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GF Stellar Conflicts - Imperium v1.

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Name [size] Qua Def Equipment Special Rules Upgrades Cost
Imperial Governor [1] 3+ 5+ Blaster Pistol (12",A1), CCW (A2) Fearless, Hero, Tough(3) A 70pts
Imperial General [1] 4+ 5+ Blaster Pistol (12",A1), CCW (A2) Fearless, Hero, Tough(3) A, B 45pts
Imperial Officer [1] 4+ 5+ Blaster Pistol (12",A1), CCW (A2) Hero, Tough(2) A, B 25pts
Death Troops [4] 3+ 4+ Heavy Blaster Rifle (24",A1), CCW (A1) Fearless, Tough(2) C, I 200pts
Storm Troops [5] 5+ 4+ Blaster Rifle (24",A1), CCW (A1) - D,E,F, I 60pts
Scout Troops [4] 5+ 5+ Blaster Pistol (12",A1), CCW (A2) Scout, Strider E, G,I 60pts
Scout Troops on Jetbikes [2] 5+ 4+ Blaster Pistol (12",A1), Very Fast, Scout, Strider E 60pts
Light Blaster Cannon (24",A2,AP(1))
Royal Bodyguards [2] 3+ 4+ Heavy Blaster Pistol (12",A1,AP(1)), Fearless, Furious - 70pts
Force Pike (A2,AP(2))
Storm Troops with Heavy Weapon [2] 5+ 4+ Heavy Repeating Blaster (24",A3,AP(1)), - E 45pts
Blaster Rifle (24",A1), CCW (A1)
Storm Troop on Giant Lizard [1] 5+ 2+ Blaster Pistol (12",A1), Shock Prod (A2,AP(1)) Fast, Scout, Strider, Impact (1), Tough (6) E 140pts
Giant Lizard Claws (A1, AP(1))
Imperial Army Soldier [5] or 5+ 5+ Blaster Rifle (24",A1), CCW (A1) - A, D, E, F, I 55pts
Imperial Navy Soldier [5]
Imperial Pilot [1] 4+ 4+ Blaster Pistol (12",A1), CCW (A2) Hero B 15pts
Imperial Recon Droid [1] 4+ 2+ Light Blaster Cannon (24",A2,AP(1)) Scout, Flying, Tough (2), Self-Destruct - 75pts
Scout Walker [1] 4+ 2+ Twin Blaster Cannon (24",A2,AP(2)) Fear, Tough (9) H 240pts
Stomp (CCW A2,AP(2))
Power Droid [1] 6+ 6+ Electric Shock (A1) Hero, De-Ionize - 10pts
Combat Droid [1] 4+ 4+ Blaster Pistol (12",A1), CCW (A2) Hero J 20pts
Astro Droid [1] 4+ 5+ Electric Shock (CCW A1) Hero, Repair, Program K 25pts
Diplomat Droid [1] 5+ 6+ - Hero, Negotiate - 10pts
Utility Droid [1] 6+ 6+ - Hero - 5pts
Medical Droid [1] 5+ 6+ - Hero, Medical Training - 60pts

