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


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
Close Combat: d10
Traits
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.
Weapons
Heavy Blaster (Inaccurate)

Little Red Alien Rebel
Regular
Shoot: d10
Close Combat: d10
Traits
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
Blaster Rifle (Inaccurate)

Human Rebel
Regular
Shoot: d10
Close Combat: d10
Traits
Steady: You ignore Shock and Wounds penalties when Shooting.
Weapons
Blaster Rifle (Inaccurate)


Hammerhead Alien Rebel
Regular
Shoot: d10
Close Combat: d10
Traits
Smart: Add +1 to any task roll.
Weapons
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

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.

"Get away from that crate!"

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.

"Over there!"

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.

"They went that way!"

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.

"Don't forget me!"

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.

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