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The Imperials
Darth Vader
AC RA CC ST T W CO12 7 8 6 6 4 8
AR 6Resilience (+2)EAS (2D10 save)
Light SabreUC8 (Dexterity UC7), RoA3, ST7,PM-1, Reach 1
Special RulesUnerring, Dexterity, Parry
Agile, Dodge, LeapExecution,Fear (1),Unwavering
214 Points
Agile - May move across terrain obstacles1 high without any movement penalty.
Dexterity - Reduce the use cost (UC) of allclose combat weapons by 1 action (AC).
Dodge - RA 1 and CC 1 to hit penalty. Noeffect against templates.
Execution May execute a friendly modelwithin command (CO) range to rally apanicked or terrified unit. Use 4 actions (AC).The target model is automatically removedas a casualty.
Leap Select direction. Move D10+5 for 5actions (AC). Full distance must be travelled.The leap may cross any intervening
obstacles no more than half the distancetravelled in height ((D10+5) 2). Maycharge into close combat. If the leapingmodel lands on another model, the victim willtake a hit at the leaping models basicstrength (ST) value. If the victim survives,place the model at the edge of the leapingmodels base.
AT-AT
AC RA CC ST T W CO
8 6 4 7 7 14 7
AR 7 Resilience (+2)
2 x Heavy Blaster Cannon
20/+1, 40/+0, 60/-1, ST8,2 Blast, Knock Prone
2 x Medium Repeating Blaster15/+1, 30/+0, 45/-1, RoA3, ST7
Special RulesVery Large ModelUnwaveringStomp Attack
397 Points
Stomp AttackVery large models with legs may makestomp attacks against small and mediumsized models within 1 of the stompingmodels feet. If a model declares a stompattack, all models, friend or foe, within 1 ofthe stomping models feet take a single hit atthe stomping models basic strength.The stomp attack has a use cost (UC) of 6actions (AC) and is treated as a close
combat attack.
Scout Trooper
AC RA CC ST T W CO8 5 5 4 4 1 5
AR 3
PistolUC4, 6/+1, 12/+0, 18/-1, ST5May be used in close combat.
23 Points
Stormtrooper
AC RA CC ST T W CO
8 5 5 4 4 1 5
AR 4
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
25 Points
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Stormtrooper
AC RA CC ST T W CO
8 5 5 4 4 1 5
AR 4
Light Repeat BlasterUC6, 10/+1, 20/+0, 30/-1, RoA 2,ST6
34 Points
StormtrooperSergeant
AC RA CC ST T W CO
9 6 5 4 4 1 6
AR 4
Blaster Rifle
UC4, 8/+1, 16/+0, 24/-1, ST5
35 Points
Sandtrooper
AC RA CC S T W CO
8 6 5 4 4 1 6
AR 4
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
30 Points
Sandtrooper Sergeant
AC RA CC S T W CO
9 6 5 4 4 1 6
AR 4
Blaster Rifle
UC4, 8/+1, 16/+0, 24/-1, ST5
35 Points
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Snowtrooper
AC RA CC S T W CO
8 6 5 4 4 1 6
AR 4
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
30 Points
SnowtrooperSergeant
AC RA CC S T W CO
9 6 5 4 4 1 6
AR 4
Blaster Rifle
UC4, 8/+1, 16/+0, 24/-1, ST5
35 Points
Crimson Guard
AC RA CC S T W CO
9 6 6 5 4 1 7
AR 5
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
Force Pike (Power Weapon)UC5, RoA 2, , ST6, DA 1, Reach1
Resilience Lvl1
58 Points
Unwavering: The Crimson Guardssole duty is to protect theirEmperor, and would willingly laydown their lives to do so, so areimmune to all CO tests.
Scout Trooper onSpeeder Bike
AC RA CC S T W CO
10 5 5 5 6 3 5
AR 5
Light Repeat Blaster
UC6, 10/+1, 20/+0, 30/-1, RoA 2,ST6PistolUC4, 6/+1, 12/+0, 18/-1, ST5May be used in close combat.
83 Points
Flying, 1 AC = 3 of movement.Move and Shoot Unit may moveand fire main weapon withoutpenalty.
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Imperial Army Gunner
AC RA CC S T W CO
8 5 4 3 3 1 6
AR 3
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
18 Points
Death Star Gunner
AC RA CC S T W CO
8 5 4 3 3 1 5
AR 4
Blaster Rifle
UC4, 8/+1, 16/+0, 24/-1, ST5
16 Points
Tripod MountedMedium Repeat
Blaster
AC RA CC S T W CO
6 2
AR 4
Medium Repeat BlasterUC7, 15/+1, 30/+0, 45/-1, RoA 3,ST7
22 Points
Crew Served Weapon Thisweapon needs a dedicated crew tofire.
