Clone Task Force from Star Wars

Homebrew by Onno

The elite Clone Forces of the Republic adapted with Genetic Enhancments to be now usable in the Grim Darkness of the far Future

100% positive
Composition

Seek and Destroy with 10 Operatives

Common Abilities and Options

Deployment (3AP):
This Grenadier Unit can Deploy a Drone Unit in 3" around this Unit

Clone Captain
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
DC-17 Commando Blaster (Twin Linked, Rng 8")
3
3+
2/3
Fists
3
4+
3/4
Abilities
1AP: For the Republic!!!

For the Republic!!! (1AP): Other Clone Units Within 12" gain +1" Move and +2 ATK on Ranged Attacks

25Human, Clone, Commander
Clone Grenadier
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Mortar (Indirect fire, Rng 20)
1
3+
4/4
DC-15 Carabine
Aimed (Rng 10)
3
3+
3/4
Rapid Fire (Rapid Fire 1, Rng 8)
4
4+
3/3
Mortar Barrel
Overhead Swing
1
3+
3/4
Swish
2
3+
2/3
Abilities
3AP: Deployment1AP: Grenade!!!

Grenade!!! (1AP): Choose a Enemy Unit Within 8" and roll 1 D6 on a 1 or 2 this unit suffers 3 Mortal Wounds on a 3 or 4 the enemy unit suffers 3 Mortal Wounds on a 5 or 6 the enemy Unit suffers 4 Mortal Wounds

25Human, Clone, Grenadier
Clone Heavy
A 2
M 5"
S 4+
W 9
Weapons
ATK
HIT
DMG
Laser Gatling Gun
Focused Fire (Rapid Fire 2, Rng 14)
3
3+
3/4
Spread (Tor1" Rapid Fire2, Rng14)
4
4+
2/2
The other Side of the Minigun
Blaster Backside
3
4+
3/4
The Spinning Barrel
4
4+
3/4
The Spinning Barrel Stab
1
4+
4/4
25Human, Clone
Clone Deadeye
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
DC-15A
DC-15 Sniper (Rng 24")
1
2+
3/4
DC-15 Quick Shot (Close Quarters Rng 8")
3
4+
2/3
Gun Stock
4
4+
3/4
Abilities
0AP: Kill after Kill Sir

Kill after Kill Sir (0AP): When a Friendly Commander Model is in 6" around this Model and this Model makes a Kill with DC-15 Sniper it gains a extra Attack with DC-15 Sniper on a other Enemy Model in sight.

25Human, Clone
Clone Medic
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
DC-15 Carabine (Rapid Fire 1, Rng 12")
4
3+
2/3
DC-15 Carabine Grip
2
4+
3/4
Abilities
1AP: I got You Brother don`t Die Here1AP: Medkit Throw1AP: Throwing Random Stims at Enemies

I got You Brother don`t Die Here (1AP): Choose a Friendly Unit in 3" and roll One D3 the Chosen Unit Heals that amount of Wounds

Medkit Throw (1AP): Choose a Friendly Unit within 8" and Roll one D6 on a 1,2,3 Nothing happens on a 4,5,6 The Unit Heals 3 Wounds and Gets at the Next activation -1 AP

Throwing Random Stims at Enemies (1AP): Choose a Enemy Model in 6" around this Model an Roll 1 D6 at a 1-The enemy Heals 3LP 2-The Enemy Heals 2LP 3-The Enemy Heals 1LP 4-The Enemy Suffers 2LP 5-The Enemy Suffers 3LP 6-The Enemy Suffers 4LP

25Human, Clone
Geneticly Enhanced Clone
A 2
M 5"
S 3+
W 10
Weapons
ATK
HIT
DMG
Boltgun (Rapid Fire1, Rng18")
4
3+
3/4
Ceramite Fists
Left Hand
4
3+
2/3
Right Hand
2
3+
3/4
Abilities
2AP: Kaboom!!!

