Cybermen for Galactic Heroes
The Cybermen were a "race" of cybernetically augmented humanoids. They varied greatly in design, with different factions originating independently by parallel evolution on planets throughout time and space, including Mondas, Telos, an alternate Earth, Planet 14, and Marinus. Some Cybermen were born out of an instinct to survive, others hunger for immortality because their civilisations were dying out and they wanted to survive, and some the intent to upgrade themselves and everyone around them.
Cyber Leader
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Leader
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Shoot: d10
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Close Combat: d10
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Traits
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Leader: Leaders of a crew receive this Trait for free. They
give a +1 to the die roll to any model attempting to make a roll to recover from
being Shaken or Wounded. The model must be within 12” and within line of
sight (not blocked by terrain) of the Leader to give this “encouragement”.
Armored: This can be naturally tough skin or man-made. Either
way, you have a -1 to be hit in combat, and a -1 to wound rolls against you.
Reduce moves by -1” per action.
Regenerate: You heal one Wound at the end of each turn. If
knocked “Out of Action” you are out for the game.
Smart: Add +1 to any task roll.
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Weapons
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Laser Pistol
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Cyberman
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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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Armored: This can be naturally tough skin or man-made. Either
way, you have a -1 to be hit in combat, and a -1 to wound rolls against you.
Reduce moves by -1” per action.
Regenerate: You heal one Wound at the end of each turn. If
knocked “Out of Action” you are out for the game.
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Weapons
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Laser Rifle
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Above Average: You crew has no Specialist, but each
remaining crew member besides the Leader gets an additional Trait.
Advanced comms: High tech gear or some sort of hive
mind means your crew is dealt an extra card at the beginning of the round.
After you have had a chance to look at the cards, pick your least favourite
card to discard. You must have at least two miniatures on the table to get the
bonus card.
Soulless: You never take Shaken results. Anyone
targeting you with a Shoot action gets a +1 to their roll.
Laser Pistols have a short range of 8” and a long
range of 16”. In addition, they have armour penetration (AP) value of 1.
Laser Rifles have a short range of 16” and a long
range of 32”. Like their smaller brethren, they have armour penetration (AP) value
of 1.
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