Darth Vader Scout Trooper: The Imperials
Darth Vader Scout Trooper: The Imperials
Darth Vader Scout Trooper: 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
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
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
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
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.
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
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
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
8 AR
5 3
6
AC
6 AR 4
18 Points
22 Points
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.
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
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
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
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!
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
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
8 AR
5 2
8 AR
5 2
31 Points 40 Points
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
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.
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 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.
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
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.
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.
8 AR
6 2
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.
8 AR
7 2
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.