Imperial Officer
AC RA CC S T W CO
8 5 4 3 3 2 7
AR 2
Pistol
UC4, 6/+1, 12/+0, 18/-1, ST5May be used in close combat.
43 Points
Inspiring Leadership: Any unit
lead by this model may roll 2D10when making a CO test, andchoose one dice as the result. Inaddition the unit may roll 2D10 onfailed panic tests and choose theresult.
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Probe Droid
AC RA CC S T W CO
8 4 2 3 5 1 4
AR 5
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
26 Points
ScannerCost 3AC, all models inunit gain +1RA, no ranged fire whistscanning.Self Destruct 2 ST 5
General Veers
AC RA CC S T W CO
10 6 5 3 4 2 8
AR 3
Blaster Rifle
UC4, 8/+1, 16/+0, 24/-1, ST5
70 Points
Inspiring Leadership: Any unit
lead by this model may roll 2D10when making a CO test, andchoose one dice as the result. Inaddition the unit may roll 2D10 onfailed panic tests and choose theresult.Armoured Combat Genius Anyarmoured vehicles within CO rangeof the character may add +1 to a
dice roll once per game.
Zero G Trooper
AC RA CC S T W CO
9 7 5 6 5 2 7
AR 7Resilience +2EAS (2D10 save)
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5Grenade LauncherUC6, 10/+1, 20/+0, 30/-1, RoA 2ST6 Indirect, 2 Blast, Knock Prone.Proton Torpedo Launcher(oneshot weapon)UC5, 15/+1, 30/+0, 45/-1, RoA 2ST6 PM -2, 2 Blast, Knock Prone.
112 Points
AT-ST
AC RA CC S T W CO
10 6 4 6 6 5 6
AR 5 Resilience 2
Medium Repeat Blaster
15/+1, 30/+0, 45/-1, RoA 3, ST7Grenade Launcher10/+1, 20/+0, 30/-1, RoA 2 ST6Indirect, 2 Blast, Knock ProneSmoke Launcher5/+1, 10/+0, 15/-1, RoA 3 ST6Indirect, 3 Smoke Template
139 Points
Walker: 1 AC per 90 turn (or part
thereof), may turn 45 for every 1moved, may step over objects up to1/3 its height.Quick Move: 1AC = 1 Movement.
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The Rebels
Rebel Fleet Trooper
AC RA CC ST T W CO
8 5 5 4 4 1 7
AR 2
Light Repeat BlasterUC6, 10/+1, 20/+0, 30/-1, RoA 2,ST6
40 Points
Rebel Fleet Sergeant
AC RA CC ST T W CO
9 6 5 4 4 1 7
AR 2
Blaster PistolUC4, 8/+1, 16/+0, 24/-1, ST5May be used in Close Combat
33 Points
Rebel Fleet Trooper
AC RA CC ST T W CO
8 5 5 4 4 1 7
AR 2
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
31 Points
Rebel Fleet Trooper
AC RA CC ST T W CO
8 5 5 4 4 1 7
AR 2
Blaster Pistol
UC4, 8/+1, 16/+0, 24/-1, ST5May be used in Close Combat
31 Points
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Rebel Commandos
AC RA CC ST T W CO
8 6 6 4 4 1 7
AR 2
Blaster PistolUC4, 8/+1, 16/+0, 24/-1, ST5May be used in Close Combat
37 Points
InfiltratorsUnit may not exceed 6 figures.May not be deployed within 10 ofenemy unit on in LOS.If both units have Infiltrators roll a
D10, lowest score deploys first.
Rebel CommandosAC RA CC ST T W CO
8 6 6 4 4 1 7
AR 2
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
37 Points
Infiltrators
Unit may not exceed 6 figures.May not be deployed within 10 ofenemy unit on in LOS.If both units have Infiltrators roll aD10, lowest score deploys first.
Rebel Commandos
AC RA CC ST T W CO
8 6 6 4 4 1 7
AR 2
Light Repeat BlasterUC6, 10/+1, 20/+0, 30/-1, RoA 2,ST6
46 Points
InfiltratorsUnit may not exceed 6 figures.May not be deployed within 10 ofenemy unit on in LOS.If both units have Infiltrators roll a
D10, lowest score deploys first.
