Yes. There is one in The Inquisitor's Handbook.Cykeisme wrote:I guess I'm not contributing much to this thread, but just one question.. are there official Astartes stats for Dark Heresy anywhere, yet?
Codex: The Galactic Empire (WH40K House Rules)
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Re: Codex: The Galactic Empire (WH40K House Rules)
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Re: Codex: The Galactic Empire (WH40K House Rules)
The presence of local forces appears to vary; some worlds have only Imperial troops that fill both police and military/defence functions, while others do appear to have at least a gendarmerie/militarised police. The only state that I can think of right away as having demonstrated military capabilities would be Aargau, which hosted a ground manoeuvre when Princess Leia and Darth Vader visited it, and it was supposedly neutral (some kind of special status within the Empire at least, so it might not be representative).Connor MacLeod wrote:the various "planetary" militias that may or may not still exist. There are SEctor Rangers, mercenary forces and other private armies (like House Tagge I believe or to a lesser extent Xizor's thuggery
Yes, CompForce, the Empire's Waffen-SS. Supposedly more died in training than pulled through, so it sounds almost like something out of 40k itself. Of course, there is a rather big chance the propagandists who penned the Imperial Sourcebook exaggerated their losses. Still, their training is probably rather extreme, and they are fanatically loyal to Palpatine and the New Order. Their troops have torso protection, helmets, and armoured lower legs. For armaments, probably similar to the Army, though that is guesswork on my part.and I believe COMPNOR has its own military as well
It could go either way, depending on interpretation; some fluff (the original VD, most prominently) lists the Stormies as crack troops, who are fewer in numbers than the Army and called in for the toughest assignments, whereas Army grunts do most of the legwork and provide garrisons (incidentally, this fits with their dual naming as "Imperial Marines"). Of course, this is not the image conveyed by the vast majority of EU sources, where (excepting the Zahn books and WEG) Stormies are shown as the default Imperial troopers, and I suppose the majority material takes precedence.The largest are probably the Clone/Stormtroopers as they're basically Palpy's primary force, but I dont think they're large enough that they can easily overwhelm the rest combined (Such as Army/Navy) or even conquer the galaxy whole (People may be gulled by Palpy, but things seem to be against him easily dominating things militarily hence the Death Star project.) They are probably also the best trained (though even there this will vary depending on era, as you get non-Fett clone sources and even non-clone troops being pulled in in later eras.) and certainly best equipped troops, and the only ones wearing full-body armor.
Navy troops always struck me as serving a security/shore patrol role, rather than marines launching into the fighting. They might be used to repel boarders, but otherwise they would see little combat, especially not groundside (except perhaps when protecting Navy installations, like on Endor).Info on Navy troopers is rarer. They're supposed to be well trained, and staioned on all ships (alongside stormies in unkonwn numbers - presumably since they serve dual roles their numbers come from standard crew complenents) but as a rule carry lighter arms (blaster pistols or compact carbines/rfiles like the E-11)
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Re: Codex: The Galactic Empire (WH40K House Rules)
If I were writing it, I'd be tempted to do an Imperial Codex similar to Chaos, having the Army and the Stormtroopers as parallel lists that can use some of each other's units (i.e. have Stormtroopers as an unlimited Units choice in the ST list, and a 0-1 Units choice in the Army list).
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Re: Codex: The Galactic Empire (WH40K House Rules)
Not to take this thread OT but does anyone have any idea how a Dark Trooper would compare to your average Space Marine? I believe in stature the Dark Trooper is Space Marine sized anyway.
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Re: Codex: The Galactic Empire (WH40K House Rules)
Taken at their very most extreme, Phase III Dark Troopers: are Force-sensitive with rudimentary training; can fly for extended periods; have ubertough armour (I do not think there is any specific example to calculate from, but they are immune to lightsabres); advanced sensors; assault cannon (automatic energy weapon, probably antitank grade at least from scaling); two detonite-head missile launchers with large magazines (NEGtW&T has it at "apparently limitless supply" or some such hyperbole); superstrength (though again, nothing specific); and I seem to recall them having energy shields, though I am not certain on that (this is all off the top of my head; I shall check the relevant books when I have them available). Whereas Space Marines have enhanced reaction speeds, resilience, strength, senses, &c; ubertough armour; and a variety of weapons.
