Sunteți pe pagina 1din 38

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)

2
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 You Might Also Like ..................................... 39

3
4
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 For example, if you were to include a Clone
Throughout this section you will come across a Trooper Character in your army, and you
keyword that is within angular brackets, decided it was from the 7th Sky Corps, then its
specifically <CORPS>. This is shorthand for a <CORPS> keyword is changed to 7th Sky
keyword of your own choosing, as described Corps, and any ability that addresses a unit from
below. <CORPS> would have it be replaced with 7th
Sky Corps instead.

<CORPS> JEDI ORDER


Most Clone Troopers belong to a corps, legion, Some units within this codex will have one of
battalion, or regiment. To keep things simple, these keywords in place of <CORPS>. These
units can be taken by any GALACTIC
corps is used as a catchall term for those various
REPUBLIC detachment and count as having
groups in this codex. Some datasheets specify
the PSYKER keyword.
what corps a Clone Trooper unit is drawn from
(e.g. Captain Rex is from the 501st legion, and so ABILITIES
has the 501st keyword). If a Clone Trooper
datasheet has the <CORPS> keyword, you must The following abilities is common for several
nominate which corps that unit is from. There Clone Trooper units.
are many different corps to choose from; you Fire Support
can use any of the corps described in our books,
or make up your own if you prefer. You then Units with this ability may forgo shooting in the
simply replace the <CORPS> keyword in every shooting phase and do one of the following
instance on that unit’s datasheet with the name during the opponents following turn:
of your chosen corps.
-Fire Overwatch each time an enemy unit
Designers Note: All units in this codex share the Faction charges this unit hitting on 5+ instead of the
keyword GALACTIC REPUBLIC. For abilities listed in other normal 6+.
codex that only trigger against enemy T’AU EMPIRE units, -Fire Overwatch when an enemy unit ends their
treat GALACTIC REPUBLIC as T’AU EMPIRE. movement in the movement phase within range
of the units range weapons. Unit cannot fire
overwatch for the remainder of the turn after.

5
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


 DP-23 Shotgun…10 points  Z-6 Rotary Cannon…10 points
 BT X-42 Flamethrower…5 points  M201 Mortar…7 points
 EMP Grenade Launcher…5 points  RPS-6 Missile Launcher…25 points
 DC-15x Sniper Rifle…2 points  DC-15 Heavy Rifle…5 points

COMMANDO WEAPONS ARC TROOPER WEAPONS


 DC-17m Blaster…7 points  DC-17 Hand Blaster…7 points
 DC-17m Grenade Launcher…5 points  DC-15x Sniper Rifle…2 points
 E-Web Heavy Blaster…15 points  Z-6 Rotary Cannon…10 points
 LJ-50 Concussion Rifles…10 points  DC-15A Blaster Rifle…free
 DC-17 Hand Blasters…7 points

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

6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
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.

ABILITIES If your chosen corps does not have


an associated Batch Doctrine, If your Chapter
Clone Trooper Detachments gain the
does not have an associated Batch Doctrine, you
following abilities:
must instead create a Custom Batch Doctrine
for them. Pick two of the listed abilities and
HEROES OF THE REPUBLIC apply them to your detachment.
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
JEDI COMMANDERS
The inclusion of JEDI ORDER
there are more enemy models within range
units in a Detachment does not prevent
of it. If an enemy unit within range of the
other units in that Detachment from
objective marker has a similar ability, then it
gaining a Batch Doctrine. However, JEDI
is controlled by the player who has the most
ORDER units can never themselves benefit
models within range as normal.
from a Batch Doctrine. Furthermore, some of the
rules following will mention Jedi. This is a
BATCH DOCTRINES
shorthand term for any unit that has the JEDI
If your army is Battle-forged, <CORPS> units
ORDER faction keyword.
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.