Rebel CommandosSergeant
AC RA CC ST T W CO
9 7 6 4 4 1 7
AR 2
Blaster PistolUC4, 8/+1, 16/+0, 24/-1, ST5May be used in Close Combat
43 Points
Infiltrators
Unit may not exceed 6 figures.May not be deployed within 10 ofenemy unit on in LOS.If both units have Infiltrators roll aD10, lowest score deploys first.
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Rebel Commandos
AC RA CC ST T W CO
8 6 6 4 4 1 7
AR 2
Heavy Blaster PistolUC6, 6/+1, 12/+0, 18/-1, RoA 1,ST6 May be used in close combat.
33 Points
InfiltratorsUnit may not exceed 6 figures.May not be deployed within 10 ofenemy unit on in LOS.If both units have Infiltrators roll a
D10, lowest score deploys first.
Rebel Fleet Trooper
AC RA CC ST T W CO
8 5 5 4 4 1 7
AR 2
Heavy Blaster Pistol
UC6, 6/+1, 12/+0, 18/-1, RoA 1,ST6May be used in close combat.
32 Points
Rebel Trooper onSpeeder Bike
AC RA CC S T W CO
10 5 5 6 6 3 7
AR 3
Light Repeat BlasterUC6, 10/+1, 20/+0, 30/-1, RoA 2,ST6PistolUC4, 6/+1, 12/+0, 18/-1, ST5
May be used in close combat.
88 Points
Flying, 1 AC = 3 of movement.Move and Shoot Unit may moveand fire main weapon withoutpenalty.
Han Solo
AC RA CC ST T W CO
10 8 8 6 5 3 8
AR 1
Modified Heavy Blaster Pistol
UC6, 6/+1, 12/+0, 18/-1, RoA 1,ST6 PM -1May be used in close combat.Dodge, Evade
105 Points
Infiltrators
Unit may not exceed 6 figures.May not be deployed within 10 ofenemy unit on in LOS.If both units have Infiltrators roll aD10, lowest score deploys first.Great LeaderHan (whether helikes it or not) is an inspiration to hismen, a born leader and a greattactician; he inspired his men to
great things. Any unit with LOS ofHan can re-roll a failed morale test.
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Princess Leia
AC RA CC ST T W CO
8 5 5 4 4 3 8
AR 1
Blaster PistolUC4, 8/+1, 16/+0, 24/-1, ST5May be used in Close Combat
May replace Blaster Pistol with
Blaster Rifle before deployment forno cost.Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5Dodge, Evade
79 Points
InfiltratorUnit may not exceed 6 figures.May not be deployed within 10 ofenemy unit on in LOS.If both units have Infiltrators roll a
D10, lowest score deploys first.Inspiring Leadership: Any unitlead by this model may roll 2D10when making a CO test, andchoose one dice as the result. Inaddition the unit may roll 2D10 onfailed panic tests and choose theresult.
R2-D2
AC RA CC ST T W CO
6 4 4 4 5 2 8
AR 1
Welder(Power Weapon) UC 4,ST5, Dam 1
Smoke Generator (One shotweapon) 3 Template (forwards)
Dodge
Small Model
58 Points
Tech A model with tech ability is
able to use technological trainingand skill to open secure doors orachieve specific scenarioobjectives. Once per turn anEngineer may try to use this skill for6AC, and must make an unmodifiedCO test to complete his task.
Echo Base Trooper
AC RA CC ST T W CO
8 6 6 4 4 1 7
AR 2
Blaster RifleUC4, 8/+1, 16/+0, 24/-1, ST5
32 Points
Echo Base Sergeant
AC RA CC ST T W CO
8 7 6 4 4 1 7
AR 2
Blaster Rifle
UC4, 8/+1, 16/+0, 24/-1, ST5
39 Points
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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, ridingin or within CO range of the character on foot may add +1 to a dice roll onceper game.
Tactical Genius (10 Points) Army General OnlyThe army General has gained a reputation over the years for second
guessing his opponents, no trick catches him out and somehow he alwaysseems to know what is happening next. At the start of the game, and oneach subsequent turn the General may add +1 to his initiative roll.
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, ST6May 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.
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 fortheir 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 amedium teardrop template in front of the Jedi, any figure caught in theLightning storm takes a ST 6 hit and is Knocked Prone.
UC 5Level 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 theunnatural tempest and become deadly weapons. As he stand in the centreof the maelstrom Jedi is not affected, but all figures standing within a 4 blastradius take a ST 4 hit and are knocked prone.
UC 8Level 6