A battle between the two would probably be heavily slanted towards the Dark Trooper in anything but an absurd situation (e.g., Myrkr-style plants sabotaging his sensors while the Marine is laying out traps à la Joe Rambo, only each loaded with vortex grenades . . . ). It depends a little on what gear the Marine has, but overall a Dark Trooper should have heavier firepower, be at least as well protected and be more manoeuvreable.
I have no idea how to translate all that into game mechanics, of course . . .
A battle between the two would probably be heavily slanted towards the Dark Trooper in anything but an absurd situation (e.g., Myrkr-style plants sabotaging his sensors while the Marine is laying out traps à la Joe Rambo, only each loaded with vortex grenades . . . ). It depends a little on what gear the Marine has, but overall a Dark Trooper should have heavier firepower, be at least as well protected and be more manoeuvreable.
I have no idea how to translate all that into game mechanics, of course . . .
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Re: Codex: The Galactic Empire (WH40K House Rules)
You just tweak some Tau battlesuit rules. Energy based assault cannons, missile launchers, tough armour, a statline including superstrength, and the option (as I recall) for energy shields. The actual statline for the Tau Crisis Suit is a considerable abstraction, but it would suit for a Phase III Dark Trooper.
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Re: Codex: The Galactic Empire (WH40K House Rules)
I would not know what the Tau work like in-game; I quit tabletop 40k before they were added
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Re: Codex: The Galactic Empire (WH40K House Rules)
Well, I'll start with the Imperial Army.
That's all for now. These aren't going to take up Force Organization choices on their own, I'm gonna get to platoons once I've defined the different squads.
Code: Select all
Line Squad 55 POINTS
WS BS S T W I A Ld Sv
Trooper 2 2 3 3 1 3 1 6 4+
Sergeant 3 3 3 3 1 3 1 7 4+
UNIT COMPOSITION
- 7 troopers
- 1 sergeant
UNIT TYPE
- Infantry
WARGEAR
- Field armour
- Blaster rifle
- Concussion grenades
OPTIONS
- Any model may replace his blaster rifle with a light repeating blaster. (free)
Range S AP Type Notes
Blaster rifle 30” 5 5 Rapid Fire
Light repeating blaster 24" 4 5 Assault 2
Code: Select all
Heavy Weapons Squad 75 POINTS
WS BS S T W I A Ld Sv
Trooper 2 2 3 3 1 3 1 6 4+
Sergeant 3 3 3 3 1 3 1 7 4+
UNIT COMPOSITION
- 7 troopers
- 1 sergeant
- 2 heavy repeating blasters
UNIT TYPE
- Artillery
WARGEAR
- Field armour
- Blaster carbine
Range S AP Type Notes
Blaster carbine 18” 3 5 Assault 1
Heavy repeating blaster 48" 6 3 Heavy 4
Code: Select all
Sharpshooter Squad 75 POINTS
WS BS S T W I A Ld Sv
Sharpshooter 2 3 3 3 1 3 1 7 4+
Sharpshooter Sergeant 3 4 3 3 1 3 1 7 4+
UNIT COMPOSITION
- 7 troopers
- 1 sergeant
UNIT TYPE
- Artillery
WARGEAR
- Field armour
- Light repeating blasters
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Re: Codex: The Galactic Empire (WH40K House Rules)
I think that BS2 is a little low (untrained conscripts and Orks have BS2) and S5 blasters is a little high (Heavy Bolters are S5. They fire explosive rockets the size of a coke bottle) That profile is just all over the place and wouldn't be terribly effective, in my opinion.
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Re: Codex: The Galactic Empire (WH40K House Rules)
Your sharpshooters seem to be...oddly named. If they are sharp shooters, why do they have such a short ranged, assault weapon? I'd think they'd have some sort of precision weapon.
Also, I don't see why anyone in their right mind would take the light repeating blaster over the blaster rifle on their line troopers. You may be at Assault 2, but you'd have shorter range and less power. It's not like you WANT those line troopers moving towards the enemy either
Though I'll say that Tau Battlesuits would probably be a good base for Dark Troopers (the stage 3 ones at least).
Also, I would suggest just saying frag grenades rather than listing concussion grenades as frag equivalents. Just easier to read the statblocks that way
-Aaron, going back to check
Also, I don't see why anyone in their right mind would take the light repeating blaster over the blaster rifle on their line troopers. You may be at Assault 2, but you'd have shorter range and less power. It's not like you WANT those line troopers moving towards the enemy either
Though I'll say that Tau Battlesuits would probably be a good base for Dark Troopers (the stage 3 ones at least).