25
26
Custom batch
doctrines
Mandalorian Trained
Add 1 to Advance rolls made for JET PACK units Blaze Protocols
with this tenet. Add 2" to the Move characteristic of When resolving an attack made with a BT X-42
JET PACK models with this tenet 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 Force Sensitive Clone
while within 6” of a friendly JEDI ORDER A <CORPS> CHARACTER with this doctrine can
CHARACTER by a model with this tactic, re-roll hit manifest one power in friendly psychic phases and
rolls of 1. attempt to deny one power in enemy psychic phases.
It can learn one power from the Light Side
Brotherly Bonds Discipline. The model also gains the Force Wielder
CHARACTER units with this tactic can perform a ability and counts as having the PSYKER keyword.
Heroic Intervention if there are any enemy units
within 6" of them instead of 3", and when doing so Modified Genes
can move up to 6" instead of 3". INFANTRY units with this doctrine increase their
Strength Characteristic by 1, but subtract 1 from hit
Specialist Training rolls in the shooting phase.
When you select this tactic, select one of the
following Faction keywords: TYRANIDS, Quick and Agile
AELDARI, ORK, HERETIC ASTARTES, When an Infantry unit with this doctrine Advances,
NECRONS, IMPERIUM, T’AU EMPIRE. When you can re-roll the Advance roll.
resolving an attack made with a range weapon by a
model with this tactic against a unit with that Faction Blaster Discipline
keyword, treat wound rolls of 6 as being one Strength When an INFANTRY model with this doctrine
higher. shoots with a Rapid Fire weapon against a unit that is
within 18", double the number of attacks that weapon
Deadly Aim makes, rather than following the normal rules for
Add 3" to the Range characteristic of ranged weapons Rapid Fire weapons
models with this doctrine are equipped with.
Artillery Spotters
Full Support When you roll to determine the Type characteristic
When using the Fire Support Ability, all units with of any weapon a VEHICLE model with this doctrine
this doctrine gains the following as another option, is equipped with, you can re-roll one of the dice.
while a friendly <CORPS> unit with this doctrine is
within 6" of this unit, each time an enemy unit Wilderness Trained
declares a charge against this unit, that friendly unit INFANTRY models with this doctrine ignore the
can fire Overwatch before the charge roll is made. If effects of Difficult Ground.
it does so, until the end of the phase, that friendly unit
cannot fire Overwatch again.

27
STRATAGEMS
If your army is Battle-forged and includes any Galactic Republic Detachments (excluding Super-
Heavy 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.

28
29
30
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.

31
Warlord traits
If the Warlord of your army is an <CORPS> NAMED CHARACTERS
CHARACTER, you can pick their Warlord
Named Characters are free to pick any Warlord
Trait from the Clone Commander Warlord Traits
Trait or Force Talent that you feel best fits them.
table, or roll a dice and consult the table to
The following are the exceptions. Anakin
generate their Warlord Trait. Alternatively, if
Skywalker, Mace Windu, Master Yoda, and Plo
your Warlord is an JEDI ORDER
Koon. Anakin Skywalker has the Dark Side
CHARACTER you must pick two Force
Tainted Talent, Mace Windu the Shatterpoint
Talents instead. A JEDI ORDER
Talent,Master Yoda the Telekinesis Mastery
CHARACTER can never have a Warlord Trait.
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.

32
33
Experimental
technology
If your army is led by a Galactic Republic
Warlord, you may give one of the following
Modified Vibroblade
Model with a Vibroblade only. This Relic
Experimental Technology to a Galactic Republic
replaces the models Vibroblade.
CHARACTER in your army. Named characters
cannot be given any of the Relics shown below.

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, Triple Blaster
still pay the cost of the weapon that is being Model with a Z-6 Rotary Cannon only. This
replaced. Write down any Experimental Relic replaces the models Z-6 Rotary Cannon.
Technology your characters may have on your
army roster.

Jedi Holocron
Jedi Knight model only. A model with this Relic
knows one additional power from the Light Side Z-6 Jetpack
Discipline. Arc Commander Only. A model with this Relic
increases their Movement characteristic to 12”
and gains the FLY and JET PACK keywords.
Westar-34 Blaster Pistol In addition, extend the range of the models
Models equipped with two DC-17 Hand Blasters
Thermal detonator by 8” to a total of 12”
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


INFANTRY model only. The wearer of the Cartridge
Beskar Armor has a Save characteristic of Model with DC-15A Blaster Rifle only. Improve
3+. In addition, all damage suffered by the Armor penetration and damage characteristic
The model is halved (rounding up). by 1.

