Warhammer 40,000 Codex Clone Troopers 9th edition Fandex

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Codex

CLoNE TRooPERS 1


Clone troopers Grand Army of the Republic

DiSCLAiMER

I DO NOT OWN STAR WARS, WARHAMMER 40K, OR ANY OF THE PICTURES SHOWN IN THIS CODEX. THE ART BELONGS TO THEIR RESPECTIVE OWNERS. THIS IS A FAN MADE SET OF RULES FOR 40K 9TH EDITION THAT IS FREE. DO NOT PAY FOR IT ART CREDIT: GAMESWORKSHOP(BATTLE ROLE SLOT ICONS), LIVIORAMONDELLI(PG.4),FANTASY FLIGHT GAMES(PG.5,6), TSUNEO SANDA (PG.7), GABRIELE DELL'OTTO(PG.8), ARTIST UNKNOWN(COVER, PG.9, 14),ANDIBAZE([BACKGROUND]PG.11,26),LORNAKA(CLONE HELMET, PG.11),LUCASARTS(PG.15), VENTUREPICTURES(PG.20), KEV WALKER[DARK HORSE COMICS](PG.23),NEON89(PG.24),ADAM HUGHES(PG.30),KEREMBEYIT(PG.32), AND MICHELE GIORGI[MANTIC GAMES](PG.38)

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Table of Contents Republic’s Finest ................................................ 5

UT-AT ........................................................... 18

Army Abilities ................................................. 5

Jet Trooper Squad ........................................ 18

Clone Trooper Wargear List ........................... 6

BARC Troopers ............................................. 19

Master Yoda ................................................... 7

AT-RT............................................................ 19

Anakin Skywalker ........................................... 8

LAAT/I Gunship ............................................ 20

Obi-Wan Kenobi ............................................. 8

ARC 170 Starfighter ...................................... 21

Mace Windu ................................................... 9

Heavy Trooper Squad .................................. 21

Plo Koon ....................................................... 10

TX-130 Saber ................................................ 22

Ahsoka Tano ................................................. 10

Artillery Platform ......................................... 22

Captain Rex .................................................. 11

RX-200 Falchion ........................................... 23

Jedi Knight .................................................... 11

Blood of Mandalore ........................................ 25

Jedi Knight on AT-RT .................................... 12

Batch Doctrines............................................ 26

Padawan ....................................................... 12

Custom Batch Doctrines .............................. 27

Arc Commander ........................................... 13

Stratagems ................................................... 28

Fives ............................................................. 13

Light Side Discipline ..................................... 32

Arc Trooper .................................................. 14

Warlord Traits .............................................. 33

Republic Commando .................................... 15

Force Talents................................................ 34

Flame Trooper Squad ................................... 16

Experimental Technology ............................ 35

Sharpshooters .............................................. 16

Armoury of the Grand Republic(Ranged) .... 36

Clone Assassins ............................................ 17

Armoury of the Grand Republic(Melee) ...... 38

Clone Trooper Squad ................................... 17

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Republic’s finest

This section contains all of the datasheets that you will need to fight battles with your Clone Trooper miniatures, and the rules for all of the weapons they can wield in battle. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and special abilities it may have. Any abilities that are common to several units are described below and referenced on the datasheets themselves. KEYWORDS Throughout this section you will come across a keyword that is within angular brackets, specifically <CORPS>. This is shorthand for a keyword of your own choosing, as described below.

For example, if you were to include a Clone Trooper Character in your army, and you decided it was from the 7th Sky Corps, then its <CORPS> keyword is changed to 7th Sky Corps, and any ability that addresses a unit from <CORPS> would have it be replaced with 7th Sky Corps instead.

<CORPS>

JEDI ORDER Some units within this codex will have one of these keywords in place of <CORPS>. These units can be taken by any GALACTIC REPUBLIC detachment and count as having the PSYKER keyword.

Most Clone Troopers belong to a corps, legion, battalion, or regiment. To keep things simple, corps is used as a catchall term for those various groups in this codex. Some datasheets specify what corps a Clone Trooper unit is drawn from (e.g. Captain Rex is from the 501st legion, and so has the 501st keyword). If a Clone Trooper datasheet has the <CORPS> keyword, you must nominate which corps that unit is from. There are many different corps to choose from; you can use any of the corps described in our books, or make up your own if you prefer. You then simply replace the <CORPS> keyword in every instance on that unit’s datasheet with the name of your chosen corps.

