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