4th Doctor and Leela team for Galactic Heroes
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
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Leader
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Shoot: d12
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Close Combat: d8
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Traits
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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.
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Weapons
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Sonic Screwdriver - +2 to any technology task roll.
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Leela
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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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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.
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Weapons
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Crossbow and Dagger
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Professor Litefoot
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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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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.
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Weapons
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Pistol
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Henry Jago
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Regular
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Shoot: d12
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Close Combat: d8
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Traits
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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.
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Weapons
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Pistol
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Police Constables x 3
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Grunts
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Shoot: d0
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Close Combat: d12
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Traits
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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.
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Weapons
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Truncheon
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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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