Kaboom!!! (2AP): Choose a Enemy in engagement Range and Roll 1 D6 the Enemy takes the amount of mortal Wounds shown on the Dice This Unit Takes 17 Mortal Wounds

32Abhuman, Clone
Clone Commando
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
DC-17m
Sniper (Rng20")
1
3+
3/4
Pumpgun (Rng7)
4
4+
2/3
Basic (Rng14)
3
3+
2/3
Vibroblade
Slash
3
3+
2/3
Stab
2
4+
3/4
Abilities
1AP: Thermal Detonator

Thermal Detonator (1AP): Place a Thermal Detonator Marker in 3" around This Model 2 Turns after The Marker is Placed Every Model in 5" Suffers 3 Mortal Wounds

25Human, Clone
Astartes Clone
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Specal Issue Blaster Weapon
Precise (Rng14)
2
3+
2/4
Super Precise (Rng18)
1
5+
1/8
The Most Precise (Rng22)
1
6+
1/10
Specal Issue Blaster Weapon Melee Mode
4
4+
3/4
Abilities
Astartes

Astartes: This Unit Can make two Actions Melee Combat

32Astartes, Clone
Clone Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
DC-15 Blaster
Aimed (Rapid Fire1)
4
3+
2/3
Automatic (Rapid Fire 2)
6
4+
3/4
Grenade
Frag (Rng10")
1
4+
3/4
Impact (Hazardous, Rng10")
2
3+
3/4
EMP (Anti-Servitor, Rng10")
1
4+
3/4
Gun Stock
3
4+
2/3
Abilities
1AP: We fight for more than the Republic...

We fight for more than the Republic... (1AP): The Weapon Grenade Gains 1Extra Attack for this Activation

25Human, Clone
ARC Trooper
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
DC-17 (Twin Linked, Rapid Fire1, Rng10)
4
4+
2/3
Fists
Left Hand (Extra Attacks)
1
4+
2/3
Right Hand (Extra Attacks)
1
4+
2/3
Uppercut (Extra Attacks)
1
4+
3/4
25Human, Clone
Breaching Clone
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Multishot Blaster (Tor3)
3
3+
2/4
Blaster Stock
4
4+
2/3
Abilities
1AP: Nothing Stops the Republik

Nothing Stops the Republik (1AP): Roll 1D6 this Unit can Move that Distance in " and Every Light Terain in that stands in that Path is taken away from The Battlefield this Unit Cant Move or shoot if it Uses this Ability

25Human, Clone
Obi Wan Kenobi
A 2
M 6"
S 3+
W 10
Weapons
ATK
HIT
DMG
Force Punch (Rng 8)
4
3+
4/4
Lightsaber
4
3+
3/4
Abilities
1AP: Blasters... so Uncivilised and Chunky2AP: Force Jump2AP: Force Pull2AP: Force Push1AP: Hello There

Blasters... so Uncivilised and Chunky (1AP): This Unit Gains +1on Saves from Ranged Weapons

Force Jump (2AP): This Unit gains +1 Movement

Force Pull (2AP): Choose a Enemy Unit within 12" This Unit Moves 2" towards This Modell

Force Push (2AP): Choose a Enemy Unit within 12" This Unit moves 2" Away from this Model

Hello There (1AP): This Unit Gets +3" Move and if the Enemy has a Unit With the Keyword Servitor this Unit gets +2A on Melee Weapons Can only be Used once per battle

25Human, Psyker, Jedi
Bomb Drone
A 2
M 8"
S 4+
W 3
Weapons
ATK
HIT
DMG
Grav Booster
1
4+
1/3
Abilities
2AP: Bomb DeployDeployment

Bomb Deploy (2AP): When this Unit is or uses this Ability or gets Destroyed every Unit in 6" suffers 4 Wounds if it uses this Ability this unit gets also destroyed

25Drone
Marker Drone
A 2
M 8"
S 4+
W 5
Weapons
ATK
HIT
DMG
Repulsor
4
5+
1/2
25
Equipment

Remote Bomb Drone:


Ploys

Strategic - New Ploy:


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.