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The Imperials

Darth Vader
AC RA CC ST T W CO

Agile - May move across terrain obstacles 1 high without any movement penalty. Dexterity - Reduce the use cost (UC) of all close combat weapons by 1 action (AC). Dodge - RA 1 and CC 1 to hit penalty. No effect against templates. Execution May execute a friendly model within command (CO) range to rally a panicked or terrified unit. Use 4 actions (AC). The target model is automatically removed as a casualty. Leap Select direction. Move D10+5 for 5 actions (AC). Full distance must be travelled. The leap may cross any intervening obstacles no more than half the distance travelled in height ((D10+5) 2). May charge into close combat. If the leaping model lands on another model, the victim will take a hit at the leaping models basic strength (ST) value. If the victim survives, place the model at the edge of the leaping models base.

Scout Trooper
AC RA CC ST T W CO

12 AR

7 6

8 AR

5 3

Resilience (+2) EAS (2D10 save)

Light Sabre UC8 (Dexterity UC7), RoA3, ST7, PM-1, Reach 1 Special Rules Unerring, Dexterity, Parry Agile, Dodge, Leap Execution, Fear (1), Unwavering
214 Points

Pistol UC4, 6/+1, 12/+0, 18/-1, ST5 May be used in close combat.

23 Points
Stomp Attack Very large models with legs may make stomp attacks against small and medium sized models within 1 of the stomping models feet. If a model declares a stomp attack, all models, friend or foe, within 1 of the stomping models feet take a single hit at the stomping models basic strength. The stomp attack has a use cost (UC) of 6 actions (AC) and is treated as a close combat attack.

AT-AT
AC RA CC ST T W CO

Stormtrooper
AC RA CC ST T W CO

8 AR

6 7

14

8 AR

5 4

Resilience (+2)

2 x Heavy Blaster Cannon 20/+1, 40/+0, 60/-1, ST8, 2 Blast, Knock Prone 2 x Medium Repeating Blaster 15/+1, 30/+0, 45/-1, RoA3, ST7 Special Rules Very Large Model Unwavering Stomp Attack

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

397 Points

25 Points

Stormtrooper
AC RA CC ST T W CO AC

Sandtrooper
RA CC S T W CO

8 AR

5 4

8 AR

6 4

Light Repeat Blaster UC6, 10/+1, 20/+0, 30/-1, RoA 2, ST6

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

34 Points

30 Points

Stormtrooper Sergeant
AC RA CC ST T W CO

Sandtrooper Sergeant
AC RA CC S T W CO

9 AR

6 4

9 AR

6 4

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

35 Points

35 Points

Snowtrooper
AC RA CC S T W CO AC

Crimson Guard
RA CC S T W CO

8 AR

6 4

Unwavering: The Crimson Guards sole duty is to protect their Emperor, and would willingly lay down their lives to do so, so are immune to all CO tests.

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

AR 5 Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5 Force Pike (Power Weapon) UC5, RoA 2, , ST6, DA 1, Reach 1 Resilience Lvl1

30 Points

58 Points

Snowtrooper Sergeant
AC RA CC S T W CO AC

Scout Trooper on Speeder Bike


RA CC S T W CO

Flying, 1 AC = 3 of movement. Move and Shoot Unit may move and fire main weapon without penalty.

9 AR

6 4

10 AR

5 5

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Light Repeat Blaster UC6, 10/+1, 20/+0, 30/-1, RoA 2, ST6 Pistol UC4, 6/+1, 12/+0, 18/-1, ST5 May be used in close combat.

35 Points

83 Points

Imperial Army Gunner


AC RA CC S T W CO

8 AR

5 3

6
AC

Tripod Mounted Medium Repeat Blaster


RA CC S T W CO

Crew Served Weapon This weapon needs a dedicated crew to fire.

6 AR 4

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Medium Repeat Blaster UC7, 15/+1, 30/+0, 45/-1, RoA 3, ST7

18 Points

22 Points

Death Star Gunner


AC RA CC S T W CO AC

Imperial Officer
RA CC S T W CO

8 AR

5 4

8 AR

5 2

Inspiring Leadership: Any unit lead by this model may roll 2D10 when making a CO test, and choose one dice as the result. In addition the unit may roll 2D10 on failed panic tests and choose the result.

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Pistol UC4, 6/+1, 12/+0, 18/-1, ST5 May be used in close combat.