Also, I would suggest just saying frag grenades rather than listing concussion grenades as frag equivalents. Just easier to read the statblocks that way
-Aaron, going back to check
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Re: Codex: The Galactic Empire (WH40K House Rules)
Gah. This is what I get for writing stuff at 2 AM.
Better?
Code: Select all
Line Squad 55 POINTS
WS BS S T W I A Ld Sv
Trooper 2 2 3 3 1 3 1 6 4+
Sergeant 3 3 3 3 1 3 1 7 4+
UNIT COMPOSITION
- 7 troopers
- 1 sergeant
UNIT TYPE
- Infantry
WARGEAR
- Field armour
- Blaster rifle
- Concussion grenades
OPTIONS
- Any model may replace his blaster rifle with a light repeating blaster. (free)
Range S AP Type Notes
Blaster rifle 24” 3 5 Rapid Fire
Light repeating blaster 24" 3 5 Heavy 2
Code: Select all
Heavy Weapons Squad 75 POINTS
WS BS S T W I A Ld Sv
Trooper 2 2 3 3 1 3 1 6 4+
Sergeant 3 3 3 3 1 3 1 7 4+
UNIT COMPOSITION
- 7 troopers
- 1 sergeant
- 2 heavy repeating blasters
UNIT TYPE
- Artillery
WARGEAR
- Field armour
- Blaster carbine
- Concussion grenades
Range S AP Type Notes
Blaster carbine 18” 3 5 Assault 1
Heavy repeating blaster 48" 6 3 Heavy 4
Code: Select all
Sharpshooter Squad 75 POINTS
WS BS S T W I A Ld Sv
Sharpshooter 2 3 3 3 1 3 1 7 4+
Sharpshooter Sergeant 3 4 3 3 1 3 1 7 4+
UNIT COMPOSITION
- 7 troopers
- 1 sergeant
UNIT TYPE
- Artillery
WARGEAR
- Field armour
- Light repeating blasters
- Concussion grenades
Code: Select all
Engineering Squad 65 POINTS
WS BS S T W I A Ld Sv
Trooper 2 2 3 3 1 3 1 6 4+
Sharpshooter 2 3 3 3 1 3 1 7 4+
UNIT COMPOSITION
- 7 troopers
- 1 sergeant
UNIT TYPE
- Artillery
WARGEAR
- Field armour
- Blaster rifles
- Concussion grenades
- Thermal detonators
OPTIONS
- The unit may include a portable sensor array for +5 points. It has the Acute Senses special rule.
Code: Select all
Repulsorlift Squadron (Heavy Support) 200 POINTS
BS F S R Type
Fighter Tank 2 12 12 10 Tank, Fast
UNIT COMPOSITION
- 2 fighter tanks
UNIT TYPE
- Vehicle Squadron
WARGEAR
- twin-linked laser cannons
- pintle-mounted beam cannon
- twin-linked missile launchers
SPECIAL RULES
- Repulsors
Range S AP Type Notes
Laser cannon 48" 9 2 Heavy 1
Beam cannon 36" 5 4 Heavy 3
Missile launcher (Thermal detonator warhead) 48" 8 3 Heavy 1
Repulsors allow a craft to traverse difficult terrain without needing to take a difficult terrain test. Use within reason, of course; this won't help you crash through a building.
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Re: Codex: The Galactic Empire (WH40K House Rules)
Honestly, those Sharpshooters need to have sniper rifles of some kind, so they are actual Sharpshooters.
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Re: Codex: The Galactic Empire (WH40K House Rules)
You'll have to take that one up with the Imperial Army, I'm afraid. It's all their fault. XDFord Prefect wrote:Honestly, those Sharpshooters need to have sniper rifles of some kind, so they are actual Sharpshooters.
Well, according to Wookiepedia, anyways.
And, good grief, the Sharpshooters and Engineers are artillery units. Should be "Infantry".
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Re: Codex: The Galactic Empire (WH40K House Rules)
I'm groovin' on the list so far
Though those tanks look a little cheap for their points...but they are thin on armor, so I guess I could see it. Hm. And seriously, take some liberties and give the sharp shooters sniper rifles!
