rebel scum a star wars miniatures game

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Rebel Scum Groundscale: 1 Tabletop Inch=10 real life meters The Statline: M WS BS S T W I A LD Int CL WP Human 4 3 3 3 3 1 3 1 7 7 7 7 Gamorrean 4 4 2 3.5 4 1 2 1 7 5 6 6 Bothan 5 3.5 3.5 3 3 1 5 1 7 8 8 7 Combat Characteristics: (Red) M: How fast (in inches) the model moves in inches. WS: How skilled in close combat the model is BS: How skilled in ranged combat the model is S: How strong the model is T: How tough the model is W: How much damage the model can take before being removed from the table I: How opportunistic and reactive the model is A: How many attacks the model can make in close combatants Personal Characteristics: (Blue) LD: Leadership, used for morale tests Int: Intelligence, how smart the model is CL: Cool, how the model can handle being under pressure WP: Used for resisting effects and the abilities of other models In these examples, you have the Human (the most common stat line you will run into), the Gamorrean, and the Bothan. You will notice immediately that the Bothan is much faster and more reactive than the Human and the Gamorrean, with the Gamorrean being the slowest of the 3. The Gamorrean makes up for its poor personal characteristics by being the strongest and toughest of the 3. Half-point Characteristics: These all have different meanings. If in the Movement stat (ex 4.5) it merely means the model moves ½ inch extra as opposed to only 4. For example, a model could have S3.5 and T3.5. This means that whenever it is hit by a Str 3 weapon, it is considered T4, but when a Str 4 weapon hits it, the model is considered T3. Same with it having Str3.5, it wounds T3 on a 3+ but T4 on a 5+. WS works in the exact same way. For BS, if a model has BS3.5, then if it moves, then it is considered to have BS3, but if it moves half its M or less or doesn't move then it is considered to have BS4. Models with a M with a half statistic move what the normal number is but will run an additional inch. So for example, a model with M4.5 will move 4 inches but run 9. (.5x2 is 1) However characteristics still can't go above 10, except for LD, Int, CL, and WP which can go up to 12. These 3 statistics do not have half point increments, however. Wounds and Attacks have no maximum, nor do they have half point increments. Point values ending in .5 (for example 6.5) are also common. This means a squad of 4 models with a point cost of 10.5 each is 42 points. However, if an army is 500.5 points and the max is 500, round down to 500.

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A fan-made Star Wars Miniatures ruleset. Very much a rough draft and a work in progress!New: Still editing to try and make things more clear. Have added Ewoks and Large Humanoids (Ogres) as playable races. Also note some changes in vehicle damage charts. Enjoy! Also check out the new, edited wargear. Has more balancing done. ------Old: 1.5- I've just fixed up some random stuffs. : )Old: 1.4 has been created!The new vehicle rules are a pleasant combination of the cinematic 2nd edition 40k rules and the original Rogue Trader rules, in my opinion anyway! : PHave clarified some random stuff.Droids have been added! ------Old: 1.3 has added a few of the most famous races of Star Wars. This means that you can now make all kinds of armies. Heck, you can have Wookiees go fight against Humans with muskets! -----Note that none of the pictures are mine. Thanks!

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Page 1: Rebel Scum a Star Wars Miniatures Game

Rebel ScumGroundscale: 1 Tabletop Inch=10 real life meters

The Statline:M WS BS S T W I A LD Int CL WP

Human 4 3 3 3 3 1 3 1 7 7 7 7

Gamorrean 4 4 2 3.5 4 1 2 1 7 5 6 6

Bothan 5 3.5 3.5 3 3 1 5 1 7 8 8 7Combat Characteristics: (Red)M: How fast (in inches) the model moves in inches.WS: How skilled in close combat the model isBS: How skilled in ranged combat the model isS: How strong the model isT: How tough the model isW: How much damage the model can take before being removed from the tableI: How opportunistic and reactive the model isA: How many attacks the model can make in close combatantsPersonal Characteristics: (Blue)LD: Leadership, used for morale testsInt: Intelligence, how smart the model isCL: Cool, how the model can handle being under pressureWP: Used for resisting effects and the abilities of other models

In these examples, you have the Human (the most common stat line you will run into), the Gamorrean, and the Bothan. You will notice immediately that the Bothan is much faster and more reactive than the Human and the Gamorrean, with the Gamorrean being the slowest of the 3. The Gamorrean makes up for its poor personal characteristics by being the strongest and toughest of the 3.

Half-point Characteristics:These all have different meanings. If in the Movement stat (ex 4.5) it merely means the model moves ½ inch extra as opposed to only 4.For example, a model could have S3.5 and T3.5. This means that whenever it is hit by a Str 3 weapon, it is considered T4, but when a Str 4 weapon hits it, the model is considered T3. Same with it having Str3.5, it wounds T3 on a 3+ but T4 on a 5+. WS works in the exact same way. For BS, if a model has BS3.5, then if it moves, then it is considered to have BS3, but if it moves half its M or less or doesn't move then it is considered to have BS4. Models with a M with a half statistic move what the normal number is but will run an additional inch. So for example, a model with M4.5 will move 4 inches but run 9. (.5x2 is 1)However characteristics still can't go above 10, except for LD, Int, CL, and WP which can go up to 12. These 3 statistics do not have half point increments, however. Wounds and Attacks have no maximum, nor do they have half point increments. Point values ending in .5 (for example 6.5) are also common. This means a squad of 4 models with a point cost of 10.5 each is 42 points. However, if an army is 500.5 points and the max is 500, round down to 500.

Page 2: Rebel Scum a Star Wars Miniatures Game

Playing a Game of Rebel Scum1. Choose a points value to play at and construct lists.2. Choose a Commander from your list of personalities. Then roll a d6 and add your Commander's

LD. Whoever has the higher score may choose to go first or second.3. Roll up a Scenario (optional except in tournament games)4. Set up terrain for the game. Do this however you see fit, according to the scenario.5. Choose one mission and then randomly determine another, both in secret. Make sure your

opponent doesn't see them. Write them down on the back of your army list.6. Set up your armies, with the player going first setting up his units first.7. The first player is considered to have Initiative in the first turn, read more about the dynamics of

a turn below:

1. Night FightAll models get a -1 to hit. Firing at long range gives a further -1 to hit. You may choose to re-roll this scenario.

