Conventional Armor: Tech Level 5

Rebel Scum Wargear Primitive Armor: Tech Level 3

Light Armor: 6+ save (.5) Light Armor: 6+ save (.25) Medium Armor: 5+ save (1.5) Heavy Armor: 5+ save, -.5 M (.75) Heavy Armor: 4+ save, -1 M (3) Other types of Conventional Armor: Exo Armor: Grants a 4+ save on 2d6. +.5 S and +5 T. Gives no minus to movement and ignores heavy weapon penalties. (45) Tech Level 8 Juggernaut Power Suit: Grants a 2+ save that can never be reduced beyond a 6+. +.5 S and +5 T. Gives no minus to movement and ignores heavy weapon penalties. Has a Blast Visor and Breathing Filters. (26) Tech Level 7 Katarn Class Clonetrooper Armor: 4+ save. This model ignores the first wound it takes each turn. Has Combat Sensors, Breathing Filters. Rare. (14) Tech Level 6 Mandalorian Armor: Grants a 3+ save (7) Tech Level 7 Mesh Suit: Light Armor, gets +1 to its armor save against blast weapons. May be combined with other armor to give +1 save but gives -1 to the model's movement. (1 point on its own, 1.5 if combined) Powered Combat Suit: 4+ save. +½ S and +½ T. Halves heavy weapon penalties. Has a Blast Visor and Breathing Filters. (6) Tech Level 7 Stormtrooper Armor: 5+ save. +1 to save against projectile weapons and hand weapons. Has Combat Sensors, Breathing Filters and a Communicator. Illegal unless in an Imperial Army. (3) Tech Level 6 Other types of Primitive Armor: Chainmail: Light Armor. May be combined with other primitive armor to give +1 save but gives -.5 to the model's movement. (.5) Armor Upgrades: Master-Crafted Armor: Adds 1 to the armor's saving throw. (Cost of upgrade is equal to ½ armor cost) Personal Fields: (A character may only ever have 1 Personal Field) Refractor Field: 6+ Ranged Defense Save (3) Protecting Field: 5+ Ranged Defense Save (10) Conversion Field: 4+ Range Defense Save (25) Energy Shields: Energy Shields only last for 3 full phases, including the phase it was activated in. When rolling to determine the reduction of strength, roll at the beginning of the turn and apply this to all shots. Basic: Reduces Str of all incoming Energy weapons by 1. (7.5 per) Sophisticated: Reduces the Str of all incoming Energy weapons by D2 (10 per) Advanced: Reduces the Str of all incoming Energy weapons by D3 (15 per) Shields: A model may take a shield which gives +1 to the model's armor save. This takes up a hand so a model may only use a 1 Hand Weapon or a Pistol in its free hand. A model with a Hand Weapon and a Shield adds 1 to its combat defense save or gets a 6+ combat defense save if it did not have one. Suppressor Shield: Is like a shield but when in use gives +3 to the model's armor save but -1 M and the model using it may not shoot. May be slung on the back, however the model will still suffer -.5 to its move. Equipping/unequipping a Suppressor Shield costs 1 AP.

Weapon Options Basic Weapons Range
Short Long Blaster Carbine (3) Blaster Rifle (3) Bolt Gun (2.5) Bow (.25) Bowcaster (5) Sustained: Maximal: Crossbow (.5) Dual Rifle (4) Flamethrower (5)
0-8 0-12 0-12 0-12 0-8 0-8 0-15 8-20 12-30 12-24 12-24 8-20 8-16 15-30 12-24 12-30 +1 +1 +1 +2

To-Hit S
+1 +1 +1 -1 -1 -1 -1

Str
3 4 4 3 3 6 3 7 4 4

ASM Dmg
-1 -1 -1 1 1 1 1 -1 -2 1 D2 1 -2 -1 -2 X -1 D3 1 1 X 1 D3

ROF
2 1 1 1 2 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 1

Designation S H C T
x E E P P E E x P E E H x E I x E E E x P E x x P P P P

Tech Other
6 6 5 4 6 Sustained Fire 1

L
-1

4 7 6 5 6 6 6 7 5 6 4 6 5 5 3 5 5 7 6 Sustained Fire D3 Illegal See rules See text Twin-Linked See rules As grenade

