rebel scum: wargear
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8/14/2019 Rebel Scum: Wargear
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Rebel Scum Wargear
Conventional Armor: Tech Level 5 Primitive Armor: Tech Level 3
Light Armor: 6+ save (.5)
Medium Armor: 5+ save (1.5)Heavy Armor: 4+ save, -1 M (3)
Light Armor: 6+ save (.25)
Heavy Armor: 5+ save, -.5 M (.75)
Other types of Conventional Armor: Exo Armor: Grants a 4+ save on 2d6. +.5 S and +5 T. Gives no minus to movement and ignores heavyweapon penalties. (45) Tech Level 8 Juggernaut Power Suit: Grants a 2+ save that can never be reduced beyond a 6+. +.5 S and +5 T.
Gives no minus to movement and ignores heavy weapon penalties. Has a Blast Visor and BreathingFilters. (26) Tech Level 7
Katarn Class Clonetrooper Armor: 4+ save. This model ignores the first wound it takes each turn. Has
Combat Sensors, Breathing Filters. Rare. (14) Tech Level 6
Mandalorian Armor: Grants a 3+ save (7) Tech Level 7
Mesh Suit: Light Armor, gets +1 to its armor save against blast weapons. May be combined with other
armor to give +1 save but gives -1 to the model's movement. (1 point on its own, 1.5 if combined) Powered Combat Suit: 4+ save. +½ S and +½ T. Halves heavy weapon penalties. Has a Blast Visor
and Breathing Filters. (6) Tech Level 7 Stormtrooper Armor: 5+ save. +1 to save against projectile weapons and hand weapons. Has Combat
Sensors, Breathing Filters and a Communicator. Illegal unless in an Imperial Army. (3) Tech Level 6
Other types of Primitive Armor:Chainmail: Light Armor. May be combined with other primitive armor to give +1 save but gives -.5 tothe model's movement. (.5)
Armor Upgrades:
Master-Crafted Armor: Adds 1 to the armor's saving throw. (Cost of upgrade is equal to ½ armor cost)
Personal Fields: (A character may only ever have 1 Personal Field)Refractor Field: 6+ Ranged Defense Save (3)Protecting Field: 5+ Ranged Defense Save (10)
Conversion Field: 4+ Range Defense Save (25)
Energy Shields: Energy Shields only last for 3 full phases, including the phase it was activated in.
When rolling to determine the reduction of strength, roll at the beginning of the turn and apply this to
all shots.Basic: Reduces Str of all incoming Energy weapons by 1. (7.5 per)
Sophisticated: Reduces the Str of all incoming Energy weapons by D2 (10 per)
Advanced: Reduces the Str of all incoming Energy weapons by D3 (15 per)
Shields: A model may take a shield which gives +1 to the model's armor save. This takes up a hand so a
model may only use a 1 Hand Weapon or a Pistol in its free hand. A model with a Hand Weapon and a
Shield adds 1 to its combat defense save or gets a 6+ combat defense save if it did not have one.Suppressor Shield: Is like a shield but when in use gives +3 to the model's armor save but -1 M and the
model using it may not shoot. May be slung on the back, however the model will still suffer -.5 to its
move. Equipping/unequipping a Suppressor Shield costs 1 AP.
