The crew of the USS Enterprise NCC-1701 for Galactic Heroes

Here's my take on the bridge crew of the flagship of the United Federation of Planets.

Phaser works as per the rules in the Codex Galactic.

Above Average: You crew has no Specialist, but each remaining crew member besides the Leader gets an additional Trait. This does not apply to Grunts.


Captain Kirk
Leader
Shoot: d12
Close Combat: d12
Traits
Veteran: You use a d12 for all rolls.
Defensive Fighter: If you are the defender in an attack (i.e. you were charged) and win, you may immediately make an attack of your own against the attacker.
Encouraging: As an action, you can remove all shock markers from one member of your crew within 12”.
Weapons
Phaser

Mr Spock
Above Average Regular
Shoot: d10
Close Combat: d10
Traits
Smart: Add +1 to any task roll.
Tough as Nails: You can take up to 4 Wounds instead of 3.
Weapons
Phaser
Tricorder: +1 to any task roll.

Dr McCoy
Above Average Regular
Shoot: d10
Close Combat: d10
Traits
Medic: You may heal other models. You must move next to the wounded and expend an action to roll 5+. If successful, the wounded figure heals one wound. If a 1 or less is rolled, a wound is inflicted by mistake.
Cunning: Re-roll any task roll once per turn.
Lightning fast: If you are the target of a successful shoot action, immediately make a hard task roll (8+). If successful, the shooter misses.
Sissy: -1 to all Close Combat rolls.
Weapons
Phaser
Combat drugs: allow a miniature to spend an action to remove all shock, either from
themselves or another miniature in contact. This functions like a Queen of Spades Special card. It has one use per game.
Medi-packs: allow a miniature to spend an action to remove one wound, either from themselves or another miniature in contact. This functions like a Queen of Hearts Special card. It has one use per game.

Chief Engineer Scott
Above Average Regular
Shoot: d10
Close Combat: d10
Traits
Smart: Add +1 to any task roll.
Flurry of Blows: If a Close Combat attack only causes a Shaken result, roll again immediately for a second attack.
Weapons
Phaser

Mr Chekov
Above Average Regular
Shoot: d12
Close Combat: d8
Traits
Steady: You ignore Shock and Wounds penalties when Shooting.
Ranged Fighter: You have a d12 when it comes to Shoot actions, but a d8 for Close Combat.
Weapons
Phaser

Lt Sulu
Above Average Regular
Shoot: d10
Close Combat: d10
Traits
Ferocious: You may add +1 to Wound rolls in Close Combat.
Brawler: Once per turn, you may re-roll a Close Combat action.
Weapons
Phaser

Lt Uhura
Above Average Regular
Shoot: d10
Close Combat: d10
Traits
Smart: Add +1 to any task roll.
Cunning: Re-roll any task roll once per turn.
Weapons
Phaser


Yeoman
Above Average Regular
Shoot: d10
Close Combat: d10
Traits
Dodge: If you are shot at and the shooter misses, you can immediately move 5” towards cover.
Fearless: You ignore Fearful Presence above and ignore the penalty for multiple Shock markers. For example, if you had 3 Shock markers, your Recovery roll would still only be at a -1.
Weapons
Phaser

Red Shirts
Grunts
Shoot: d8
Close Combat: d8
Traits
Deadeye: +1 to Shoot rolls.
Thundering Charge: Add +1 to Close Combat roll if you are the attacker.
Sickly: +1 to all Wound rolls made against this model.
Weapons
Phaser

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