My Star Wars Empire crew for Galactic Heroes

To hunt down my Rebel league, I give you my Imperial league.


Inquisitor 9th Brother
Leader (Galactic Villain)
Shoot: d12
Close Combat: d12
Traits
Psionics: You can harness the powers of the Universe.
Leach: If you cause a Wound or Out of Action in Close Combat, immediately heal one wound.
Ferocious: You may add +1 to Wound rolls in Close Combat.
Weapons
Laser Dagger (Deadly)
Blaster Pistol (Inaccurate)

Inquisitor 11th Brother
Leader (Galactic Villain)
Shoot: d12
Close Combat: d12
Traits
Psionics: You can harness the powers of the Universe.
Killer: You may add +1 to Wound rolls when Shooting.
Swordsman: Add a +1 to Close Combat rolls if armed with a Close Combat weapon.
Weapons
Laser Knife (Deadly)
Blaster Pistol (Inaccurate)

Imperial Officer
Specialist
Shoot: d12
Close Combat: d8
Traits
Ranged Fighter: You have a d12 when it comes to Shoot actions, but a d8 for Close Combat.
Deadeye: +1 to Shoot rolls.
Weapons
Blaster Pistol (Inaccurate)

Stormtroopers x 3
Regular
Shoot: d10
Close Combat: d10
Traits
Coolheaded: +1 to all Shaken recovery rolls
Weapons
Blaster Rifle (Inaccurate)

Inaccurate weapons give a minus -1 to the user’s attacks but deliver an extra +1 to any Wound rolls.
Deadly weapons are so good at killing, they automatically put their targets “Out of Action” on a Close Combat roll of 10 or above. No need for Wound rolls.  

Powers
Braveheart- Make a Shock Recovery roll with a +1.

Choke/Crush- (Sith only) Make a mental attack on any one enemy within sight. This attack has a short range of 6” and a long range of 12”. Ignore cover & armor.

Deflect- If fired at and missed, the Templar immediately rolls to hit the attacker if they are within 12”. The deflected shot hits on a 5+.

On a roll of “1” by the Templar, the shooter decides where the shot goes.

This power is used as a reaction and does not require an action to use.

Heal- (Jedi only) Use 1 action if in contact with another figure. Remove one wound or all shock markers.

Leap- The Templar can add an extra +d10” to any jump.

Push- Place the 3“ template up to 12” away. Roll to hit any enemies under the template on a 5+. Any figures under it, receive a shock marker and are pushed 6” back. On a roll of “1”, the Templar is hit with shock marker.

Shield- Use the 3” template centred on wielder. This invisible shield counts as hard cover until the Templar moves or attacks.

Telekinetic grab- A Templar can “grab” an item up to 12” away. This requires a roll of 8+ for an item 1” x 1” in size. The item requires a roll one higher for each 1” size larger. For example, an item 3” x 3” in size requires a roll of 10+.

The item or person can by moved 5” per action. A Templar could use this power on
themselves to achieve telekinetic flight, or use on an enemy to lift and drop them (see
falling rules above). The item is assumed to be on the ground at the end of the Templar’s
activation. It can’t be held turn to turn.
Add +1 to the Wound roll for objects thrown for each size increment of 1“.

On a roll of “1”, the telekinetic grab forces the item away d10” inches.


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