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Weapon OptionsBasic Weapons
Range To-Hit Str ASM Dmg ROF Designation Tech Other
Short Long S L S H C T
Blaster Carbine
(3)
0-8 8-20 +1 -1 3 -1 1 2 x E 6 Sustained
Fire 1
Blaster Rifle (3) 0-12 12-30 +1 4 -1 1 1 E 6
Bolt Gun (2.5) 0-12 12-24 +1 4 -1 1 1 P 5
Bow (.25) 0-12 12-24 -1 3 1 1 P 4
Bowcaster (5)Sustained:
Maximal:
0-8
0-8
8-20
8-16
+1
+2
-1
-1
3
6
-1
-2
1
D2
2
1
E
E
6
Crossbow (.5) 0-15 15-30 -1 3 1 1 x P 4
Disruptor Rifle (9) 0-12 12-24 +1 7 -2 D3 1 E 7 See text
Dual Rifle (4) 0-12 12-30 +1 4 -1 1 1 E 6 Twin-Linked
Flamethrower (5) Template 4 -2 1 1 H 5 See rules
Grenade Launcher
(10)
0-12 12-36 +1 X X X 1 x 6 As grenade
H. Blaster Rifle(4) 0-12 12-30 +1 5 -1 1 1 E 6
Ion Blaster (3) 0-8 8-16 +1 - - - 1 I 6 See rules
Laser Sniper (10) 0-12 12-72 -1 +1 D3 1 x E 7
Laser Rifle (1.5) 0-12 12-24 +1 3 -1 1 1 E 5
Light Blaster (2) 0-12 12-30 +1 3.5 1 1 E 6
Musket (.25) 0-8 8-30 -1 3 1 1 x P 4
Repeating Blaster
(5)
0-12” 12-30” +1 4 -1 1 2 E 6
Sawn off Shotgun
(2)
0-4 4-8 +2 -1 5 -1 D2 2 x P 5 Illegal
Shotgun (3) 0-6” 6-12” +2 -1 4 1 2 x P 5
Sling (0) 0-8” 8-16” -1 3 +1 1 1 P 3
Slug Sniper (30) 0-12” 12-60” -1 D3 P 5
Slug Thrower (1) 0-12” 12-24” +1 -1 3 1 1 P 5
Sonic Blaster (3) Template E 7
Underslung
Carbine (5)
0-10” 10-24” -1 3.5 -1 1 2 E 6 Sustained
Fire D3
Armor Penetration: Str+D6 (+Dam if Dam is higher than 1)
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Heavy Weapons
Range To-Hit Str ASM Dmg ROF Designation Tech Other
Short Long S L S H C T
Assault Cannon
-Plasma
-Missile
0-12”0-18”
12-30”18-36”
+1 45
-1-2
11
21
1 ESustained Fire 1Missile, Blast
Chain Gun 0-18” 18-40” +1 4 -1 1 3 .5 P 6 Sustained Fire 1
H. Blaster
Cannon
0-18” 18-108” 8 -5 D8 1 x 3 E
H. Missile
Launcher
0-18” 18-60” X+1 X X 1 x 2 X See missile profiles
Laser Cannon 0-18” 18-144” 9.5 -7 D12 1 x 4 E
L. Blaster
Cannon (35)
0-12” 12-60” 5 -2 D3 3 x 2 E Suppressing
M. Blaster
Cannon
0-18” 18-84” 7 -3 D6 2 x 3 E
Missile Launcher (18)
0-18” 18-48” X X X 1 x 1 X See missile profiles
Mortar -Frag
-Incendiary
0-12” 12-108” -24
3
-1
-1
D3
1
1
1
x 2P
H
6Suppressing
Causes Fear
Repeating Blaster
Cannon (20)
0-12” 12-36” +1 4 -1 1 4 x 1 E Sustained Fire 1
Tri Laser (25) 0-12” 12-36” +1 5 -1 D2 3 x 2 E
Armor Penetration: Str+Dmg+D8 (additional D3 if it is a missile)
Range To-Hit Str ASM Dmg ROF Designation Tech Other
Short Long S L S H C T
Concussion(5)
2xS” 5 1 1 E 5 Blast,Suppressing
Frag (1) 2xS” 3 1 1 P 5 Blast
Flashbang (2) 2xS” 0 0 1 E 5 Blast
Homing (20) 2xS” 8 D6 1 P 5 Blast, -1 to
scatter
Poison (4) 2xS” X 1 1 C 5 Blast
Smoke (3) 2xS” 0 0 1 C 5 Large Blast
Stun (3) 2xS” 0 0 1 E 5 Blast
Thermal (10) 2xS” 8 -4 D6 1 H 5 Blast
Armor Penetration: Str+Dmg+D8+D3
See rules text for more descriptions on grenades
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Close Combat Weapons and 1 Handed Range Weapons
Range To-Hit Str ASM Dmg ROF Designation Tech Other
Short Long S L S H C T
Axe (1) 1 Hand Weapon As user As user-1 1 x W 3
Blaster Pistol
(1.25)
0-8 8-16 +2 -1 3.5 1 1 x E 5
Combat Knife
(.25)
1 Hand Weapon As user As user 1 x W 3 +1 I in combat
Chainsword (2) 1 Hand Weapon 4 -1 1 x W 6 6+ combat save
Double Bladed
Sword (2)
2 Hand Weapon As user -1 1 x W 4 4+ combat save
Elite Blaster
Pistol (2.5)
0-8 8-20 +2 -1 3.5 -1 1 1 x 6
