fear special rule

    Imperial Edicts:
    1 Search and Destroy Increase range of all weapons of units within 12 of the commander " by 6"
    2 Defend Increase cover of all terrain 12" of the starting position of the commander by +1 to a maximum of 3+
    3 No Retreat One Unit within 24" of the commander or a unit in reserve gains fearless
    4 Whatever it takes One Unit Of Troopers Has The With out end special rule
    5 Precision Strike Once Per Game a unit of troopers may forgo shooting to laser a target enemy unit or vehicle within 24". The Following Turn place a large blast ordnance over target unit that unit takes a strength 10 ap 1 hit if it hasnt moved from an orbiting Star Destroyer, if it has moved use normal ordance scatter 2d6
    6 Domination One Enemy troop Unit of your choice may defect to the empire in the face of overwhelming odds....this unit cannot contain more than 10 models , or be joined by an independant character at the start of the game. every turn target unit must take a leadership check starting at -1 adding -1 to there leadership every turn if failed, they come under the empire players control

    Darth Vader 10 / 4 / 4(8) / 5 / 3 / 7 / - / - / 2+ inv 275

    Force Choke
    Force Charge
    Force Push
    Force Rage
    Force Strength
    Force Dismantle
    Dark Side Aura
    Eternal Warrior

    Darth Vader is a master swordsmen he has 1+d6 attacks and gains a counter attack for every attack made that succsefully hits him at Initiative 1
    Darth Vader is a Sith Lord and any unit he joins is fearless and cannot be sweeping advanced all lost combat is concidered a tie
    Darth Vader may use 2 force powers per turn
    Darth Vader may Take an ATAT as a personal transport
    Darth Vader may take his custom Tie Fighter as a personal transport normal tie fighter with 4+ heavy multi deflector, if he is shot down fly the tie fighter off your board edge and darth vader may rejoin the battle the following turn on foot.


    wargear:
    More machine than man : Increases users strength by 4 (already in profile)
    Sith Lightsaber Blue : ap1 in cc ap 3 thrown counts user as having offensive and defensive grenades , user may re-roll wounds denys sychic powers on a 3+ in cc 4+ on the table
    Engineering Prodigy : Darth Vader can repair a lost hull point, weapon, or immobilized result on a vehicle on a roll of 3+ but cannot make any other actions the turn he uses this ability
    Fighter Ace : Darth Vader can join a squadron of Tie Fighters or interceptors if he is in his custom Tie Fighter if he does increase theres and darth vaders ballistic skill by 1
    Personal Deflector Shield : confers a 2+ invulnerable save

    Boba Fett 6 / 6 / 4 / 4 / 3 / 6 / 4 / 10 / 2+ / 3+ inv 200

    Nightfighting
    Outflank
    Scout
    eternal warrior
    deepstrike
    hit and run

    Boba Fett is a master marksmen and may choose the model he hits and wounds in the shooting phase
    Never misses a Mark: Boba may target the enemy warlord at the beginning of the game if boba is ever engaged in assault with that IC he must accept the challenge and disengage all other enemy models from combat
    if warlord is wounded by boba's carbonizer remove the Warlord from play and Boba as well. The next turn Boba may return via outflank or deepstrike after securing the prisoner.

    wargear :
    custom flamethrower: Str 5 ap 4 template

    custom blaster : Str 6 ap 3 assault 3 rapid fire 18" range

    rpg : Str 7 ap 4 24" range small blast on target, pinning

    thermal detonator

    ion charges

    net launcher : enemy models in BtB contact reduce there attacks by 1 OR choose 1 enemy model in BtB it cannot make any attacks this turn cannot be an independant character as they are too witty to be hit by bobas basic trick.

    carbonizer : Allways wounds on a 4+ ignores armor saves, instant death. Can only be used against enemy models that have been challenged by boba does not effect vehicles, walkers or monsterous creatures

    custom deflector shield : confers a 3+ invulnerable save

    custom worn mandalorian warsuit : confers a 2+ armor save

  2. #2

    Default

    I didn't go around. too long to read for me but anything star wars related is cool with me. I'm sure you'll have a blast doing it.

