My Star Wars Rebels for Galactic Heroes
Here are the traits and rules I selected for my Rebel Alliance themed crew.
Fro’ Gy
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Leader (Galactic Hero)
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Shoot: d12
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Close Combat: d12
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Traits
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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.
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Weapons
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Lightsaber (Deadly)
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Will Jon-Si
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Leader (Galactic Hero)
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Shoot: d12
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Close Combat: d12
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Traits
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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.
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Weapons
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Lightsaber (Deadly)
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Rebel Commander
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Specialist
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Shoot: d12
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Close Combat: d8
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Traits
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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.
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Weapons
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Blaster Rifle (Inaccurate)
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Alien Rebel
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Specialist
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Shoot: d10
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Close Combat: d10
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Traits
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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.
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Weapons
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Heavy Blaster (Inaccurate)
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Little Red Alien
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Regular
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Shoot: d10
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Close Combat: d10
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Traits
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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.
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Weapons
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Blaster Rifle (Inaccurate)
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Human Rebel
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Regular
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Shoot: d10
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Close Combat: d10
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Traits
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Ranger: Ignore terrain penalties for movement.
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Weapons
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Blaster Rifle (Inaccurate)
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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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