RANGED : S4 D1 SM- A3+ DL-18 Blaster Spreadshot special rule: The owner of a model with Range: 0-8 short, 8-16 long this may choose to modify attacks made at +0 to hit at short range, -1 at long range close range as follows: +1 shots, -1 to hit, A4+; +2 S3 D1 SM- A4+ shots, -2 to hit, A5+; +3 shots, -3 to hit, A6+ Ricochet special rule: If the weapon's profile has Bryar Pistol not been modified by the Spreadshot special rule, it Range: 0-8 short, 8-16 long gains the twin-linked and ignore cover special rule +1 to hit at short range, -1 at long range if the target is within 3 inches of a wall S3 D1 SM- A3+ Overcharge special rule: The wielder of a with DLT-19 Heavy Blaster this special rule may choose to overcharge it during Range: 0-15 short, 15-30 long his phase. An overcharged Bryar Pistol +1 to hit at short range, -0 at long range gains +1 Strength and a Save Modifier of -1, and S4 D1 SM-1 A4+ counts its next Ammo Roll as a 5+ T-21 Light Repeating Blaster (Special) DL-44 Heavy Blaster Pistol Range: 0-15 short, 15-30 long Range: 0-6 short, 6-12 long +0 to hit at short range, -2 at long range +2 to hit at short range, -0 at long range S3 D1 SM-1 A4+ Heavy S4 D1 SM-1 A5+ Sustained fire: 2 dice

DH-17 Blaster Pistol Imperial Heavy Repeater (Heavy) Range: 0-6 short, 6-18 long Range: 0-15 short, 15-30 long +1 to hit at short range, -0 at long range +1 to hit at short range, -1 at long range S3 D1 SM- A3+ Rapid Fire S4 D1 SM-1 4+ Heavy Sustained fire: 3 dice Archaic Slugthrower Shortened muzzle special rule: A weapon with this Range: 0-12 short, 12-24 long special rule may be fired in the same turn as the +0 to hit at short range, -1 at long range bearer has moved, at an additional -1 penalty to hit. S3 D1 SM- A4+ Impactful special rule: successful wounds made by Trandoshan this weapon reduce the armor save of Plasteel Range: 0-4 short, 4-18 long armor by 1 for the remainder of the battle +0 at short range, -1 at long range Scatter: weapons with this special rule may not be S3 D1 SM- A4+ reflected with a lightsaber Scatter: weapons with this special rule may not be reflected with a lightsaber E-11 Blaster Rifle Range: 0-12 short, 12-24 long Golan Arms FC-1 Flechette Launcher +1 to hit at short range, -0 at long range Range: 0-6 short, 6-18 long S3 D1 SM-1 A2+ Rapid Fire +1 at short range, -1 at long range Automatic special rule: A weapon with this special S4 D1 SM-1 A4+ rule may be fired automatically during the owner's Scatter: weapons with this special rule may not be shooting phase. The weapon gains +2 shots, reflected with a lightsaber suffers a -1 penalty to hit at all ranges, and counts its next ammo roll as a 4+ Rail Detonator Gun (Special) (Rare) Range: 0-18 short, 18-36 long Wookiee Bowcaster (Rare) +0 to hit at short range, -2 at long range Range: 0-6 short, 6-18 long S6 Dd3 SM-1 A5+ Blast +0 to hit at short range, -1 at long range DC-17m ICWS (Special) (Rare) S3 D1 SM- A:Auto Blast This weapon may be fired with any of the S5 D1 SM- A:Auto following profiles. The bearer may switch between Stokhli Spray Stick them during any turn where he does not shoot in S4 D1 SM- A:Auto the shooting phase. Stunning special rule: models taking Downed tests Standard pulse resulting from a Stunning weapon count results of 5 Range: 0-6 short, 6-18 long and 6 as being “out of action,” but do not roll on +1 to hit at short range, -0 at long range the Casualty table. Instead, they are automatically S3 D1 SM- A4+ Rapid Fire considered to be captured. Concentrated pulse (“Sniper”) Range: 0-18 short, 18-36 long PLX-2M Portable system (Heavy) (Rare) +1 to hit at short range, -0 at long range Range: 0-18 short, 18-36 long S4 D1 SM-1 A4+ S8 Dd6 SM-3 A:Auto Anti-Armor Scatter: weapons with this special rule may not be Range: 0-4 short, 4-10 long reflected with a lightsaber +0 to hit at short range, -1 at long range S5 D1 SM-2 A6+ Blast Class A Thermal Detonators (Rare) Range: 0-S short, S-2xS long Stouker Concussion Rifle (Heavy) (Rare) S7 Dd3 SM-1 A:Auto Large Blast Range: 0-12 short, 12-24 long +0 to hit at short range, -1 at long range C-22 Fragmentation Grenade S7 Dd3 SM-1 A:Auto Blast Range: 0-S short, S-2xS long S3 D1 SM- A:Auto Blast Tenloss DXR-6 Disruptor Rifle (Special) (Rare) Range: 0-18 short, 18-36 long C-10 Concussion Grenade -1 to hit at short range, +1 at long range S3 D1 SM- A:Auto S6 D2 SM-2 A:6+ Stunning special rule: models taking Downed tests resulting from a Stunning weapon count results of 5 DEMP-2 Ion (Special) (Rare) and 6 as being “out of action,” but do not roll on Weapon may be fired with either of the following the Casualty table. Instead, they are automatically profiles: considered to be captured. Range: 0-12 short, 12-24 long +2 to hit at short range, -1 at long range MELEE COMBAT WEAPONS S3 D- SM-1 A5+ Stun Baton Range: 0-12 short, 12-24 long S+1 D1 SM- +0 to hit at short range, -0 at long range Stunning special rule: models taking Downed tests S3 D- SM- A5+ Blast resulting from a Stunning weapon count results of 5 Both profiles have the Stunning special rule: and 6 as being “out of action,” but do not roll on models taking Downed tests resulting from a the Casualty table. Instead, they are automatically Stunning weapon count results of 5 and 6 as being considered to be captured. “out of action,” but do not roll on the Casualty table. Instead, they are automatically considered to Swords and be captured. S:U D1 SM- Scatter: weapons with this special rule may not be Parry: Fighters with this weapon are able to parry. reflected with a lightsaber Chains and Whips MM9 Wrist- system (Heavy) S+1 D1 SM- Range: 0-9 short, 9-18 long Flexible: Attacks made bury this weapon cannot be May be fired with either of the following profiles: parried. Fumble: Every Fumble rolled in melee counts with the Stunning special rule. double towards your opponent's Combat Score Plasteel Armor (Rare) Clubs, Mauls, and Bludgeons Confers a 4+ save, increased to a 3+ against S+1 D1 SM- weapons with the Stunning special rule.

