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.
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
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Leader
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Shoot: d12
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Close Combat: d12
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Traits
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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”.
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Weapons
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Phaser
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Mr Spock
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Above Average Regular
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Shoot: d10
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Close Combat: d10
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Traits
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Smart: Add +1 to any task roll.
Tough as Nails: You can take up to 4 Wounds instead of 3.
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Weapons
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Phaser
Tricorder: +1 to any task
roll.
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Dr McCoy
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Above Average Regular
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Shoot: d10
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Close Combat: d10
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Traits
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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.
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Weapons
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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.
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Chief Engineer Scott
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Above Average Regular
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Shoot: d10
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Close Combat: d10
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Traits
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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.
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Weapons
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Phaser
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Mr Chekov
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Above Average Regular
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Shoot: d12
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Close Combat: d8
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Traits
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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.
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Weapons
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Phaser
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Lt Sulu
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Above Average Regular
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Shoot: d10
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Close Combat: d10
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Traits
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Ferocious: You may add
+1 to Wound rolls in Close Combat.
Brawler: Once per turn, you may re-roll a Close Combat action.
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Weapons
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Phaser
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Lt Uhura
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Above Average Regular
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Shoot: d10
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Close Combat: d10
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Traits
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Smart: Add +1 to any
task roll.
Cunning: Re-roll any
task roll once per turn.
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Weapons
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Phaser
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Yeoman
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Above Average Regular
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Shoot: d10
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Close Combat: d10
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Traits
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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.
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Weapons
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Phaser
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Red Shirts
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Grunts
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Shoot: d8
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Close Combat: d8
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Traits
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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.
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Weapons
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Phaser
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