Posts

Showing posts from July, 2019

Chapter 2 - Star Wars Galactic Heroes AAR

Image
Following on from Chapter 1 , the mysterious Jedi has asked the group to undertake another mission. Mission Briefing The group have been tasked with escorting some medicine to a settlement on a Swamp Planet. However, the local pirates want that shipment. After successfully avoiding the pirate ships in the system, the group managed to land near the settlement. Getting to the settlement would mean the medicine case would be protected by their shields. Of course, the shields could only be lowered once the pirates were gone. The group spent 4 RP to recruit two new team members. I spy... However, the pirates have been tracking them and plan to ambush the group before they get to the safety of the settlement. Here there be Pirates! A pirate appeared out the jungle, swinging his flamer in the direction of the group guarding the medicine. Although hits were scored, only a wound and shock token were generated. "Flame on!" Patting down the flames, the

Chapter 1 - Star Wars Galactic Heroes AAR

Image
We've been playing a lot of Tales of Horror just lately, so we took a break and returned to a galaxy, far, far away. Hopefully this will be the start of a Star Wars themed campaign. The setting is sometime between Episode 3 and Rogue One - although nearer Rogue One and Rebels. The player group composed of a band of mercenaries. The opposition will vary from chapter to chapter. Resource Points will be accumulated and spent on new skills, new recruits etc. The campaign will focus on this group - we've yet to decide upon names for the characters. The Group Rebel Commander Leader Shoot: d12 Close Combat: d8 Traits 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. Loads of ammo : Ignore first Out of Ammo roll. Weapons Blaster Rifle (Inaccurate) Alien Rebel Specialist Shoot: d10 Cl

Mulder and Scully for Tales of Horror

Image
"Things are getting strange, I'm starting to worry This could be a case for mulder and scully Things are getting strange, now I can't sleep alone" - Catatonia Still looking for the truth! Special Agent Fox Mulder Leader Shoot: d12 Close Combat: d12 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. Veteran : You use a d12 for all rolls. Occult Expert: +1 Shoot & Close Combat against non-humans. +1 to Occult Tasks. Fearless: You ignore Fearful Presence, and ignore the penalty for multiple Shock markers. For example, if you had 3 Shock markers, your