ABILITIES The following abilities is common for several Clone Trooper units. Fire Support Units with this ability may forgo shooting in the shooting phase and do one of the following during the opponents following turn: -Fire Overwatch each time an enemy unit charges this unit hitting on 5+ instead of the normal 6+. -Fire Overwatch when an enemy unit ends their movement in the movement phase within range of the units range weapons. Unit cannot fire overwatch for the remainder of the turn after.

Designers Note: All units in this codex share the Faction keyword GALACTIC REPUBLIC. For abilities listed in other codex that only trigger against enemy T’AU EMPIRE units, treat GALACTIC REPUBLIC as T’AU EMPIRE.

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Close Quarters Combat Some weapons in this codex have ‘Close Quarters Combat’ listed in their profile abilities. Weapons with this rule change their type and range to Melee whenever a unit equipped with the weapon with the GALACTIC REPUBLIC CHARACTER or REPUBLIC COMMANDO keywords is in Engagement Range of an enemy unit during the fight phase. Force Wielder Models with this rule do not suffer from perils of the warp. However, all enemy CHARACTERS gain the ability to deny one power during the players Psychic Phase so long as they or a unit within 6” of them is the target.

CLONE TROOPER WARGEAR LIST Some items of wargear see common use in battle and are widely available throughout an army. If models in a unit have the option to exchange one or more of their weapons for an item from one of the Clone Trooper wargear lists, the options they can choose from are detailed in the appropriate lists below. The profiles for the weapons in these lists can be found in the Armoury of the Republic section

SPECIAL WEAPONS

HEAVY WEAPONS

COMMANDO WEAPONS

ARC TROOPER WEAPONS

 DP-23 Shotgun…10 points  BT X-42 Flamethrower…5 points  EMP Grenade Launcher…5 points  DC-15x Sniper Rifle…2 points

 Z-6 Rotary Cannon…10 points  M201 Mortar…7 points  RPS-6 Missile Launcher…25 points  DC-15 Heavy Rifle…5 points

 DC-17 Hand Blaster…7 points  DC-15x Sniper Rifle…2 points  Z-6 Rotary Cannon…10 points  DC-15A Blaster Rifle…free

 DC-17m Blaster…7 points  DC-17m Grenade Launcher…5 points  E-Web Heavy Blaster…15 points  LJ-50 Concussion Rifles…10 points  DC-17 Hand Blasters…7 points

MELEE WEAPONS

 Vibroblade…5 points  Vibrodagger…3 points  Force pike…10 points  DC-17 Hand Blaster… 7 points

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Blood of

Mandalore

In this section you’ll find rules for Battle-forged armies that include Clone Trooper Detachments – that is, any Detachment which only includes Clone Trooper units (as defined below). These rules include the abilities below and a series of Stratagems. This section also includes the Clone Troopers’ unique Warlord Traits, Psychic Disciplines, Relics and Tactical Objectives. Together, these rules reflect the character and fighting style of the Clone Troopers in your games of Warhammer 40,000.

If your chosen corps does not have an associated Batch Doctrine, If your Chapter does not have an associated Batch Doctrine, you must instead create a Custom Batch Doctrine for them. Pick two of the listed abilities and apply them to your detachment.

ABILITIES Clone Trooper Detachments gain the following abilities:

HEROES OF THE REPUBLIC If your army is Battle-forged, all Troops units in GALACTIC REPUBLIC Detachments gain this ability. Such a unit that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

JEDI COMMANDERS The inclusion of JEDI ORDER units in a Detachment does not prevent other units in that Detachment from gaining a Batch Doctrine. However, JEDI ORDER units can never themselves benefit from a Batch Doctrine. Furthermore, some of the rules following will mention Jedi. This is a shorthand term for any unit that has the JEDI ORDER faction keyword.

BATCH DOCTRINES If your army is Battle-forged, <CORPS> units in GALACTIC REPUBLIC Detachments gain a Batch Doctrine, so long as every unit in that Detachment is from the same corps. The Batch Doctrine gained depends upon the Corps they are from, as shown opposite. For example, all such units in a 91st RECON CORPS Detachment gain the Stealth Recon doctrine.

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Custom batch doctrines Mandalorian Trained Add 1 to Advance rolls made for JET PACK units with this tenet. Add 2" to the Move characteristic of JET PACK models with this tenet

Blaze Protocols When resolving an attack made with a BT X-42 Flamethrower or a Flamethrower by a model with this doctrine, you can re-roll a wound roll of 1.

Jedi Comraderies When resolving an attack made in the shooting phase while within 6” of a friendly JEDI ORDER CHARACTER by a model with this tactic, re-roll hit rolls of 1.

