My Star Wars Rebels for Galactic Heroes


Here are the traits and rules I selected for my Rebel Alliance themed crew.


Fro’ Gy
Leader (Galactic Hero)
Shoot: d12
Close Combat: d12
Traits
Psionics: You can harness the powers of the Universe.
Swordsman: Add a +1 to Close Combat rolls if armed with a Close Combat weapon.
Impervious: You ignore Wound penalties on movement, attack and recovery rolls.
Weapons
Lightsaber (Deadly)

Will Jon-Si
Leader (Galactic Hero)
Shoot: d12
Close Combat: d12
Traits
Psionics: You can harness the powers of the Universe.
Sprinter: Gets 3” of free movement a turn. This is free of any other actions you take, you could take two shoot actions and still move 3”.
Ferocious: You may add +1 to Wound rolls in Close Combat.
Weapons
Lightsaber (Deadly)

Rebel Commander
Specialist
Shoot: d12
Close Combat: d8
Traits
Killer: You may add +1 to Wound rolls when Shooting.
Ranged Fighter: You have a d12 when it comes to Shoot actions, but a d8 for Close Combat.
Weapons
Blaster Rifle (Inaccurate)

Alien Rebel
Specialist
Shoot: d10
Close Combat: d10
Traits
Strong: +1 to knock down doors and you can carry Team Weapons alone.
Tough as Nails: You can take up to 4 Wounds instead of 3.
Weapons
Heavy Blaster (Inaccurate)

Little Red Alien
Regular
Shoot: d10
Close Combat: d10
Traits
Small: You are smaller than most. That makes you a hard target. Enemies shooting at you get a -1 to their roll. However, your size gives you only 2 wounds instead of the normal 3, as well as a -1 to any wound rolls you deliver in Close Combat.
Weapons
Blaster Rifle (Inaccurate)
 
Human Rebel
Regular
Shoot: d10
Close Combat: d10
Traits
Ranger: Ignore terrain penalties for movement.
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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