2. Space BattleEvery turn, each player rolls a d6. On a 6, a ship crashes on the battlefield. Roll 6d6 and a scatter away from the center of the board, a hit reduces the scatter by 6" but still use the arrow. Roll 2d6” for diameter of the blast, this is also the strength of the blast, although the max Str is 10. Any model over the center is automatically killed but all others take a hit that does d6 wounds.

3. Attacker and Defender Designate one player as an attacker and give him the Blitz mission card, and give the defender the Hold the Line mission card as their “random”. The attacker is the winner if one or more squads with at least 50% strength are inside the defender's deployment zone. On the other hand, the defender wins if no enemy models are in the deployment zone, or if the enemy models are at less than 50% unit strength

4. Pitched BattleThis is a 'normal' battle, just using Victory Points to determine the victor. If you wish, you may place d3 objectives that are worth +50 VP.

5. Dawn PatrolThe first turn, use Night Fighting. Ever turn after that, roll a d6. On a 5+, no longer use Night Fighting. Add +1 to the roll every turn after this.

6. Pitched BattleThis is a 'normal' battle, just using Victory Points to determine the victor. If you wish, you may place d3 objectives that are worth +50 VP.

Mission Cards:1. Engage and DestroyEach enemy squad eliminated: +25 VPEach enemy vehicle eliminated: +50 VPEach enemy character eliminated: +50 VP

2. Secure the CenterIf at least one friendly unbroken model is within 3" of the center of the board at the end of the game, +150 VP

3. BlitzHave at least one unbroken squad at 50% in an opponent's set up area: +150 VP

4. Guerilla TacticsEach 10 models eliminated by shooting: +50 VPEach enemy vehicle damaged or destroyed within 24" of your set up zone: +50 VP

5. AssassinationEnemy HQ wounded: +25 VPEnemy HQ Slain: +100 VP

6. BlitzHave at least one unbroken squad at 50% in an opponent's set up area: +150 VP

7. ProtectSecretly nominate one squad in your army, if it survives with at least 50% of its starting size then +100 VP

8. Engage and Destroy Each enemy squad eliminated: +25 VPEach enemy vehicle eliminated: +50 VPEach enemy character eliminated: +50 VP

9. Hold the LineNo unbroken enemy squads or fully operational vehicles within 24” of your board edge: +250 VP

10. Engage and Destroy Each enemy squad eliminated: +25 VPEach enemy vehicle eliminated: +50 VPEach enemy character eliminated: +50 VP

11. AssassinationEnemy HQ wounded: +25 VPEnemy HQ Slain: +100 VP

12. Engage and Destroy Each enemy squad eliminated: +25 VPEach enemy vehicle eliminated: +50 VPEach enemy character eliminated: +50 VP

Page 3: Rebel Scum a Star Wars Miniatures Game

The Dynamics of a Turn:Roll for Initiative: All players roll a D6 and add the result to their commander's LD. Whoever wins is considered to have the Initiative and may choose to go first or second in the turn. (Ignore this for the first turn). Ties are resolved with whoever had didn't have initiative last turn gaining it this turn.

During each turn: 1.Player with initiative orders off table support( reserves.)2. Player with initiative activates his/her first unit3. Player with initiative gives actions to his/her first activated unit and then passes to the next player4.Second player follows steps 1-3.5.First player activates another unit and gives it orders, then passes6.Second player activates another unit and then gives it orders, then passes7. Continue 5-6 until both players have run out of units.8.Turn ends, roll for initiative again for the next turn.

Reserve Rolls:Not all units have to be placed on the table. Some may be kept in reserve and may come onto the table later. Roll a d6 for each unit in reserve, on the proper roll it will come on the board on your board side. Move it onto the table using the unit's M, this is considered to be its first action.1st turn: Not available2nd turn: 5+3rd turn: 4+4th turn: 3+5th turn: Automatically enter

Actions: Each unit has 2 Action Points which it may spend on actions. Some actions cost different amounts of points. Move: 1 APShoot: 1 APAssault: 1 APReady: 1 APRun: 2 APRally: 2 APClose Combat: 2 AP

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Move:The unit moves up to its M stat. It must end with at least an inch gap between it and any enemy units.Splitting Up: Before it officially moves, you may choose to split the unit into 2 halves. The 2 new units may move up to half of their Movement.Unit Coherency: Unit coherency is 2 inches and a unit must end its move within coherency. Some units fight in Dispersed Formation, their coherency is 4”. Units that were originally split in half that come within 2 inches of the other half will form into a unit. Any status effects (such as Fear, Confusion) are not transferred unless the half that had it was bigger. Any model not within coherency at the end of the turn is Confused.Terrain: Difficult Terrain: The unit moves at ½ of its Movement. (i.e. rubble, jungle, thick forest)Very Difficult Terrain: The unit moves at ¼ of its movement. (i.e. water, swamp)Dangerous Terrain: Can be either Difficult or Very Difficult. Roll a d6 for each model moving through dangerous terrain, on a 1 it must take an armor save. Impassable Terrain: Walls, cliffs. A squad must move around impassable terrain.

Disembarking from a moving Vehicle: When a unit disembarks from a vehicle moving more than 4”, it takes a hit equal to the vehicle's movement-4. So disembarking from a vehicle moving 9” will result in the unit all taking Str5 hits.

Falling:If a model falls from a building or anything else, it takes a hit with a strength equal to the length of the fall minus 1. So a fall from 5” will result in a Str4 hit. Every inch after 11” adds another hit.

Run:The unit moves up to double its M stat. A unit wishing to run may not be given any other actions in the turn and may only use this as its only action.

Rally:Whenever a unit is falling back, it must use this action. A unit suffering from a status effect (like Fear or Confusion) may also use this action to attempt to get rid of its condition. When rallying, the unit must take a LD test (or a CL test if attempting to get rid of a status effect). It may use its Commander's LD instead of its own if the Commander is within X”, with X” being its commander's LD stat. Units who are Broken may not Rally unless within Command Range.