Vibroknife Reinforced Plasteel Armor (Rare) S3 D1 SM-1 Confers a 3+ save. The first time a fighter wearing Parry: Fighters with this weapon are able to parry. this armor is Downed, count him as being pinned instead. Vibrosword S4 D1 SM-1 Beskar Armor (Rare) Parry: Fighters with this weapon are able to parry. Confers a 2+ save. Armor save modifiers are reduced by one (so a modifer of -2 becomes -1 etc). Vibroaxe S5 D1 SM-1 ADDITIONAL ITEMS:

Force Pike Custom Tibanna Gas Mixture S5 D1 SM- Unwieldy Any blaster can equip this item to add one to its Stunning special rule: models taking Downed tests strength. However, the weapon will automatically resulting from a Stunning weapon count results of 5 fail Ammo rolls, regardless of modifiers. and 6 as being “out of action,” but do not roll on the Casualty table. Instead, they are automatically Infra-Red Sight considered to be captured. Any ranged weapon can be equipped with this item. The weapon then reduces cover saves against Lightsaber (Rare) it by 1. This bonus does not apply to weapons S5 Dd3 SM-3 firing more than one shot or to Overwatch. Parry: Fighters with this weapon are able to parry. Reflect: Force-sensitive characters wielding this Vision-Linked Sight weapon get a +4 to their Parry tests, and on a Models using a weapon equipped with this item successful parry may make a BS test to see if they gain a +1 on their To Hit roll. This bonus does not are able to redirect the attack at their attacker. An apply to weapons firing more than one shot or to attack made in this manner retains its original Overwatch. profile. Laser Sight Crushgaunts (Rare) Models using a weapon equipped with this item S6 Dd3 SM-1 gain a +1 on their To Hit roll. This bonus does not apply to weapons firing more than one shot or to ARMORS Overwatch. Furthermore, the target of the attack Padded Armor may make an additional save, on a 6+, to notice the Confers a 6+ armor save. laser sight and avoid the shot.