Disruptor Rifle (9) 0-12
0-12

Template 12-36 12-30 8-16 12-72 12-24 12-30 8-30 +1 +1 +1 -1 +1 +1 -1 +1

Grenade Launcher 0-12 (10) H. Blaster Rifle(4) 0-12 Ion Blaster (3) Laser Sniper (10) Laser Rifle (1.5) Light Blaster (2) Musket (.25)
0-8 0-12 0-12 0-12 0-8

X 5 -

3 3.5 3 4 -1 -1 -1 5 4 3

-1

1 1 1

Repeating Blaster 0-12” 12-30” +1 (5) Sawn off Shotgun 0-4 (2) Shotgun (3) Sling (0) Slug Sniper (30) Slug Thrower (1) Sonic Blaster (3) Underslung Carbine (5)
0-6” 0-8” 0-12” 0-12” 4-8 6-12” 8-16” 12-60” -1 12-24” +1 -1 +2 +2

-1 -1

1 D2 1

+1

1 D3

3

1

1

P E

Template 0-10” 10-24” -1 3.5 -1 1 2

E

Armor Penetration: Str+D6 (+Dam if Dam is higher than 1)

Heavy Weapons Range
Short Long Assault Cannon -Plasma -Missile Chain Gun H. Blaster Cannon H. Missile Launcher Laser Cannon L. Blaster Cannon (35) M. Blaster Cannon
0-12” 0-18” 0-18” 0-18” 0-18” 0-18” 0-12” 0-18” 12-30” 18-36” 18-40” 18-108” 18-60” 18-144” 12-60” 18-84”

To-Hit S
+1 +1

Str

ASM Dmg

ROF

Designation Tech Other S H C T
1 E Sustained Fire 1 Missile, Blast .5 x x x x x x x 3 2 4 2 3 1 2 P H x x 1 2 E E P E X E E E X 6 Suppressing Causes Fear Sustained Fire 1 See missile profiles Suppressing See missile profiles 6 Sustained Fire 1

L
4 5 4 8 X+1 9.5 5 7 X -1 -2 -1 -5 X -7 -2 -3 X 1 1 1 D8 X D12 D3 D6 X 2 1 3 1 1 1 3 2 1

Missile Launcher 0-18” 18-48” (18) Mortar -Frag -Incendiary
0-12” 12-108” -2

4 3 +1 +1 4 5

-1 -1 -1 -1

D3 1 1 D2

1 1 4 3

Repeating Blaster 0-12” 12-36” Cannon (20) Tri Laser (25)
0-12” 12-36”

Armor Penetration: Str+Dmg+D8 (additional D3 if it is a missile)

Range
Short Long

To-Hit S L

Str
5

ASM Dmg
1

ROF
1

Designation Tech Other S H C T
E 5 Blast, Suppressing Blast Blast Blast, -1 to scatter Blast Large Blast Blast Blast

Concussion (5) Frag (1) Flashbang (2) Homing (20) Poison (4) Smoke (3) Stun (3)

2xS”

2xS” 2xS” 2xS” 2xS” 2xS” 2xS”

3 0 8 X 0 0

1 0 D6 1 0 0 D6

1 1 1 1 1 1 1

P E P C C E H

5 5 5 5 5 5 5

8 -4 Thermal (10) 2xS” Armor Penetration: Str+Dmg+D8+D3 See rules text for more descriptions on grenades

Close Combat Weapons and 1 Handed Range Weapons Range To-Hit Str ASM
Short Long Axe (1) Blaster Pistol (1.25) Combat Knife (.25) Chainsword (2) Double Bladed Sword (2) Elite Blaster Pistol (2.5) Force Pike (10)
Low Power Max Power 1 Hand Weapon 0-8 8-16 +2 -1