Force Pike (10)Low Power Max Power
2 Hand Weapon
46
-1-2
11 x
xx
ww
8
Great Axe (3) 2 Hand Weapon As user+3 As user 1 x x 4
Great Sword (3) 2 Hand Weapon As user+2 As user 1 x x 4 6+ combat save
Hand X-Bow (1) 0-8 8-12 +1 -1 3 -1 1 1 x 4
Heavy Blaster
Pistol (2.5)
0-8 8-16 +2 -1 4 -1 1 1 x
Holdout Pistol (2) 0-4 4-8 5 -1 1 1 x E 2 shots a game
Improvised
Weapon (0)
Hand Weapon As user As user 1 x W -1 to hit
Laser Whip (1.5) 1 Hand Weapon As user -1 1 x W Reach 1
Lightsaber (75) 1 Hand Weapon X -5 D3 x E See text
Mace (1) 1 Hand Weapon +.5 As user 1 x W
Sword (1) 1 Hand Weapon As user 0 1 x W 6+ combat save
Powered Glove
(8)
1 Hand Weapon 8 -4 D3 x x W +D12 to armor
penetration
Power LanceLaser
Close Combat
0-4 4-10 4As user+3
-1As user
11
xEW May only use
when chargingHand Weapon
Slug Pistol (1.25) 0-8 8-12 +2 -1 3 1 1 x P
Armor Penetration: Str+D6 (+Dam if greater than 1)
Note: A Hand Weapon with the “slow” designation strikes at Initiative 1 in close combat.
Lightsabers: Automatically wounds. If used by a non Force Sensitive model, any roll of 1 to hit means
the user has hit itself. When rolling to damage a vehicle, after rolling to hit roll a d6. 1: Nothing, 2-4:Glances, 5-6: Penetrates
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Basic Weapon Upgrades:Combi-Weapon: The weapon adds 1 to its RoF (upgrade costs the same as the weapon)
Extended Mags/Increased Power Supply: The weapon gains Sustained Fire 1 or adds 1 to its Sustained
Fire shots. (upgrades costs ½ as much as the actual weapon) Rangefinder: May measure range during a shoot action before choosing targets (4/1)Targeter: +1 to hit (5/2)
Underslung Grenade Launcher: May be loaded with up to 3 grenades of your choice for ½ the points
cost listed. The range of the grenades is the same as the weapon it is attached to and may not be fittedto snipers or a grenade launcher (8)
Heavy Weapon Upgrades:Targeter: +1 to hit (15/15)
Hand Weapon Upgrades:Master-Crafted: +1 to hit (4/1)Vibro Weapon: +1 S to the weapon (upgrade cost= ½ the cost of the weapon)
Ranged Close Combat Weapon Upgrades: Rangefinder: May measure range during a shoot action before choosing targets (4/1)
Targeter: +1 to hit (5/1)
Primitive Ranged Weapon Upgrades:
Explosive Ammunition: The weapon's Str becomes 4 (1/.25)
(Note: Weapon upgrades count as equipment)
Bionics: A model may have any amount of bionics replace its normal body parts. If the model takes
more than 4 bionic parts (or a Bionic Torso) then it is considered to be a Cyborg. Arm: The Bionic Arm is as a Hand Weapon that gives +1S to the user and does D3 wounds. A model
may use another hand weapon in a Bionic Arm but will not gain the aforementioned bonuses. (12.5)Torso: The model becomes a Cyborg and gets +1 T which may go above racial limits. Whenever themodel is hit on the roll of a 6, it automatically wounds. (20)
Eye: Is a Combat Sensor and the user isn't affected by Flashbang and Stun grenades/missiles. The
model may add a Bio Scanner and/or Targeter to the eye for 2.5 points each. (2.5) Leg: The model may make a single 'kick' attack in close combat at +2 Str that does D6 wounds. If the
model replaces all of its legs with Bionic Legs, it gets +2 to its M. (15) Lungs: The model is immune to Chemical weapons or any gas-based weapons or terrain and the model
can survive in a vacuum or underwater without need for other equipment. (2)