A | Upgrade with: F | Upgrade one model with: Special Rules


Trooper Armor (Def 4+) +5pts Medical Training +45pts Self-Destruct: If this model is killed, all models
within 6 inches take 1 automatic hit.
B | Upgrade with: G | Replace one Blaster Pistol with: Ion: If a target loses its last wound to an ion
Elite (Qua 3+) +5pts Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts weapon, it is stunned. This weapon can also be
fired as a Blaster (without the stun effect).
C | Replace one Heavy Blaster Rifle with: H | Upgrade with up to one of each: Blasters: All Blasters (except cannons) can be
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts Twin Light Blaster Cannon (24",A2,AP(1)) +10pts set to stun. See stun special rule.
Flamethrower (12',A6) +15pts Grenade Launcher-pick one to fire: +10pts Stun: If a non-vehicle model loses its last
Ion Rifle (24", A1, Ion), CCW (A1) +5pts HE (24",A1,Blast(3)) wound to a stun weapon, it is stunned.
AT (24",A1,AP(1),Deadly(3)) De-Ionize: once per turn, if within 2" of a
D | Replace one Blaster Rifle with: Mortar (48",A1,Blast(3),Indirect) +10pts stunned model, remove the stunned status.
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts Repair: Once per turn, if within 2" of a vehicle
Light Repeating Blaster (24",A3) +5pts I | Add up to one droid to the unit: with Tough, roll one die. On a 4+ you may
Grenade Launcher-pick one to fire: +5pts Power Droid [1] 10pts repair one wound from the target.
HE (24",A1,Blast(3)) Combat Droid [1] 20pts Negotiate: Once per turn, if within 2" of a
AT (24",A1,AP(1),Deadly(3)) Astro Droid [1] 25pts neutral model, roll one die. On a 4+ the
Missile Launcher-pick one to fire: +10pts Diplomat Droid [1] 10pts neutral model's unit joins your side.
HE (48",A1,Blast(3)) Utility Droid [1] 5pts Medical Training: This model and his unit get
AT (48",A1,AP(3),Deadly(3)) Medical Droid [1] 60pts the Regeneration rule.
Flamethrower (12',A6) +10pts Very Fast: This model moves 12" when using
Ion Rifle (24", A1, Ion), CCW (A1) +5pts J | Replace one Blaster Pistol with: Advance and 24" when using Rush/Charge
Blaster Rifle (24",A1), CCW (A1) +5pts
E | Upgrade all models with:
Veteran (Qua 4+) +10pts K | Upgrade with:
Maneuver Jets (Strider) +5pts
GF Stellar Conflicts - Alliance v1.5
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Rebel General [1] 3+ 5+ Blaster Pistol (12",A1), CCW (A2) Fearless, Hero, Tough(3) - 70pts
Rebel Officer [1] 4+ 5+ Blaster Pistol (12",A1), CCW (A2) Hero, Tough(2) A 25pts
Rebel Bodyguard [2] 4+ 5+ Blaster Pistol (12",A1) Fearless - 40pts
Electropole (A2,AP(1))
Rebel Pilot [1] 4+ 5+ Blaster Pistol (12",A1), CCW (A2) Hero A 15pts
Rebel Commandos [5] 4+ 5+ Blaster Rifle (24",A1), CCW (A1) Ambush, Stealth, Scout A, B, G 150pts
Rebel Naval Troopers [5] 5+ 5+ Blaster Pistol (12",A1), CCW (A2) - C, G 55pts
Rebel Army Troopers [5] 5+ 5+ Blaster Rifle (24",A1), CCW (A1) - B, C, G 55pts
Freedom Fighters [5] 6+ 6+ Blaster Pistol (12",A1), CCW (A2) - D, G 30pts
Rebels on Jetbikes [2] 5+ 4+ Blaster Pistol (12",A1) Very Fast, Scout, Strider C 60pts
Light Blaster Cannon (24",A2,AP(1))
Rebel Snow Kangaroo Rider [1] 5+ 3+ Blaster Pistol (12",A1), CCW (A1) Fast, Scout, Strider, Tough(3) C 50pts
Snow Kangaroo Horns (A1,AP(1))
Rebel Hover Plane [1] 4+ 2+ Twin Laser Cannons (36", A2,AP(3),Deadly(3)) Fast, Flying, Tough (6) E 205pts
(Rear) Heavy Repeating Blaster (24",A3,AP(1))
Hover Truck [1] 5+ 5+ - Very Fast, Strider, Tough(6), Transport (10) F 80pts
Transport Cart [1] 5+ 5+ Light Repeating Blaster (24",A3) Fast, Strider, Tough(3), Transport (10) - 60pts
Hover Car [1] 5+ 5+ - Very Fast, Strider, Tough (3), Transport (6) H 45pts
Light Walker [1] 5+ 2+ Walker Stomp (CCW A1, AP(1)) Strider, Impact (3), Tough (3) C, I 75pts
Blaster Rifle (24",A1), CCW (A1)
Blaster Emplacement [1] 5+ 3+ Light Blaster Cannon (24",A2,AP(1)) Immobile - 10pts
Laser Turret [1] 5+ 2+ Laser Cannon (36", A1,AP(3),Deadly(3)) Immobile - 25pts
Power Droid [1] 6+ 6+ Electric Shock (A1) Hero, De-Ionize - 10pts
Combat Droid [1] 4+ 4+ Blaster Pistol (12",A1), CCW (A2) Hero J 20pts
Astro Droid [1] 4+ 5+ Electric Shock (CCW A1) Hero, Repair, Program K 25pts
Diplomat Droid [1] 5+ 6+ - Hero, Negotiate - 10pts
Utility Droid [1] 6+ 6+ - Hero - 5pts
Medical Droid [1] 5+ 6+ - Hero, Medical Training - 60pts