16 Points

43 Points

Probe Droid
AC RA CC S T W CO

Scanner Cost 3AC, all models in unit gain +1RA, no ranged fire whist scanning. Self Destruct 2 ST 5

Zero G Trooper
AC RA CC S T W CO

8 AR

4 5

9 AR

7 7

Resilience +2 EAS (2D10 save)

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5 Grenade Launcher UC6, 10/+1, 20/+0, 30/-1, RoA 2 ST6 Indirect, 2 Blast, Knock Prone. Proton Torpedo Launcher (one shot weapon) UC5, 15/+1, 30/+0, 45/-1, RoA 2 ST6 PM -2, 2 Blast, Knock Prone.

26 Points

112 Points

General Veers
AC RA CC S T W CO

10 AR

6 3

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Inspiring Leadership: Any unit lead by this model may roll 2D10 when making a CO test, and choose one dice as the result. In addition the unit may roll 2D10 on failed panic tests and choose the result. Armoured Combat Genius Any armoured vehicles within CO range of the character may add +1 to a dice roll once per game.

AT-ST
AC RA CC S T W CO

10 AR

6 5

Walker: 1 AC per 90 turn (or part thereof), may turn 45 for every 1 moved, may step over objects up to 1/3 its height. Quick Move: 1AC = 1 Movement.

Resilience 2

Medium Repeat Blaster 15/+1, 30/+0, 45/-1, RoA 3, ST7 Grenade Launcher 10/+1, 20/+0, 30/-1, RoA 2 ST6 Indirect, 2 Blast, Knock Prone Smoke Launcher 5/+1, 10/+0, 15/-1, RoA 3 ST6 Indirect, 3 Smoke Template

70 Points

139 Points

Grand Admiral Thrawn


AC RA CC S T W CO

9 AR

7 4

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5 Psionic Shield No psionic effects ever effect Thrawn Personal shield Generator Enhanced Armour Save

105 Points

Inspiring Leadership: Any unit lead by Thrawn roll 2D10 when making a CO test, and choose one dice as the result. In addition the unit may roll 2D10 on failed panic tests and choose the result. Great Leader Thrawn was an inspiration to his men, a born leader and a great tactician; he inspired his men to great things. Any unit with LOS of Thrawn can re-roll a failed morale test. Tactical Genius Thrawn has gained a reputation over the years for second guessing his opponents, no trick catches him out and somehow he always seems to know what is happening next. At the start of the game, and on each subsequent turn the General may add +1 to his initiative roll. Delusions of Grandeur After years in exile the CBaoth clone has developed delusions. Each turn roll D10, on a 10 CBaoth starts ranting and freezes in the spot ranting at all who will listen, but occasionally he looses his temper, roll again, on a 6 he uses his force lightning on the nearest figure, friendly or otherwise!

The Emperor (Clone Wars Variant)


AC RA CC S T W CO

AR Light Sabre UC8 (Dexterity UC7), RoA3, ST7, PM-1, Reach 1 Jedi Grand Master Force Lightning Choke, Guidance, Rescind Blast Special Rules Dexterity, Dodge, Execution, Evade Unwavering, Unerring, Parry, Agile, Leap
243 Points

Inspiring Leadership: Any unit lead by the Emperor may roll 2D10 when making a CO test, and choose one dice as the result. In addition the unit may roll 2D10 on failed panic tests and choose the result. Great Leader: An inspiration to his men, a born leader and a great tactician; he inspires his men to great things. Any unit with LOS of the Emperor can re-roll a failed morale test. Tactical Genius The Emperor gained a reputation over the years for second guessing his opponents, no trick catches him out and somehow he always seems to know what is happening next. At the start of the game, and on each subsequent turn the General may add +1 to his initiative roll.

Joruus CBaoth
AC RA CC S T W CO

The Emperor (Return of the Jedi Variant)


AC RA CC S T W CO

AR 1 Jedi Master Force Lightning Misdirect Choke Rescind Special Rules Dodge, Execution, Evade Unwavering

AR Jedi Grand Master Force Lightning Choke Guidance Rescind Blast Special Rules Dodge, Execution Unwavering, Unerring, Parry

Inspiring Leadership: Any unit lead by the Emperor may roll 2D10 when making a CO test, and choose one dice as the result. In addition the unit may roll 2D10 on failed panic tests and choose the result. Great Leader: An inspiration to his men, a born leader and a great tactician; he inspires his men to great things. Any unit with LOS of the Emperor can re-roll a failed morale test. Tactical Genius The Emperor gained a reputation over the years for second guessing his opponents, no trick catches him out and somehow he always seems to know what is happening next. At the start of the game, and on each subsequent turn the General may add +1 to his initiative roll.