Force Sensitive Clone A <CORPS> CHARACTER with this doctrine can manifest one power in friendly psychic phases and attempt to deny one power in enemy psychic phases. It can learn one power from the Light Side Discipline. The model also gains the Force Wielder ability and counts as having the PSYKER keyword.

Brotherly Bonds CHARACTER units with this tactic can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".

Modified Genes INFANTRY units with this doctrine increase their Strength Characteristic by 1, but subtract 1 from hit rolls in the shooting phase.

Specialist Training When you select this tactic, select one of the following Faction keywords: TYRANIDS, AELDARI, ORK, HERETIC ASTARTES, NECRONS, IMPERIUM, T’AU EMPIRE. When resolving an attack made with a range weapon by a model with this tactic against a unit with that Faction keyword, treat wound rolls of 6 as being one Strength higher.

Quick and Agile When an Infantry unit with this doctrine Advances, you can re-roll the Advance roll.

Blaster Discipline When an INFANTRY model with this doctrine shoots with a Rapid Fire weapon against a unit that is within 18", double the number of attacks that weapon makes, rather than following the normal rules for Rapid Fire weapons

Deadly Aim Add 3" to the Range characteristic of ranged weapons models with this doctrine are equipped with.

Artillery Spotters When you roll to determine the Type characteristic of any weapon a VEHICLE model with this doctrine is equipped with, you can re-roll one of the dice.

Full Support When using the Fire Support Ability, all units with this doctrine gains the following as another option, while a friendly <CORPS> unit with this doctrine is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again.

Wilderness Trained INFANTRY models with this doctrine ignore the effects of Difficult Ground.

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STRATAGEMS

If your army is Battle-forged and includes any Galactic Republic Detachments (excluding SuperHeavy Auxiliary Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies and tactics used by the Clone Troopers on the battlefield.

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Light Side Discipline

Before the battle, generate the psychic powers for Jedi that can use powers from the Light Side discipline using the table below. You can either roll a D6 to generate their powers randomly (reroll any duplicate results), or you can select the psychic powers you wish the psyker to have.

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Warlord traits If the Warlord of your army is an <CORPS> CHARACTER, you can pick their Warlord Trait from the Clone Commander Warlord Traits table, or roll a dice and consult the table to generate their Warlord Trait. Alternatively, if your Warlord is an JEDI ORDER CHARACTER you must pick two Force Talents instead. A JEDI ORDER CHARACTER can never have a Warlord Trait.

NAMED CHARACTERS Named Characters are free to pick any Warlord Trait or Force Talent that you feel best fits them. The following are the exceptions. Anakin Skywalker, Mace Windu, Master Yoda, and Plo Koon. Anakin Skywalker has the Dark Side Tainted Talent, Mace Windu the Shatterpoint Talent,Master Yoda the Telekinesis Mastery Talent,and Plo Koon the Technological Guidance Talent. Force Talents JEDI ORDER CHARACTERS regardless of whether or not they are your warlord can pick one Force Talent. If the JEDI ORDER CHARACTER is your warlord, they may pick two talents. You can pick their Force Talent from the Force Talent table, or roll a dice and consult the table to generate Force Talents on the page opposite.

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Experimental technology If your army is led by a Galactic Republic Warlord, you may give one of the following Experimental Technology to a Galactic Republic CHARACTER in your army. Named characters cannot be given any of the Relics shown below.

Modified Vibroblade Model with a Vibroblade only. This Relic replaces the models Vibroblade.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Experimental Technology your characters may have on your army roster.

Triple Blaster Model with a Z-6 Rotary Cannon only. This Relic replaces the models Z-6 Rotary Cannon.

Jedi Holocron Jedi Knight model only. A model with this Relic knows one additional power from the Light Side Discipline.

Z-6 Jetpack Arc Commander Only. A model with this Relic increases their Movement characteristic to 12” and gains the FLY and JET PACK keywords. In addition, extend the range of the models Thermal detonator by 8” to a total of 12”

Westar-34 Blaster Pistol Models equipped with two DC-17 Hand Blasters only. This Relic replaces both weapons.

Shadow Trooper Armor Arc Commander Only. Your opponent must subtract 1 from hit rolls that target the bearer

Beskar Armor

High Pressured Green Gas Cartridge

INFANTRY model only. The wearer of the Beskar Armor has a Save characteristic of 3+. In addition, all damage suffered by The model is halved (rounding up).

Model with DC-15A Blaster Rifle only. Improve the Armor penetration and damage characteristic by 1.