Ready:The unit may either:

1. Take advantage of cover. This next turn, enemies firing subtract an additional BS when firing at this unit, provided it is already in cover.

2. Get +1 BS during the next Shoot action provided the unit does not move and it is against an enemy it previously shot at. If a Ready action is used as the unit's second action, then the unit may use its first action next turn to Shoot.

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Shoot:A unit may not use Shoot as its first action of the turn unless it used a Ready Action as its last action during the last turn.BS 1 2 3 4 5 6 7 8 9 10

6 5+ 4+ 3+ 2+ 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+Disallowed Shooting:Unless otherwise noted in their rules, models can't fire into close combat.Splitting FireModels with a Special or Heavy Weapon may fire at a different enemy than the rest of a squad.Firing at Short Range: At this range, you get +1 or -1 to the d6 roll when rolling to hit crew against open-topped vehicles and you may choose where to hit against other vehicles.Cover: Soft Cover: Less than 50% of the model is coveredHard Cover: More than 50% of the model is coveredFortified Cover: Hard Cover, and gives +1 to the model's armor save

BS Modifiers: Before rolling to hit, add these modifiers to your unit's shots.+.5: Target unit did not move last turn+/-X: Short/long to-hit modifiers-1: Target is in soft cover-2: Target is in hard cover-1: Firing at a model that moved 10” or more last turn-2: Firing at a model that moved 20” or more last turn-1: Firing at long range and the unit firing has moved-1: Firing from a platform moving at higher than Slow speed.-1: Unit has gone to ground-1: Suppressing fire

Hitting on a 7+Rarely, combined modifiers will make it so that the model will hit on a 7 or higher. 7 8 9 10+

6/4+ 6/5+ 6/6 ImpossibleThis means that you must roll a 6 to hit, and then the number afterwards. Hitting on a 7 means the model must roll a 6 to hit, and then above a 4!

Suppressing Fire: You may elect to have a unit use suppressing fire. The target unit must take a test on its Cool with a + modifier equal to the amount of wounds dealt. A unit failing this test is considered Suppressed and must either fall back to cover or move as if in difficult terrain. If the unit is already in cover, it may not move. The unit becomes WS, BS, and I 1 until it rallies.

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Assault:When the assault counter is flipped up, you must declare a unit that you want to charge. If the unit is within your unit's move distance+1”, move your unit into base contact. If there are no units within charge distance, your unit may move up to half of its M.

Close Combat:When two units are in base to base contact, they are considered to be in Close Combat. They use their WS instead of BS to fight. The fighting order is determined by Initiative, with the higher Initiative fighters going first. Ties have both sides go at the same time. Models who Assaulted get +1 Initiative on the turn that they moved into base contact. Instead of hitting purely based on WS, there is a chart that determines your to-hit score. The Y axis is the attack, with the X axis (horizontal) being the defender. WS 1 2 3 4 5 6 7 8 9 10

1 4+ 4+ 4+ 5+ 5+ 6+ 6+ 7+ 7+ 8+

2 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+ 7+ 7+

3 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+ 7+

4 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+

5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+

6 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+

7 2+ 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+

8 2+ 2+ 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+

9 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 4+ 4+

10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 4+

Combat Modifiers for To-Hit Score+1: Unit assaulted this turn+1: Unit charged down hill+1: Hate the enemy unit+2: Unit is frenzied-1: Unit assaulting a fortified position-1: Fighting with an Improvised Weapon

Determining who won Combat:At the end of the round, you must determine Combat Resolution to see who won. Basic combat resolution is 0, combined with the below:+1: For each model killed+1: Unit charged this turn+1: Outnumbering the enemy-1: Fear the enemy unitNext, take the Combat Resolutions, with the loser taking a LD test with a modifier to the die roll equal to the difference. If it was a tie, then nothing happens and the combat continues.

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The Killzone:A model can attack any enemy model within base contact. If it kills all opposing models, it may make a consolidation move of its movement divided by 2. It may consolidate into enemy models from the unit it charged and continue the combat, or it may move away.In some instances, there will be a gap between sides where neither side will be able to attack the enemy. In this case, both sides may consolidate up to half their movement, with the side that has the initiative this turn consolidating first. It may consolidate into the same unit it was in combat with, starting a new combat. It does not count as charging.

Breaking Off:A unit may wish to break off of combat by taking a LD test. If passed, the unit is considered to be Routing. Their opponents may choose to either stay or to attempt a Sweeping Advance

Sweeping Advance:Pursuit distance for winners is M+D6. Any enemies in BtB contact are automatically killed.

ConsolidationThe winners may move up to their M value . Models riding vehicles may move up their current movement and may decelerate but not accelerate.

Impact Hits:Whenever a vehicle comes into contact with a squad or moves through a squad, each model that would be hit takes an I test, getting +1 to the roll if the vehicle is moving fast. A failure means that the model takes an impact hit. The strength of the hit is equal to the vehicle's class, which you will find on page 9 Add 1 to the Str if the vehicle is moving fast.

Impact hits are always dealt at Initiative 10. Whenever monstrous infantry/ creatures go into combat with an enemy, they deal Impact Hits to all enemy models in base contact with a strength equal to their toughness.

In close combat, use the below chart for determining armor save modifiers.Strength 3 or less 4 5 6 7 8 9+

ASM 0 -1 -2 -3 -4 -5 -6This means that a Wookiee (Str4) with an Axe (Str+1) would be Str5 in combat, which gives a -2 save modifier, more than enough to hack through Stormtroopers with ease!

Multiple Hand Weapons:A model with multiple hand weapons gets an additional Attack. You may split attacks between the hand weapons as you see fit.

Ranged Close Combat Weapons:These may be fired when a unit declares a charge, but before they move into base contact. Ranged close combat weapons may be fired in combat but roll to hit as if firing with Weapon Skill. These attacks also suffer a -1 modifier to hit.