Dmg ROF Designation Tech Other S H C T
1 1 1 x x x x x 1 x W 3 E 5 +1 I in combat 6+ combat save 4+ combat save

S

L
As user 3.5 As user 4 As user As user -1 -1 -1 As user-1

1 Hand Weapon 1 Hand Weapon 2 Hand Weapon 0-8 8-20 +2 -1

1 1 1 1

W 3 W 6 W 4 6 8

3.5

2 Hand Weapon 4 6 2 Hand Weapon 2 Hand Weapon 0-8 0-8 8-12 8-16 4-8 +1 +2 -1 -1 As user+3 As user+2 3 4 5 As user As user X +.5 As user 8 -1 -2 As user As user -1 -1 -1 As user -1 -5 As user 0 -4 1 1 1 1 1 1 1 1 1 D3 1 1 D3 x 1 1 1 x x x x x x x x x x x x x x x x x 0-4 4-10 Hand Weapon 8-12 +2 -1 4 As user+3 3 -1 As user 1 1 1 1 x E W P E W W E W W W w w

Great Axe (3) Great Sword (3) Hand X-Bow (1) Heavy Blaster Pistol (2.5) Improvised Weapon (0) Lightsaber (75) Mace (1) Sword (1) Powered Glove (8) Power Lance
Laser Close Combat

4 4 4 6+ combat save

Holdout Pistol (2) 0-4

2 shots a game -1 to hit Reach 1 See text

Hand Weapon

Laser Whip (1.5) 1 Hand Weapon
1 Hand Weapon 1 Hand Weapon 1 Hand Weapon 1 Hand Weapon

6+ combat save +D12 to armor penetration

May only use when charging

Slug Pistol (1.25) 0-8

Armor Penetration: Str+D6 (+Dam if greater than 1) Note: A Hand Weapon with the “slow” designation strikes at Initiative 1 in close combat. Lightsabers: Automatically wounds. If used by a non Force Sensitive model, any roll of 1 to hit means the user has hit itself. When rolling to damage a vehicle, after rolling to hit roll a d6. 1: Nothing, 2-4: Glances, 5-6: Penetrates

Basic Weapon Upgrades: Combi-Weapon: The weapon adds 1 to its RoF (upgrade costs the same as the weapon) Extended Mags/Increased Power Supply: The weapon gains Sustained Fire 1 or adds 1 to its Sustained Fire shots. (upgrades costs ½ as much as the actual weapon) Rangefinder: May measure range during a shoot action before choosing targets (4/1) Targeter: +1 to hit (5/2) Underslung Grenade Launcher: May be loaded with up to 3 grenades of your choice for ½ the points cost listed. The range of the grenades is the same as the weapon it is attached to and may not be fitted to snipers or a grenade launcher (8) Heavy Weapon Upgrades: Targeter: +1 to hit (15/15) Hand Weapon Upgrades: Master-Crafted: +1 to hit (4/1) Vibro Weapon: +1 S to the weapon (upgrade cost= ½ the cost of the weapon) Ranged Close Combat Weapon Upgrades: Rangefinder: May measure range during a shoot action before choosing targets (4/1) Targeter: +1 to hit (5/1) Primitive Ranged Weapon Upgrades: Explosive Ammunition: The weapon's Str becomes 4 (1/.25) (Note: Weapon upgrades count as equipment) Bionics: A model may have any amount of bionics replace its normal body parts. If the model takes more than 4 bionic parts (or a Bionic Torso) then it is considered to be a Cyborg. Arm: The Bionic Arm is as a Hand Weapon that gives +1S to the user and does D3 wounds. A model may use another hand weapon in a Bionic Arm but will not gain the aforementioned bonuses. (12.5) Torso: The model becomes a Cyborg and gets +1 T which may go above racial limits. Whenever the model is hit on the roll of a 6, it automatically wounds. (20) Eye: Is a Combat Sensor and the user isn't affected by Flashbang and Stun grenades/missiles. The model may add a Bio Scanner and/or Targeter to the eye for 2.5 points each. (2.5) Leg: The model may make a single 'kick' attack in close combat at +2 Str that does D6 wounds. If the model replaces all of its legs with Bionic Legs, it gets +2 to its M. (15) Lungs: The model is immune to Chemical weapons or any gas-based weapons or terrain and the model can survive in a vacuum or underwater without need for other equipment. (2)

