4th Doctor and Leela team for Galactic Heroes

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The Doctor, Leela and Prof Litefoot

The 4th Doctor brings Leela to Victorian London to see how her ancestors lived but is rapidly drawn into a fiendish plot involving Chinese Tongs, disappearing women, an Oriental stage magician with uncanny powers, a murderous ventriloquist's dummy, and giant rats in the sewers.

The Doctor
Leader
Shoot: d12
Close Combat: d8
Traits
Leader: 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”. A natural roll of “1” still causes model to rout when attempting to become Unshaken, and expire from their wounds if rolling to get up from a wound.
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.
9 Lives: Once per game, you may convert an “Out of Action” result to 1 Wound instead.
Weapons
Sonic Screwdriver - +2 to any technology task roll.


Leela
Specialist
Shoot: d10
Close Combat: d10
Traits
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.
Ferocious: You may add +1 to Wound rolls in Close Combat.
Weapons
Crossbow and Dagger

Professor Litefoot
Regular
Shoot: d10
Close Combat: d10
Traits
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.
Weapons
Pistol

Henry Jago
Regular
Shoot: d12
Close Combat: d8
Traits
Lightning fast: If you are the target of a successful shoot action, immediately make a hard task roll (8+). If successful, the shooter misses.
Coward: You must roll a 5+ before engaging in Close Combat.
Ranged Fighter: You have a d12 when it comes to Shoot actions, but a d8 for Close Combat.
Weapons
Pistol
 
Police Constables x 3
Grunts
Shoot: d0
Close Combat: d12
Traits
Brute: You have no ranged combat abilities, but get to use a d12 (12-sided-die) for Close Combat. In the case of Grunts, their die goes up to a d10.
Weapons
Truncheon

Crossbows must be reloaded after every shot. Mark them with an “Ammo” marker after they shoot. Crossbows get a +1 to the Wound roll at Short range (short range of 9”, and a long range of 18”).
Pistols have a short range of 6” and a long range of 12”.
Truncheons have a -1 on the Wound roll, but add an additional Shock marker.
Daggers. Crew members armed with them win ties in close combat if their opponent is not armed with a close combat weapon.

Cool Headed: Your entire crew has +1 to all Shaken recovery rolls.

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