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Weapon Profiles Explained:Range To-Hit Str ASM Dmg ROF Designation Tech Other

Short Long S L S H C T

Blaster Rifle 0-12 12-24 +1 3.5 -1 1 1 E 6

BowcasterSustained:Maximal:

0-80-8

8-208-16

+1+2

-1-1

36

-1-2

1D2

21

EE

6

Blaster Pistol

0-8 8-16 +2 -1 3 -1 1 1 x E 5

Blaster Carbine

0-8 8-20 +1 -1 3 -1 1 2 x E 6 Sustained Fire 1

Light Blaster Cannon

0-18 18-36 5 -2 D2 3 x 1 E 6 Suppressing

Sword 1 Hand Weapon As user As user 1 x H 4 6+ combat save

Range: All weapons (excepting melee weapons) have a short and long range. Measure range from the firing model to the enemy unit. This coincides perfectly with the next stat: To-Hit.To Hit: Based on the range bracket the model is to the target, you may get a + or – modifier to your ballistic skill. The Blaster Pistol is great in close range but near useless at long range!Str: How strong the weapon is.ASM: Armor Save Modifier. If the weapon wounds, the opposing model must take an armor save with a modifier according to the ASMROF: Rate of Fire, how many shots the weapon can fire in a turn. Most weapons may fire once, but heavier weapons or close assault weapons can fire multiple times.Designation: S=Slow. A weapon with this designation cannot move and fire. H=Heavy. A model carrying this weapon suffers a move modifier equal to the number listed. C=Combat. This weapon can be used in close combat. If a ranged weapon, it can fire before charging. T=Tech. E means Energy, P means Projectile, H means Heat, C means Chemical, H means Hand WeaponTech: The minimum Int requirement to use the weaponOther: Additional special abilities, etc. Multiple Shots is the most common. A weapon can only fire Multiple Shots every other turn, and suffers a -1 to hit penalty when doing so. When firing multiple shots, add X, where X is the number after. For example, a Blaster Carbine would fire 3 shots. The sword grants a 6+ combat save, which may be taken in addition to the model's armor save.

SavesThere are two (but in reality, three) different types of saves. The armor save is the most common and of course is granted by wearing armor and can be used in any situation. For example, Light Armor grants a 6+ save. Then there are the Ranged and Melee Defense saves. These may only be used in the proper situation. This means a Melee Defense save can only be used in close combat. Both types of saves have their advantages. Armor saves can be used regardless of situation but can have their save reduced by ASM's, whereas Melee/Ranged defense saves can only be used in the proper situation but are rarely ever reduced.You may take both saves if they are applicable, but defense saves are taken before armor saves.

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VehiclesSpeed CP AV EQ W

Slow Combat Fast Front Side Rear

Speeder Bike 1-12 24 48 1 pilot+1 crew

10 9.5 8.5 1 1b

AT-ST 3 6 10 2 13 12 11 3 5

Light Tank 5 10 20 4 13 12 11 4 5Speed: How fast the vehicle is. There are 3 different speeds: Slow, Combat, and Fast. AV: Armor value. How hard the vehicle is to hurt. CP: Capacity. This includes the pilot which is a mandatory purchase for the vehicle. EQ: Equipment points. Vehicles can be equipped with a variety of equipment, like targeters, ejector seats, and force fields.W: Weapons. Basic Weapons take up 1, Heavy Weapons take up 2 slots.

Vehicle MovementVehicles have 3 different speeds: Slow, Combat, and Fast. At the beginning of the game, vehicles start at slow speed. At the beginning of any movement phase, you may shift between any adjacent speed. This means that a vehicle can go from combat to fast, or slow to combat, but not fast to slow. The numbers listed are the maximum move for each speed. Note that the speeder bike has the slow speed of 1-12, meaning it must always move at least 1 inch.At Slow speed, vehicles get +1 on their to-hit scores. Vehicles moving at Fast speed may not fire.

Firing at VehiclesWhen shooting at vehicles, roll to hit as normal. After hitting, roll to see where you have hit. When firing at short range, you may choose where to hit in lieu or rolling to see where you have to hit. Closed Vehicle Close Vehicle

with TurretClosed Vehicle w/ Multiple Turrets

Open Topped Vehicle

Scout Vehicle Flier/Hoverer

1-2: Movement 1-2: Movement 1-2: Movement 1-2: Movement 1: Movement 1-2: Movement

3: Weapon 3-5: Hull 3-4: Hull 3-4: Hull 2-4: Hull 3-5: Hull

4-6: Hull 6: Turret 5-6: Turret 5: Weapon 5-6: Crew 6: Weapon

6: Crew

Movement: Tracks/Wheels/Flier/Hoverer: AV is equal to side armor. Legs have AV equal to front armorHull: See appropriate AV on the vehicle, and the appropriate damage chart. Turret: Hits the turret of the vehicle. If multiple turrets, randomize hits. +1 AV of the front AV.After finding the hit location, you must roll to penetrate the vehicle's armor.Penetrating AV:The basic formula for penetrating a vehicle is the strength of the weapon+d6. Roll a d8 instead if the weapon is Heavy, and roll a d8+d2 if the weapon is a missile or grenade. If the weapon's damage is greater than 1, add this to the roll as well. Powerful weapons like the Heavy Blaster Cannon, which does d6 damage, will roll 8.5+D8+D6 when rolling to penetrate.

If the total is greater than the vehicle's armor value, then the weapon penetrates the vehicle's armor. Roll a d6 (a d8 if the hull) and check the appropriate table for the effect of the weapon. If the difference of the total and the vehicle's armor facing is greater than 1, then add the difference to the roll.

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Glancing: If the number rolled is equal to the vehicle's armor, it glances. Roll on the appropriate damage chart but only roll a d4 instead of the required dice.Hull Damage: Tanks Hull Damage: Scout Vehicles Hull Damage: Transports1: Pilot tests for confusion 1: Pilot tests for confusion 1: Pilot tests for confusion

2-4: Pilot tests for confusion. -1 AV and +1 to rolls on this chart from now on.

2-3: Pilot is confused, vehicle goes out of control

2-3: Pilot tests for confusion. -1 AV and +1 to rolls on this chart from now on.