  3. #3
    Chapter-Master
    Join Date
    Jul 2009
    Location
    Cincinnati
    Posts
    2,680

    Default

    Making Vadar STR 8 and I 7 is functionally broken, especially when you consider the 2++. He will practically kill anything that he is in CC with before they get to strike unless you plan on having a lot of T5 stuff.

    And that's WITHOUT considering that his lightsaber is AP 1.

    Seriously, if you're keeping that stat line, dude needs to be about 450 points.

    Otherwise he's simply going to run around murdering fools before they even have a chance to act.

    www.queencityguard.com

  4. #4
    Scout
    Join Date
    Jul 2012
    Location
    Brockport, New York, United States
    Posts
    12

    Default

    Quote Originally Posted by wittdooley View Post
    Making Vadar STR 8 and I 7 is functionally broken, especially when you consider the 2++. He will practically kill anything that he is in CC with before they get to strike unless you plan on having a lot of T5 stuff.

    And that's WITHOUT considering that his lightsaber is AP 1.

    Seriously, if you're keeping that stat line, dude needs to be about 450 points.

    Otherwise he's simply going to run around murdering fools before they even have a chance to act.
    well if you look at the power he wields in the force unleashed series ( i really think that showcases just how strong Vader really is ) he is a 1 man army pretty much, The emperors statline isnt as hot for assault but the powers he wields will make him a beast control unit. I'd say he has the power of mephiston with the terror that nightbringer can do....

    Maybe the problem is the ap 1 saber....maybe sabres should be ap 2 instead. The thickest armor does cause them pause. Or ya know vader was never really a fast guy he was allways more of a power guy. Yea I agree next build i think I'll try I 3 or 4 I'm just trying to make him feel like vader on the table. I playtested him vs a group of terminators and he did wipe the floor with them in 2 rounds of combat but they did also almost kill him 1 wound left.Th/Ss are still a big threat to vader even force choking 1 they still hit hard. Also if he got stuck in a group of boys or up against shooting from all 28 of my jetbikes doomed he goes down pretty quick.

  5. #5

    Default

    So, for 200 points, Boba Fett has 4 chances to kill the enemy Warlord on a 4 up? Thats totally a bit much, maybe on a 6? Or have it force an Iniative test if he hits with it?

    Also, his blaster has assult and rapid fire? And he shouldn't be able to just choose his targets, make his blaster Sniper and his RPG should be One Shot. Also, shouldn't he be Jump Infantry?
    Last edited by Captainparty; 07-18-2012 at 08:19 AM.

  6. #6
    Chapter-Master
    Join Date
    Jul 2009
    Location
    Cloudsdale, Equestria.
    Posts
    26,074

    Default

    Surely stormtroopers should be BS2? And never receive a cover save? (Endor anyone?)
    "All they know is killing and white uniforms"

    However the process of robo-insemination is far too complex for the human mind!
    A knee high fence, my one weakness

  7. #7

    Default

    Quote Originally Posted by Psychosplodge View Post
    Surely stormtroopers should be BS2? And never receive a cover save? (Endor anyone?)
    "All they know is killing and white uniforms"
    They should be BS4 but can only snapshot at characters.

  8. #8

    Default

    I'd think Blasters should be Rapid Fire, rather than Assualt 2 as well

  9. #9
    Chapter-Master
    Join Date
    Jul 2009
    Location
    Cloudsdale, Equestria.
    Posts
    26,074

    Default

    Quote Originally Posted by Kyban View Post
    They should be BS4 but can only snapshot at characters.
    Yeah that could work.

    However the process of robo-insemination is far too complex for the human mind!
    A knee high fence, my one weakness

  10. #10
    Veteran-Sergeant
    Join Date
    Mar 2012
    Location
    Topeka, KS
    Posts
    153

    Default

    Anything Imperial should have BS 1. Maybe 2 on a good day...
    "Technically correct is the best kind of correct."
    WHFB: Dwarf - TK - Empire - Goblin 40k: SW - IG - Ork

Page 1 of 10 123 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •