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Author Topic: Scenario for Galactic Heroes: Get to the Shuttle!  (Read 459 times)

Offline Maniac

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Scenario for Galactic Heroes: Get to the Shuttle!
« on: December 16, 2021, 06:18:38 PM »
I wrote this up for our gaming group to use with Galactic Heroes, but it could probably be used with a number of different rule sets with minor adaptations.  It was originally intended for a four player match, but we ended up modifying it for 5 on the spur of the moment.  Also, while yes there are rules for vehicles, I used something simple to avoid any questions around them.  We do use 15mm minis, although I also have 28mm stuff for GH.

It needs a 4ftx4ft space to be played.  The Shuttle is placed centrally to all players (i.e. in a 4 player match, put it in the center and each player starts in a corner of the board, with vehicles half-way between each player).  For the 5-man match this meant setting it centrally on one side, and each player starting equal distance from it like spokes of a wheel (well, half of a wheel anyways).

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GET TO THE SHUTTLE!

You and your crew are on the planet Zegema Beach which would normally be a bonus, unfortunately the bugs have started an orbital bombardment from outside the system which will destroy all life on the planet.  There is one last shuttle in your sector that could be used to evacuate, failure to reach it and get off the planet will mean certain doom.  Fight your way through the failing orbital stations and resulting ground quakes to reach the shuttle and evac before you and your team are consigned to the dust of history.

Victory Conditions:
Make it to the shuttle and lift off!  To lift off the model must pass a Hard Task roll (8+) to bring it online and pilot it to safety.  If the model fails, the shuttle stays in position and the player may try again on the following turn.

Special Rules:
It’s the End of the World as we know it…:
At the start of a round, each player rolls a D10.  If the results are EVEN, nothing happens to their team this turn.  If the results are ODD, the player rolls again as follows:

Randomize remaining models and roll for which model is affected.  Once that is determine roll a D10 for that model.

1-5:  Get Back!  The model just avoids falling debris or a fissure that opens.  The Player to your right moves the model in any direction by 1”.
6-8:  That Was Too Close!  Momentarily stunned by the apocalypse and a narrow miss, the model suffers 1 shock
9:  Don’t Leave Me Behind!  The resulting chaos has wounded the model.  The model suffers 1 wound
10:  Splat!  Hit by falling debris or swallowed by a fissure, the model is out of action

Hotwire: 
You can attempt to hotwire one of the civilian vehicles.  This requires a regular task roll (5+).  All vehicles can carry up to 5 team members (models must be within 1” of the vehicle to board as an action or may disembark as an action) and have the following rules:

Bus:  Vehicle has Light Armor and 4 Wounds.  It can move 8” per activation.  Models on the Bus that are not driving can fire and be shot at (bus makes a light armor save against successful hits, failure means it hits the model, success hits the bus)

APC:  Vehicle has Heavy Armor and 6 Wounds.  It can move 8” per activation.  Models on the APC cannot fire and cannot be shot at.

Jeep:  Vehicle has Light Armor and 3 Wounds.  It can move 8” per activation.  Models on the Jeep cannot fire and cannot be shot at.  The Jeep is equipped with a Grenade Launcher which a non-driving model can fire as an action.

Warthog:  Vehicle has Light Armor and 3 Wounds.  It can move 8” per activation.  Models on the Warthog can fire and can be shot at.  Models on the Warthog that are not driving can fire and be shot at (bus makes a light armor save
against successful hits, failure means it hits the model, success hits the bus).  The Warthog has a Heavy Machine Gun, one model may use it instead of their normal weapon on an activation.


You can read the write-up here on page 33:

http://wfhgs.com/PDFFILES/wo58.pdf

Overall a great game, and it went down to the wire.  The unfortunate Hawkmen got decimated by everyone in a real turkey shoot (ba-dum!), but the fight at the shuttle was epic.  A lone, wounded, and shocked teddy bear (Ewok as the group coined them) single handed fought off two spartans, then pushed out another team before being shot on the following turn and killed.
On time, on target, or the next one's free

Offline BaronVonJ

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Re: Scenario for Galactic Heroes: Get to the Shuttle!
« Reply #1 on: December 16, 2021, 07:55:16 PM »
Sounds epic. We just ran a similar game for Wasteland Warriors where crews had to get into vault before a Rad Storm hit. Instead of falling debris we had wandering rad zombies.

 

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