Chapter 1 - Star Wars Galactic Heroes AAR
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
Mission Briefing
A Jedi in hiding is offering a job. The group have been tasked with searching for something on a Jungle Moon. They don't know what it is they are looking for, but it could be a seemingly normal item with a secret or something heavily protected. The Empire will be the opposition.
Approaching the Jungle Moon, the group has identified an Imperial presence at an old Jedi temple. Landing a distance away to avoid alerting the Empire forces, the group quietly approached the temple. As the Empire forces are unaware of the approaching group, we had the Empire Leader and Specialists based in the ruins and the Stormtroopers 'grunts' randomly deployed to a table edge (d4) and then patrolling in a random direction (d10).
The group successfully avoided the Imperial patrols and made it to the temple ruins. Under covering fire, a couple of the group approach the supply crates.
With the sound of blaster fire, the Stormtroopers were available for activation.
Under fire from the Imperials, a couple of the group tried open one of the crates. Unfortunately, they failed their 'Task' rolls. The only thing saving them was the inaccurate fire from the Imperials.
Success at last. A supply crate was unlocked and a strange crystal removed. Imperial Stormtroopers closed in on temple ruins, their blasters firing wildly at the group members. Other Stormtroopers were delayed by snipers hiding in the jungle.
A couple of wild cards played as Queens, meant that wounds and shock tokens were removed. With turns intact and the crystal in their hands, the group chose to make a tactical withdrawal.
Stormtroopers piled in after escaping group.
It became a race to the table edge.
Conclusion
The group made it off the table with the crystal. The crystal was shown to their Jedi employer who identified it as a Kyber crystal. The next question being one of what the Empire wants with Kyber crystals???
Although, the group suffered wounds and shock tokens, no-one was incapacitated and they would all be available for the next game. The group received 5 RP as their reward.
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
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Leader
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Shoot: d12
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Close Combat: d8
|
Traits
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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
|
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Blaster Rifle (Inaccurate)
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Alien Rebel
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Specialist
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Shoot: d10
|
Close Combat: d10
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Traits
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Strong: +1 to knock down doors and you can carry Team Weapons
alone.
Tough as Nails: You can take up to 4 Wounds instead of 3.
|
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Weapons
|
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Heavy Blaster (Inaccurate)
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Little Red Alien Rebel
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Regular
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Shoot: d10
|
Close Combat: d10
|
Traits
|
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Small: You are smaller than most. That makes you a hard
target. Enemies shooting at you get a -1 to their roll. However, your size
gives you only 2 wounds instead of the normal 3, as well as a -1 to any wound
rolls you deliver in Close Combat.
|
|
Weapons
|
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Blaster Rifle (Inaccurate)
|
Human Rebel
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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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Steady: You ignore Shock and Wounds penalties when
Shooting.
|
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Weapons
|
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Blaster Rifle (Inaccurate)
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Hammerhead Alien Rebel
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Regular
|
Shoot: d10
|
Close Combat: d10
|
Traits
|
|
Smart: Add +1 to any
task roll.
|
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Weapons
|
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Blaster Rifle (Inaccurate)
|
Mission Briefing
A Jedi in hiding is offering a job. The group have been tasked with searching for something on a Jungle Moon. They don't know what it is they are looking for, but it could be a seemingly normal item with a secret or something heavily protected. The Empire will be the opposition.
Approaching the Jungle Moon, the group has identified an Imperial presence at an old Jedi temple. Landing a distance away to avoid alerting the Empire forces, the group quietly approached the temple. As the Empire forces are unaware of the approaching group, we had the Empire Leader and Specialists based in the ruins and the Stormtroopers 'grunts' randomly deployed to a table edge (d4) and then patrolling in a random direction (d10).
The group creeps towards the ruins |
With the sound of blaster fire, the Stormtroopers were available for activation.
"Get away from that crate!" |
"Over there!" |
"They went that way!" |
Stormtroopers piled in after escaping group.
"Don't forget me!" |
Conclusion
The group made it off the table with the crystal. The crystal was shown to their Jedi employer who identified it as a Kyber crystal. The next question being one of what the Empire wants with Kyber crystals???
Although, the group suffered wounds and shock tokens, no-one was incapacitated and they would all be available for the next game. The group received 5 RP as their reward.
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