120 Points

200 Points

The Rebels Rebel Fleet Trooper Rebel Fleet Trooper


AC RA CC ST T W CO AC RA CC ST T W CO

8 AR

5 2

8 AR

5 2

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Light Repeat Blaster UC6, 10/+1, 20/+0, 30/-1, RoA 2, ST6

31 Points 40 Points

Rebel Fleet Trooper Rebel Fleet Sergeant


AC RA CC ST T W CO AC RA CC ST T W CO

8 AR

5 2

9 AR

6 2

Blaster Pistol UC4, 8/+1, 16/+0, 24/-1, ST5 May be used in Close Combat

Blaster Pistol UC4, 8/+1, 16/+0, 24/-1, ST5 May be used in Close Combat

31 Points 33 Points

Rebel Commandos
AC RA CC ST T W CO

8 AR

6 2

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first.

Rebel Commandos
AC RA CC ST T W CO

8 AR

6 2

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first.

Blaster Pistol UC4, 8/+1, 16/+0, 24/-1, ST5 May be used in Close Combat

Light Repeat Blaster UC6, 10/+1, 20/+0, 30/-1, RoA 2, ST6

37 Points

46 Points

Rebel Commandos
AC RA CC ST T W CO

8 AR

6 2

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first.

Rebel Commandos Sergeant


AC RA CC ST T W CO

9 AR

7 2

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first.

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

Blaster Pistol UC4, 8/+1, 16/+0, 24/-1, ST5 May be used in Close Combat

37 Points

43 Points

Rebel Commandos
AC RA CC ST T W CO

8 AR

6 2

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first.

Rebel Trooper on Speeder Bike


AC RA CC S T W CO

Flying, 1 AC = 3 of movement. Move and Shoot Unit may move and fire main weapon without penalty.

10 AR

5 3

Heavy Blaster Pistol UC6, 6/+1, 12/+0, 18/-1, RoA 1, ST6 May be used in close combat.

Light Repeat Blaster UC6, 10/+1, 20/+0, 30/-1, RoA 2, ST6 Pistol UC4, 6/+1, 12/+0, 18/-1, ST5 May be used in close combat.

33 Points

88 Points

Rebel Fleet Trooper


AC RA CC ST T W CO AC RA

Han Solo
CC ST T W CO

8 AR

5 2

10 AR

8 1

Heavy Blaster Pistol UC6, 6/+1, 12/+0, 18/-1, RoA 1, ST6 May be used in close combat.

Modified Heavy Blaster Pistol UC6, 6/+1, 12/+0, 18/-1, RoA 1, ST6 PM -1 May be used in close combat. Dodge, Evade

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first. Great Leader Han (whether he likes it or not) is an inspiration to his men, a born leader and a great tactician; he inspired his men to great things. Any unit with LOS of Han can re-roll a failed morale test.

32 Points

105 Points

Chewbacca
AC RA CC ST T W CO

9 AR

6 2

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first.

Rebel Commando Combat Engineer


AC RA CC ST T W CO

8 AR

6 2

Wookie Bowcaster UC7, 6/+1, 12/+0, 18/-1, RoA 1, ST6 DA 2 Resilience 2, Evade, Dodge, Fear 1

Blaster Pistol UC4, 8/+1, 16/+0, 24/-1, ST5 May be used in Close Combat

Infiltrators Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first. Tech A model with tech ability is able to use technological training and skill to open secure doors or achieve specific scenario objectives. Once per turn an Engineer may try to use this skill for 6AC, and must make an unmodified CO test to complete his task.

31 Points

46 Points
Agile - May move across terrain obstacles 1 high without any movement penalty. Dexterity - Reduce the use cost (UC) of all close combat weapons by 1 action (AC).

Luke Skywalker
AC RA CC ST T W CO

Ben Kenobi
AC RA CC ST T W CO

10

Dodge - RA 1 and CC 1 to hit penalty. No effect against templates. Leap Select direction. Move D10+5 for 5 actions (AC). Full distance must be travelled. The leap may cross any intervening obstacles no more than half the distance travelled in height ((D10+5) 2). May charge into close combat. If the leaping model lands on another model, the victim will take a hit at the leaping models basic strength (ST) value. If the victim survives, place the model at the edge of the leaping models base. Evade Each hit, 5 or less on D10 to avoid the hit, no effect on Psionic and Template weapons.