5: Hull weapon destroyed. If no Hull Weapons, see 2-3

4-5: As 2-3, and +1 to rolls on this chart from now on

4: Hull weapon destroyed. If no Hull Weapons, see 2-3

6: Pilot hit. -1 AV and +1 to rolls on this chart from now on.

6: As 4-5, and the engine cuts out and the vehicle crashes on a 2+ on a d6.

5: d3 transported models must pass an armor save or take d2 wounds. -1 AV

7: Vehicle Wrecked 7: Vehicle wrecked, goes out of control and crashes

6: Pilot hit. -1 AV and +1 to rolls on this chart from now on.

8+: Critical Hit 2 8: Vehicle goes out of control, crashes with a Critical Hit 1

7: Vehicle Wrecked

8+: Critical Hit 2

Track Damage Table Turret Damage Table

1:Vehicle can only move at Combat or slower 1-2: Weapon damaged, may only fire on a 4+ on 1d6

2:-4 Vehicle can only move at slow speed 3: Weapon destroyed, turret crew killed on a 4+

5: Track destroyed, vehicle goes out of control and cannot move any more

4-5: Weapon destroyed, turret crew killed

6: Track explodes, vehicle flips d6”+ scatter die. Models underneath take d6 Str X Dam d3 hits. All models inside the vehicle die and the vehicle is destroyed. On a 4+ on 1d6, the vehicle takes a Critical Hit 1. (2 if it is a tank)

6: Turret destroyed, flies 2d6”+scatter. Any models underneath take d3 Str9 Dam 2 hits. All crew inside are killed and the vehicle is wrecked. The vehicle takes a Critical Hit 1 on a 4+ on 1d6

Leg Damage Table Wheel Damage Table Flier/Hoverer Engine Damage

1:Vehicle can only move at Combat or slower

1-2: Vehicle can only move at Combat or slower

1-2: Vehicle can only move at Combat or slower

2-4: Vehicle can only move at slow speed 3-4: Vehicle can only move at slow speed and will go out of control on the roll of a 3 or less on 1d6

2-3: Can only move at slow speed for rest of the game

5: Vehicle can only limp d3”. Further hits result in a 6.

5: Wheel destroyed, the vehicle goes out of control and is immobilized next turn. +1 to this chart from now on.

4-5: Engine cuts out, vehicle goes out of control and crashes.

6+: Leg destroyed, vehicle falls using scatter die. Models underneath take d6 Str X Dam d3 hits. All models inside the vehicle die and vehicle is destroyed. On a 4+, the vehicle takes a Critical Hit 1.

Wheel destroyed, vehicle 6: Fuel explodes, killing all crew. The wreck goes out of control and crashes, taking a Critical Hit 1.

Going out of Control:Whenever the pilot of the crew becomes Confused or you are explicitly told the vehicle goes out of control, roll a d6 and consult a clockface. 1=10, 2=11, 3-4=12, 5=1, 6=2. You then move the vehicle in that direction at the speed it was going.

Critical Hit X: The vehicle explodes Xd6, and any model within that area takes a hit as if the vehicle rammed.

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Vehicle Rams and Explosions:A model hit by a vehicle when it is ramming/dealing impact hits or exploding will take a hit equal to what is listed on the below chart:

Scout Vehicle Small Medium Large Superheavy

Strength 4 6 7 8 9

Damage 1 D2 D3 D6 D12

If the vehicle is moving at Fast speed, add 1 to the Strength of the Ram.

Speed Modifiers:Fliers, Hoverers, and Scout vehicles gain a 5+ ranged and combat defense save when moving fast.

Ramming other Vehicles: Whenever a vehicle comes into contact with another vehicle, both vehicles take an impact hit equal to the other vehicle's class. This means a large vehicle has little to fear from ramming a small vehicle, but ramming a super heavy might seem a bit rash!

Crashing: Whenever a vehicle crashes or moves into a piece of hard terrain, the ground, or another vehicle, all parts of the vehicle (excepting turrets) take an impact hit equal to its class. (See Vehicle Rams and Explosions) If the crew is not killed when the vehicle crashes, they will also take an Impact hit at the same strength.

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Psychology:Morale Checks: Whenever a unit takes 25% casualties, it must take a morale test. Roll 2d6, if it is equal to or lower than the model's LD score, it passes. Otherwise, it fails. There are 3 levels of routing.

1. Falling Back: The unit fails its LD check by 1 point. It falls back using its M to the nearest piece of cover as its next action. It may rally after that.

2. Routing: Unit fails its LD check by 2-3 points: It falls back using its M+D6 to the nearest piece of cover as its next action. It may rally after that.

3. Shattered: Unit fails its LD check by 4+ points: It falls back 2D6 to the nearest board edge and may only rally if within a Commander's command radius. It suffers a permanent -1 to all of its Personal Characteristics and will Fear any enemy model.

Psychological Effects:Whenever a unit must test for these following effects, it does so using its Cool. As with moral checks, you must roll 2d6.

Confusion:The unit is disoriented and suffers -2 to all of its personal characteristics. It may do nothing during the next phase and must be rallied by a commander.Fear:The unit fears the enemy and has a -1 to hit penalty both at range and in close combat against foes it fears. Frenzy: The unit ignores all psychological and morale effects after going into Frenzy (except Frenzy), even effects that it was suffering from beforehand. A unit with Frenzy gets +2 to hit in CC and must move towards the enemy and assault if able.Hate: A unit gets +1 to hit at both at range and in close combat against foes it hates.Suppressed: When suppressed, the unit must either fall back to cover or move as if in difficult terrain. If the unit is already in cover, it may not move. The unit becomes WS, BS, and I 1 until it rallies.

Non-Vehicle Unit Classifications:There are several different categories that go into classifying a model type to make it more convenient.Size: Small: A unit firing at a Small model gets -.5 BSMedium: No benefits/drawbacksLarge: A large model takes up 2 models to transport and causes an Impact Hit when chargingMonstrous: Models get +1 to their to-hit score against Monstrous models. In addition, Monstrous models never count as fighting with improved weapons and cause Fear and do d6 Impact Hits.