Flak Armor Telescopic Sight Confers a 6+ armor save, increased to a 5+ against A fighter using a weapon equipped with a template weapons and weapons with the Scatter telescopic sight counts the short range of his special rule. weapon as being twice its usual distance. This does not apply to Special or Heavy weapons, or weapons Mesh Armor with the Scatter special rule. Confers a 5+ save, reduced to a 6+ against weapons Bionic Eye position to do so. Additionally, the model equipped A bionic eye cancels out the effect of one serious with this item may make a shooting test at a small eye injury the fighter has sustained. Additionally, target to fire the grapnel at a location, and winch the fighter may re-roll a failed save against himself there in the following movement phase. blinding. He may also see past and shoot through smoke with a -1 to hit penalty. Concealed Blade Captured fighters with a concealed blade may try to Bionic Leg escape by rolling a d6. On a result of 1, they are A bionic leg cancels out the effect of one serious killed while trying to escape. On a 2, the fighter is leg injury the fighter has sustained. Additionally, recaptured immediately. On a 3, the fighter the fighter gains a +1 to his attacks in melee, and escaped without any gear. On a 4-6, the fighter may sacrifice all but one of his attacks to make a escapes with all his weapons and gear. special one at +2 S D3 damage Breathing Filter Bionic Arm A model equipped with this item may reroll a failed A bionic arm cancels out the effect of one serious toughness test against Gas attacks. arm injury the fighter has sustained. Additionally, the fighter gains a +1 to his strength in melee, and Grav-chute attacks at +1 initiative. A model equipped with this item takes no damage from falling or jumping. Repair Astromech In between fights, this droid can repair your gang's Infra-Red Goggles weapons and armor. One Heavy and one ganger When shooting, a model equipped with this item must be available to assist it. In the next game, any may subtract 1 from their target's Cover Save rolls. weapon that fails its ammo roll may reroll, and pass After doing so, roll a d6. On a 5+, the goggles are on a result of a 4+. After this first roll, any Ammo out of power, and the model may not use their rolls afterward will take place at the weapon's ability for the rest of that game. unmodified Ammo value. Isotropic Fuel Rod Bacta Canister Gang can equip one territory into a Settlement. If a fighter is holding a bacta canister, then on his first injury roll 1-3 counts as a flesh wound, 4-5 is Cyborg Construct Aj^6 down, and 6 is out. The user may also choose to A model equipped with this item is cured of any use this item on himself or another model in base lasting head injuries, but counts his Initiative as 1 contact to recover one wound. for all tests. If he has not moved in the prior movement phase, that model may reroll one failed Bio-scanner To Hit roll in the Shooting Phase. A model carrying a bio-scanner triples the range at which he will see hiding enemies. Additionally, in Old Republic Artifact the Intruders scenario, it triples the range at which Costs 1d6*100. Roll a d6 for value. 1 is worthless, sentries will spot intruders, and adds +1 to their 2 is d6 credits, 3 is 30+4d6 credits, 4 is 30+6d6 chances of spotting them. credits, 5 is 5*2d6 credits, 6 is 10*2d6 credits.

Underslung grapnel launcher Medpack The first time a model falls while equipped with a This item is used instead of shooting. The user or a grapnel launcher, the fighter is unharmed but ends downed model in base contact become pinned up dangling on the end of the line until he is able to instead of downed. scramble up. To do this, the model must rull under his Initiative. An enemy model can cut the line if in High-Quality Weapon This weapon automatically passes any ammo roll it is required to make. If it would automatically fail GANG RECRUITMENT that roll, it instead passes on a 4, 5, or 6. Roll a d6 Choosing the Gang: to determine what kind of weapon you are offered: You have 1000 Imperial Credits to spend on 1-2 is pistol, 3-4 is basic, 5 is special, 6 is heavy. recruiting and arming your gang within the following guidelines: Photoreactive Goggles  Minimum 3 models A fighter equipped with this item may re-roll a  Must have 1 leader failed save against blinding. He may also see past  Can have as many gangers as you can and shoot through smoke with a -1 to hit penalty. afford  Can have up to 2 heavies Silenced Barrel  No more than half the gang juves A ranged weapon equipped with this item makes no  All fighters get a free sound. Gang Leader: 120 credits Skull Chip M4 WS4 BS4 S3 T3 W1 I4 A1 LD8 Wearer can reroll any Initiative tests he fails. May be armed with weapons from the melee, , basic, and special weapon lists Personal Shield Generator As the leader of the gang, he is the most The model equipped with this item gains a 3+ invul zealous of its members. He always counts as save. After a successful save is made, roll a d6. having a friend within 2'', and thus can always test On a roll of 4+, the generator is out of power. to avoid being pinned in place. If the gang leader is not downed or broken, Battery any character within 6 inches of the gang leader User of a Personal Shield Generator or IR Goggles may use his leadership for any leadership test. may expend a battery to recharge their Personal Shield Generator or IR Goggles, bringing it back Gangers: 50 credits into play. M4 WS3 BS3 S3 T3 W1 I3 A1 LD7 May be armed with weapons from the Energy/Power Cells melee, pistols, and basic weapon lists. Models equipped with Energy or Power cells may Heavies: 60 credits reroll their first failed Ammo check each game. M3 WS3 BS3 S3 T3 W1 I3A1 LD7 Stun Switch May be armed with weapons from the Weapons equipped with a Stun Switch may gain melee, pistols, basic, special, and heavy weapon the Stunning special rule for one shooting lists. phase/game. Stunning special rule: models taking Downed tests resulting from a Stunning weapon Juves: 25 credits count results of 5 and 6 as being “out of action,” M4 WS2 BS2 S3 T3 W1 I3 A1 LD6 but do not roll on the Casualty table. Instead, they May be armed with weapons from the are automatically considered to be captured. melee and pistol weapons lists.

GANGS: RACIAL MODIFIERS Sponsored by Rotta (Goliath) Nar Shaddaa is home to shifty-eyed Sponsored by the Imperial Remnant (Orlock) miscreants of every race known to the galaxy. Sponsored by Gardulla (Van Saar) During gang creation, you can choose to spend Sponsored by Ziro (Escher) Credits to hire more outlandish races. Sponsored by the New Republic (Cawdor) Sponsored by Zorba (Delaque) 