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Equipment:
Bio Scanner: Can detect all infiltrators and hidden models within 3d6”. Detected infiltrators may be
fired on (using the shooting rules) before the start of the game. (4) Blast Visor: Ignore the effects of Flashbang and Stun weapons on the roll of a 3+ on 1d6 (1/.25) Breathing Filters: Chemical and gas weaponry and terrain only affect this model on a 6 (1/.25)Combat Sensor: Ignores to-hit penalties when night fighting and firing into or through
smoke/fog/blizzards (2/.5)Comm-link: All allies with a Communicator within 24” use this model's LD when taking morale or Rallying. (15)
Communicator: Allows a unit to use a model's LD within 24” if the model has a Comm-Link (1/.25) Field Jammer: All comm-links and communicators reduce their range to 4d6” and all Energy Fieldequipment will only work on the roll of a 4+ on 1d6 (25)
Flechette Launchers: Gives the model a R: Template Str2 weapon Dam1 Rof1D6 Projectile weapon.
Only armor saves allowed. (3)Grappling Hook: May be used on impassable vertical terrain that is 6” high or less or an impassablehorizontal pit area that is 3” or less wide. The model will move across (or up to) the area immediately.
Using a Grappling Hook will consume one of the unit's Action Points. (1/.25) Jet Pack: A model may only use a Jet Pack for 2 turns at a time, after that it must recharge for a turn. Amodel with a Jet Pack has a M rate of 10 and may avoid all terrain that is 4” tall or less. A model in the
air may not use the Run or Ready actions. Firing while a Jet Pack is in use counts as firing from a
moving platform. (25/10) Jump Pack: The model may make a Jump move with a M rate of 8 and when moving it avoids all
terrain that is 2” tall or less. If the model chooses to Run, it makes a Jump move and then moves
according to its normal movement. A unit may choose to make a Jump move into combat. If it does, itwill cause Impact hits and they will strike first. (15/6)
Motion Tracker:You get +1 to hit against models who have moved 10” or more in an action. (10)
Implants: You may only take an Implant once, either in its normal or Advanced form. Droids may nottake Implants and Cyborgs may only take up to 2.
Alacrity Implant: 6+ melee defense save (3/.5) Alacrity Implant: 5+ melee defense save (6/1)Combat Implant:+.5 WS and BS (10/2)
Combat Implant Advanced: +1 WS and BS (25/4) Biotech Implant: The model has Regeneration 6+ (10/.5) Biotech Implant Advanced:The model has Regeneration 5+ (20/1)
Cardio Implant:+.5 T (10/1)Cardio Implant Advanced: +1 T (25/2.5) Intelligence Implant: +1 Int (5/1)Strength Implant: +.5 S (5/1)
Strength Implant Advanced:+1 S (10/1.5)
Reflex Enhancement:+.5 I (5/.5) Reflex Enhancement Advanced:+1 I (10/1)
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Vehicles
Skimmer CP AV EQ W
Slow Combat Fast Front Side Rear
Speeder Bike 1-12 24 48 1
pilot+1crew
10 9.5 8.5 1 1b
Skimmer CP AV EQ W
Slow Combat Fast Front Side Rear
Swoop Bike 1-16 36 60 1
pilot+1crew
9 9 8 1 1b
Transport CP AV EQ W
Slow Combat Fast Front Side Rear
Medium
Transport
6 12 20 1 pilot 1 12 11 2 1b1h
Walker CP AV EQ W
Slow Combat Fast Front Side Rear
AT-PT 3 8 10 1 pilot 13 12 11 2 1b1h
Walker CP AV EQ W
Slow Combat Fast Front Side Rear
AT-ST 3 7 9 2 pilots 15 14 12 2 1b2h