10

AR 1 Blaster Pistol UC4, 8/+1, 16/+0, 24/-1, ST5 May be used in Close Combat Light Sabre UC8, RoA3, ST7,PM-1, Reach 1 Jedi Knight (Adept) Misdirect, Choke Dodge, Evade, Jump Up, Leap, Parry, Unerring

AR 1 Light Sabre UC8 (Dexterity UC7), RoA3, ST7,PM-1, Reach 1 Dodge, Evade, Jump Up, Leap, Parry, Unerring, Precise Strike, Dexterity, Great Leader, Jedi Master Misdirect, Guidance, Heal, Rescind

Agile - May move across terrain obstacles 1 high without any movement penalty. Dexterity - Reduce the use cost (UC) of all close combat weapons by 1 action (AC). Dodge - RA 1 and CC 1 to hit penalty. No effect against templates. Leap Select direction. Move D10+5 for 5 actions (AC). Full distance must be travelled. The leap may cross any intervening obstacles no more than half the distance travelled in height ((D10+5) 2). May charge into close combat. If the leaping model lands on another model, the victim will take a hit at the leaping models basic strength (ST) value. If the victim survives, place the model at the edge of the leaping models base. Evade Each hit, 5 or less on D10 to avoid the hit, no effect on Psionic and Template weapons. Great Leader Bens presence has always been an inspiration to his men, a born leader and a great tactician; he inspired his men to great things. Any unit with LOS of Ben can re-roll a failed morale test.

142 Points

189 Points

Princess Leia
AC RA CC ST T W CO

8 AR

5 1

Blaster Pistol UC4, 8/+1, 16/+0, 24/-1, ST5 May be used in Close Combat May replace Blaster Pistol with Blaster Rifle before deployment for no cost. Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5 Dodge, Evade
79 Points

Infiltrator Unit may not exceed 6 figures. May not be deployed within 10 of enemy unit on in LOS. If both units have Infiltrators roll a D10, lowest score deploys first. Inspiring Leadership: Any unit lead by this model may roll 2D10 when making a CO test, and choose one dice as the result. In addition the unit may roll 2D10 on failed panic tests and choose the result.

Echo Base Trooper


AC RA CC ST T W CO

8 AR

6 2

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

32 Points

R2-D2
AC RA CC ST T W CO

AR 1 Welder (Power Weapon) UC 4, ST5, Dam 1 Smoke Generator (One shot weapon) 3 Template (forwards) Dodge Small Model

Tech A model with tech ability is able to use technological training and skill to open secure doors or achieve specific scenario objectives. Once per turn an Engineer may try to use this skill for 6AC, and must make an unmodified CO test to complete his task.

Echo Base Sergeant


AC RA CC ST T W CO

8 AR

7 2

Blaster Rifle UC4, 8/+1, 16/+0, 24/-1, ST5

58 Points

39 Points

New Abilities
Armoured Combat Genius (8 Points) The character has spent his entire life coordinating armoured assaults on the enemies of their state; he is an inspiration and living legend amongst his men. An armoured vehicle which the character is driving, riding in or within CO range of the character on foot may add +1 to a dice roll once per game. Tactical Genius (10 Points) Army General Only The army General has gained a reputation over the years for second guessing his opponents, no trick catches him out and somehow he always seems to know what is happening next. At the start of the game, and on each subsequent turn the General may add +1 to his initiative roll.

New Psionic (Jedi) Abilities


Choke (25) The target of this attack feels their throat caught in a crushing grip, and collapses to the floor in agony. They must be in line of sight and roll under their toughness or loose a wound, they also cannot do anything for their next initiative as they collapse in a heap on the floor, gasping for air. UC 7 Level 3 Force Lightning (12) A stream of pure force energy is unleashed from the users fingertips, catching anything in its arc in a deadly electrical storm. Place a medium teardrop template in front of the Jedi, any figure caught in the Lightning storm takes a ST 6 hit and is Knocked Prone. UC 5 Level 6 Maelstrom (39) By controlling the force the Jedi may throw objects around in a maelstrom of hate and spite, even small objects are picked up by the unnatural tempest and become deadly weapons. As he stand in the centre of the maelstrom Jedi is not affected, but all figures standing within a 4 blast radius take a ST 4 hit and are knocked prone. UC 8 Level 6

New Weapons and Equipment


Light Repeat Blaster (13) UC6, 10/+1, 20/+0, 30/-1, RoA 2, ST6 Light Sabre (20) UC8, RoA3, ST7, PM-1, Reach 1 Force Pike (15) (Power Weapon) UC5, RoA 2, ST6, DA 1, Reach 1 Welder (5) (Power Weapon) UC 4, ST5, Dam 1 Wookie Bowcaster (16) UC7, 6/+1, 12/+0, 18/-1, RoA 1, ST6 DA 2 Heavy Blaster Pistol (5) UC6, 6/+1, 12/+0, 18/-1, RoA 1, ST6 May be used in close combat. Hans Modified Heavy Blaster Pistol (6) UC6, 6/+1, 12/+0, 18/-1, RoA 1, ST6 PM -1 Psionic Shield (10) No psionic effects ever affect the character.