Unit Type: Biological: No inherent drawbacks/benefitsCyborg: Can only run using movement x1.5, suffers from psychology only if you fail a d6 roll of 4+. Cyborgs may rally.Droid: Cannot run, but does not suffer from psychological effects and cannot Rally.

Unit Class: Infantry: This class can take Objectives during games. Virtually all units are infantyCreature: Creatures do not take objectives and cannot RallyPersonality: To be detailed on the next page.

Unit Class Subtype:Bodyguard: If a personality model within 3” is hit, this model may take the wound instead.

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Special Abilities and Additional Rules TextPersonalities: Personalities are famous individuals or infamous villains. They may start the game in a unit or they may start the game on their own. Firing at a lone personality gives -1 to hit. Personalities may also form their own units. A Personality may only join an allied unit as long as its leadership is higher than the unit's.

In the case of a personality of one race joining a personality of another race, any psychological effects will affect both.

Additional Weapons Text:Concussion:Any model wounded but not killed is automatically Confused. A vehicle hit by a concussion grenade/missile has its crew Confused on a 4+ on 1d6.Chainsword: Whenever this model succeeds in a to-wound against an enemy model, may either destroy a shield or give the enemy model an additional (and permanent) -1 to its save.Flashbang: Any model affected is automatically Suppressed.Homing: May only be taken as a missile. -1 to scatter against vehicles.Poison: Any biological model affected takes a wound on a 4+ on 1d6 with no saving throws allowed.Smoke: After scatter, the template stays there for 2 phases, scattering d3” each time.Stun: Any model affected is automatically Confused.

Weapon Special Abilities:Sustained Fire X: For every 6 rolled to hit, add X hits to the total when rolling to wound.Suppressing: A unit that takes hits from a Suppressing weapon must take a Suppressed Psychology test.

Model Special Abilities:Acute Senses: Can detect hidden enemies within the model's Initiative+d6”.Dispersed Formation: The unit's coherency is 4”.Dead-Eye Shot: If this unit doesn't move during its activation, get +1 to your to-hit roll.Furious Charge: +1 S when chargingInfiltrate: The unit (or model) may set up within 18” of an enemy or anywhere where it is out of line of sight from enemy units.Killer Reputation: Causes Fear in enemy units within 6”Regeneration X: At the end of a turn in which the model takes a wound, roll a d6. On X or higher, it regains a wound. Models with only one wound have an additional save of X+ that they may take. Heat and Chemical weapons ignore this.Scouts: Before the game starts, may make a preliminary Move or Ready action. First player moves his/her scout unit first, then the second. Stealth: Enemies get a further -1 to hit against this model if it is in cover and has not activated this turn.Stubborn: Any failed morale test results in the unit being Shaken. A Shaken unit cannot move towards the enemy and any attack suffers a -1 to hit modifier. If a Shaken unit fails another morale test, it falls back as normal.

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Advance SchemeM WS BS S T W I A LD Int CL WP PV

Veteran +.5 +.5 +.5 +1

Elite +1 +1 +.5 +1 +1 +1 +2

Champion +1 +1 +1 +.5 +1 +1 +1 +1 +1 +3.5

Minor Hero +2 +2 +1 +1 +1 +2 +1 +2 +2 +2 +2 +13.5

Major Hero +3 +3 +1 +1 +2 +3 +2 +2 +2 +2 +2 +21.5

Legendary Hero

+4 +4 +1 +1 +3 +4 +3 +3 +3 +3 +3 +31.5

M WS BS S T W I A LD Int CL WP PV

Veteran

Elite

Champion

Minor Hero

Major Hero

BothansM WS BS S T W I A LD Int CL WP PV

Bothan 5 3.5 3.5 3 3 1 5 1 7 8 8 7 7

Veteran 5 4 4 3 3 1 5.5 1 7 8 8 7 8

Elite 5 4.5 4.5 3.5 3 1 6 1 8 9 9 8 9

Champion 5 4.5 4.5 4 3 1 6 1 8 9 9 8 10

Minor Hero 5 5.5 5.5 4 3.5 2 7 2 9 10 10 9 40

Major Hero 5 6.5 6.5 4 4 3 8 3 9 10 10 9 85.5

EwoksM WS BS S T W I A LD Int CL WP PV

Ewok 4 3 3 2 2 1 4 1 7 6 6 7 2.5

Veteran 4 3.5 3.5 2 2 1 4.5 1 7 6 6 7 3.5

Elite 4 4 4 2.5 2 1 5 1 8 6 7 8 4.5

Champion 4 4 4 3 2.5 1 5 1 8 7 7 8 6

Minor Hero 4 5 5 3 3 2 6 2 9 8 8 9 32

Major Hero 4 6 6 3 3 3 7 3 9 8 8 9 72

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GamorreansM WS BS S T W I A LD Int CL WP PV

Gamorrean 4 4 2 3.5 4 1 2 1 7 5 6 6 6

Veteran 4 4.5 2.5 4 4 1 2.5 1 7 5 6 6 7

Elite 4 5 3 4 4 1 3 1 8 5 7 7 8

Champion 4 5 3 4.5 4 1 3 1 8 6 7 7 9

Minor Hero 4 6 4 4.5 5 2 4 2 9 7 8 8 38

Major Hero 4 7 5 4.5 5 3 5 3 9 7 8 8 82.5

Giant HumanoidM WS BS S T W I A LD Int CL WP PV

Giant 6 3 2 4.5 4 3 2 2 7 5 6 6 32

Veteran 6 3.5 2.5 4.5 4 3 2.5 2 7 5 6 6

Elite 6 4 3 5 4 3 3 2 8 5 7 7

Champion 6 4 3 5.5 4.5 3 3 2 8 6 7 7

Minor Hero 6 5 4 5.5 5 4 4 3 9 7 8 8

Major Hero 6 6 5 5.5 5 5 5 4 9 7 8 8

Generic HumanoidM WS BS S T W I A LD Int CL WP PV

Humanoid 4 3 3 3 3 1 3 1 7 7 7 7 5

Veteran 4 3.5 3.5 3 3 1 3.5 1 7 7 7 7 6

Elite 4 4 4 3.5 3 1 4 1 8 7 8 7 7

Champion 4 4 4 4 3.5 1 4 1 8 8 8 8 8

Minor Hero 4 5 5 4 4 2 5 2 9 9 9 9 36

Major Hero 4 6 6 4 4 3 6 3 9 9 9 9 79.5

Humanoid InsectM WS BS S T W I A LD Int CL WP PV

Humanoid Insect

4 3 3 3 3 1 4 1 7 7 6 7 5

Veteran 4 3.5 3.5 3 3 1 4.5 1 7 7 6 7 6

Elite 4 4 4 3.5 3 1 5 1 8 7 7 7 7

Champion 4 4 4 4 3.5 1 5 1 8 8 7 8 8

Minor Hero 4 5 5 4 4 2 6 2 9 9 8 9 36

Major Hero 4 6 6 4 4 3 7 3 9 9 8 9 79.5

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TrandoshansM WS BS S T W I A LD Int CL WP PV

