Posts

Showing posts from November, 2018

The Galileo Seven for Galactic Hereos

Image
Based on the eponymous episode from the Star Trek TV show.   The Galileo Seven The shuttle Galileo, under Mr Spock's command, crash-lands on a hostile planet populated by barbarous natives. Terrain-  The game is played on a 3’ x 3‘ area. The table should be full of rocky terrain that blocks line of sight. In addition, there are rolling fog clouds that restrict visibility. Place Crew-  The shuttle crew start adjacent to the shuttle. Crew consists of Mr Spock, Dr McCoy, Scotty, another crew member and three red shirts (grunts). Special Rules- Taureans-  Taureans are a tribal culture native to the planet. They will vigorously defend their territory from any interlopers. Taureans are armed with basic hand weapons (-1 on the Wound roll, but add an additional Shock marker). Shoot:  0  Close Combat:  d12 Traits:  Brute, Large, Lunge There are five of them. Instead of placing them on the table, the Taurean player takes 10 markers and places them anywher

My Starfleet crew for Galactic Heroes

This is the Galactic Heroes version of my role playing crew. Human Command Officer Specialist Shoot: d10 Close Combat: d10 Traits Steady: You ignore Shock and Wounds penalties when Shooting. Determined: You ignore Shock and Wounds penalties in Close Combat. Weapons Phaser Vulcan Science Officer Specialist Shoot: d10 Close Combat: d10 Traits Cunning: Re-roll any task roll once per turn. Smart: Add +1 to any task roll. Weapons Phaser Tricorder: +1 to any task roll. Human Medical Officer Specialist 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. Dodge: If you are shot at and the shooter misses, you can i

Bumpy Head Klingons for Galactic Heroes

Here a Klingon crew from the The Next Generation/Deep Space Nine/Voyager era. K'dadel Jorgh Leader Shoot: d10 Close Combat: d10 Traits Impervious: You ignore Wound penalties on movement, attack and recovery rolls. Brawler: Once per turn, you may re-roll a Close Combat action. Ferocious: You may add +1 to Wound rolls in Close Combat. Weapons Laser Pistol D'k tahg ( Dagger) W'shalkast Ngav Specialist Shoot: d10 Close Combat: d10 Traits Brawler: Once per turn, you may re-roll a Close Combat action. Lunge: You may conduct Close Combat from 2” away. Weapons Laser Pistol Bat'leth (Sword) K'greli Klaggrarg Regular Shoot: d10 Close Combat: d10 Traits Lunge: You may conduct Close Combat from 2” away. Weapons Laser Pistol Bat'leth (Sword) Wecloth K'got