Enterprise Landing Party AAR
Captain Kirk |
Leader |
Shoot: d12 |
Close Combat: d12 |
Traits |
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Veteran: You use a d12 for all rolls. 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. Encouraging: As an action, you can remove all shock markers from one member of your crew within 12”. Leader: Leaders of a crew receive this Trait for free. 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”. |
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Weapons |
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Phaser |
Mr Spock |
Above Average Regular |
Shoot: d10 |
Close Combat: d10 |
Traits |
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Smart: Add +1 to any task roll. Tough as Nails: You can take up to 4 Wounds instead of 3. |
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Weapons |
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Phaser Tricorder: +1 to any task roll. |
Dr McCoy |
Above Average Regular |
Shoot: d10 |
Close Combat: d10 |
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. Cunning: Re-roll any task roll once per turn. Lightning fast: If you are the target of a successful shoot action, immediately make a hard task roll (8+). If successful, the shooter misses. Sissy: -1 to all Close Combat rolls. |
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Weapons |
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Phaser Combat drugs: allow a miniature to spend an action to remove all shock, either from themselves or another miniature in contact. This functions like a Queen of Spades Special card. It has one use per game. Medi-packs: allow a miniature to spend an action to remove one wound, either from themselves or another miniature in contact. This functions like a Queen of Hearts Special card. It has one use per game. |
Yeoman |
Above Average Regular |
Shoot: d10 |
Close Combat: d10 |
Traits |
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Dodge: If you are shot at and the shooter misses, you can immediately move 5” towards cover. Fearless: You ignore Fearful Presence above and ignore the penalty for multiple Shock markers. For example, if you had 3 Shock markers, your Recovery roll would still only be at a -1. |
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Weapons |
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Phaser |
Red Shirts |
Grunts |
Shoot: d8 |
Close Combat: d8 |
Traits |
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Deadeye: +1 to Shoot rolls. Thundering Charge: Add +1 to Close Combat roll if you are the attacker. Sickly: +1 to all Wound rolls made against this model. |
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Weapons |
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Phaser |
The Planet Vengainia |
The Landing Party |
McCoy, Kirk & Spock boldly going! |
Security escorts a Scientist |
"He's dead Jim!" |
"He's also dead Jim!" |
“Insufficient facts always invite danger.” |
Nice! I love it! I did a few trek skirmishes of my own using modified fantastic worlds rules. now i'll have to give yours a try!
ReplyDeleteEnjoy. Let me know how you get on.
DeleteNice test AAR.
ReplyDeleteloved your scenery, very rocky, just like either indoor sets, or Vasquez rocks! What figures are those, and what scale do they come out at?
Thanks for the feedback. The figures are a combination of Heroclix and Modiphius. They are 28mm.
Delete