A | Upgrade with: Special Rules


Elite (Qua 3+) +5pts G | Add up to one droid to the unit: Ion: If a target loses its last wound to an ion
Power Droid [1] 10pts weapon, it is stunned. This weapon can also be
B | Replace one Blaster Rifle with: Combat Droid [1] 20pts fired as a Blaster (without the stun effect).
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +20pts Astro Droid [1] 25pts Blasters: All Blasters (except cannons) can be
Light Repeating Blaster (24",A3) +5pts Diplomat Droid [1] 10pts set to stun. See stun special rule.
Grenade Launcher-pick one to fire: +5pts Utility Droid [1] 5pts Stun: If a non-vehicle model loses its last
HE (24",A1,Blast(3)) Medical Droid [1] 60pts wound to a stun weapon, it is stunned.
AT (24",A1,AP(1),Deadly(3)) De-Ionize: once per turn, if within 2" of a
Missile Launcher-pick one to fire: +10pts H | Upgrade with: stunned model, remove the stunned status.
HE (48",A1,Blast(3)) Light Repeating Blaster (24",A3) +5pts Repair: Once per turn, if within 2" of a vehicle
AT (48",A1,AP(3),Deadly(3)) Blaster Cannon (24",A2,AP(2)) +10pts with Tough, roll one die. On a 4+ you may
Ion Rifle (24", A1, Ion), CCW (A1) +5pts repair one wound from the target.
I | Upgrade with one: Negotiate: Once per turn, if within 2" of a
C | Upgrade all models with: Flamethrower (12",A6) +10pts neutral model, roll one die. On a 4+ the
Veteran (Qua 4+) +10pts Blaster Cannon (24",A2,AP(2)) +10pts neutral model's unit joins your side.
Heavy Repeating Blaster (24",A3,AP(1)) +10pts Medical Training: This model and his unit get
D | Replace any Blaster Pistols with: the Regeneration rule.
Blaster Rifle (24",A1), CCW (A1) +5pts J | Replace one Blaster Pistol with: Very Fast: This model moves 12" when using
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts Blaster Rifle (24",A1), CCW (A1) +5pts Advance and 24" when using Rush/Charge

E | Replace (Rear) Heavy Repeating Blaster with: K | Upgrade with:


(Rear) Magnetic Tow Cable Free Maneuver Jets (Strider) +5pts

F | Upgrade with: G | Upgrade with:


Light Repeating Blaster (24",A3) +5pts Light Repeating Blaster (24",A3) +5pts
Missile Launcher-pick one to fire: +10pts Blaster Cannon (24",A2,AP(2)) +10pts
HE (48",A1,Blast(3))
AT (48",A1,AP(3),Deadly(3))
Blaster Cannon (24",A2,AP(2)) +10pts
GF Stellar Conflicts - Neutrals v1.5
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Murder Bear Chief [1] 4+ 6+ Axe or Spear (A1) Hero, Tough(2), Stealth, Ambush A 30pts
Murder Bear Hunter [1] 5+ 6+ Axe or Spear (A1) Hero, Scout, Stealth, Ambush A 20pts
Murder Bear Medicine Man 5+ 6+ Axe or Spear (A1) Hero, Stealth, Medical Training - 55pts
Murder Bear Warriors [5] 6+ 6+ Axe or Spear (A1) Scout, Stealth, Ambush A, F 50pts
Murder Bear Glider [1] 5+ 5+ Rocks (6",A2) Flying - 15pts
Mawg Chieftain [1] 3+ 4+ Vibroaxe or Vibrospear (A2, AP(1)) Hero, Tough(3), Fearless, Furious B 75pts
Mawg Champion [1] 4+ 4+ Vibroaxe or Vibrospear (A2, AP(1)) Hero, Tough(3), Fearless, Furious B 50pts
Mawg Warriors [5] 5+ 4+ Fists (A2) Tough(2), Fearless, Furious B,F 135pts
Desert Nomad Chieftain [1] 3+ 5+ War Club (A2) Hero, Tough(3), Fearless, Ambush, Stealth C 80pts
Desert Nomad Elite [1] 4+ 5+ War Club (A2) Hero, Tough(2), Fearless, Ambush, Stealth C 40pts
Desert Nomad Medicine Man 4+ 5+ War Club (A2) Hero, Stealth, Medical Training - 60pts
Desert Nomad Raiders [5] 5+ 5+ War Club (A2) Ambush, Stealth C,F 80pts
Desert Nomad on B'Tha [1] 5+ 3+ War Club (A2) Transport (2), Tough (3) C 45pts
B'Tha Horns (A1,AP(1))
Junker Chief [1] 5+ 6+ Ion Blaster (12",A1,Ion) CCW (A1) Hero, Repair - 15pts
Junkers [5] 6+ 6+ Ion Blaster (12",A1,Ion) CCW (A1) Repair F 35pts
Junker on Brontosaur [1] 6+ 3+ Ion Blaster (12",A1,Ion) CCW (A1) Transport (2), Tough (3) - 35pts
Concordian Leader [1] 3+ 2+ Dual Blaster Pistols (12",A2), CCW (A2) Hero, Tough(3), Fearless D 105pts
Concordian Warriors [2] 4+ 2+ Dual Blaster Pistols (12",A2), CCW (A2) Tough(2), Fearless E,F 110pts
Rex [1] 3+ 2+ Rex Claws (A2, AP(1)) Fear, Tough(12), Impact (4), Strider - 330pts
Rex Bite (A2, AP(2), Rending)
Rex Stomp (A2, AP (2))
Baby Dragon [1] 3+ 2+ Baby Dragon Claws (A2, AP(1)) Fear, Tough(6), Impact (2), Strider - 200pts
Baby Dragon Bite (A1, AP(2), Rending)
Baby Dragon Tail Swipe (A2, AP(1))
Yeti [1] 4+ 2+ Yeti Claws (A2, AP(1)) Fear, Ambush, Strider, Tough (3) - 100pts
Yeti Bite (A1, AP(1))
Dire Rat [1] 5+ 3+ Dire Rat Claws (A1) Strider, Tough (2) - 30pts
Elite Bounty Hunter [1] 3+ 3+ Blaster Pistol (12",A1), CCW (A2) Hero, Ambush, Stealth, Tough (3) G 70pts
Veteran Bounty Hunter [1] 4+ 4+ Blaster Pistol (12",A1), CCW (A2) Hero, Ambush, Tough (2) H 35pts
Rookie Bounty Hunter [1] 5+ 5+ Blaster Pistol (12",A1), CCW (A2) Hero H 15pts
Sheriff [1] 3+ 4+ Blaster Pistol (12",A1), Stun Stick (A2, Stun) Hero, Tough (3) G 50pts
Law Enforcement Officers [5] 4+ 5+ Blaster Pistol (12",A1), Stun Stick (A2, Stun) - F,H 80pts
Security Guards [5] 5+ 5+ Stun Stick (A2, Stun) - F,I 55pts
Hover Skiff [1] 5+ 4+ Light Blaster Cannon (24",A2,AP(1)) Very Fast, Strider, Tough (6), Transport (10) - 90pts
Hover Truck [1] 5+ 5+ - Very Fast, Strider, Tough(6), Transport (10) J 80pts
Hover Car [1] 5+ 5+ - Very Fast, Strider, Tough (3), Transport (6) - 45pts
Civilians [5] 6+ 6+ CCW (A1) - - 5pts
Cyberdog [1] 4+ 4+ Cyberdog Bite (A1,AP(1)) Hero, Fast, Strider - 25pts
Power Droid [1] 6+ 6+ Electric Shock (A1) Hero, De-Ionize - 10pts
Combat Droid [1] 4+ 4+ Blaster Pistol (12",A1), CCW (A2) Hero K 20pts
Astro Droid [1] 4+ 5+ Electric Shock (CCW A1) Hero, Repair, Program L 25pts
Diplomat Droid [1] 5+ 6+ - Hero, Negotiate - 10pts
Utility Droid [1] 6+ 6+ - Hero - 5pts
Medical Droid [1] 5+ 6+ - Hero, Medical Training - 60pts
Assassin Droid [1] 3+ 2+ Blaster Rifle (24",A1), CCW (A1) Hero, Fearless, Relentless, Fast, Tough (3) M 110pts