Trandoshan 4 3.5 3.5 3.5 3.5 1 3.5 1 7 7 6 7 6.5

Veteran 4 4 4 3.5 3.5 1 4 1 7 7 6 7 7.5

Elite 4 4.5 4.5 4 3.5 1 4.5 1 7 7 7 7 8.5

Champion 4 4.5 4.5 4.5 4 1 4.5 1 8 8 7 8 10

Minor Hero 4 5.5 5.5 4.5 4.5 2 5.5 2 9 9 8 9 40

Major Hero 4 6.5 6.5 4.5 4.5 3 6.5 3 9 9 8 9 84

Trandoshans hate Wookiees

WookieesM WS BS S T W I A LD Int CL WP PV

Wookiee 4 4 3 4 4 1 3 1 8 7 8 7 8

Veteran 4 4.5 3.5 4 4 1 3.5 1 8 7 8 7 9

Elite 4 5 4 4.5 4 1 4 1 9 7 9 7 10

Champion 4 5 4 5 4 1 4 1 9 8 9 8 17.5

Minor Hero 4 6 5 5 4.5 2 5 2 10 9 10 9 63

Major Hero 4 7 6 5 5 3 6 3 10 9 10 9 88.5

Wookiees hate Trandoshans

DroidsM WS BS S T W I A LD Int CL WP PV

Assassin Droid

4 7 7 4 4 2 7 2 - 9 - -

Assault Droid 4 4 3 4 4 1 4 1 - 7 - -

Bodyguard Droid

4 6 5 4 4 1 5 1 - 9 - -

Light Battle Droid

4 2 2 3 3 1 2 1 - 6 - -

Medium Battle Droid

4 2 3 3 3 1 2 1 - 7 - -

Heavy Battle Droid

4 3 3 3.5 4 1 2 1 - 7 - -

Security Droid

4 3 3 3 3 1 2 1 - 7 - -

Probe Droid 4 2 2 2 3 1 1 1 - 8 - -

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Optional Army lists:Genetically Enhanced Humans/Warrior Society Humans

M WS BS S T W I A LD Int CL WP PV

Human 4 4 4 3.5 3 1 4 1 8 8 8 8 7.5

Veteran 4 4.5 4.5 3.5 3 1 4.5 1 8 8 8 8 8.5

Elite 4 5 5 4 3 1 5 1 9 8 9 8 9.5

Champion 4 5 5 4.5 3.5 1 5 1 9 9 9 9 10.5

Minor Hero 4 6 6 4.5 4 2 6 2 10 10 10 10 61.5

Major Hero 4 7 7 4.5 4 3 7 3 10 10 10 10 87

Creating an Army Army Portion and Percentages:Personalities: At least 1, up to 25% of the army's points may be put into PersonalitiesCore: At minimum 25% of the army must be devoted to Core, that is, the basic statline of the armySupport: This includes vehicles and Veterans and Elites. A maximum of 50% of the army may be devoted to Support.

Your army may have up to 1% of its items be rare, and up to 5% may be illegal. If the item is both rare and illegal, it counts towards both limits.

If a Minor Hero is taken, one unit of Veterans count as a Core choice. If a Major Hero is taken, then you may take one unit of Elites as a core choice and Veterans are Core.

Squad size: This is mentioned next to the name of the race. This does not include Personalities. Ergo, one could have a squad of 15 Wookiees and then include a Minor Hero. This also means that you cannot have 2 Wookiees and a Minor Hero as this is below the minimum squad size.

Purchasing Weapons and Equipment: The value next to the piece of equipment is the price that you pay for each model. For example, if you have 10 Humans and you give them Blaster Rifles which are 3 points each, you then pay 30 points, making the points of the squad 80 (50+30). If there are two values listed, the first is for Personalities and the second is for units.

For every 5 models, one may have a different basic weapon or heavy from the rest. For example, if you have 10 models, you could give 8 Blaster Rifles and 1 a Bowcaster and another an Assault Cannon.

CCW's: Each model may have up to 2 CCW's. These 2 may be different. I.e. a pistol and a sword. If there are 2 different CCW's, distinguish which ones you are using. So if a model has a short sword and a long sword, you can choose to use either one or devote attacks to each if available. Again like for basic weapons for every 5 models one may have a different CCW from the rest.

If the unit has the correct number of models, it may take a Transport. You may purchase a Transport for individual Personalities as well. There must still be a model to pilot the vehicle.

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Force SensitivitySome models have the chance to be Force Sensitive. There are four levels of mastery, with each

being more powerful than the last. There is certainly more powerful Force users than the 4 levels can cover (the Emperor is believed to be one of these), but in these dark times they are few and far inbetween and so 4 levels will suffice.Mastery: Mastery I Mastery II Mastery III Mastery IV

Force Points: 10 20 30 40

Force Powers: 1 2 3 4

Force Points: Using powers costs force points, and each mastery has a certain amount of force points it can use per game. The amount is listed under each mastery.

Force Powers: There are many different Force abilities, though the amount than any model can have is limited to its Intelligence characteristic, so 12 would be the maximum amount but 9 or 10 is more likely.

Generating Force Powers:Each Force user has an amount of abilities that it can roll for. The typical number is the amount of Force Powers that each level would likely know.