Equipment: Bio Scanner: Can detect all infiltrators and hidden models within 3d6”. Detected infiltrators may be fired on (using the shooting rules) before the start of the game. (4) Blast Visor: Ignore the effects of Flashbang and Stun weapons on the roll of a 3+ on 1d6 (1/.25) Breathing Filters: Chemical and gas weaponry and terrain only affect this model on a 6 (1/.25) Combat Sensor: Ignores to-hit penalties when night fighting and firing into or through smoke/fog/blizzards (2/.5) Comm-link: All allies with a Communicator within 24” use this model's LD when taking morale or Rallying. (15) Communicator: Allows a unit to use a model's LD within 24” if the model has a Comm-Link (1/.25) Field Jammer: All comm-links and communicators reduce their range to 4d6” and all Energy Field equipment will only work on the roll of a 4+ on 1d6 (25) Flechette Launchers: Gives the model a R: Template Str2 weapon Dam1 Rof1D6 Projectile weapon. Only armor saves allowed. (3) Grappling Hook: May be used on impassable vertical terrain that is 6” high or less or an impassable horizontal pit area that is 3” or less wide. The model will move across (or up to) the area immediately. Using a Grappling Hook will consume one of the unit's Action Points. (1/.25) Jet Pack: A model may only use a Jet Pack for 2 turns at a time, after that it must recharge for a turn. A model with a Jet Pack has a M rate of 10 and may avoid all terrain that is 4” tall or less. A model in the air may not use the Run or Ready actions. Firing while a Jet Pack is in use counts as firing from a moving platform. (25/10) Jump Pack: The model may make a Jump move with a M rate of 8 and when moving it avoids all terrain that is 2” tall or less. If the model chooses to Run, it makes a Jump move and then moves according to its normal movement. A unit may choose to make a Jump move into combat. If it does, it will cause Impact hits and they will strike first. (15/6) Motion Tracker:You get +1 to hit against models who have moved 10” or more in an action. (10) Implants: You may only take an Implant once, either in its normal or Advanced form. Droids may not take Implants and Cyborgs may only take up to 2. Alacrity Implant: 6+ melee defense save (3/.5) Alacrity Implant: 5+ melee defense save (6/1) Combat Implant:+.5 WS and BS (10/2) Combat Implant Advanced: +1 WS and BS (25/4) Biotech Implant: The model has Regeneration 6+ (10/.5) Biotech Implant Advanced:The model has Regeneration 5+ (20/1) Cardio Implant:+.5 T (10/1) Cardio Implant Advanced: +1 T (25/2.5) Intelligence Implant: +1 Int (5/1) Strength Implant: +.5 S (5/1) Strength Implant Advanced:+1 S (10/1.5) Reflex Enhancement:+.5 I (5/.5) Reflex Enhancement Advanced:+1 I (10/1)

Vehicles Skimmer Slow Combat Fast Speeder Bike 1-12 24 48 CP AV Front Side 1 10 pilot+1 crew 9.5 Rear 8.5 1 1b EQ W

Skimmer Slow Combat Fast Swoop Bike 1-16 36 60

CP

AV Front Side Rear 8 9

EQ 1

W 1b

1 9 pilot+1 crew

Transport Slow Combat Fast Medium Transport 6 12 20

CP 1 pilot

AV Front Side 1 12 Rear 11

EQ 2

W 1b1h

Walker Slow Combat Fast AT-PT 3 Walker Slow Combat Fast AT-ST 3 7 9 8 10

CP 1 pilot CP

AV Front Side 13 AV Front Side Rear 12 14 12 Rear 11

EQ 2 EQ 2

W 1b1h W 1b2h

2 pilots 15