A | Upgrade any models with: G | Upgrade with any: Special Rules


Bow (24",A1) +5pts Jet Pack (Ambush, Flying) +15pts Ion: If a target loses its last wound to an ion
Jetbike (Very Fast, Strider) +25pts weapon, it is stunned. This weapon can also be
B | Upgrade any model with one: Upgrade with one: fired as a Blaster (without the stun effect).
Heavy Blaster Pistol (12",A1,AP(1)) +5pts Blaster Rifle (24",A1), CCW (A1) +5pts Blasters: All Blasters (except cannons) can be
Laser Crossbow (24",A1,AP(1),Blast(3)) +20pts Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts set to stun. See stun special rule.
Light Repeating Blaster (24",A3) +15pts Stun: If a non-vehicle model loses its last
C | Upgrade any models with: wound to a stun weapon, it is stunned.
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts H | Upgrade with: De-Ionize: once per turn, if within 2" of a
Jetbike (Very Fast, Strider) +25pts stunned model, remove the stunned status.
D | Upgrade with any: Upgrade with one: Repair: Once per turn, if within 2" of a vehicle
Jet Pack (Ambush, Flying) +15pts Blaster Rifle (24",A1), CCW (A1) +5pts with Tough, roll one die. On a 4+ you may
(Right Wrist) Shrieking Falcons (6",A6, AP(2)) +15pts Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts repair one wound from the target.
(Left Wrist) Flamethrower (12',A6) +15pts Light Repeating Blaster (24",A3) +10pts Negotiate: Once per turn, if within 2" of a
Jetbike (Very Fast, Strider) +25pts neutral model, roll one die. On a 4+ the
Upgrade with one: I | Upgrade any models with: neutral model's unit joins your side.
Blaster Rifle (24",A1), CCW (A1) +5pts Blaster Pistol (12",A1), CCW (A2) +5pts Medical Training: This model and his unit get
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts the Regeneration rule.
Light Repeating Blaster (24",A3) +15pts J | Upgrade with: Very Fast: This model moves 12" when using
Light Repeating Blaster (24",A3) +5pts Advance and 24" when using Rush/Charge
E | Upgrade with any: Missile Launcher-pick one to fire: +10pts
Jet Pack (Ambush, Flying) +15pts HE (48",A1,Blast(3))
(Right Wrist) Shrieking Falcons (6",A6, AP(2)) +10pts AT (48",A1,AP(3),Deadly(3))
(Left Wrist) Flamethrower (12',A6) +10pts Blaster Cannon (24",A2,AP(2)) +10pts
Jetbike (Very Fast, Strider) +25pts
Upgrade with one: K | Replace one Blaster Pistol with:
Blaster Rifle (24",A1), CCW (A1) +5pts Blaster Rifle (24",A1), CCW (A1) +5pts
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts
Light Repeating Blaster (24",A3) +10pts L | Upgrade with:
Heavy Repeating Blaster (24",A3,AP(1)) +15pts Maneuver Jets (Strider) +5pts

F | Add up to one droid to the unit: M | Upgrade with any:


Power Droid [1] 10pts Jet Pack (Ambush, Flying) +15pts
Combat Droid [1] 20pts Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts
Astro Droid [1] 25pts Light Repeating Blaster (24",A3) +15pts
Diplomat Droid [1] 10pts Jetbike (Very Fast, Strider) +25pts
Utility Droid [1] 5pts
Medical Droid [1] 60pts
GF Stellar Conflicts - Criminals v1.5
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Cartel Slug Lord [1] 4+ 5+ Blaster Pistol (12",A1), CCW (A2) Hero, Fearless, Slow, Tough (3) - 35pts
Cartel Slug Lord on Hover Sled [1] 4+ 4+ Blaster Pistol (12",A1), CCW (A2) Hero, Fearless, Slow, Strider, Tough (3) - 45pts
Cartel Boss [1] 4+ 5+ Blaster Pistol (12",A1), CCW (A2) Hero, Fearless A 20pts
Gang Leader [1] 5+ 5+ Blaster Pistol (12",A1), CCW (A2) Hero B 15pts
Gang Members [5] 6+ 6+ Blaster Pistol (12",A1), CCW (A2) - C, D 30pts
Gang Brutes [5] 6+ 6+ Vibroblade or Vibroaxe (A2, AP(1)) - D 30pts
Gang Leader on Jetbike [1] 5+ 4+ Blaster Pistol (12",A1) Hero, Very Fast, Scout, Strider E 25pts
Gang Members on Jetbikes [2] 6+ 4+ Blaster Pistol (12",A1) Very Fast, Scout, Strider E 30pts
Hover Skiff [1] 5+ 4+ Light Blaster Cannon (24",A2,AP(1)) Very Fast, Strider, Tough (6), Transport (10) - 90pts
Hover Truck [1] 5+ 5+ - Very Fast, Strider, Tough(6), Transport (10) F 80pts
Hover Car [1] 5+ 5+ - Very Fast, Strider, Tough (3), Transport (6) 45pts
Rex [1] 3+ 2+ Rex Claws (A2, AP(1)) Fear, Tough(12), Impact (2), Strider - 335pts
Rex Bite (A2, AP(2), Rending)
Rex Stomp (A2, AP(2))
Dire Rat [1] 5+ 3+ Dire Rat Claws (A1) Strider, Tough (2) - 30pts
Power Droid [1] 6+ 6+ Electric Shock (A1) Hero, De-Ionize - 10pts
Combat Droid [1] 4+ 4+ Blaster Pistol (12",A1), CCW (A2) Hero G 20pts
Astro Droid [1] 4+ 5+ Electric Shock (CCW A1) Hero, Repair, Program H 25pts
Diplomat Droid [1] 5+ 6+ - Hero, Negotiate - 10pts
Utility Droid [1] 6+ 6+ - Hero - 5pts
Medical Droid [1] 5+ 6+ - Hero, Medical Training - 60pts
Assassin Droid [1] 3+ 2+ Blaster Rifle (24",A1), CCW (A1) Hero, Fearless, Relentless, Fast, Tough (3) I 110pts

A | Replace one Blaster Pistol and CCW: E | Upgrade Jetbike with: Special Rules
Heavy Blaster Pistol (12",A1,AP(1)) and CCW (A2) +5pts Light Blaster Cannon (24",A2,AP(1)) +10 pts Ion: If a target loses its last wound to an ion
Blaster Rifle (24",A1), CCW (A1) +5pts weapon, it is stunned. This weapon can also be
Replace one CCW: F | Upgrade with: fired as a Blaster (without the stun effect).
Vibroblade (A2, AP(1)) +5pts Light Repeating Blaster (24",A3) +5pts Blasters: All Blasters (except cannons) can be
Missile Launcher-pick one to fire: +10pts set to stun. See stun special rule.
B | Replace one Blaster Pistol and CCW: HE (48",A1,Blast(3)) Stun: If a non-vehicle model loses its last
Heavy Blaster Pistol (12",A1,AP(1)) and CCW (A2) +5pts AT (48",A1,AP(3),Deadly(3)) wound to a stun weapon, it is stunned.
Blaster Rifle (24",A1), CCW (A1) +5pts Blaster Cannon (24",A2,AP(2)) +10pts De-Ionize: once per turn, if within 2" of a
Replace one CCW: stunned model, remove the stunned status.
Vibroblade (A2, AP(1)) +5pts G| Replace one Blaster Pistol with: Repair: Once per turn, if within 2" of a vehicle
Blaster Rifle (24",A1), CCW (A1) +5pts with Tough, roll one die. On a 4+ you may
C | Replace any Blaster Pistol and CCW: repair one wound from the target.
Heavy Blaster Pistol (12",A1,AP(1)) and CCW (A2) +5pts H | Upgrade with: Negotiate: Once per turn, if within 2" of a
Blaster Rifle (24",A1), CCW (A1) +5pts Maneuver Jets (Strider) +5pts neutral model, roll one die. On a 4+ the
Replace one Blaster Pistol and CCW: neutral model's unit joins your side.
Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts I | Upgrade with any: Medical Training: This model and his unit get
Jet Pack (Ambush, Flying) +15pts the Regeneration rule.
D | Add up to one droid to the unit: Sniper Blaster Rifle (36",A1,AP(1),Sniper) +15pts Very Fast: This model moves 12" when using
Power Droid [1] 10pts Light Repeating Blaster (24",A3) +15pts Advance and 24" when using Rush/Charge
Combat Droid [1] 20pts Jetbike (Very Fast, Strider) +25pts
Astro Droid [1] 25pts
Diplomat Droid [1] 10pts
Utility Droid [1] 5pts
Medical Droid [1] 60pts

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