34
Armoury of the
grand republic
Ranged Weapons
Weapon Range Type S AP D Ability
AV-17 Artillery Cannon 72” Heavy 1 10 -4 D6 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.
BT X-42 Flamethrower 12” Heavy D3 4 -1 1 This weapon automatically hits its
targets.
Concussion Grenade 6” Grenade D6 5 0 1 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 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.
DC-17 Hand Blaster 12” Pistol 3 5 -1 1 Close Quarters Combat

DC-17m Blaster 24” Rapid Fire 2 5 -1 1

DC-17m Grenade 24” Assault D6 6 0 1 Blast


Launcher
DP-23 Shotgun 12” Assault D3 5 -1 1

EMP Grenade Launcher 18” Assault D3 4 -2 1 Wound rolls of 6 against enemy


units with the VEHICLE keyword
inflict D3 mortal wounds.
E-Web Heavy Blaster 36” Heavy 2 7 -3 D3

Five’s Dual DC-17 Hand 12” Pistol 6 6 -1 1 Close Quarter Combat


Blaster
Flamethrower 12” Assault D6 4 0 1 This weapon automatically hits its
targets.
GA-6n Double Laser 24” Assault 6 7 -2 1
Cannon
Laser Cannon 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 Blast.

Medium Laser Cannon 48” Assault 1 8 -3 D3

Mortar Launcher 18” Heavy D6 4 -2 1 Blast. This weapon can target units
that are not visible to the bearer.

35
Ranged Weapons
Weapon Range Type S AP D Ability
Ordnance Launcher 12” Assault D3 8 -3 D3

Proton Torpedo 18” Heavy D3 9 -3 D6 If the target is within half range of


Launcher this weapon, roll two dice
when inflicting damage with it and
discard the lowest result.
Rex’s Dual DC-17 Hand 12” Pistol 6 6 -1 1 Close Quarters Combat
Blaster
RPS-6 Missile Launcher 48” Heavy 1 8 -2 D6

Thermal Detonator 4” Grenade D3 8 -4 D3 Vehicles brought down to 0 wounds


by this weapon that have the
Explodes ability, add +1 to the roll to
determine if it explodes.
Thunderbolt Ion Cannon 48” Heavy D3 8 -2 1 Add 1 to all hit rolls made for this
weapon against targets that can FLY.
Triple Blaster 24” Rapid Fire 3 6 -1 1 When rolling to wound, double
damage on wound rolls of 6.
Turbolaser 48” Heavy 1 9 -3 D6

Turret Mounted Beam 24” Assault 1 6 -1 1 Every time a model is slain by this
Cannon 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
Turret Mounted Twin 24” Assault 2 6 -2 1
Laser
Twin Anti-Personnel 18” Assault 6 4 -1 1
Lasers
Twin Light Blaster 18” Assault D3 8 -3 3
Cannon
Twin Rocket Launcher 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

36
Melee Weapons
Weapon Range Type S AP D Ability
Ahsoka’s Lightsaber Melee Melee 6 -3 2

Anakin’s Lightsaber Melee Melee 6 -3 2

Dual Vibroblades Melee Melee User -3 1 Each time the bearer fights, it can
make 1 additional attack with this
weapon
Force Pike Melee Melee +2 -2 1 Bearer of this weapon counts as
being in Engagement Range if they
are within 2 inches of an enemy unit.
Mace Windu’s Melee Melee 7 -3 2
Lightsaber
Modified Vibroblade Melee Melee x2 -3 3 When resolving an attack made with
this weapon, subtract 1 from the hit
roll.
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 Each time the bearer fights, it can
make 1 additional attack with this
weapon

37
You Might Also Like…
An attempt to modernize Squats to 8th edition. The Mercator Syndictus is an army where you decide what
happened to the Squats. Currently being updated to 9th edition. Click on the image to get the latest
version now.

38

S-ar putea să vă placă și