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Armoury of the grand republic

Ranged Weapons Weapon

Range

Type

S

AP

D

Ability

AV-17 Artillery Cannon

72”

Heavy 1

10

-4

D6

BT X-42 Flamethrower

12”

Heavy D3

4

-1

1

Concussion Grenade

6”

Grenade D6

5

0

1

Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage. This weapon automatically hits its targets. Blast

DC-15 Heavy Rifle

48”

Heavy 2

7

-2

2

DC-15A Blaster Rifle

24”

Rapid Fire 1

4

0

1

DC-15s Sidearm

12”

Pistol 2

4

0

1

DC-15x Sniper Rifle

36”

Heavy 1

4

-1

1

DC-17 Hand Blaster

12”

Pistol 3

5

-1

1

DC-17m Blaster

24”

Rapid Fire 2

5

-1

1

DC-17m Grenade Launcher DP-23 Shotgun

24”

Assault D6

6

0

1

12”

Assault D3

5

-1

1

EMP Grenade Launcher

18”

Assault D3

4

-2

1

E-Web Heavy Blaster

36”

Heavy 2

7

-3

D3

Five’s Dual DC-17 Hand Blaster Flamethrower

12”

Pistol 6

6

-1

1

Close Quarter Combat

12”

Assault D6

4

0

1

This weapon automatically hits its targets.

GA-6n Double Laser Cannon Laser Cannon

24”

Assault 6

7

-2

1

24”

Assault 3

7

-2

1

Light Auto-Blaster

36”

Heavy 4

5

-1

1

LJ-50 Concussion Rifle

24”

Rapid Fire 1

6

-2

1

M201 Mortar

48”

Heavy D6

4

0

1

Medium Laser Cannon

48”

Assault 1

8

-3

D3

Mortar Launcher

18”

Heavy D6

4

-2

1

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Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. Close Quarters Combat

Blast

Wound rolls of 6 against enemy units with the VEHICLE keyword inflict D3 mortal wounds.

Blast.

Blast. This weapon can target units that are not visible to the bearer.


Ranged Weapons Weapon

Range

Type

S

AP

D

Ordnance Launcher

12”

Assault D3

8

-3

D3

Proton Torpedo Launcher

18”

Heavy D3

9

-3

D6

Rex’s Dual DC-17 Hand Blaster RPS-6 Missile Launcher

12”

Pistol 6

6

-1

1

48”

Heavy 1

8

-2

D6

Thermal Detonator

4”

Grenade D3

8

-4

D3

Thunderbolt Ion Cannon

48”

Heavy D3

8

-2

1

Triple Blaster

24”

Rapid Fire 3

6

-1

1

Turbolaser

48”

Heavy 1

9

-3

D6

Turret Mounted Beam Cannon

24”

Assault 1

6

-1

1

Turret Mounted Twin Laser Twin Anti-Personnel Lasers Twin Light Blaster Cannon Twin Rocket Launcher

24”

Assault 2

6

-2

1

18”

Assault 6

4

-1

1

18”

Assault D3

8

-3

3

36”

Assault D3

7

-2

2

Westar-34 Blaster Pistol

12”

Pistol 6

5

-2

D3

Close Quarters Combat

Z-6 Rotary Cannon

36”

Heavy 6

5

0

1

Z-6 Rotary Cannon

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Ability

If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Close Quarters Combat

Vehicles brought down to 0 wounds by this weapon that have the Explodes ability, add +1 to the roll to determine if it explodes. Add 1 to all hit rolls made for this weapon against targets that can FLY. When rolling to wound, double damage on wound rolls of 6.

Every time a model is slain by this weapon, you may make another wound roll with this weapon against the same unit, reducing the strength of this weapon by 1 each time to a minimum of 1 Strength


Melee Weapons Weapon

Range

Type

S

AP

D

Ahsoka’s Lightsaber

Melee

Melee

6

-3

2

Anakin’s Lightsaber

Melee

Melee

6

-3

2

Dual Vibroblades

Melee

Melee

User

-3

1

Force Pike

Melee

Melee

+2

-2

1

Mace Windu’s Lightsaber Modified Vibroblade

Melee

Melee

7

-3

2

Melee

Melee

x2

-3

3

Lightsaber

Melee

Melee

6

-3

2

Obi-Wan’s Lightsaber

Melee

Melee

6

-3

2

Plo Koon’s Lightsaber

Melee

Melee

6

-3

2

Vibroblade

Melee

Melee

User

-3

1

Vibrodagger

Melee

Melee

User

-1

1

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Ability

Each time the bearer fights, it can make 1 additional attack with this weapon Bearer of this weapon counts as being in Engagement Range if they are within 2 inches of an enemy unit.

When resolving an attack made with this weapon, subtract 1 from the hit roll.

Each time the bearer fights, it can make 1 additional attack with this weapon


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