Abilities:Each Ability will list the level of the power, then the description and finally the cost in Force Points in parenthesis. Whenever an X is mentioned, for example “2X”, X is the model's Mastery level.

Innate Force Abilities:Regardless of level, each Force user has the following abilities which may be used even if it is used all of its Force Powers this turn.Foretelling: The model may re-roll a die roll it failed. (2)Rest: Costs 1 AP. The model regenerates a number of Force points equal to its mastery +D3. (0)Quick Movement: The model adds 1 to its M. (1)

Using Abilities:In a turn, the Force user may use a number of powers equal to its Mastery Level plus one. It may use these powers only during its activation, however some powers may be 'Reactive' and can be used during an enemy activation.

Cost for Force Users:The cost for each level is detailed below. Only Personalities may be Force Users.Level Point Cost

I +20

II +50

III +85

IV +120A model may take up to 2 additional Force Powers at the cost of 15 points each.

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Barrier: [Reactive]I. The model adds 1 to its armor save or has a 6+ save (2)II. The model adds 2 to its armor save or has a 5+ save (4)III. The model adds 3 to its armor save or has a 4+ save (6)IV. The model adds 4 to its armor save or has a 3+ save (8)

Jump: A model that jumps instead of moving into Close Combat strikes at I10 the first round. A model may not use Jump and Run in the same turn.I. The model may jump up to its M and ignores obstacles 2” high (2)II. The model may jump up to its Mx1.5 and ignores obstacles 3” high (4)III. The model may jump up to its Mx2 and ignores obstacles 4” high (6) IV. The model may jump up to its Mx2 and ignores obstacles 6” high (7)

Mind Trick:I. A unit within 3X must take a WP test. If it fails, it suffers Confusion (2)II. A unit within 3X must take a WP test with +1 to the roll. If it fails, it suffers Confusion (4)III. A unit within 3X must take a WP test with +2 to the roll. If it fails, it suffers Confusion (6)IV. A unit within 12” must take a WP test. If it fails, you may immediately give it one action. (8)

Nullify:[Reactive] If the model is attempting to Nullify a power coming from a model with a higher Mastery, it adds 1 to the die roll. If vice versa, it subtracts 1 from the die roll. If there are no enemy Force users, you may roll again if this force power is rolled.I. On a successful WP test, this model ignores a single Force Power affecting it (2)II. On a successful WP test, this model nullifies a Force Power affecting any model in its unit, (4)III. On a successful WP test, this model nullifies a Force Power affecting any model within 6” (6)IV. On a successful WP test, this model nullifies a Force Power affecting any model within 12” (10)

Speed:I. The model adds 2 to its M (2)II. The model adds 3 to its M (3)III. The model adds 4 to its M (4)IV. The model may Run with no AP cost (6)

TelekinesisI. May move one large infantry (or d3 medium/d6 small) within 12” up to 6”. Also, you can have the models hover in the air, up to 2X”. If the models come into contact with any other model or terrain, any models involved take a Str 3 hit. Or an assortment of loose objects may be employed as a missile attack, doing d6 Str2 hits. II. May move d3 large infantry (or d6 medium/d12 small) within 12” up to 6”. Also, you can have the models hover in the air, up to 2X”. If the models come into contact with any other model or terrain, any models involved take an impact hit. Or, an assortment of loose objects may be employed as a missile attack, doing d6 Str3 hits.III. May move up to 1 small vehicle, d6 large infantry (or d12 medium/d20 small) within 18” up to 6”. Alternatively, you can have the models hover in the air, up to 2X”. If the models come into contact with any other model or terrain, any models involved take an impact hit. Or, an assortment of loose objects may be employed as a missile attack, doing d6 Str5 hits.IV. May move up to d2 units of any size within 24” up to 12”. Also, you can have the models hover in the air, up to 2X”. If the models come into contact with any other model or terrain, any models involved take an impact hit. Or, an assortment of loose objects may be employed as a missile attack, doing d6 Str7 hits.

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Light Side Powers:Heal:I. The model regenerates a wound that it has taken. (2)II. One model within 2” regenerates a wound that it has taken. (3)III. A model within 2” regenerates D3 wounds or D3 models within 1” may regenerate a wound (6)IV. One model within 2” regenerates D6 wounds or D6 models within 1” may regenerate a wound (10)

Protection:I. The model gets +1 to a defense save of your choice or a 6+ defense save (2)II. The model gets +2 to a defense save of your choice or a 5+ defense save (4)III. The model gets +3 to a defense save of your choice or a 4+ defense save. All friendly models within 1” get a 6+ defense save of your choice. (7)IV. The model gets +4 to a defense save of your choice or a 3+ defense save. All friendly models within 1” get a 5+ defense save of your choice. (12)

Dark Side Powers:Wound:I. One model within 6” must take a strength test or take a wound with no saves allowed (1)II. One model within 6” must take a strength test or take a D3 wounds with no saves allowed (2)III. One model within 6” must take a strength test at +1 or take a D3 wounds with no saves allowed (3)IV. This version also costs 1 AP to use. One model of your choice within 12” must pass a strength test at +1 or suffer D3 wounds. (10)

Lightning:I. One unit within 8” takes d6 Str4 hits (2)II. One unit within 12” takes d6 Str5 hits (4)III. One units within 12” takes d6 Str6 hits. Alternatively, you may place the small blast marker over this model, all models touching it (Except this one) take a Str4 hit. (6)IV. Up to 2 units within 12” takes d6 Str6 hits. Alternatively, you may place the large blast marker over this model, all models touching it (Except this one) take a Str5 hit. (9)

Rolling for Force Powers:When rolling for Force Powers: If no allegiance, roll a d6. If allied to Dark or Light, roll a d8

for powers and add 2 to the result if a 7 or 8 is rolled. The level of the power will be determined by a d2 if of Mastery Level 2, d3 if Mastery Level 3, or d4 if Mastery Level 4. You may choose to roll a d10 if undivided, but light and dark powers cost 1.5x as much.1. Barrier2. Jump3. Mind Trick4. Nullify5. Speed6. Telekinesis7. Heal8. Protection9. Lightning10. Wound

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