-Aaron, eager to see Dark Troopers of any stage
Though those tanks look a little cheap for their points...but they are thin on armor, so I guess I could see it. Hm. And seriously, take some liberties and give the sharp shooters sniper rifles!
-Aaron, eager to see Dark Troopers of any stage
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Re: Codex: The Galactic Empire (WH40K House Rules)
Does the Engineering squad need a little tweaking (trooper / sharpshooter stats vs trooper / sergeant in list for example). As for the Repulsorlift rules, you could probably just copy whatever the rules are for Eldar grav-tanks etc (can't remember off-hand, haven't poked around in the Eldar codex in months).
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Re: Codex: The Galactic Empire (WH40K House Rules)
I disagree. Use the heavier Tau tanks as a basis. Eldar vehicles are a little more like a fighter jet with a turret in much of the fluff. (I mean, it's sealed for high-altitude travel and can deep strike in Apocalypse while acting as a flyer for a turn)
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Think about it.
Cruising low in my N-1 blasting phat beats,
showin' off my chrome on them Coruscant streets
Got my 'saber on my belt and my gat by side,
this here yellow plane makes for a sick ride
Think about it.
Cruising low in my N-1 blasting phat beats,
showin' off my chrome on them Coruscant streets
Got my 'saber on my belt and my gat by side,
this here yellow plane makes for a sick ride
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Re: Codex: The Galactic Empire (WH40K House Rules)
Heavier Tau tanks can actually fly over buildings, though. Other than being able to avoid some difficult terrain and float over water, Imperial repulsor tanks behave like groundhuggers.
I'll give the sharpshooters the option to give any models sniper rifles for +5 points per model.
I'll give the sharpshooters the option to give any models sniper rifles for +5 points per model.
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Re: Codex: The Galactic Empire (WH40K House Rules)
What? Only if you're counting them as leman-russes. A land speeder, and the occasional ancient Imperial grav tank work just like Tau tanks.Ryan Thunder wrote:Heavier Tau tanks can actually fly over buildings, though. Other than being able to avoid some difficult terrain and float over water, Imperial repulsor tanks behave like groundhuggers.
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Re: Codex: The Galactic Empire (WH40K House Rules)
[quote="Ryan Thunder"]Heavier Tau tanks can actually fly over buildings, though. Other than being able to avoid some difficult terrain and float over water, Imperial repulsor tanks behave like groundhuggers.
[quote]
Those tanks aren't exactly a very good analogue to Imperial tanks (except maybe the Clone Wars era "fighter tanks") because they're more of a slower moving, heavier gunship with some tank qualities (more heaivly armerd and armored.) And this is true of largely most "hover tanks" - they're nowhere near as massive as a Russ. And no Star Wars repuslortank I am aware of coudl really reach any great heights (certainly not fly) - only lighter vehciles like Hoverscouts could do that (and those were more like airspeeders)
[quote]
Those tanks aren't exactly a very good analogue to Imperial tanks (except maybe the Clone Wars era "fighter tanks") because they're more of a slower moving, heavier gunship with some tank qualities (more heaivly armerd and armored.) And this is true of largely most "hover tanks" - they're nowhere near as massive as a Russ. And no Star Wars repuslortank I am aware of coudl really reach any great heights (certainly not fly) - only lighter vehciles like Hoverscouts could do that (and those were more like airspeeders)
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Re: Codex: The Galactic Empire (WH40K House Rules)
Exactly. This is why I made them fast Tanks that can ignore difficult terrain, rather flying tanks that the Skimmer vehicle type is used to represent. They can travel over water, and maybe avoid tank traps. But they can't fly over buildings, like Skimmer-type vehicles can.Connor MacLeod wrote:Those tanks aren't exactly a very good analogue to Imperial tanks (except maybe the Clone Wars era "fighter tanks") because they're more of a slower moving, heavier gunship with some tank qualities (more heaivly armerd and armored.) And this is true of largely most "hover tanks" - they're nowhere near as massive as a Russ. And no Star Wars repuslortank I am aware of coudl really reach any great heights (certainly not fly) - only lighter vehciles like Hoverscouts could do that (and those were more like airspeeders)Ryan Thunder wrote:Heavier Tau tanks can actually fly over buildings, though. Other than being able to avoid some difficult terrain and float over water, Imperial repulsor tanks behave like groundhuggers.
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Re: Codex: The Galactic Empire (WH40K House Rules)
I dont know WHAT they're capable of moving over, that's partt of my point. I've never heard of them going over water though (If repulsorcraft could float, for example, why didn't Luke keep his X-wing out of the bog that way?)Ryan Thunder wrote: Exactly. This is why I made them fast Tanks that can ignore difficult terrain, rather flying tanks that the Skimmer vehicle type is used to represent. They can travel over water, and maybe avoid tank traps. But they can't fly over buildings, like Skimmer-type vehicles can.
If you're going to cover this I suggest doing some research into the topic. Odds are hovertanks/repuslortanks behave more like really really fast, heavily armed and armored landspeederS (And therefore have similar terrain limitations.)
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Re: Codex: The Galactic Empire (WH40K House Rules)
Good point. I was basing their behaviour off of what came to mind first, which was video games, such as Battlefront II and Empire at War.Connor MacLeod wrote:I dont know WHAT they're capable of moving over, that's partt of my point. I've never heard of them going over water though (If repulsorcraft could float, for example, why didn't Luke keep his X-wing out of the bog that way?)Ryan Thunder wrote: Exactly. This is why I made them fast Tanks that can ignore difficult terrain, rather flying tanks that the Skimmer vehicle type is used to represent. They can travel over water, and maybe avoid tank traps. But they can't fly over buildings, like Skimmer-type vehicles can.
I think we're having some kind of disconnect here. Landspeeders on the tabletop that I'm familiar with ignore terrain altogether and generally behave more like how I'd expect Rebel snowspeeders to play.If you're going to cover this I suggest doing some research into the topic. Odds are hovertanks/repuslortanks behave more like really really fast, heavily armed and armored landspeederS (And therefore have similar terrain limitations.)
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Re: Codex: The Galactic Empire (WH40K House Rules)
Alright, given what's going on with Connor here, I'm going to post a unit I intend on using in the list. We can then discuss an appropriate statline and options for that unit.
So, for starters, the IFT-T, or "fighter tank".
It seems to me to be deserving of the Fast Tank designation. Given the behaviour of repulsor vehicles such as Luke's speeder on Tatooine, and the behavior we see in games, it looks like it shouldn't have much difficulty with obstructions under 50 cm in height. Of course, a giant Leman Russ probably wouldn't, either. After some thought, I believe its safe to say it still takes difficult terrain tests, as it doesn't hover much higher than a tank would, and I've never seen any indication that it can "jump" high enough to avoid obstacles that a Leman Russ couldn't simply run over.
It probably would be considered "heavily armoured" yes, but we can't have Land Raiders buzzing around at 24" a turn, now, can we? Especially when this is like a light tank...
So, for starters, the IFT-T, or "fighter tank".
It seems to me to be deserving of the Fast Tank designation. Given the behaviour of repulsor vehicles such as Luke's speeder on Tatooine, and the behavior we see in games, it looks like it shouldn't have much difficulty with obstructions under 50 cm in height. Of course, a giant Leman Russ probably wouldn't, either. After some thought, I believe its safe to say it still takes difficult terrain tests, as it doesn't hover much higher than a tank would, and I've never seen any indication that it can "jump" high enough to avoid obstacles that a Leman Russ couldn't simply run over.
It probably would be considered "heavily armoured" yes, but we can't have Land Raiders buzzing around at 24" a turn, now, can we? Especially when this is like a light tank...
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Re: Codex: The Galactic Empire (WH40K House Rules)
Agreed. I haven't seen anything in SW that says their repulsor lift tanks are able to go more than a bit off the ground, game play or otherwise.Ryan Thunder wrote: it looks like it shouldn't have much difficulty with obstructions under 50 cm in height...I believe its safe to say it still takes difficult terrain tests, as it doesn't hover much higher than a tank would, and I've never seen any indication that it can "jump" high enough to avoid obstacles that a Leman Russ couldn't simply run over.
Also true. I suppose you could go the route Battlefront 2 did and have them with a glaring weak area. Like 14, 12, 10 armor or something, though now that I realize it's a light tank your all around armor of 12 makes more sense to meIt probably would be considered "heavily armoured" yes, but we can't have Land Raiders buzzing around at 24" a turn, now, can we? Especially when this is like a light tank...
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Re: Codex: The Galactic Empire (WH40K House Rules)
Relative to what? And for that matter, based on what?Ryan Thunder wrote:It probably would be considered "heavily armoured" yes
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